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Post by masmanus on May 19, 2020 0:31:51 GMT -6
The following is a workflow I created for myself for quick(ish)ly generating NPCs - figure some of you might find this useful. (Note that everything I present here uses only Core/Book 2 material, though it should be fairly easy to insert your 'brew of choice into the process.)Mas' "Quick" NPC Generator. Before you start you'll need to decide a few things about the NPC you're generating, namely their Race, Class, Level, and optionally their Exaltation. A random roll table is provided below if you're in need of inspiration: Race (d20) | Class Track (d20) | Exaltation, if any (d10) | 1-2) Aasimar
| 1) Assassin Track | 1) Atlantean | 3) Dark Eldarin | 2) Barbarian Track | 2) Chosen | 4) Dragonborn | 3) Bard Track | 3) Daemonhost | 5) Eldarin | 4) Cleric Track | 4-5) Paragon | 6) Elf | 5) Fighter Track | 6) Promethean | 7) Gnome | 6) Guardsman Track | 7) Vampire | 8) Halfling | 7) Magic User Track | 8) Werewolf | 9-10) Human | 8) Paladin Track | 9) Wraith | 11-12) Ork | 9) Rogue Track | 10) Dragon Blooded | 13) Squat | 10-11) 'Ship Track |
| 14) Tau | 12) Courtier Track |
| 15-16) Tiefling | 13) Techpriest Track |
| 17) Thri-Kreen | 14) Arcane Knight Track |
| 18) Kenku | 15) Monk Track |
| 19) Kobold | 16) Druid Track |
| 20) Dryad | 17) Magitek Gunman Track |
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| 18) Sheriff Track |
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| 19) Operator Track |
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| 20) Heavy Track |
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With that decided, you're ready to build: Construction Steps:- ATTRIBUTES: All attributes begin at 2. Add +1 to the race’s bonus attributes. Increase class attributes by an amount depending on Level:
- Level 1-2: +1 to each class attribute
- Level 3-4: +2 to each class attribute
- Level 5: +3 to each class attribute
- SKILLS: All class skills are known at a rank of Level. Add +1 to each of the race’s bonus skills
- FEATS: Grant all feats granted by that level class of the class track. If a feat is stack-able (such as Sound Constitution), apply feat a number of times equal to Level. If a feat requires another feat to operate (i.e. Battle Rage & Frenzy), grant prerequisite feat as well.
- Don’t worry about Proficiency feats – NPCs are proficient with whatever gear you chose to give them.
- Feel free to add any "Duh" feats that aren't explicitly on the level of the class track you're referencing. Any Rogue worth their salt will probably know how to perform a sneak attack, even though the Sneak Attack feat is only listed on Level 2 of that class track.
- SCHOOLS & KATAS: For classes with access to spellcasting schools, select or randomly determine two spell schools, and learn up to Level. For classes with access to Sword Schools or Gun Katas, (randomly) select one and learn up to Level. Grant pre-made maneuvers for that School/Kata up to Level (see following posts), and any passive bonuses granted by Level or lower in that school.
- EQUIPMENT: Grant NPC armor and 1-2 weapons that make sense for the class chosen and expected campaign role. Use proficiencies granted by the NPC's glass as guidelines for appropriate gear, and make sure to grant a weapon that can be used with any Sword Schools/Gun Katas known.
- EXALTATION (Optional): Select or randomly determine Exaltation. Grant Power stat up to Level, with associated benefits. Select or randomly determine one exaltation asset and apply the result
- ASSETS/HINDRANCES (Optional): For extra flavor, roll a few times (1d4 if you can’t decide) on the Assets/Hindrances table, and apply the results.
- FINISHING TOUCHES: Calculate derived stats. Apply accumulated bonuses from feats to stats as applicable. Apply completion bonus for current level of class track. Note racial power.
