Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 22, 2013, 03:27:41 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  [FantasyCraft] NPC Quality - BloodPact
« previous next »
Pages: [1] Go Down Print
Author Topic: [FantasyCraft] NPC Quality - BloodPact  (Read 1033 times)
LordKruelos
Handler
*****
Posts: 868



View Profile
« on: April 04, 2011, 11:08:43 AM »

I've been thinking of how to model the ability of the Huntsmen of Annuvin (from The Prydain Chronicles), essentially the "Conservation of Ninjutsu" trope where the Huntsmen of Annuvin literally become stronger when one of their number is killed.

Here's a first take, my basic approach is:
1) Applies to standard NPCs only (Mob as a base unit for the pact)
2) At the end of the Initiative count that an NPC with BloodPact is slain, all other NPCs that are part of the same Mob/Bloodpact gain a +1 bonus with attack checks, skill checks, saves, and damage rolls until the end of the scene.
3) Bonus is cumulative, if a party of 5 PCs face a mob of 5 BloodPact NPCs and have killed 4 of them, the last NPC gets +4
4) BloodPact Bonus only counts if NPC is killed, not knocked out (incentive for PCs to use subdual damage and escape)
5) XP cost estimated based on the cost of Devour (+3 XP), +2 for cumulative effect, +1 for it happening automatically, -1 for Standard NPCs / lethal damage only


BloodPact (+5 XP, Standard NPCs only): The NPC is part of a bloodpact, where the death of a member of the pact serves to increase the strength of the others. At the end of the Initiative count that an NPC with BloodPact is killed, NPCs that share the same Bloodpact
gain a +1 bonus with attack checks, skill checks, saves, and damage rolls until the end of the scene. BloodPact NPCs gain an additional +1 to this bonus for each BloodPact NPC killed belonging to their Mob.

Thoughts / Comments / Changes?
« Last Edit: April 04, 2011, 02:43:03 PM by LordKruelos » Logged
paddyfool
Control
******
Posts: 1214


View Profile
« Reply #1 on: April 04, 2011, 01:06:34 PM »

I really like  the reference and the style of this. 

However, I'm not sure about how it scales to different mob sizes.  It would get a bit silly with a really big mob (start out vs 20; you bring them down to 15, and they're all at +5, down to 10 and they're all at +10, etc.), while being ineffective with a small one.  Perhaps if it was instead along the lines of "if any NPCs with bloodpact are slain, others gain a +1 to attack checks, skill checks, saves, and damage rolls until the end of the scene; if 25% or more are slain, this increases to +2; 50% or more, +4; 75% or more, +6", it might scale a little better.... although I'm not sure how that balances overall with what you intended.
Logged
LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #2 on: April 04, 2011, 01:16:58 PM »

I really like  the reference and the style of this.  

However, I'm not sure about how it scales to different mob sizes.  It would get a bit silly with a really big mob (start out vs 20; you bring them down to 15, and they're all at +5, down to 10 and they're all at +10, etc.), while being ineffective with a small one.  Perhaps if it was instead along the lines of "if any NPCs with bloodpact are slain, others gain a +1 to attack checks, skill checks, saves, and damage rolls until the end of the scene; if 25% or more are slain, this increases to +2; 50% or more, +4; 75% or more, +6", it might scale a little better.... although I'm not sure how that balances overall with what you intended.

Fair point -- I think that depends on how Mob size is determined/modified.
I was operating on the assumption that Mob size = # of PCs (as defined on p.240 and again on p.337), which would keep things under control relative to # of PCs.

If my reading is correct, you'd count each Mob separate -- if I had 5 PCs and 20 NPCs, that'd be 4 separate Mobs -- I could see that being potentially problematic from an in-game bookkeeping standpoint, though if it were me running the combat, I'd use poker chips to easily keep track.
« Last Edit: April 04, 2011, 01:25:33 PM by LordKruelos » Logged
LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #3 on: April 04, 2011, 01:38:44 PM »

If we changed the scope so the unit was "all NPCs sharing a bloodpact" rather than "Mob of NPCs sharing a bloodpact" maybe the scaling would work like:

+1 One pact-member killed
+2 Two or more pact-members killed
+3 1 Mob equivalent pact-members killed
+4 2+ Mob equivalent pact-members killed.

