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  #1  
Old 07-04-2011, 07:00 PM
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Default Make up an NPC.

Surf Google Images. Pic a photo and create a TMP npc for other Project Directors to test drive. Seen this done on other boards. Besides it is good to have some NPCs premade on 3x5 cards that you can whip out for a "random encounter". Helps to if you make 5 per encounter group, keeps your game polished and the play flows with out interruption.

Personally I am going to build them up on Excel spread sheets as the Laptop replaces note books and the PDs screen.

Last edited by ArmySGT.; 07-11-2011 at 11:19 PM.
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Old 07-04-2011, 07:23 PM
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Insert Photo Here.


Age:
Sex:
(Attributes are 4d6-4 or 5d6 and remove lowest die)
Strength:
Constitution:
Dexterity:
Movement: (Dex of 0-4=1, 5-8=2, 9-13=3, 14-18=4, 19-20=5.)
Endurance:
Accuracy:
Charisma:
Psionics:
Luck:
Structure and Blood Points: (Strength x Constitution) + 100 = Structure points / Blood points.
Blood Type:
Hostility and Motivation:

Last edited by ArmySGT.; 08-25-2015 at 03:12 PM.
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Old 07-04-2011, 08:49 PM
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Son, anybody can be ordinary, you got potential.


Age: 1 July 1962 (26 at freezing in 1988
Sex: Male
Strength:15
Constitution:18
Dexterity:16
Movement:4
Endurance:18
Accuracy:18
Charisma:16
Psionics:1
Luck:15
Structure and Blood Points:370
Blood Type+
Hostility and Motivation: 16

Last edited by ArmySGT.; 10-12-2013 at 10:04 PM.
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Old 07-04-2011, 10:51 PM
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Damn.

Wrote a nice back story for this NPC. The system logged me out. All I wrote was lost logging back in.

I will try again later.
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  #5  
Old 07-04-2011, 11:30 PM
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The logout problem is annoying. I have upped the dormant time to 30 minutes to mitigate (but not remove the issue). However if you do click "Remember me" when you log in I believe the problem goes away.
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Old 07-08-2011, 08:28 AM
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Liu Jones

Age: 44
Sex:M
Strength: 13
Constitution: 16
Dexterity: 10
Movement: 10
Endurance: 14
Accuracy: 12
Charisma: 13
Psionics: 8
Luck: 17
Structure and Blood Points:
Blood Type: 0 negative
Hostility and Motivation: (see below)
Location: Stuttgart, Arkansas - but could be anywhere near the Mississippi River

Mister Jones is a Farmer and a former River Trader. He's a lot more widely-travelled than most people in his community and obvious strangers will be advised to visit his establishment. Personnel from Morrow Project will be told the information in "What everybody knows"


What everybody knows:
Mister Liu Jones is a prosperous farmer and distiller (he makes wine & vodka). When he was young & foolish, he was a River Trader and sometimes stayed away for months, or even years, but he returned to the family farm about 15 years ago. He grows potatoes, a little rice and rears ducks. He has land in the hills near Stuttgart, Arkansas - and sometimes acts as a hunting guide for rich merchants from the Kentucky Free State (old friends from his River Trade days).

The community values & appreciates Mister Jones. Goods from the KFS are relatively cheap and plentiful thanks to his contacts & mercantile abilities

He owns some books and some technology: a generator, a chain saw, and a HiFi system (including a radio tuner). Every Saturday night, Mister Jones hosts "radio club" , a time for the local community to relax, buy some of his wine, listen to the radio and gossip.

What some people know:

Mister Jones is a bookie. He takes bets on local and KFS sporting events. He's very fair and - if betters lose - he gives them a LOT of time to pay up. However, if they don't pay him within a year, he bans them from the radio sessions until they pay their debts

What very few people know:
Mister Jones is an asset of the KFS Secret Police: a "River Watcher". He operates a powerful transmitter/receiver and provides reports on matters that are likely to be interesting to his "handlers". This is usually mundane (but important) data on matters such as: merchants travelling to the KFS, local weather conditions (the KFS Air Force appreciates this information), bandit/slaver activity, and so on.

From the viewpoint of the Secret Police, Jones is a good asset. His fees are low (a little gold, some electronics, a few cheap deals) and his information is often useful. He also provides good hospitality and has helped numerous SP agents get acclimatized to life outside Civilization.