Optional Asset/Hindrance table (roll d100)1-3) Ambidextrous | 25-27) Spirit Mentor | 51-53) Wimpy | 71-73) Grim S.O.D. | 4-6) Androgynous | 28-30) Sturdy | 54-55) Ailin' | 74-76) High-Falutin' | 7-9) Appearance | 31-33) Tough as Nails | 56-58) All Thumbs | 77-79) Illiterate | 10-12) Brave | 34-36) Veteran o' The Wheel | 59-61) Bad Luck | 80-82) Impulsive | 13-15) Dangerous Beauty | 37-39) Racial Asset 1 | 62-64) Big Britches | 83-85) Intolerant | 16-18) Driven | 40-42) Racial Asset 2 | 65-66) Clueless | 86-88) Kid | 19-21) Nine Lives | 43-44) Law O' The Stars | 67-68) Deathwish | 89-91) Loco | 22-24) Sand | 45-47) Wanted | 69-70) Geezer | 92-94) Slowpoke |
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| 95-100) Vengeful |
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Post by masmanus on May 19, 2020 0:32:56 GMT -6
Sword School Pre-made ManeuversAs indicated above, these maneuvers are granted to an NPC that knows a Sword School using my "Quick" NPC generation method. NPCs get the listed maneuvers from the sword schools that they know of their Level or lower. Bloody Valentine (Contributed by GuardianTempest) - L1 Maneuver – Sharp Confession: Charge with Parrying weapons, +1k0 to hit
- L2 Maneuver – Poem of Blood: Normal attack with Parrying weapons, target loses 1 Resolve if this attack deals wounds
- L3 Maneuver - Thrilling Date: Charge with Parrying weapons, +1k0 to hit, user gets +2 to Speed and melee damage rolls if attack hits. Bonus lasts until end of combat but is lost if user misses, hits a different target, or doesn't use this attack for one round
- L4 Maneuver – Laceration Marriage: Normal attack with Parrying weapons, +3k0 damage, target takes X Rending wounds to same hit location upon taking a Full Action or Extended action on their next turn, where X is the wounds dealt by this attack, can only target those that were adjacent to the user in their last turn
- L5 Maneuver – Lovesick Vivisection: Normal attack with Parrying weapons, +1k0 to damage but attack cannot directly kill target, user heals HP equal to wounds dealt if target becomes or is critically wounded
Confused Turtle- L1 Maneuver – Shield Bash: +1k0 to hit and damage on first attack after parrying
- L2 Maneuver – Parry Parrity Stance: Normal attack with a shield, +1k1 to next parry attempt, you cannot take movement actions until the end of your next turn
- L3 Maneuver - Overreaction: After a successful parry attempt, next normal attack against that opponent cannot be dodged or parried.
- L4 Maneuver – Confusion-Fu: Normal Attack with a shield, target hit must make a Composure + Scrutiny test vs a TN of the damage received or become confused as per the Confusion spell.
- L5 Maneuver – Deflection Redirection: If you successfully Parry an attack, designate another target within range of the attack as the new target of the attack.
Desert Wind- L1 Maneuver - Kneecapper: +1k0 to accuracy with Called Shots
- L2 Maneuver - Sudden Slap: Normal attack with Syrneth weapons, +1k1 to hit, Do not add weapon damage to attack, target Dazzled for one round per raise on hit
- L3 Maneuver - Burning Blade: Normal Attack with Syrneth weapons, +1k0 to damage, +2 PEN, deals E damage
- L4 Maneuver - Leaping Blade: Normal Attack with Syrneth weapons, +1k1 to hit, 5m teleport before or after attack
- L5 Maneuver - Holocaust Cloak: Normal Attack with Syrneth weapons, 5m teleport before or after attack, 2k2E Damage to everything within 2m,
Devoted Spirit- L1 Maneuver - Skillful Aid: Aid Another, +1k0 damage to the aided attack
- L2 Maneuver - Revitalizing Strike: Normal Attack with flails, +1k0 to hit, Heal 1 adjacent ally for 2 points
- L3 Maneuver - Foehammer: Normal Attack with flails, +2k0 to damage, +1 exploder dice rolled if damage roll explodes
- L4 Maneuver - Covering the Phalanx: Normal Attack with flails, +12 bonus to static defense divided amongst adjacent allies until your next turn
- L5 Maneuver - Castigating Blow: Normal Attack with flails, +1k1 to hit, +Devotion damage on hit to Head or Gizzard
Diamond Mind- L1 Maneuver - Skillful Feint: Feint, +1k0 damage to next attack after Feint.
- L2 Maneuver - Dipping Swallow: Normal attack with Fencing weapons, free raise on all Parry attempts until next turn
- L3 Maneuver - Flurry of Blows: Make two Normal attacks (with a Fencing weapon) at +1k0 to hit against a single target.
- L4 Maneuver - Weakening Grip Technique: Normal attack damage with Fencing weapons, opponent tests Dex (TN 20) or drops whatever they’re holding.
- L5 Maneuver - Essence-Draining Strike: Normal Attack with Fencing weapons, +1k0 to hit, target loses 2 resource points if struck.
Eldritch Advent- L1 Maneuver – Spell Finger: +1k0 to hit with spells with the attack and touch keywords
- L2 Maneuver – Elemental Blade: Normal attack with an Ordinary weapon, you may apply one touch spell to the target hit (assuming successful focus power test).
- L3 Maneuver – Warp Aegis: Normal attack with Ordinary weapons, gain 5 aura until your next turn.
- L4 Maneuver – Chaos Blade: Normal attack with Ordinary weapons, attack treated as magic (applies to Aura not Armor)
- L5 Maneuver – Armageddon Strike: Normal attack with Ordinary weapons, target struck is subject to Perils of the Warp.
Iron Heart
- L1 Maneuver - Careful Aim: Aim, +1k0 to damage with Aimed attacks
- L2 Maneuver - Opening the Path of Steel Wind: Normal Attack with Ordinary weapons, +Tearing, -10 static defense for user until next turn.
- L3 Maneuver - Hammer of the Emperor: Normal Attack with Ordinary weapons, +1k0 damage, deals X damage.
- L4 Maneuver - Exorcism of Steel: Normal Attack with Ordinary weapons, + Power Field
- L5 Maneuver - Strike of Perfect Clarity: Normal Attack with Ordinary weapons, attack cannot be Dodged or Parried.