Frankly, I think I prefer limiting it to being Mob-based pacts, it feels simpler to me.

Maybe for multi-mob instances, give +1 for the first pact-member killed and an additional +1 for each mob equivalent killed?
Logged
paddyfool
Control
******
Posts: 1214


View Profile
« Reply #4 on: April 04, 2011, 01:55:09 PM »

Ah, I hadn't really factored in the mob mechanic properly.  Makes a lot more sense to me now... although this might work to represent large numbers well:

Maybe for multi-mob instances, give +1 for the first pact-member killed and an additional +1 for each mob equivalent killed?
Logged
LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #5 on: April 04, 2011, 02:47:33 PM »

Revision 1, does this make things better, Paddy?


BloodPact (+5 XP, Standard NPCs only): The NPC is part of a bloodpact, where the death of a member of the pact serves to increase the strength of the others. At the end of the Initiative count that an NPC with BloodPact is killed, all NPCs that share the same Bloodpact
gain a +1 bonus with attack checks, skill checks, saves, and damage rolls until the end of the scene. BloodPact NPCs gain an additional +1 to this bonus for each dead BloodPact NPC belonging to their own Mob.

(in other words, kill 1 Bloodpact NPC, all Bloodpact NPCs in the scene get +1, members of that mob get an additional +1 per body)
« Last Edit: April 04, 2011, 02:50:30 PM by LordKruelos » Logged
Foghorn
Operative
****
Posts: 377



View Profile
« Reply #6 on: April 04, 2011, 05:15:30 PM »

Might be easier wording-wise to cap out the bonus so large mobs don't get crazy bonuses
Logged
paddyfool
Control
******
Posts: 1214


View Profile
« Reply #7 on: April 04, 2011, 05:32:24 PM »

BloodPact (+5 XP, Standard NPCs only): The NPC is part of a bloodpact, where the death of a member of the pact serves to increase the strength of the others. At the end of the Initiative count that an NPC with BloodPact is killed, all NPCs that share the same Bloodpact
gain a +1 bonus with attack checks, skill checks, saves, and damage rolls until the end of the scene. BloodPact NPCs gain an additional +1 to this bonus for each dead BloodPact NPC belonging to their own Mob.

(in other words, kill 1 Bloodpact NPC, all Bloodpact NPCs in the scene get +1, members of that mob get an additional +1 per body)

That's a scary version compared to what I thought you were suggesting (a +1 for each other bloodpact NPC in the same mob slain, and a further +1 for each other entire bloodpact mob slain), or even to the original version.  You could run into real trouble with multiple mobs by these rules.  (Say you've got 2 mobs of 5, and one loses 3 members; next initiative count, the undamaged mob gets +3, whereas the two surviving members of the mob that's lost three members get +6).
Logged
LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #8 on: April 04, 2011, 09:36:15 PM »

What if it were +3XP per level -- does that seems reasonable maybe -- it's conceivable a lot of concepts might want 1 level of that to reflect a "blooded/Vengeful" quality.
How important is the "ramping up" vs an On/Off toggle


In other words, Rev 2:

Bloodpact I - III (+3XP per grade) The NPC is part of a bloodpact, where the death of a member of the pact serves to increase the strength of the others. At the end of an Initiative count when an NPC with BloodPact is killed, all NPCs that share the same Bloodpact add +1 to their Morale bonus to attack checks, skill checks, saves, and damage rolls (with a maximum bonus up to the grade) until the end of the current scene.

This both caps the bonus (and makes it cost something appropriate) and gives more flexibility -- good change?
« Last Edit: April 04, 2011, 09:43:38 PM by LordKruelos » Logged
LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #9 on: May 10, 2011, 02:11:45 PM »

Thought I'd update this -- after trying it out, I like the cost-per-tier of BloodPact, I think it makes it much more broadly applicable to different NPC concepts.