What nobody knows:
Mister Jones doesn't like the KFS; he thinks they're greedy and despises their refusal to sell/export technology. BUT his merchant's pride mean that he is always accurate with the information that they pay for (he also suspects that his reports are cross-checked with those from other "River Watchers"). However, he has taken the precaution of keeping notes on all the agents that he has met - and some of them have been indiscreet after a few glasses of his rice wine. He has heard of the Morrow Project and knows that KFS propaganda is not entirely accurate. If he could learn to trust the Morrow Project... he might be able to help

Last edited by Matt W; 07-08-2011 at 08:38 AM.
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  #7  
Old 07-10-2011, 01:34 PM
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Age:32
Sex: Female
Strength:12
Constitution:14
Dexterity:10
Movement:3
Endurance:16
Accuracy:8
Charisma:14
Psionics:2
Luck:15
Structure and Blood Points:268
Blood Type:O+
Hostility and Motivation: 10

Madelyn Waltrip is going to make this land pay. Her Grand parents, and her Parents are buried here. Previously only able to grow enough so not everyone starved. She is angry and likely not to want to have to do anything with out siders. This plow is new from the KFS, she knows it means things will get better but, damn trading 10 good dairy cows, and the five silver coins was a steep trade. Maddy thinks she can plow and plannt an acre a day with the help of her younger family members. Increased plantings and greater acreage will get in enough grains and vegetables to get them through to next season;and with some grain to trade. Getting it set up, knowing how to use it; and control the draft horse will have her in a red hot anger if the Team makes contact.

Win or Lose. If anyone cracks a joke or makes fun of her effort then Maddy will plainly hate them and will with hold help or information. If a team member helps with the draft horse while Maddy is struggling to set the plow and make furrows she will appreciate the effort. To really get her help the Team needs to teach her how to use the plow properly something the KFS Traders didn't know how to do. This is her only concern besides the weather.

Madelyn Waltrips family has been in the area since the War, her Great Grand Parents were refugees. Her Great Grand Parents had been Gardners not Farmers, but the skill to coax food up kept them alive, and allowed for a future. It has been tough with picks and shovels. Standing guard against marauders and wildlife, with bitter tears when standing guard wasn't enough.

Her and her Family are perfect for the Projects intentions, if only she was more agreeable.

Last edited by ArmySGT.; 10-12-2013 at 10:05 PM.
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  #8  
Old 07-10-2011, 02:27 PM
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Age: 45
Sex: Male
Strength: 16
Constitution: 16
Dexterity: 10
Movement: 3
Endurance: 12
Accuracy: 8
Charisma: 16
Psionics: 0
Luck: 16
Structure and Blood Points: 356
Blood Type: O+
Hostility and Motivation: 17

Jacob Stiles is a Trader. Spending Winters in Texas and North to the Dakotas in the Summer in one long circuit. Jacob would rather not fight and will carry on like guns aren't pointed at him.

Early on in Jacobs second trip to the Dakotas, he was surprised by an Amerind war band. Surrounded by 20 braves in paint, with weapons; Jacob tied off the reins for his team, and climbed down from his wagon.
Jacob smiled big and in a booming voice declared "You Men, look like your ready to trade!". The younger Braves were astonished when Jacob set up a table quickly and set out boxes of items to trade. Last items on the table was a bottle of good KFS Bourbon and two shot glasses.

The Warband Leader agreed this looked like a better idea then chasing their enemies that had a six hour head start any way. The War Band Leader unrolled a blanket and Jacob sat with him. Talk in the shade of the wagon lasted two hours while Jacob told of events south and the War Band Leader exchanged news for the surrounding area. One young hot head wanted none of this.

Badger Walks wanted to kill the Trader and chase down their enemies. Those enemies had taken three of Badger Walks horses. Horses that the young many needed to trade for the young woman he wanted to marry.

Jacob wanted to live so he made a Trade. "What do women want with horses? Nuthin."
"I can't trade with the winds and the grass but, I need an introduction into your People."
"Be my introduction and I will pay you well enough to buy the girl."
Jacob laid out a belt with tooled silver disks, a pair of tooled silver hair clasps, and a hand mirror. Thinking on it Jacob added a pint jar filled with various buttons and beads.
"Better than horses and her Mother be pleased with you, and that goes far."

The War Band Leader showed no outward sign but,he was pleased with the Trade, and liked nothing better than to turn back to camp with this Trader. Badgerwalks forgot all about the horses, the other tribes warriors, thinking only of the bride he was sure to win.

