I wanted to spend a week doing evil characters, but my week got away from me. I was supposed to do these yesterday. Plus I also have another reason for doing these. My oldest is building a bunch of NPC adventuring parties. In his current game these adventuring guilds are akin to the social media celebrities of his world. They are all ranked, with the ones with the highest ranks getting the best sponsorship deals and merchandising deals. Groups with signature-named weapons do better since the weapons can be sold separately for their action figures.
The Hive here are not highly ranked. But that is fine since he needs a few of them.
I am not 100% sure about the origin of these guys, but the timing and the names of the characters remind me of my own "Spyder Society" I had made a couple years before them. I don't think they were made to be NPCs, these look like characters he was going to play at some point. Plus a few have what look like "play notes" on them.
What REALLY stands out about these characters though is they were made for the Forgotten Realms. This is interesting because I didn't even know Grenda, a hard core Greyhawk guy, was doing anything at all with the Realms. But they all worship evil gods from the Realms. He also has his city, Rivendell (not the Tolkien one), placed in the Realms somewhere. If I use them, I'll change that to Waterdeep. Though I would have liked to have known where he put his city on Faerûn.
There is a nice variety here, but all are 1st level (or so) and all are fairly standard AD&D classes. So translating them into Wasted Lands is pretty easy.
Cobra
Class: Renegade
Level: 1
Species: Human
Alignment: Dark Evil
Background: Warrior
Abilities
Strength: 18 (+3) N
Agility: 18 (+3) A
Toughness: 18 (+3) N
Intelligence: 15 (+1)
Wits: 16 (+1)
Persona: 18 (+3)
Fate Points: 1d6
Defense Value: 1
Vitality: 10
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base),
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)
Heroic/Divine Touchstones
1st Level: +1 to melee attacks
Heroic (Divine) Archetype: Thug
Gear
Longsword, dagger, crossbow
Widow
Class: Renegade
Level: 1
Species: Dökkálfar
Alignment: Dark Evil
Background: Warrior
Abilities
Strength: 17 (+2)
Agility: 18 (+3) A
Toughness: 17 (+2) N
Intelligence: 18 (+3) N
Wits: 15 (+1)
Persona: 16 (+2)
Fate Points: 1d6
Defense Value: 3
Vitality: 6
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base),
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)
Heroic/Divine Touchstones
1st Level: 1 Level of Sorcerer
Heroic (Divine) Archetype: Trickster
Gear
Longsword, dagger, dart
Pi
Class: Renegade/Necromancer
Level: 1/1
Species: Half-Ljósálfar
Alignment: Dark Evil
Background: Cult
Abilities
Strength: 17 (+2)
Agility: 18 (+3) A
Toughness: 16 (+2)
Intelligence: 16 (+2) N
Wits: 17 (+2) N
Persona: 15 (+2)
Fate Points: 1d6
Defense Value: 1
Vitality: 7
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base),
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1
Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from the Dead
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)
Heroic/Divine Touchstones
1st Level: Psychic Power: Telekinesis
Heroic (Divine) Archetype: Speaker to the Dead
Gear
Shortsword, mace, dagger
Wasp
Class: Renegade/Sorcerer
Level: 3/3
Species: Deep Gnome
Alignment: Dark Evil
Background: Cult
Abilities
Strength: 17 (+2)
Agility: 18 (+3) A
Toughness: 16 (+2)
Intelligence: 17 (+2) A
Wits: 16 (+2) N
Persona: 15 (+2)
Fate Points: 1d6
Defense Value: 4
Vitality: 13
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +1 (base),
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Vital Strike
Sorcerer Abilities
Spell casting, Aracna (Enhanced Senses, Psychic Power Suggestion)
Sorcerer Spells
First Level: Chill Ray, Extinguish Light
Second Level: Invisibility
Heroic/Divine Touchstones
1st Level: Psychic Power: Bio-feedback
3rd Level: Luck Benefit
Heroic (Divine) Archetype: Trickster
Gear
Shortsword, mace, dagger
Cottonmouth
Class: Renegade/Necromancer
Level: 1/1
Species: Half-orc
Alignment: Dark Evil
Background: Cult
Abilities
Strength: 17 (+2)
Agility: 18 (+3) A
Toughness: 17 (+2)
Intelligence: 16 (+2) N
Wits: 17 (+2) N
Persona: 10 (+0)
Fate Points: 1d6
Defense Value: 1
Vitality: 8
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base),
Ranged Bonus: +1 (base)
Saves: +3 to Death Saves
Number of Attacks: 1
Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from the Dead
Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6)
Heroic/Divine Touchstones
1st Level: +1 to melee attacks
Heroic (Divine) Archetype: Assassin
Gear
Bastardsword, morningstar, dagger
"The Shadow"
No idea who this is. "He" appears to be their boss or handler. His name appears on all their sheets under Patron. It is likely that one of his own characters relocated to the Realms.
I must admit. I am tempted to reuse these characters for my own Forgotten Realms expropriations. A great set of antagonists for my Sinéad.
You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.
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