Cacitus

The Quest Of REG NPC List

Dec 8th, 2017
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  1. The Quest of RE-NPC LIST
  2.  
  3. ***
  4. Name: Jeff Meyer; Starborn Nightblade & Fortress Administrator: 30HP, Age:37
  5.  
  6. (Ambusher, Bold, Direct, Distrust: Silver, Dutiful, Hunter, Intuitive, Knowledgeable, Level-Headed, Rational, Veteran: Perception/Ranged, Watchful)
  7.  
  8. Appearance: Lean build, with dark brown(almost black) hair and hazel eyes. Grown out crew-cut, with facial hair ranging from shaved to a 5-oclock shadow, depending on mood. Has a usual hard judging expression, along with stress/tired lines under and around his eyes.
  9.  
  10. BIOGRAPHY: One of the original humans from the first group Celestia brought to Tallus, rightfully being labelled as part of the 'Old Guard'. Jeff has witnessed every success and failure of Razorback's since the beginning, and has only recently stepped up to an active administrative role during the Fortress's renovations. Jeff's reputation precedes him, and depending on who you ask will give you a different answer. Most operators will say he's just a grunt who managed to slip into the right cracks, and one perpetually drunk Ukranian will tell you he knows 'an ex-spook death machine' when he sees one. But, thats really of no one's concern.
  11.  
  12. *****
  13. OFFENSIVE SKILLS:
  14. Expert Assault
  15. Expert Parry
  16. Expert Riposte
  17.  
  18. Expert Battle Rifles
  19. Expert Intimidation
  20. Expert Small Arms
  21.  
  22. *****
  23. DEFENSIVE SKILLS:
  24. Basic Stealth
  25. Expert Block
  26. Expert Evasion
  27. Expert Reaction Speed
  28. Expert Sprint
  29.  
  30. *****
  31. UTILITY SKILLS:
  32. Basic Lockpicking
  33. Expert Engineering
  34. Expert Explosives
  35. Expert Human/Pony Relations
  36. Expert Iron Will
  37. Expert Perception
  38. Expert Scouting
  39. Expert Wilderness Survival
  40. Master Leadership
  41.  
  42. *****
  43. UNIQUE SKILLS:
  44. >Master Lady Killer: functions as Negotation with 3x [1d6+2] rolls, but adds +3 to all Negotiation rolls against female NPC's, whether friendly, neutral, or hostile. TWICE per Operation, Jeff may also attempt to Charm a female NPC with 2x [1d6+4] rolls.
  45.  
  46. >Master of Mango: punning like, living with, behaving like, and probably being a secret batpony has driven Jeff's interests directly onto one sole object: the humble, gracious mango. Having observed it's tremendous underutilization as 99.99% of batponies just eat them on sight, Jeff has come to realize their raw, untapped potential. Functions as Master Cooking with 4x [1d6+3] rolls, but becomes 4x [1d6+6] when Mangoes are involved. It's time to cook... with mangoes!
  47.  
  48. >Master Second Rush: adds +3 to and grants 3 additional Assault rolls, or may add +3 to all Reaction Speed rolls. Jeff is able to use both options per turn, or simply one option, but if both Assault and Reaction Speed are used, Jeff must skip one turn to use again.
  49.  
  50. *****
  51. TRAIT: Dedicated Ranger. Jeff's finely honed senses, intense physical training, and many years in the Rangers have provided him a vast array of technical skills, both in and out of combat. True to form, the even harder earned experiences of Tallus, combined with it's inherently dangerous nature, have only strengthened his capabilities, granting him a considerable edge over most opponents and would-be detractors. Adds +1 to all Offensive, Defensive, and Utility rolls, grants an additional 3 Ranged rolls of any kind, and negates all penalties from weaponry not in his skill list. In addition, Jeff's enhanced strength, knowledge of physical weak points, and the finer teachings of melee combat have combined to reduce the Physical Force Applier in close combat by 10% to all targets.
  52.  
  53. *****
  54. SPECIAL ABILITIES:
  55. -BOSS-class Fearless: cannot be Intimidated or Demoralized normally.
  56. -I Survived The Moors, S.E.R.E. Ain't Shit: grants an additional Evasion roll.
  57. -Lunar Military Liasion: adds +2 to all Negotiation rolls when conversing with military members, both current and former.
  58. -Mercenary Friend: adds +1 to all Negotiation rolls when conversing with Equestrian mercenaries, both current and former.
  59.  
  60. *****
  61. TRADE SKILLS:
  62. -Amateur Tactician
  63.  
  64. *****
  65. TERTIARY SKILLS:
  66. -Basic Electronic Warfare Operator+1
  67. -Basic Gambling
  68. -Basic Geography
  69. -Basic Sports
  70.  
  71. *****
  72. SKILL SPECIALIZATIONS:
  73. -Chuz`Ain, Lunar Council Grandmaster, Kra`ken Fear Response Training: adds +1 to all Iron Will rolls.
  74. -Comprehensive Guide to Tallus Flora & Fauna, The: adds +1 to all Wilderness Survival rolls.
  75. -Cracked Eye, Lunar Council Grandmaster, Fine Visual Identification Instruction: adds +1 to all Perception/Scouting rolls.
  76. -Luna, Esoteric & Ascetic Nightmare Vocal Training: adds +1 to all Intimidation rolls.
  77. -Oranti, Lunar Council Grandmaster, Harpy Leadership & Inspirational Training: adds +1 to all Leadership rolls.