To truly make the Huntsmen scary, I've used:

Bloodpact II (+3XP per grade) The NPC is part of a bloodpact, where the death of a member of the pact serves to increase the strength of the others. At the end of an Initiative count when an NPC with BloodPact is killed, all NPCs that share the same Bloodpact add +1 to their Morale bonus to attack checks, skill checks, saves, and damage rolls (with a maximum bonus up to the grade) until the end of the current scene.

Ferocity (+3 XP): If the NPC is standard, he may immediately make a free attack when he fails his last Damage save. If he’s special, he continues to act normally even when dying.

Natural Spell -- Death Knell (+2 XP):
Distance: Touch
Duration: 1 hour
Effect: You touch an ally, teammate, or adversary who died in the current or previous round, draining their dwindling life force and gaining a +1 bonus to Strength and Casting Level. You may cast this spell use this effect only once on each corpse and the maximum bonus you may gain from it is +5.
 
This should make my Huntsmen of the Blood a very special kind of nasty -- they revel in the slaughter (Death Knell), grow stronger as their Pact-mates are slain (BloodPact II), and are dangerous until the last breath leaves their body (Ferocity).

Huntsmen of the Blood (Medium Folk Walker — 50 XP): Str 11, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init IV; Atk V; Def IV; Resilience III; Health IV; Comp II; Skills: Notice III, Search V, Sneak III, Survival V; Qualities: BloodPact II, class ability (Scout: killing blow), feat (Night Fighting), ferocity, natural spell (Death Knell 2).
Attacks/Weapons: Machete (dmg 1d8 lethal; threat 20; qualities: AP 2), Reflex Bow (Barbed arrows (40) (dmg 1d6 lethal; threat 20; range 30 ft. × 6; qualities: bleed, poisonous)
Treasure: 1C, 1G, 1T
« Last Edit: May 10, 2011, 02:49:17 PM by LordKruelos » Logged
LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #10 on: January 31, 2012, 09:07:05 PM »

Keeping the same thought together despite the thread necromancy, here are some more notes that I put into FantasyCraft from http://en.wikipedia.org/wiki/The_Chronicles_of_Prydain

The Horned King

http://fc03.deviantart.net/fs5/i/2004/283/d/c/The_Horned_King_by_syrusb.jpg

http://www.youtube.com/watch?v=Pts8XVwXe7o&feature=related

The Horned King -- the champion and War Leader of [Vaasa].

Depending on who you hear tell it, the Horned King is described as a huge man wearing armor (except for his arms, which are naked and stained crimson), a red cape and an antlered skull mask, or a repulsively skeletal creature whose eyes glow red upon being angered or excited and is more on par with a sorcerer.

The antlers are presumably where he gets his name.

http://www.youtube.com/watch?v=Pts8XVwXe7o&feature=related

The Horned King (Large Fey Folk Walker — 126 XP): TL: 4
Str: 18/+4; Dex: 12/+1; Con: 14/+2; Int: 10/+0; Wis: 10/+0; Cha: 12/+1;
Init: +4=3+1(dex)                     Melee: +8=4+4(str)    Fort: +4=2+2(con)
Health: +7=3+2(con)+2(size) ~ 80/21   Ranged: +5=4+1(dex)   Ref: +3=2+1(dex)
Def: 13=10+3+1(dex)-1(size)           Comp: +2              Will: +2=2+0(wis)
Size: Large (1×1); Reach: 1; Speed: 40 ft. ground;
Skills: Athletics III (Str) +10 = 6+4; Intimidate V (Wis) +9 = 9+0; Ride III (Dex) +7 = 6+1; Survival V (Wis) +9 = 9+0; Tactics VII (Int) +12 = 12+0
Qualities: achilles heel (divine), class ability (Scout: trophy hunter, Soldier: fortunes of war I, Soldier: killer instinct), custom (0XP), damage reduction 2, dramatic entrance, dread, feat (Night Fighting), ferocity, frenzy I, natural spell (Animate Dead III 5, Death Knell 2, Deathwatch 1), swift attack I, tough II, unnerving, veteran II.
Attacks: BLADE OF THE BERSERKER (A powerful brotherhood mastered a unique blood magic to create these axes. At least ten of these cruel-looking blades were made, several of which have been lost in seasonal raids against gentler folk. Item: Axe (1-handed item) Essence: Feat (Rage Basics) Charm: Lesser Damage Bonus (+1 at Level 1–6, +2 at Level 7–12, +3 at Level 13–18, +4 at Level 19–20) Reputation Value: 25 (Level 1–6), 31 (Level 7–12), 39 (Level 13–18), 47 (Level 19–20)), Ghastly Presence [DC 10] (shaking I: aura 20ft. radius)
Treasure: 1C, 1G, 1T