Killer Doll- L1 Maneuver – Ninja Barrage: Multiple Attacks action with thrown weapons: last attack of the multiple attack action gets +1k0 damage
- L2 Maneuver – Masterful Ricochet: Normal Attack with a thrown weapon: attack ignores cover, weapon returns to you after the attack
- L3 Maneuver – Inscribe Red Soul: Normal Attack with a thrown weapon, roll and apply damage for the attack twice
- L4 Maneuver – Illusionary Misdirection: Normal Attack with a thrown weapon, +1k0 to hit, if attack is successfully dodged apply attack to a different target within 5m.
- L5 Maneuver – ZA WARUDO!: Normal Attack with a thrown weapon, make this attack once against each enemy within 5m
Metro Holografix- L1 Maneuver – Combat Technician: +1k0 to hit with first attack after a "Use a Skill" action.
- L2 Maneuver – Weaponhack: Normal attack with Gear, target's weapon suffers -3k1 damage for 2 turns on a hit, requires an internet connection.
- L3 Maneuver – Latency: Normal attack with Gear, +1k0 to hit, target looses one Reaction, requires an internet connection.
- L4 Maneuver – Phreak: Normal attack with Gear, non-sentient machines/vehicles/computers struck obey your commands for 2 turns - you can dictate 1 of their half-move actions each turn. Requires an internet connection
- L5 Maneuver – Wiretapping: Normal attack with Gear, +2k0 to hit, gain control of the Remote Uplink System, Berserker System, or Onboard AI of any vehicle hit with this attack. Requires an internet connection
Mirror Shades- L1 Maneuver – Claws Sheathed: +2 Pen with Readied Attacks with cybernetic melee weapons.
- L2 Maneuver – Cyberpsychotic Flash: Normal attack with cybernetic melee weapon, gain bonus Armor to each location equal to number of mods in that location until the start of your next turn, suffer from Frenzy until the start of the next turn.
- L3 Maneuver – Takedown: Normal attack with cybernetic melee weapons. +2 Pen, ignore 1 point of target's Resilience if target was unaware of the attack.
- L4 Maneuver – Crash Override: Normal attack, -1k0 damage, disables two random cybernetic mods in target for 4 turns. Requires a Tech Use roll.
- L5 Maneuver – Burning Chrome: Normal attack with a cybernetic weapon. +2 pen. Destroy 1 cybernetic part in the hit location if critical damage is dealt.
Platinum Perfect (contributed by Traskus) - Lv. 1 The Wonderful 101: Syrneth; Dodge; +2k0 damage. -1k0 to hit.
- Lv. 2 MadWorld: Syrneth; Dodge; Ignore AP on the target equal to the difference that the attack roll is higher than the static defense of the target after attempts to dodge or parry. You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene.
- Lv. 3 Anarchy Reigns: Syrneth; Dodge; You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene. Ignore AP on the target equal to the difference that the attack roll is higher than the static defense of the target after attempts to dodge or parry. +2k0 to hit.
- Lv. 4 Vanquish: Syrneth; Standard Attack; You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene. Targets successfully hit by your attack lose a half action on their next turn. +0k1 damage. Cannot make this attack on consecutive turns. -1k0 to hit.
- Lv. 5 Infinite Space: Syrneth; Standard Attack; If hit, the target must make an opposed Strength roll against the attack roll. If failed, this attack launches the target one meter into the air for each time this advantage is taken. They remain at the apex of their height for 1 round before falling the round after. Targets successfully hit by your attack lose a half action on their next turn. You may jump one meter into the air per time this advantage is taken after the attack is made. Airborne targets hit by attacks with this advantage maintain their vertical position for 1 round. You may make a TN 10 Acrobatics test to remain in the air for 1 round as a free action after the attack. -1k0 to hit. -1k0 damage.
Promised Victory (contributed by Traskus) - Lv. 1 Wondrous Strike: Artifact; All-Out Attack; +2k0 damage. -1k0 to hit.
- Lv. 2 Take Me Up: Artifact; Standard Attack; +(1/2 devotion round up) pen. +1k0 to hit.
- Lv. 3 Mighty Swing: Artifact; Standard Attack; +3k1 damage. If this attack misses with at least one check, the attacker is disarmed of the weapon. Cannot make this attack on consecutive turns.
- Lv. 4 Thirty Torches: Artifact; Standard Attack; Ignore concealment and half ap protecting the target. +(1/2 devotion round up) pen. If this attack misses with at least one check, the attacker is disarmed of the weapon.
- Lv. 5 Bunker-Buster: Artifact; All-Out Attack; +(1/2 devotion round up)+2 pen. Blast (3). Cover hit loses 15 ap. Skill (Command). Only usable once per scene.
Setting Sun
- L1 Maneuver - Skillful Defense: Fight Defensively, +2k0 accuracy when fighting defensively (overall +1k0)
- L2 Maneuver - Knockout Blow: Unarmed Attack, targets hit gain a level of fatigue (even if they take no damage).