  78. -Reptiles & Their Kin the Drakes: adds +1 to all rolls when dealing with reptiles, drakes, wyrms, wyverns, and similar creatures.
  79. -Ridgeback, Lunar Council Grandmaster, Specialized Minotaur Ranged Combat Instruction: adds +1 to all Ranged rolls.
  80. -Sleethoof, Lunar Council Grandmaster, Overcharged Ground Racing Training: adds +1 to all Block/Evade/Reaction Speed/Sprint rolls.
  81. -Twisted Wing, Starborn Close Combat Training: Specialized Weaponry Course: adds +1 to all Assault/Parry/Riposte rolls.
  82. -Two-Stripes, Lunar Council Grandmaster, Gryphon Agent Instruction: adds +1 to all non-combat Stealth rolls.
  83.  
  84. *****
  85. PHYSICAL ENCHANTMENTS: 0/3 slots remaining.
  86. -Dusk Film: adds +1 to all non-combat Stealth rolls and gains +1HP/turn in dark areas.
  87.  
  88. -Sticky: a simple, yet powerful, full body enchantment that allows the owner to 'stick' themselves or their clothing/armor to virtually any surface, including cloud material, without losing adhesiveness. This can be used to climb walls/ceilings with a [1d6+x] <Perfect Grip roll, where X is the highest Assault roll available, or attach an item permanently one's body/clothing, while also preventing held weaponry from ever being disarmed.
  89.  
  90. -Void Eye: at any point during a turn, Jeff may replace all Perception/Scouting/Wilderness Survival rolls with a [1d6+4] <Void Sight ability, allowing him to view Otherworldly, Spectral, and other incorporeal forces and beings through the Underdark, though this ability cannot gain additional modifiers. Permanently enchanted to him.
  91. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  92.  
  93. Pella, 90HP, 1DR. Age: 19. Month of birth: January.
  94.  
  95. *****
  96. (Amiable, Cheery, Defuser, Hostess, Kind, Natural Speaker, Smooth Talker, Quick)
  97.  
  98. *****
  99. APPEARANCE: a slender, average sized, constantly cheery pegasus with a soft blue coat, her pink wings and mane accentuating her friendly appearance, and is never seen wearing anything less than a friendly smile. Pella has become considerably more concerned with her personal fitness during her time with Razorback, taking time to work out with the mercenaries unless otherwise occupied, developing a decent amount of musculature while keeping her cute, curvy nature.
  100.  
  101. *****
  102. BIOGRAPHY: unknown, but presumably good.
  103.  
  104. Formerly a barmare at Lucky's Tavern, she was hired into Razorback's employ when Lucky's significant expansion of Las Pegasus occurred, and despite wanting to explore the world and it's peoples she acknowledges the necessity that nearly all other races have highly subpar service, foodwise.
  105.  
  106. An exceptional and visually appealing hostess, Pella knows how to handle drunks, food, and beverages with a cheery, slightly coy attitude, mostly belying her kind, but quick-witted nature. Fleet of mind and hoof, she's capable of memorizing 20 orders at a time, and is able to deliver them with unerring accuracy, though her memory of social situations or anything military related is far less than phenomenal. Has admitted that she wants to own a bar of her own, but considers the probability of such an undertaking out of league.
  107.  
  108. After a rocky but highly interesting start with Esera, Pella has Coming to enjoy Dante's time and affection, finding him strong of character, enjoying his willingness to speak honestly and bluntly, though after Esera left she has been somewhat solemn, apparently joy deprived from the initiate necromancer's lack of presence. A newfound herd relationship with Mist Dancer, and subsequently sharing Dante again, has left her wondering whether or not his character is, as the former Chief suspects, flawed enough to warrant direct intervention.
  109.  
  110. *****
  111. CUTIE MARK: a blue stone mug topped with pink foam, slightly tilted forwards.
  112.  
  113. *****
  114. STATUS: night time hostess & cook/server in Razorback's Mess Hall, under permanent contract via Tipper.
  115.  
  116. *****
  117. RELATIONSHIPS:
  118. -Dante: in a herd with, lead stallion.
  119. -Mercy: slightly strained relations with, but greatly enjoys her company.. whenever she's not being flank flustered from the Spirit Walker's stealthy assaults.
  120.  
  121. *****
  122. OFFENSIVE ABILITIES:
  123. Expert Assault+4
  124. Expert Parry+3
  125. Expert Riposte+4
  126.  
  127. Basic Intimidate+4
  128.  
  129. *****
  130. DEFENSIVE ABILITIES:
  131. Expert Block+2
  132. Expert Evasion+4
  133. Expert Flight+4
  134. Expert Reaction Speed+3
  135. Expert Sprint+3
  136.  
  137. *****
  138. UTILITY ABILITIES:
  139. Expert Bartering+4
  140. Expert Chef+6
  141. Expert Negotiation+4
  142.  
  143. *****
  144. NON-COMBAT SHARED ABILITY: Basic Smooth Talker. Dante has spent enough time with Pella and picked up some of her easy-going nature, as well as understanding how she deals with stressful situations and pain-in-the-ass ponies. Whenever speaking to any of the pony species, Dante gains +1 to all Negotiation rolls, or +2 if attempting to calm a pony down.
  145.  
  146. *****
  147. PHYSICAL ENCHANTMENTS: 3/3 Slots.
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