A fun collection of NPC's that can be easily tossed in to round out any modern day or near future police or military precinct/outpost.
I would have enjoyed seeing a precinct written up to go along with the characters, as well as a bit of detail as to the NPC's preferred combat tactics, specific special weapons, and some plot hooks, but as it is they are readily useable and certainly memorable.
I especially like the character goals section of each NPC, it provides the Gm with a quick reference as to the role each NPC can play in the campaign and works well to give a feel for how they will likely interact with each other.
As a group they're likely to make an appearance (with a few minor changes) in my current sci-fi campaign as part of a special forces group based out the characters battle cruiser.
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Those of you paying close attention may notice that this sub has been updated with additional info such as "Session 1: Reveals that he's Ex-DARPA and was hired after the previous tech person was fired due to one of my PCs hacking the CRTF network."
These will likely continue as more sessions of the CRTF Campaign progress with my players.
I like how this one turned out. The character makes good, solid sense. His capabilities match his backstory, and so do his flaws. I especially appreciate that he's not an idiot, and recognizes the treachery of Azoxul.
Overall, a rather effective cult leader.
IN GAME STATS! How brazen, how shamelss, my hands are shaking I felt so dirty reading this. (And GURPS too, you are such a rebel) Everyone else has been posting softcore, just beneath the sheets we can see the outlines of movement bonuses, esoteric and specific in game benifets such as "iron stomach" and stat details such as low willpower but high dexterity. WARNING INFESTED-JERK JUST BROUGHT US A FULL FRONTAL RPG CHARACTER!
I agree with CM a decent cult leader, if it were my idea I would like to hear about his childhood or time prior to to his demon-joined cult leader and a little more about his inter personal style but the theme of his behavior comes through. And the disadvantages tell us a lot about the mechanics of dealing with him.
How do you want the player characters to feel about him?
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The foot-notes are a riot! I enjoyed this immensely. Clever, creative, detailed. I missed most of the formatting issues and updates you seemed to be having, but it sure it sure looks good now! The mystery of the liquid is a nice touch as well. A humorously classic duo, Corran and Bethany.
This one started out really well, we have another amusing story of Beth and Corran, and we have the imagery of Corran with a Doc Brown style colander on his head. But the end result of the item is one that is dull, inaccessible and unnecessarily limited. I was surprised you end with this
“However, the Scribe does not work for other users. Believed to be a problem with the collector assembly and its compatibility with Corran's thoughts specifically, all attempts to modify the Scribe to accommodate another user have failed.”
How about giving the hand a little personality, a little bit of that puckish mischievousness that often seems to grow out of Corran’s quiet and domestic ambitions. You could give the hand some of Bethany’s traits so that it will change the wording to fit her sensibilities. Perhaps Bethany is more polite than Corran.
“I am not writing the phrase ‘demonic crap box’, how about ‘an item from my privy’.”
Or perhaps Bethany has a little more attitude then Corran.
“I am not addressing Veracit as ‘his Grace’ I don’t care how many Dukedom’s he is granted. I shall instead write ‘Mr. Veracit who stayed at our home for 6-months without offer of rent or compensation’.”
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I know I could change it if I use it and I will, but I would let my players have a go with this. It be could useful for a mage so that they can be sure to take notes while working on spells. I would also give the hand a bit of personality.