BNW Non-Player Characters


What follows are some of the characters found in the rulebook and sourcebooks. If you're tired of trying to break the spine of your book making photocopies and want to settle for a reasonable facsimile, these should help.




Armorgeddon Pilot

Real Name: Varies
Power Package: Battle Suit
Group Affiliation: Delta Prime
Delta Points: N/A
Size: 6
Pace: 10
Smarts: 2d6
Area Knowledge (home city): 2
Language (English): 2
Navigation: 2
Tactics: 3
Speed: 5d6
Dodging: 4
Flying: 4
Martial Arts (barehanded, club, blade): 5
Quick Draw: 3
Shooting: 5
Speed-Load: 3
Stealth: 3
Spirit: 2d6
Bravery: 3
Perception: 2
Persuasion (Intimidation): 5
Scrutinize: 2
Search: 2
Strength: 3d6 + 5
Climbing: 1
Fighting (barehanded): 2
Fighting (club): 2
Swimming: 5
Throwing: 1

Quirks: Authority +3 (Delta Primer), Contact +3 (Suit's Gadgeteer), Duty +5 (Delta Prime), Reg, Tough +2

Tricks: None

Gear: Armorgeddon Suit

Suit Powers:
Armor: 10/3
Strength: +5 to Strength rolls
Fly: Pace 40
Shoulder Cannon: Auto Action, .50 Ammo, 50 Shots, Quickness 1, ROF 3, Range 5, Damage 5d6+10 (AP5)



Deader

Real Name: Irrelevant
Power Package: Undead
Group Affiliation: Varies
Delta Points: None
Size: 5
Pace: 9
Smarts: 1d6
Area Knowledge (home city): 2
Language (English): 2
Speed: 4d6
Dodging: 4
Driving (Personal Vehicles): 2
Shooting: 4
Stealth: 4
Spirit: 2d6
Perception: 2
Persuasion (Intimidation): 2
Scrutinize: 1
Search: 2
Strength: 4d6
Climbing: 1
Fighting (barehanded): 4
Fighting (club): 4
Swimming: 1
Throwing: 1

Quirks: Bloodthirsty -2, Clumsy -3, Double-Jointed +1

Tricks: None

Gear: None

Powers:
Undead: Don't suffer wound modifiers or make stun checks.

Quirks:
Chipset: A chip (Armor 10/-) is in the back of the deader's head, and can be destroyed with a called shot (+8), or with a shot to the head (1-in-6 chance).




Vampire

Real Name: Varies
Power Package: Vampire
Group Affiliation: N/A
Delta Points: 3
Size: 5
Pace: 10
Smarts: 2d6
Area Knowledge (home city): 2
Language (English): 2
Speed: 3d6+5
Dodging: 2
Shooting: 4
Stealth: 3
Spirit: 2d6
Perception: 2
Persuasion (Seduction): 3
Scrutinize: 1
Search: 1
Shadowing: 2
Strength: 3d6+5
Climbing: 5
Fighting (barehanded): 2
Throwing: 1

Quirks: Arrogant -3, Beautiful +1, Bloodthirsty -2, Dark Secret (Vampire) -5, Heavy Sleeper -1

Powers:
Become Mist: With a single action, can turn to mist or become solid again.
Mesmerize: +5 to persuasion: seduction rolls.
Morph: Can transform into a huge wolf, bat, or return to human form.
Night Vision: Ignore penalties for total darkness and other lighting modifiers.
Undead: Don't suffer wound-effect modifiers and don't have to make stun checks.
Vampiric Healing: When biting a foe, for each woudn the vampire does, she can heal one wound on herself.

Quirks:
Bloodthirst: The vampire must drink a living being's blood at least once a day.
Holy Water: Vampires can't stand the stuff. It does 1d6+1 damage per ounce, larger amounts do massive damage.
Religious Symbol or Garlic: The vampire can't approach within 1".
Sunlight: At the start of every round a vampire is exposed to sunlight, he takes 3d6+5 points of massive damage, ignoring armor and undead ability.
Wood: Wooden weapons ignore the undead power's abilities.

Tricks: Bull's Eye, First Move
Vampiric Grapple: With an extra success on a fighting: barehanded roll, the vampire can bite its opponent for Strength +2 damage.

Gear: None

Vampiric Bat Form

Size: 1
Pace: 14 (flying)
Smarts: 2d6
Area Knowledge (home city): 2
Language (English): 2
Speed: 4d6+5
Dodging: 4
Stealth: 5
Spirit: 2d6
Perception: 3
Scrutinize: 1
Search: 1
Shadowing: 3
Strength: 1d6
Fighting (barehanded): 1

Vampiric Wolf Form

Size: 5
Pace: 13
Smarts: 2d6
Area Knowledge (home city): 2
Language (English): 2
Tracking: 4
Speed: 3d6+5
Dodging: 3
Stealth: 5
Spirit: 2d6
Perception: 5
Scrutinize: 1
Search: 3
Shadowing: 3
Strength: 3d6+5
Fighting (barehanded): 3




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