- L3 Maneuver - Distraction Method: Unarmed Attack, +1k0 to hit, targets damaged take -1k0 to all rolls until your next turn
- L4 Maneuver - Shocking Bullet Fist: Unarmed Attack, + Shocking
- L5 Maneuver - Fool’s Strike: Unarmed Attack, +1k1 to hit, uses opponent’s weapon as base damage
Shadow Hand
- L1 Maneuver - Careful Ready: Ready action, +1k0 to hit with readied attack.
- L2 Maneuver - Deadly Mosquito Bite: Normal attack with Parrying weapons, +4 PEN, can only be used on helpless or unaware opponent, effects of attack are delayed up to one minute.
- L3 Maneuver - Ring the Temple Bell: Normal Attack with a Parrying weapons, +15m range.
- L4 Maneuver - Curving Shadow Attack: Normal Attack with Parrying weapons, +1k0 to hit and damage, +Flexible.
- L5 Maneuver - Cobra’s Venom Technique: Normal Attack with Parrying weapons, +1k1 to hit, Toxic.
Stone Dragon
- L1 Maneuver - Bullish Momentum: Bull Rush, +1k0 to Damage on first attack after Bull Rush attempt.
- L2 Maneuver - Foot-Trapping Blow: Normal Attack with Two-Handed weapons, +1k0 hit, +1 Snare, gain 1 fatigue when using this attack
- L3 Maneuver - Stone-Skin Concentration: Bull Rush, gain +4 Armor to all locations until your next turn.
- L4 Maneuver - Giant-Felling Blow: Normal Attack with Two-Handed weapons, +1k0 damage, +2 PEN, treat opponent’s resilience as 2 lower when calculating damage, gain 1 fatigue when using this attack
- L5 Maneuver - Earth-Shattering Attack: Normal Attack with Two-Handed weapons, +1k1 damage, Blast 3, gain 1 level of Fatigue when using this attack.
Tiger Claw
- L1 Maneuver - All-Out All-Out Attack: All-Out Attack with Chain weapons, +1k0 damage.
- L2 Maneuver - Razor Sharp: Normal Attack with Chain weapons, double PEN if 2 or more raises.
- L3 Maneuver - Death from Above: Normal Attack with Chain weapons, +1k1 to hit, +0k1 damage fall prone if attack fails to connect (including dodge or parry)
- L4 Maneuver - Demonic Weapon Attack: Normal Attack with Chain weapons, spend Hero point to ignore all damage reducing effects (including armor)
- L5 Maneuver - Blood in the Water: Normal Attack with Chain weapons, +1k0 damage, damage dice explode on 9’s and 10’s
Time Turner- L1 Maneuver - Time Feint: Feint, +2 PEN on next attack after Feint.
- L2 Maneuver - Time Slow: Normal attack with Syrneth weapons. Enemies that Dodge this attack provoke an Attack of Opportunity from you
- L3 Maneuver - Chronoclone Dance: Normal attack with Syrneth weapons, +1k1 to hit, Requires a Performer test, test made at +1k0 as per successful Aid Another.
- L4 Maneuver - Time Skip: Normal attack, +1k0 damage and free Raise to hit, teleport 2x Speed before attacking, become Dazzled until the start of your next turn
- L5 Maneuver - Replay: Normal attack, +1k0 to hit, repeat all effects of the attack at the beginning of the target's next turn, become Dazzled until the start of your next turn
White Raven
- L1 Maneuver - Skillful Charge: Charge with Cavalry weapons, +1k0 damage
- L2 Maneuver - Road-Clearing Technique: Normal attack with Cavalry weapons, allies receive +1k0 to accuracy when targeting this enemy until user’s next turn
- L3 Maneuver - Concentrated Charge: Charge with Cavalry weapons, +2 PEN, you do not provoke attacks of opportunity with this charge.
- L4 Maneuver - Attention-Drawing Strike: Normal Attack with Cavalry weapons, +1k0 to hit, opponents hit by this attack cannot parry or dodge until their next turn.
- L5 Maneuver - Wolf Pack Technique: Normal Attack with Cavalry weapons, Opponents hit by this attack provoke an opportunity attack.
Viae Furoris- L1 Maneuver - Demon Surprise!: -1k0 to hit, +2k0 damage when attacking on a Delayed action.
- L2 Maneuver - Distracting Harmonies: Normal attack with Daemonic weapons, -1k0 damage, target suffers -2k0 on Reaction and Multiple Attack tests until your next turn.
- L3 Maneuver - Reminder of Frailty: Normal attack with Daemonic weapon, attack treated as magic, roll for psychic phenomena on target
- L4 Maneuver - Negative Inertia: Move your Speed as an attack action. Next attack you make receives -1ko to hit, +2k0 damage.
- L5 Maneuver - Memento Mori: Normal attack with Daemonic weapons. Deals no damage, but targets hit lose 4 HP regardless of armor, resistance, etc. You can't use any special attacks, trick shots, or spell combos on the turn after using this attack.
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Post by masmanus on May 19, 2020 0:33:23 GMT -6
Gun Kata Pre-Made ManeuversJust as with the Sword School maneuvers, grant maneuvers from the Gun Kata known up to Level. Clay Pigeon- L1 Maneuver - Deadeye: +1k0 to hit benefiting from the Called Shot maneuver.