Jacob lived and gained a lifelong customer in Badgerwalks. The medicines, steel tools, kerosene, cast iron cook ware, and jewelery from Texas trades well for the gold nuggets, bison hides, and bits of recovered technology from the Dakotas. KFS tobacco in tins is so well received, Jacob is able to travel in fact to Tribes hostile to each other.

Last edited by ArmySGT.; 10-12-2013 at 10:05 PM.
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  #9  
Old 07-10-2011, 07:32 PM
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Age:50
Sex: Male
Strength:13
Constitution: 13
Dexterity: 15
Movement: 4
Endurance:12
Accuracy:12
Charisma:12
Psionics:0
Luck:10
Structure and Blood Points:269
Blood Type: O+
Hostility and Motivation: 12

Roy Delahey is a Cowboy. The recreation of the myth as fact. Roy may be found in a cattle drive, moving another Ranchers cattle to other pastures, or to market. Roy spends all but the coldest months on the trail. Roy is well versed on local flora and fauna; and what needs to be done so to make them edible. He will be an asset to a group that is low on rations, if they can convince him to help them or can buy that help.

What won't be obvious. Roy is a Special Forces Weapons Sergeant. Roy's Team came out of cryo sleep fifteen years ago. They scouted around and could make no contact with National Command Authority. Not one so called "President" had the correct authentication codes. The Team made a go of it establishing a viable community taking in strays, and dispatching criminals. Roy traded for the right gear and one morning rode away leaving all traces of his past behind. Roy has no tattoos, rings, or even dog tags to give away his past. His only slip will be that he has far to much knowledge about weapons and military acronyms for a cowboy.

Last edited by ArmySGT.; 10-12-2013 at 10:06 PM.
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Old 07-13-2011, 09:02 PM
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George Hall
Age: 62
Sex: Male
Strength: 10
Constitution:12
Dexterity:8
Movement:10
Endurance: 15
Accuracy: 8
Charisma: 10
Psionics: 0
Luck: 15
Structure and Blood Points:220
Blood Type: O+
Hostility and Motivation: 16

Regina (Gina) Hall
Age: 60
Sex:Female
Strength: 8
Constitution:12
Dexterity: 10
Movement: 10
Endurance: 15
Accuracy: 8
Charisma: 15
Psionics:0
Luck: 15
Structure and Blood Points: 196
Blood Type:O+
Hostility and Motivation: 16

The Halls are nice. They have a small homestead that produces enough food (tough,this is getting harder as they get older) and enough potatoes and turnips to make a passable vodka for trade.

They live in a small stockade fort that has been built and maintained by previous generations of Hall family members going back to the War. Inside the stockade is their cabin; a 20x20 two story affair heated by a wood cook stove. A barn that holds their small wagon, implements and a single donkey with feed in the loft above. There is a small 10x10 building with a copper pot still and tubs to boil implements in. An out house and a plot of garden herbs complete the small enclosed space. Across the road is 5 single story cabins with a central stone hearth and bunks for four persons. A hand dug well at one end of the cabins and a outhouse at the other is where seasonal crop pickers stay to help with the root crop harvest. The help is usually paid in three meals a day, a cabin, and vodka. They usually leave with sachets of Ginas herbs to use or trade (cooking herbs) as well. Meat is provided by snares that kill the herbivores that get into the fields; stews made with opossum, woodchuck, rabbit, and skunk with root vegetables is common fare here. Traders will stop sometimes to trade for Georges vodka or a meal from Gina (sweet potato pie!).

There is a small boy with the Halls and the only other occupant. He is afraid and will hide from the Team or will stay tight against Gina. George found him in the fields one morning; shoeless, in ragged home spuns, trying to eat a raw unwashed turnip. George scooped up the boy, who was to weak and could not run on bruised feet; and brought him back to the house. The Halls know nothing about the boy but, his name as the child doesn't speak English. If a Team Member should speak Russian, he will learn that Yuri escaped his villages destruction by jumping into the river and swimming with the current for miles and miles. That's all the boy knows.

Last edited by ArmySGT.; 10-12-2013 at 10:08 PM.
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Old 07-30-2011, 02:23 PM
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Age: 50
Sex: Male
Strength: 18
Constitution: 15
Dexterity: 16
Movement: 16
Endurance: 16
Accuracy: 15
Charisma: 12
Psionics: 20
Luck:15
Structure and Blood Points: 370
Blood Type: O+
Hostility and Motivation: 12

Andrew Horstahl is a ranch hand and will be found leading a cattle drive or protecting a rich ranchers herds. He is well respected by the Rancher and the herders. In fact fierce bidding wars have broken out for Andy and his skills at the end of a cattle drive. Andy is a Level Five Telepath and can communicate over any distance with anyone he knows.
A cattle baron will know the status of his herd and can respond to their needs through Andy. The Agents at the end can be notified of delays or events along the trail. Andy is paid more than any Trail Boss and not begrudged one ounce of silver for it.

