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Author Topic: [Master Craft] NPCs and Critters  (Read 361 times)
TheAuldGrump
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« on: June 11, 2010, 07:28:33 AM »

Well, S3 is still more than a year away, but given that it will be compatible with Fantasy Craft we can get a head start, eh?

From my Fallout game, converted to MC - the Kreigers, Neo-Nazis under the control of an arms manufacturer named Johan Kreiger. Connected with, but not part of the Enclave, the Kreigers sometimes serve as mercenaries.

Greatcoat Goon (Medium Folk Walker — 36 XP):  Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def III; Res III; Health III; Comp III; Qualities: feat (Armor Basics, Wolf Pack Basics, Wolf Pack Mastery), interests (Kreigers), treacherous, veteran I.
Gear: Helmet w/Gas Mask, Great Coat, Carapace Armor (Moderate). Kreiger Arms MIII PCC w/Shotgun.

Greatcoat Veterans (Medium Folk Walker — 56 XP): Str 14, Dex 12, Con 12, Int 12, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def III; Res IV; Health V; Comp IV; Qualities: feat (Armor Basics, Armor Mastery, Wolf Pack Basics, Wolf Pack Mastery, Wolfpack Supremacy), interests (Kreigers), treacherous, veteran II.
Gear: Helmet w/Gas Mask & Integral Nightvision Goggles, Great Coat, Carapace Armor (Moderate). Kreiger Arms MIII PCC w/Shotgun.

Greatcoat Initiates (Medium Folk Walker — 21 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk III; Def III; Res III; Health III; Comp II; Skills: Intimidate III, Notice III; Qualities: feat (Armor Basics), interests  (Kreigers), mook.
Gear: Combat Helmet, Great Coat, Carapace Armor (Partial). Kreiger Arms MIII PCC w/Shotgun.



The Kreiger Arms MIII is a .45 pistol caliber carbine, with integral shotgun. It is recommended that the shotgun carry three rounds in the magazine, but common practice is one in the pipe, three in the tube. (As modern weapon stats become available for Master Craft more information on Kreiger arms and armor will be added.)

Johann Kreiger [Campaign Year 1] (Medium Folk Walker — 111 XP): Str 12, Dex 16, Con 14, Int 16, Wis 10, Cha 16; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def III; Res V; Health V; Comp V; Skills: Crafting VII, Impress VI, Intimidate VII, Notice VI; Qualities: cagey III, feat  (Armor Basics, Armor Mastery, Armor Supremacy, Glint of Madness, Repartee Basics), interests (Kreigers), story-critical, tough III, treacherous.
Gear: Combat Helmet, Great Coat, Carapace Armor (Full). Kreiger Arms MIII PCC w/Shotgun.

Johann Kreiger [Campaign Year 2] (Medium Folk Walker — 89 XP): Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def III; Res III; Health III; Comp V; Skills: Crafting VII, Impress VI, Intimidate VII, Notice VI; Qualities: cagey I, feat (Armor Basics, Armor Mastery, Armor Supremacy, Glint of Madness, Repartee Basics), interests (Kreigers), story-critical, tough  II, treacherous.
Gear: Combat Helmet, Great Coat, Carapace Armor [Full]. Kreiger Arms MIII PCC w/Shotgun.

Johann Kreiger [Campaign Year 3] (Medium Folk Walker — 64 XP): Str 8, Dex 14, Con 8, Int 16, Wis 10, Cha 12; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk II; Def III; Res II; Health II; Comp III; Skills: Crafting IV, Impress IV, Intimidate IV, Notice IV; Qualities: cagey I, feat  (Armor Basics, Armor Mastery, Armor Supremacy, Glint of Madness, Repartee Basics), interests (Kreigers), story-critical, tough I, treacherous.
Gear: Combat Helmet, Great Coat, Carapace Armor [Full]. Kreiger Arms MIII PCC w/Shotgun.

Johan Kreiger is a lie given flesh - driven not by a desire for the racial purity that he espouses, but by vengeance and greed.

Kreigers family has been weaponsmiths for generation, supplying the local area with the tools necessary for survival. This changed when the Brotherhood of Steel heard that the family had an undamaged copy of the 1911 Encyclopaedia Britannica. Johan, then a young man named John Miles, came home to find his family killed, the house and workshop pillaged, and the Encyclopaedia gone. All in the settlement had seen the armored soldiers of the Brotherhood enter the home and workshop, and heard the weapons fire, but none had intervened.

Renaming and reinventing himself, Kreiger has forged an alliance of convenience with the Brotherhood's enemies. Selling weapons, and the services of those who have come to embrace the rhetoric that he claims to believe, Johan has forged a small power bloc for himself, and has expanded into the Panhandle.

Starting in Year 2 his health enters a decline, his flesh losing its color, and his breath becomes a rasp. By Year 4 of the campaign Johan Kreiger, once John Miles, breathes his last, leaving the Kreigers leaderless for a time. His sons share neither his competence nor his charisma, but nature abhors a vacuum.

The Auld Grump, why no, I don't much like the Brotherhood, why do you ask?
« Last Edit: June 11, 2010, 07:30:14 AM by TheAuldGrump » Logged

I don't know how the story ends...
But I do know what happens next.
TheAuldGrump
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« Reply #1 on: June 11, 2010, 07:58:38 AM »

The big baddy -
Walker [Herald of the End Times] (Medium Outsider Walker — 219 XP): Str 14, Dex 20, Con 20, Int 20, Wis 20, Cha 20; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init VII; Atk VII; Def VII; Res X; Health VII; Comp X; Qualities: achilles heel (divine, flash), beguiling, burden of ages, cagey III, condition immunity (baffled, fatigued), damage immunity  (stress), damage reduction 10, darkvision  II, dread, disturbing presence, everlasting, fearless II, light-sensitive, never outnumbered, shapeshifter III, spell defense V, spell reflection, superior traveler V, tough  V, unlimited spell points, veteran  V.
Mounts and Vehicles: Horses and other animals can not stand to be near him. Wherever he goes he goes on foot, but travels much faster than one would think.
Gear: Pre War Business wear, either spotless white or unblemished black. Sunglasses, and a single weapon of the GM's choice.

Disturbing presence -2 XP: Most animals know that something is wrong with the character - hackles will rise, tails will tuck between legs, and ears will press flat against their skulls. Other effects abound - milk sours, wine turns to vinegar, and shadows do not always follow their casters.... No matter how good the characters disguise may be these traits never fade.

The herald of the end times, Nyarlathotep, the crawling chaos, the Black Pharaoh. His names are many, and his time has come, a world only now recovering from nuclear fire will soon see the dawning of a second sun, a sun surrounded by mad pipers and a fire fiercer than the atom's....

The Auld Grump
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I don't know how the story ends...
But I do know what happens next.
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