- L2 Maneuver - White Hat’s Slap: Normal attack, opponents hit drop whatever they are holding.
- L3 Maneuver - Total Recoil: Normal Attack, +1k0 to hit and damage, target is knocked prone.
- L4 Maneuver - Perfect Disarm: Normal Attack, +1k1 to hit, no damage but target drops whatever they’re holding.
- L5 Maneuver - Manhattan Transfer: Normal Attack, +1k1 to hit, attack ignores cover and concealment
Close Range!?- L1 Maneuver - Shell Service: Charge, make a Ranged attack against a target within 10ft instead of a Melee attack at the end of the charge. Attack receives +1k0 damage in addition to the normal benefits of a charge.
- L2 Maneuver - Flush: Normal attack with a Scatter weapon, +4 PEN, target hit must make a Strength test versus the attack roll or be knocked back a number of meters equal to the damage taken.
- L3 Maneuver - Close Encounter: Normal attack with Scatter weapon, +2k0 to hit, target struck grants Combat Advantage on all attacks against them until the end of your next turn.
- L4 Maneuver - Come Get Some: Charge attack with a Scatter weapon. Charge, make a Ranged attack against a target within 10ft instead of a Melee attack at the end of the charge. Attack receives +1k1 damage in addition to the normal benefits of a charge. Target hit must make a Strength test versus the attack roll or be knocked back a number of meters equal to the damage taken.
- L5 Maneuver - Death Blossom: Normal attack with a Scatter weapon, make the attack against all targets within 10 meters of you.
Crisis Zone
- L1 Maneuver - Heavy Suppression: +1k0 to damage for any attack benefiting form a Suppressing Fire bonus
- L2 Maneuver - Tracer Rounds: Normal attack, +1k0 to hit. Subsequent attacks against that target on that turn can use the hit location form this attack instead of rolling for hit location.
- L3 Maneuver - Squad Breaker: Normal attack, target suffers -4 armor for 1 round.
- L4 Maneuver - Five Rounds Rapid: Normal Attack, +1k0 to hit and damage, target loses a half action on their next turn.
- L5 Maneuver - Razing Storm: Normal attack, +1k0 to hit, attack gains Storm property
Daemon Trigger- L1 Maneuver - Backstep: +1k0 to hit on first attack made after a Shift action.
- L2 Maneuver - Rain Storm: Normal Attack, +1k0 to hit, +Blast 2. Attack can be performed in midair, reduces effective fall distance by half.
- L3 Maneuver - Air Dash: Shift, +1k0 to hit on first attack made after Shift action, attack can be performed in midair, reduces effective fall distance by half.
- L4 Maneuver - Honeycomb Fire: Normal Attack, +2k0 damage, attack AP except from worn armor.
- L5 Maneuver - Air Trick: Shift, teleport twice your speed towards target instead of normal benefits of the Shift action, +1k0 to hit and damage on first attack after Shift aciton.
Divine Flame- L1 Maneuver - Setting Sun: Reload, next attack gains flat damage bonus equal to the rounds reloaded, capped at your gunslinger level (double that for E weapons)
- L2 Maneuver - Flare Up: Normal attack with a Plasma weapon, +1k0 to hit and damage, + Incendiary.
- L3 Maneuver - CAUTION CAUTION CAUTION: Normal attack with a Plasma weapon, +1k0 to hit and damage, +Incendiary, +Volatile, +Overheats
- L4 Maneuver - Suburst Cannon: Normal attack with a Plasma weapon, +2k0 to damage, +Incendiary, +Blast (2)
- L5 Maneuver - Atomic Fire: Normal attack with a Plasma weapon, Attack ignores armor and halves Resilience, +Incendiary
Elemental Gearbolt - L1 Maneuver - Double Draw: +1k0 to hit on the first attack in a Multiple Attacks action
- L2 Maneuver - Twice Bound Spirits: Normal attack, +1k0 damage. For each 1 rolled for damage of this attack, halve the total damage. For each 10 rolled for the damage of this attack, double the total damage.
- L3 Maneuver - Exit Wound Kata: Normal attack. Do not roll damage – targets struck lose 3 HP directly, ignoring resilience/armor/etc.
- L4 Maneuver - Sex Pistol: Normal attack, +1k1 damage. You may reroll this attack once if you miss.
- L5 Maneuver - Curse of Red Rain: Normal attack, +1k0 to hit. Targets struck automatically suffer Blood Loss.
Gear Shelter- L1 Maneuver - Peek-a-Boo: Tactical Advance, +1k0 to hit on next attack
- L2 Maneuver - Peek-a-Boo Kill: Normal attack, +1k0 to hit and damage, automatically hits target's head, can only be used when behind cover
- L3 Maneuver - Bunker Buster: Normal attack, -1k0 to hit, +2 Pen, reduces cover by 2AP.