If an encounter with the Team occurs badly, know that a description can get out over hundreds of miles.

Instantly.

Last edited by ArmySGT.; 10-12-2013 at 10:09 PM.
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Old 07-30-2011, 03:50 PM
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Age:35 / 36
Sex:Male
Strength: 14/15
Constitution:12 / 12
Dexterity: 12 /12
Movement: 12 / 12
Endurance: 12/ 12
Accuracy: 16 / 16
Charisma: 14/14
Psionics:0/0
Luck:0 / 0
Structure and Blood Points:
Blood Type: O+
Hostility and Motivation: 14

Badges? You wanna see some Badges? We are the Badges.........

Descendants of Deputy Sherrifs. Harold and Marvin Johnson (Harry and Marry if they like you). They mean well but, their understanding of Law is flawed, and leans toward retribution.

They roam their territory punishing evil doers and exacting fines. While at the core of their belief a "crime" is wrong and minor "crimes" are bad; the Team may need to "refine" the understanding of Law to these Gentlemen that cannot sign their own names.

Last edited by ArmySGT.; 10-12-2013 at 10:09 PM.
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Old 08-12-2011, 10:24 PM
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Age:18
Sex: Female
Strength: 12
Constitution:12
Dexterity:16
Movement:16
Endurance:16
Accuracy:14
Charisma:18
Psionics:0
Luck:10
Structure and Blood Points:
Blood Type: O Pos
Hostility and Motivation: 16

Emma is a sweeper. She leaves her communal farming village in the pre-dawn darkness making sweeps of the area for dangers to her village. This is usually a large clover leaf pattern going north for two miles and then walking west with the sun at her back until looping in to return from the west. Then east for 2 miles and looping around to come in from the south. Then North then East, then South then West. Sometimes in bad weather she only goes out a mile, and in great weather may be up to five miles from her village.

Emma meets Travelers on her own terms usually hiding and observing. She knows the area around her village by heart within a five mile radius. She will direct Traders to an area outside her village to meet for trade such as an old gas station, or road intersection.

Emma is literate and a talented sketch artist making her a valuable scout. Emma dreams of "Uni" and more books.

Emma has a Cache of items hidden in clay pots buried on her sweep. If the Team contact goes well they may have gained a "local guide".
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Old 08-13-2011, 11:02 PM
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Age 22
Sex Male
Strength 15
Constitution 15
Dexterity 16
Movement 16
Endurance 15
Accuracy 15
Charisma 12
Psionics 0
Luck 15
Structure and Blood Points 325
Blood Type O+
Hostility and Motivation 4
Location:

Joe Dean is ............. a lot of things and none are good. He seems the smiling and friendly sort. Thats just to get up close and see if what you have is worth murdering you for.

Joe Dean is a Highway man, and gets along by killing Travelers for their goods. Sometimes Joe Dean will kill before even knowing what they have, just because looking is too much trouble.

Joe Dean is not a skilled robber as brute force and bravado has gotten him this far. He may well attempt to waylay a Team, as he is ignorant of Armored cars. Joe Dean has often just stepped from concealment and pointed a weapon at a Traveler demanding their goods. Once the victim opens up their bags and give him their goods, Joe Dean will kill them anyway.

Joe Dean is sociopathic, not psychopathic. While killing does not thrill him (though the situation can be exciting if there is resistance); Joe Dean kills for the sheer pragmatic reason as he doesn't want witnesses. He does not feel compassion for others, thinking only of himself always.

Joe Dean is careful not to trade items to villages near his work. One trade were the village recognized a Traders mark nearly go him hung. Several Villagers died that day as Joe Dean shot his way out.
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Old 08-16-2011, 09:58 PM
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Age 35
Sex Male
Strength 16
Constitution 16
Dexterity 14
Movement 4
Endurance 18
Accuracy 18
Charisma 12
Psionics 0
Luck 10
Structure and Blood Points 356
Blood Type O+
Hostility and Motivation 10
Location:


Nigel has been Miltia since he was 14 start out as a Runner. Now he is a Sergeant with a Squad. Aggressively Patrolling their territory for bandits, other Towns Militias (same thing!), and maybe to direct Trade away from rival towns to their own. He is an expert on the terrain for the county his town resides in. If pursued by the Team he will take his squad into terrain impassable to vehicles to split up and reduce his pursuers. He will seriously covet the new equipment worn by the Team; as his and the Squad he leads, has a mishmash of 150 year old uniform items all likely surplus at some point.

