Sunday, November 20, 2011

Weird West: some sample NPC ideas



Weird West Sample NPCs


Douglas "Mad Dog" McRae

Doug used to be like every other bounty hunter until he lost a leg trying to catch the Mad Trapper of Arroyo Creek. Since bountying was all he knew, he took to training dogs to hunt for him and do all the dirty work, which they tend to be alarmingly good at. He might always get his man, but now Doug and his pack of wild dogs don't always bring that much back of them and them's he hunts have taken to calling them a wild hunt and swear blind that the dogs keep coming even when they should have dropped and died like nature intended.

Path: Adventurer
Level: 6
Fighting: 2 "Sometimes you're the trap, sometimes you're the bait."
Grit: 6 "I ain't about to quit now."
Magic: 2 "Raising a pup is just like raising a kid; you gotta make 'em tough."
Skill: 3 "All being older means is you get sharper than them new kids."

Stamina: 30
Defence: 3 (2 if someone takes advantage of wooden leg)

Weapons:
Shotgun: 1d8 (2-handed, d10 in close combat.) (2 shots)
Dogs: 1d6. (6-8 dogs)

Magic & Weird Stuff:
Dog Howler: 1. Dogs and wolves do what he wants, his pack an extension of his will.
" Get em, boys!": 1. His dogs attack any target he sets them on, with Fighting 3, Skill 1 and 8 Stamina. At 0 stamina the Fighting drops to 1, Skill to 0 and a 1d6 is rolled: if the result is 1-3, the dogs dies, if not it somehow keeps going.


Madame

Madame goes by no other name: it could be a title, her first name, her last. She doesn't much care what anyone thinks and is as famous for that as for the red dresses she always wears as for the harsh justice she meets out on those who harm her girls. Her brothel is a clean, welcoming place where the girls are nice and friendly and heaven help you if you try to take advantage of anyone. No one knows anything about her past, or how she came to own the brothel now called Madame's but she's tough as nails and handier with a gun than many men who live or die by it.

Path: Fighter
Level: 4

Fighting: 4 "You fight for what's yours or you find you have nothing to fight for."
Grit: 4 "Wits are as important as any gun."
Magic: 0 "A woman doesn't need magic to get any man."
Skill: 3 "There's no luck in gambling that that a little skill won't help along."

Stamina: 23
Defence: 3

Weapons:
Handgun: 1d8 (6 shots)


Joerie The Amazing!

A travelling magician currently devoid of assistance (and his bow for cutting people in half, which explains the lack of an assistant), Joerie is never without his coach, or at least his coat filled with wondrous objects and amazements sure to wow the whole family. Or at least the kids: he's not all that picky and getting a good job is hard to come by these days.

Path: Gifted
Level: 4

Fighting: 2 "Sometimes even a coward can't always run away."
Grit: 3 "Except when he can."
Magic: 1 "Desperation is the mother of invention."
Skill: 5 "Now you see it, now you don't!"

Stamina: 20
Defence: 5

Weapons:
Slingshot: d2 (non-lethal weapon)

Magic & Weird Stuff:
Illusions: 1. Sometimes his tricks are so good they fool anyone and he doesn't even use his trick bag! He is is deep denial about this. Difficult Task.

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