- L4 Maneuver - Tactical Flank: Tactical Advance, +1k1 to hit, +2 Pen on next attack
- L5 Maneuver - Walls of Jerico: Tactical Advance, cover moved to has Aura equal to its AP, cannot have its AP reduced, and cannot be bypassed by trick shots or other effects until the start of your next turn. +1k0 to hit on your next attack.
Gravity Ski- L1 Maneuver - Run-n-Gun: Run action, -1k0 to hit, +2k0 damage on first attack afterward.
- L2 Maneuver - Conservation of Momentum: Normal attack with Launcher, +1k0 to hit and damage. Can make an acrobatics test with a TN equal to your speed to Run as a half action after this attack. You still take this action on a failure, but also fall prone and take damage as though you fell the distance you ran.
- L3 Maneuver - Change Vector: Run action. You can move along any solid surface (even verticle or inverted) as part of this action, though you fall if you don't stop somewhere that could support you. +2k0 to hit on first attack after this run.
- L4 Maneuver - Ballistic Arc: Run action. Treat any gaps encountered as part of this action as solid ground. -1k0 to hit, +4 PEN on first attack after run.
- L5 Maneuver - Blue Plate: Normal Attack, +1k0 to hit. + your Speed flat damage bonus if you performed a run action on this or your previous turn.
Lucky Break (Contributed by GuardianTempest) - L1 Maneuver – Cowboy Wannabe: Delayed attack, +1k0 to hit
- L2 Maneuver – Startle Platinum: Normal attack, target must make a Pinning test with a check for every two raises on the attack roll
- L3 Maneuver - Hermit's Perplexing: Delayed attack, target can only take a Half Action on their next turn if they attempt to Dodge this attack and fail
- L4 Maneuver – JUST LIKE SHOOT GUN: Normal attack, -1k1 to hit, +2k2 damage, this attack can only be made with weapons the user isn't proficient with
- L5 Maneuver – Roundabout: Delayed attack, +1k1 damage. If this attack misses, it comes back at the end of the next 1-5 turns (decided when performing this attack) using the same attack roll with a +10 bonus. This attack must be a 2-die stunt.
Last Line- L1 Maneuver - Helping Hand: Aid Another action. +10ft range. +1k0 to hit on first attack made afterward. Yourself and the target both gain the benefits of the Aid Another action, including the trick shot bonus.
- L2 Maneuver - Covering Fire: Normal attack, enemies damaged by this trick shot cannot make opportunity attacks until your next turn.
- L3 Maneuver - Hold the Line: Normal attack, -1k0 damage, enemies hit have their speed reduced by 4 until your next turn.
- L4 Maneuver - We die standing: Aid Another action. +10ft range. +1k1 to hit and damage on first attack made afterward. Yourself and the target both gain the benefits of the Aid Another action, including the trick shot bonus. Can only be used on the turn after an ally was dealt wounds.
- L5 Maneuver - Concentrate Fire: Normal attack, +1k0 to hit. Any ally within 10 feet of you when this attack is made can make an opportunity attack against the same target
Point Blank
- L1 Maneuver - Spray-n-Play: +1k0 to hit with a Full Auto Burst.
- L2 Maneuver - Less Than Lethal: Normal attack, +1k0 to hit. Target gains 1 fatigue
- L3 Maneuver - Bullet Dance Technique: Normal attack, +2k0 to hit. Target forced to move their Speed in the direction of your choice.
- L4 Maneuver - Dragon’s Dance: Normal attack, +2k1 to damage, can only be used in Melee combat with target.
- L5 Maneuver - Pistol Whip Strike: Normal attack, +1k0 to hit and damage and make a free Unarmed attack. Can only be used in Melee combat with target.
Silent Scope
- L1 Maneuver - Deadeye: Aimed shot, +1k0 damage
- L2 Maneuver - Boom, Headshot!: Aimed shot, +1k1 to hit & attack has tearing. Can only be used if target is unaware.
- L3 Maneuver - Bulls Eye: Aimed Shot, +1k1 to hit & attack is considered Accurate.
- L4 Maneuver - Spawn Camping Meditation: Aimed shot, +1k1 to hit, can take a free Stealth test after attacking at -2k1. Can only be used if target is unaware
- L5 Maneuver - 360 No-Scope: Normal attack, +1k1 to damage, attack has Tearing
Terminus Lockdown (Contributed by GuardianTempest) (Hint: Use guns with secondary effects like drugged Needleguns) - L1 Maneuver – Tracker Beacon: Normal attack, user knows the location of targets hit by this attack for the rest of the encounter
- L2 Maneuver – Hobbling Shot: Attack from overwatch, targets dealt wounds by this attack get -2k0 to all tests for one round
- L3 Maneuver - Dispersion Rounds: Normal attack, non-damaging effects of this attack apply to everyone within 9m of the target
- L4 Maneuver – Inkblot Capsules: Attack from Overwatch, this attack has Black Smoke and Bouncing Shot
- L5 Maneuver – Lockdown: Attack from Overwatch, targets hit by this attack are Immobilized and grant Combat Advantage for one round. If the target is a vehicle with Size 10 or less then its momentum drops to zero (but doesn't crash) and cannot Accelerate instead.