It is any high tech equipment that may cause Neil to switch from friend to foe. The Teams personal radios and especially night vision would make him a very important man in his town, maybe into an Officer. Nigel is fiercely loyal to his town but, not to any higher political unit. As he is Militia, he will be friendly to MARS and Recon teams for he respects their skills. Nigel will be in awe of them, if beaten in a fight. However he will be deferential to Science Teams. They make the powder and explosives for fighting and the chlorine that makes water safe. Scientists make things and this is how his town is strong.

His town keeps others in check by firepower as they can manufacture mercury fulminate for primers. Make a reliable smokeless powder (10% dud rate), and have a bullet swaging system making new bullets from lead coil and thin walled copper tubing. The squads can be counted on to have many full magazines.

The squad is nine and will break up into three man teams fighting in a coordinated manner as long as in earshot.
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Old 08-17-2011, 07:36 PM
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Age 25
Sex Female
Strength 14
Constitution 14
Dexterity 16
Movement 4
Endurance 14
Accuracy 15
Charisma 16
Psionics 0
Luck 10
Structure and Blood Points 296
Blood Type O+
Hostility and Motivation 14
Location:

Chelle like the other women of her village spends one week a month in the Guard. Theirs is a coal town and the Men are underground digging the Seam. This leaves Women, Children, Old Men, and Men with the black lung to protect the village. The KFS buys the coal and the kerosene is traded with other villages for foodstuffs. Friendly to the KFS but wary of them too.

The Villagers only knowledge of the Morrow Project is from the KFS, unless a Contact Specialist or a Mail Man has come ahead with new information.

The KFS grudgingly supplies new made ammo and batteries for this Villages aging National Guard equipment because the coal is vital to them and this village puts out many times the quota that a KFS mine does on a good day.

Which ever way initial contact with the Team goes the Village will send a Rider to the nearest KFS outpost. If only for the good will and the Bounty for an MP team next time payment is negotiated for coal and coke.

Chelle will have contacted "Base" via a PRC 70 hooked to massive (40lb) batteries on a cart outside. The batteries are linked to the radio by wire. No longer a "Man Pack" there are no other limits. The batterie are recharged by generators turned by steam engines.

Bachelors that are healthy and fit are in short supply. Boys start in the mines around 12 then they may die at 25 with a lungful of coal dust. Children are precious and there are so few from the high levels of heavy metals in their parents bloodstreams. A bachelor "taking one for the Team" may indeed save the Team as they will likely be warned of the approaching danger. The KFS will be on the way to investigate a Morrow sighting in at least platoon strength.
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Old 08-17-2011, 08:27 PM
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Age 28
Sex Female
Strength 14
Constitution 14
Dexterity 16
Movement 4
Endurance 16
Accuracy 15
Charisma 18
Psionics 0
Luck 15
Structure and Blood Points 296
Blood Type O+
Hostility and Motivation 16
Location:

Becky is the sweet and friendly face that makes "Contact" for her groups territory. There are others in the tree line or using camouflaged spider hole to back her up. She assesses travelers and reports back if she feels they are a threat, sick, or to poor to trade with. She can represent a village or a trade network sponsored by the KFS or Boatmen. She is bubbly and talkative but, a PC trained in intelligence gathering will note (successful roll!) she asks a lot of questions that are hard to answer with just yes or no.

"Wow, what a big group! How where did you go come from?"
"Look at all the new faces! Every body must tell me their names."
"That machine is huge ! How much alcohol does it burn just getting here?"
"Ooooooooo Radios! Was that you calling us? We heard somebody." Lie. That s just to know if your radios work.
"Oh Patches! I got one too! See this one was Infantry. What does yours mean?"

If you allow, Becky may even be wearing a radio with an open mike. This way her people can here the conversation too. The Team will know if someone is on the vehicles RDF (make them mention it).

Last edited by ArmySGT.; 08-17-2011 at 09:11 PM.
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Old 08-17-2011, 09:42 PM
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Age 22
Sex Female
Strength 15
Constitution 15
Dexterity 14
Movement 4
Endurance 14
Accuracy 14
Charisma 16
Psionics 0
Luck 12
Structure and Blood Points 325
Blood Type O+
Hostility and Motivation 14
Location:

Katy is a guard on a trade wagon. She started as a cook but, killed a Guard that tried to rape her. Her claim to his gear was upheld by witnesses that came to the screaming, his and hers.