Re Cornelius
Dramatic Entrance (+8 XP): The scene becomes Dramatic when the NPC arrives (see page 335). If the scene is already Dramatic, the GM gains 1 additional action die per player character that may only be spent to support this NPC’s actions.

Dread (+2 XP): Each time an opponent attacks the NPC and misses, the opponent suffers 2 stress damage.
Swift Attack (+3 XP per extra attack): Once per round, the NPC gains 1 free attack.

Unnerving (+2 XP): Each time the NPC hits with an unarmed or melee attack, the target also suffers 2 stress damage.

Ferocity (+3 XP): If the NPC is standard, he may immediately make a free attack when he fails his last Damage save. If he’s special, he continues to act normally even when dying.

Frenzy I (+4 XP): The NPC may frenzy once per combat, gaining a number of additional half actions in one round equal to the number of opponents he faces (maximum equal to the total extraordinary and natural attacks he has + 2). These half actions may only be used to attack and may be used to make multiple extraordinary attacks in the same round. Unless the NPC has only 1 attack, each attack must use a different weapon, extraordinary attack, or natural attack than the last.



Tough (+5 XP per grade): If the NPC is standard, he ignores the effect of 1 failed Damage save per scene per grade. If he’s special, he may ignore all damage from a single critical hit once per scene per grade.

Veteran (+2 XP per grade): The NPC’s Threat Level increases by 1 per grade (maximum Threat Level 20).

• Sprint: In combat, your Speed increases by 10 ft.
• Trail Signs: You suffer no penalties for Speed when making Track checks.
• Trophy Hunter: You can drop even the biggest game with a single attack. When you attack an animal, your threat range increases by 3.

ANIMATE DEAD III
Level: 5 Necromancy
Effect: As Animate Dead I, except that you gain 1 skeleton
or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP
each), or 4 skeletons or zombies (max. 40 XP each).
Skeleton III (Medium Undead Walker — 76 XP): Str 10,
Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd
30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp
II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance
(edged), damage immunity (bows), ferocity, rend, tough I
Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20;
qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20;
qualities: finesse), as appropriate to the remains + any weapons
carried in life (so long as they don’t increase the skeleton’s XP
value above 80)

DEATHWATCH
Level: 1 Necromancy
Casting Time: 1 half action
Distance: Personal
Area: 30 ft. penetrating cone
Duration: 10 minutes per Casting Level
Effect: You instantly know the type and state (alive, dead, or
wounded) of each character you can see in the Area.

« Last Edit: January 31, 2012, 10:57:57 PM by LordKruelos » Logged
Mister Andersen
Control
******
Posts: 8898


I'm leaving for a destination I still don't know


View Profile
« Reply #11 on: January 31, 2012, 09:29:10 PM »

Looking over the thread, Bloodpact reads like a variation of Devour that shares the benefits amongst a given mob of NPCs
Logged

LordKruelos
Handler
*****
Posts: 868



View Profile
« Reply #12 on: January 31, 2012, 10:07:58 PM »

Looking over the thread, Bloodpact reads like a variation of Devour that shares the benefits amongst a given mob of NPCs

Similar, I can see that.
Logged
Pages: [1] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!