Thermal Runaway- L1 Maneuver - Thermal Conversion: Reload action. +1k0 damage on first normal attack after reloading.
- L2 Maneuver - Hot Ammo: Normal attack with a weapon with the Overheats property. +2 pen. Targets damage have the weapon they are holding immediately overheat (as the weapon property). If they are holding a grenade, it detonates.
- L3 Maneuver - Scorched Earth: Normal attack with a weapon with the Overheats property. +1k0 to hit and damage, +Flame, range reduced to 30m if higher.
- L4 Maneuver - Make it Melt(a): Normal attack with a weapon with the Overheats property. +10 Pen
- L5 Maneuver - Third Degree: Normal attack with a weapon with the Overheats property, +1k1 damage, treat target's size as 1 smaller for damage calculation.
Tin Star
- L1 Maneuver - Quick Draw: +1k0 to hit on a Readied attack.
- L2 Maneuver - Silver Bullet: Normal attack. +1k0 to damage, damage dice explode on 9+
- L3 Maneuver - Justifier: Normal attack, +2k0 to hit, attack ignores environmental effect penalties.
- L4 Maneuver - Fastest Hand on the Rim: +1k0 to hit and damage on a Readied attack, damage dice for this attack explode on 9+ and attack ignores environmental effect penalties.
- L5 Maneuver - One Foot in the Grave: Normal attack, +2k0 to damage, +Xk0 to hit where X is your DEX, attack can only be used below half health.
Trekking Star
- L1 Maneuver - Quick Draw (in Space): +2k0 to hit, -1k0 damage with a Readied attack
- L2 Maneuver - Set to Stun: Normal attack with a Las weapon, +2 Pen, deals Fatigue instead of wounds.
- L3 Maneuver - Change Settings: Normal attack with a Las weapon, +1k0 damage, + Variable Power Setting.
- L4 Maneuver - Overdrive: Normal attack with a Las weapon, +1k1 to hit and damage, weapon jams.
- L5 Maneuver - Set to Kill: Normal attack with a Las weapon, +1k0 to hit. Targets damaged take a minimum of 1 critical damage regardless of remaining hit points.
Quick note on these premade maneuvers (both Schools & Katas): These are built using only Universal adders and adders from that School/Kata. I was aiming less for effectiveness and more for a set of maneuvers that feel representative of that School/Kata, so that when players come up against, say, a Tin Star pistolero, they will feel like they're fighting a Tin Star pistolero rather than just some dude with the gun. Suggestions for ways to adjust these move sets to better accomplish this goal are welcome. Another quick note: All of these maneuvers were built with roughly the same XP cost as the level of the Scool/Kata they are associated with, i.e. Level*100 XP / Level*2 SP.Edit: As pointed out by Amanojyaku, I misunderstood the SP limits for maneuvers (and my group has been playing with massive OP maneuvers this whole time...). I'll be revising these maneuvers to have an approximate net cost of Level*50 XP / Level SP in the near future. Edit: premades have been adjusted to be less OP
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Post by Kristviljan on May 20, 2020 18:35:19 GMT -6
I've kind of been dreading NPC creation as part of an upcoming campaign I'm going to be running so this looks really good, thanks for sharing it.
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Post by masmanus on May 26, 2020 21:37:38 GMT -6
I definitely feel that, which is why I made this thing in the first place. Glad you find it useful!
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Post by Lestat on Jan 4, 2021 13:33:06 GMT -6
I overlooked this when originally posted, but checking again it works really well, and deserves more attention. Particularly the flavorful unoptimal kata/martial maneuvers, and how a simple class choice easily not only gives them proper feats and stats, but also some attacks.
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Post by psychonix on Feb 19, 2021 18:06:19 GMT -6
I do really like the pre-made manoeuvres and trick shots you've put together here, that's a really useful idea. You have also reminded me that I threw this together a while ago to help come up with NPC concepts, I spent far too long generating links to as much of the homebrew on the old forums as I could find. I really need to fix the links at some point.
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Post by masmanus on Mar 20, 2021 9:15:39 GMT -6
One of these days I plan to add premade maneuvers from some of the more commonly used homebrew schools & katas, but my gaming time has been severely curtailed lately so that's probably not gonna happen anytime soon...
Also, psychonix, your character idea generator is rad. Rad I say!
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Post by Traskus on Mar 26, 2021 12:26:19 GMT -6
I remember that generator. Or there was one just like it. Good stuff, that.
Questions: what are the more used technique schools and how do you know this? Unless you mean in your group, of course.
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Post by masmanus on Mar 26, 2021 19:07:53 GMT -6
Yeah that's basically about the size of it - was planning on stating up the ones I find personally useful for the types of NPCs I like to build for my games. Beyond that, those that I see a lot of custom classes referencing (Last Line comes to mind). That's taking a backseat to finishing up my degree/finding a job for the time being tho.