She was made a Driver until the Trade Boss felt she could do the part as a Guard. Learning weapons and skills from the other Guards that get amusement out of their fierce little sister. The Trail Boss was skeptical but Katy can go right into places other women can go. Some villages get really wierd about Men and Women together. So this pair of eyes can be helpful.

Katy longs to just be a woman again but loves this new job (and the silver) to go back. Feminine items from the trade pack will make her very happy and open to the Team. However Katy is terrified of getting pregnant, this would end her job as a Guard. So she won't engage in sex for fun or trade. This makes her a little sad and lonely. She is saving her silver to buy a home in a good village to get a man and have some children. Therefore she won't help the Team for free, even information costs.
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Old 08-24-2011, 08:13 PM
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Age 35
Sex Male
Strength 16
Constitution 16
Dexterity 16
Movement 4
Endurance 15
Accuracy 18
Charisma 15
Psionics 0
Luck 15
Structure and Blood Points 356
Blood Type
Hostility and Motivation 14
Location:

Khan is a 22nd Century Mercenary. He goes by Khan and most of his past employers only know him by that name. Khan thinks of his work as business and really strives to make sure that actions are not personal. His Forte' is Militias or really creating and training one. Some years have been lean and Khan has worked for just his food and shelter for winter. Other times have been good and Khan may have Tech level A equipment. Khan won't take a contract that would jeopardize future jobs; such as being paid to raid a village, he was once paid to protect. This doesn't mean he won't go up against a previous employer. He has both worked for and against some, just not in something that was counter to previous work. He would work for the KFS attacking river pirates and protecting trade boats, but not then take a job to attack those same trade boats. You won't find Khan in the employ of Slavers or Razers as he finds both philosophies repugnant. He enjoys a good military action against the Krell Warriors, and has lost more Troops to these actions. He likes fighting the Krell because all the Krell do is fight. They are worthy adversaries though not noble. Khan has learned a bit about European Chivalry and may apply some of the concepts if it is beneficial to him and his employer.

Ali Rashid bin Sala Hadin AKA Khan could be followed by a loyal retinue of an Emdee, a cook, and some porters.
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  #20  
Old 08-25-2011, 08:57 PM
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Age 60
Sex Male
Strength 8
Constitution 12
Dexterity 12
Movement 3
Endurance 8
Accuracy 8
Charisma 10
Psionics 0
Luck 10
Structure and Blood Points 196
Blood Type O+
Hostility and Motivation 12
Location:

Roy, now Old Roy is the Speaker. He greets anyone coming into the village. He took this job years ago after losing an arm and an eye in a farming accident. Slavers don't want him, and cannibals only eat healthy people. Roy is not the Mayor but, can speak for him on trade. Roy has several non-verbal cues to alert the villagers some of whom will be watching.

Dropping his hat may mean = Bad Trade, The villagers won't bring out much and will feign poverty. This means that Roy doesn't believe the Trader has anything valuable.

Holding his hat behind his back = Cannibals, the villagers will get ready for a fight.

Slapping his hat against his left leg = Raiders, the villagers will hide things of value including women and children while preparing for a fight.

Turned sideways to the road with his arm extended and his hat in hand upside down = Good Trade, Roy thinks these Traders have some things thevillage would value. The villagers will bring out goods to trade.

Roy will be a source of information for other groups and encounters in the area. He retains alot from speaking with passers through.
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  #21  
Old 09-04-2011, 03:11 PM
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The Greens, whatever their ancestors pre-War names were have been discarded. Everyone isa member of the "Green" family. They trade both locally and in their region for new seed stock, livestock, draft animal farm implements, and wind or water powered machines like water pumps. They do not have any electrical or motor driven equipment. They will even refuse any as a gift. The do trade for copper tubing and sheeting as well as stainless steel. This is used in their "Lab". The Team will not be invited into the lab and will see some member of the Greens come and go..... The lab is a distillery and produces modest amounts of methanol and ethanol. This is used for preserving or making extracts that are traded as perfumes or medicinals. There is another purpose for the "Lab".

Thier Razers! They use their network of contacts to scout out "polluters, destroyers of nature, and those that would bring the bad times back". The "Lab" produces nitroglycerin and Trinitrotuloene which is traded or given to other "Defenders of Gaia". Some will go on a "Mission" to destroy technologies or to destroy a library in September through December, then April through June. This avoids the worst of winter and their around spring and summer for working the Farm. Normally they do not operate a "Mission" within a days journey of the "Green Farm". However the appearance of a Team with fusion power, radios, and a vehicle may push them to act. A Science team or Ag team would hold the Greens in a endless debate, where as Recon or MARS team member operating in the area would be acted against quickly. They can summon other Razers from outside the region but messages are sent by runner or a rider. Assembling could take two to three weeks. They will not participate in any Project programs that use Industrialized technology.

Last edited by ArmySGT.; 10-12-2013 at 10:10 PM.
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  #22  
Old 09-20-2011, 10:14 PM
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Age 21
Sex Female
Strength 12
Constitution 12
Dexterity 16
Movement 4
Endurance 16
Accuracy 16
Charisma 18
Psionics 0
Luck 10
Structure and Blood Points 244
Blood Type O+
Hostility and Motivation 10
Location:

Jenna says her unit is scouting the area for threats. She will tell you that raiders came to her area from this area. The need to know more about it to keep themselves safe. They are stopping in villages and towns to assess the people and if the raiders were just passing through this territory too. She will be very interested in the Team. How old are they? Sleepers, from before "the War" really? Nobody is sick, right?

Her equipment is excellent, and in good repair, fairly new in fact. Some items seem like they are from the 1980s, whille others came from WW1. Curiously she wears a dosimeter, a geiger counter, and what looks like a WW1 gas mask.

If the Team has never met a Breeder, they have now. Jenna is actually on a scouting mission, but her unit is the raiders. They don't have plans to take anyone this trip. The are going to sample the area for contaminants, and take blood samples from villagers. They will drop villagers with a dart gun and a serum that will put them to sleep for 1-2 hours, or use gas grenades the put them down for 1-6 hours.

Specimens may even get a "shot" of broad spectrum antibiotic, vitamins, and vaccines. Villagers may complain of times they lost consciousness and woke hours later with sore limbs, feeling ill for a few days.

The Breeders will be back and believe the "Shot" can improve the stock.

Any village of mutant humans may be killed out right.

Last edited by ArmySGT.; 10-12-2013 at 10:12 PM.
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  #23  
Old 10-12-2011, 12:16 PM
Matt W Matt W is offline
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Age 17
Sex Female
Strength 11
Constitution 15
Dexterity 12
Movement 3
Endurance 12
Accuracy 8
Charisma 12
Psionics 0
Luck 10
Structure and Blood Points 261
Blood Type O+
Hostility and Motivation 13
Location: Louisville KFS (up to 20 miles from City)



This cheerful teenager is named Carrie Douglas

Ms Douglas is a resident of Louisville, in the KFS, and is proud to be a member of the Studebaker Insurance Fire Service (Crew 4-7).

She is less proud to be a slave

Studebaker Insurance (like most of the KFS "public service" companies) operates a policy of using slaves for unpleasant/dangerous tasks. Public perception of the corporation is mixed. Its rank-and-file slave firefighters are often heroic and are admired for their attempts to be professional. But, the Fire Officers who direct their activities have a well-deserved reputation for using Fire Service capabilities in whatever way benefits the Studebaker family. Many see the "Fire Service" is little more than a Protection racket.
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Old 11-10-2011, 08:07 PM
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Age 40
Sex Male
Strength 12
Constitution 12
Dexterity 12
Movement 3
Endurance 12
Accuracy 10
Charisma 15
Psionics 0
Luck 15
Structure and Blood Points 244
Blood Type O+
Hostility and Motivation 14
Location:

Joseph the Keeper. He came in years ago with a wagon load of goods and three helpers. The helpers moved on the next year after the shop was set up and running. Leaving Joe by himself.

The Villagers all agree that having Joe around has really improved things for them. The Shop is the town market and everyone buys their stuff there or sells their stuff there. Mailmen, Traders, Farmers, Long Hunters, Trappers, witches , all sort pass through now, and did not before. The Villages is far from a "innastade" and was before the Blast.

This means Josephs is the Shop for a much wider area as more goods come from far away. People come a long way to Josephs for goods not made locally or are to modern to be made here any more. Joseph even passes along lists of items his customers might want. Sometimes these are written, usually though it is drawn or a picture torn from a pre-war magazine.