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Post by masmanus on Sept 9, 2021 21:08:41 GMT -6
With free time once again in my life, I'm going to start expanding the pre-made maneuvers to include selected homeberw schools/katas (I'd say I'd do write-ups for all of them, but there are a lot of custom techniques...) I'm planning on adding the following, drawn from the list of "cannon" homebrew used in my home campaigns: Sword Schools: - Confused Turtle
- Eldritch Advent
- Killer Doll
- Metro Holografix
- Mirror Shades
- Time Turner (Requested by Traskus)
- Viae Furoris
Gun Katas: - Close Range?!
- Daemon Trigger
- Divine Flame
- Gear Shelter (Requested by Traskus)
- Gravity Ski
- Last Line
- Thermal Runaway
- Trekking Star
(Premade maneuvers for the bolded items have been added to the list above - I'll update this as I add more) Also, feel free to request premade maneuvers that you'd like to see implemented! Or alternatively post your own maneuvers below. Edit: All planned premades have been added.
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Post by Traskus on Sept 12, 2021 14:34:13 GMT -6
There was a premade technique thread on the old forum. Would you like/have you considered a similar thread? I'll politely request techniques for time turner and gear shelter. I'll post some techniques for my schools later this week/next week. Why not, right? I'll see how many I can get out today.
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Post by Amanojyaku on Sept 12, 2021 15:17:40 GMT -6
Special attacks/trick shots should note how many style points are actually required to build them. Do please remember that you can have up to twice your martial adept/gunslinger level in SP, but have to take restrictions for ones beyond the level itself.
If we don't care to have examples/universal maneuvers in the OP I can have threads made momentarily three minutes ago.
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Post by Traskus on Sept 12, 2021 21:31:27 GMT -6
These are less player-compliant than the premade technique thread for ease of reading. Sword SchoolsPlatinum Perfect- Lv. 1 The Wonderful 101: Syrneth; Dodge; +2k0 damage. -1k0 to hit.
- Lv. 2 MadWorld: Syrneth; Dodge; Ignore AP on the target equal to the difference that the attack roll is higher than the static defense of the target after attempts to dodge or parry. You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene.
- Lv. 3 Anarchy Reigns: Syrneth; Dodge; You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene. Ignore AP on the target equal to the difference that the attack roll is higher than the static defense of the target after attempts to dodge or parry. +2k0 to hit.
- Lv. 4 Vanquish: Syrneth; Standard Attack; You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene. Targets successfully hit by your attack lose a half action on their next turn. +0k1 damage. Cannot make this attack on consecutive turns. -1k0 to hit.
- Lv. 5 Infinite Space: Syrneth; Standard Attack; If hit, the target must make an opposed Strength roll against the attack roll. If failed, this attack launches the target one meter into the air for each time this advantage is taken. They remain at the apex of their height for 1 round before falling the round after. Targets successfully hit by your attack lose a half action on their next turn. You may jump one meter into the air per time this advantage is taken after the attack is made. Airborne targets hit by attacks with this advantage maintain their vertical position for 1 round. You may make a TN 10 Acrobatics test to remain in the air for 1 round as a free action after the attack. -1k0 to hit. -1k0 damage.
Promised Victory- Lv. 1 Wondrous Strike: Artifact; All-Out Attack; +2k0 damage. -1k0 to hit.
- Lv. 2 Take Me Up: Artifact; Standard Attack; +(1/2 devotion round up) pen. +1k0 to hit.
- Lv. 3 Mighty Swing: Artifact; Standard Attack; +3k1 damage. If this attack misses with at least one check, the attacker is disarmed of the weapon. Cannot make this attack on consecutive turns.
- Lv. 4 Thirty Torches: Artifact; Standard Attack; Ignore concealment and half ap protecting the target. +(1/2 devotion round up) pen. If this attack misses with at least one check, the attacker is disarmed of the weapon.
- Lv. 5 Bunker-Buster: Artifact; All-Out Attack; +(1/2 devotion round up)+2 pen. Blast (3). Cover hit loses 15 ap. Skill (Command). Only usable once per scene.
Gun Kata
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Post by masmanus on Sept 13, 2021 11:00:57 GMT -6
Special attacks/trick shots should note how many style points are actually required to build them. Do please remember that you can have up to twice your martial adept/gunslinger level in SP, but have to take restrictions for ones beyond the level itself. If we don't care to have examples/universal maneuvers in the OP I can have threads made momentarily three minutes ago. These are intended for GM rather than player use - I'm aiming to approximate player-legal maneuvers but exact parity isn't required (IMHO) for the purpose of building NPCs. That being said... I think I misunderstood the restriction requirement for martial maneuvers, so the higher-level maneuvers are likely overpowered relative to what players can build. I'll revisit the existing maneuvers before I go about adding more homebrew techniques to address this. There was a premade technique thread on the old forum. Would you like/have you considered a similar thread? I'll politely request techniques for time turner and gear shelter. I'll post some techniques for my schools later this week/next week. Why not, right? I'll see how many I can get out today. As mentioned these are built for a different purpose, but (after pending revisions) these should be pretty close to RAW maneuvers and so may provide useful inspiration. Other users have my permission to steal bits of this for their own use, including formatting these maneuvers for a player-focused thread. Also, do you mind if I c&p whatever you come up with to the main maneuver posts for ease of reference?
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