Joseph is a bachelor living in the third floor of the eight sided block house that is his "Shop" . Customers wait at the counter which is a shed on one side. through the shed is the entrance door to the first floor of the blockhouse. The shed contains items people ask for most that are cheap and disposable to Joseph. Other items stay in the Block house of which the lower floor is the store room. For half down Joseph will get the item from storage, he won't get anything if the patron can't show they can buy it. This goes for tobacco, trade guns, Gun powder, car parts, medicine, etc.

Sounds good right? Joseph is an Agent for the KFS. He is obviously hispanic and so people wouldn't ordinarily put two and two together. Josephs original mission is to act as a "Live Drop" or relay for messages. Agents of the KFS pass through the village and leave messages to go back to the KFS or receive messages from out of the KFS. According to pre-war records this area was rich in Natural Gas, the KFS would like to control that resource. Joseph began passing information on who was using his shop. This interested his KFS Handlers so they sent some better goods, and other items to Joseph. Joseph is putting gold aside to buy his family back and move them to Texas. A Morrow Team would be worth alot to the KFS.

Last edited by ArmySGT.; 10-12-2013 at 10:13 PM.
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  #25  
Old 06-06-2012, 10:24 PM
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Age 31
Sex Female
Strength 12
Constitution 14
Dexterity 12
Movement 3
Endurance 14
Accuracy 12
Charisma 14
Psionics 0
Luck 10
Structure and Blood Points
Blood Type O+
Hostility and Motivation 16
Location:

Jessica is a sixth generation Medical Practitioner. Her family has been practicing before and after the War. Jessica is adept at sutures, amputations, delivering babies, and transfusing whole blood from a donor. Her medical equipment is a mixture of civilian and military from the U.S. , Canada, Mexico, Cuba, and the Soviet Union. Some of her other items are post War made such as cotton gauze, muslin wraps, and sinew from animals for sutures. Jessica roams from village to village. As an Emdee her status is protect from all but the truly savage. One might need the services of an Emdee themselves and theft, rape, or robbery would go against that. Where she lacks is in Epidemiology and Microbiology. Jessica is well aware of the need to keep things sterile, and to wash equipment . However in treating disease her lack of knowledge frustrates her. Jessice is the decendant of MDs that survived the chaos, and carries within her genes for antibodies to all the biowar weapons. The Morrow Project will need her to synthesize vaccines for Project personnel and victims in areas where the man made plagues linger.

Last edited by ArmySGT.; 10-12-2013 at 10:14 PM.
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  #26  
Old 09-15-2014, 08:42 AM
rob rob is offline
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These NPCs are still useful in the 4th edition. Not much change needed except on the H&M and changing the stats. All would be welcome to my stable of NPCs.
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  #27  
Old 09-15-2014, 09:03 PM
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I have been working on a excel workbook to assist in creating and filing PCs, major NPCs and cannon fodder NPCs for 4th edition. I copy and pasted one NPC into a word document and saved it as a pdf. Here is Scarlet Yohanson, a Republic Movies favorite. 4th Edition stats (I hope.)
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Last edited by RandyT0001; 09-15-2014 at 09:04 PM. Reason: Not sayin' :P
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  #28  
Old 09-16-2014, 10:57 PM
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Strictly not a NPC but it gives a look at my layout for PC's in the excel workbook. He-he-here is Joh-joh-John Johnson Junior. (You'll understand after you look at it.)
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  #29  
Old 09-22-2014, 10:02 PM
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RandyT0001 RandyT0001 is offline
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Use carefully, build the suspense, arrange a meeting then see what the team does to stop this obdurate person. Guage accordingly.
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Last edited by RandyT0001; 09-22-2014 at 10:08 PM.
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  #30  
Old 08-14-2015, 11:44 PM
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Age 40
Sex Male
Strength 12
Constitution 12
Dexterity 12
Movement 3
Endurance 12
Accuracy 10
Charisma 18
Psionics 0
Luck 15
Structure and Blood Points 244
Blood Type O+
Hostility and Motivation 14
Location:
Jacobee is a Riverman. He knows the river for 100 miles, every bend, every snag, every sand bar, and a few fishermen's wives.

Jacobee has a steam tugboat. Not large but, she is enough to pull a 30 ton barge up stream. The Angeline is Jacobee's income and home and he gets by with only three crewmen to operate her under power. A sounder (tests depth with a lead plumb) , and two coal shovelers.

Jacobee drifts with the current traveling down river to conserve coal operating only during day light hours. Travelling downstream the Angeline is behind the barge or log raft using power and an outsized rudder to steer. Travelling upstream the Angeline most often pulls a barge, seldom pushing.
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