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[SR5] Terrorist (Possible NPC)

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Bushw4cker

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« on: <01-16-15/0340:50> »
Thinking about adding this character to campaign to Face PC's. I thought about giving him Feign Death ability from Bullets & Bandages book, but decided it didn't fit character and the players at my table are pretty thorough on making sure NPCs are really dead.

All Muhammad ever wanted to be was a Martyr, but he must have failed Allah in some way, because it seems he has been cursed to live. The first suicide attempt ended just like the second one, shortly after his fellow Jihadists had him strapped into the suicide vest, the vest detonated killing everyone, but leaving Muhammad barely singed. Disgraced, he has left for the land of the Great Satan to find out what Allah has planned for him.

I was trying to think of a NPC that is almost impossible to kill. With Edge, he can roll 35 dice for damage resistance tests. Also, I thought it would be funny to have character with Demolitions and Gremlins Negative Quality.

Any comments are appreciated.

Thanks

DEUS VULT! (COST: 4 KARMA)
The words “Deus Vult,” “God wills it” in Latin, were the
words that helped launch the First Crusade in 1095. Similarly,
the assassin sees himself as on a crusade to eliminate
the enemies of his religion. These enemies might be
striking violently at the people or holy sites of his faith,
or they might simply be “sinners” in his eyes. Either way,
they must be eliminated.
While the Code of Honor is called “Deus Vult,” it is not
limited to any particular religion. A radical pagan can take
this Code as justifiably as a fanatical Christian. Note that
this Code might require some research on the player’s part
to properly roleplay his character’s devotion to his religion’s
tenets.
Advantages: The assassin’s faith sustains him even in
the face of terrible wounds. Make a Willpower check at the
beginning of the character’s Action Phase if he has taken a
wound, either Stun or Physical damage, since his last Action
Phase, with the threshold being equal to the number
of wounds taken in that time. Success on the roll means
that the assassin ignores all wound penalties. The assassin
should continue making rolls before each Action Phase,
with the threshold for the test growing with each wound;
for example, if a character makes a roll after sustaining two
wounds, then sustains two more wounds before his next
Action Phase, the threshold would be 4 for the next roll.
If one of these rolls fails, all wound penalties immediately
come into play and this advantage cannot be used until
the next combat.
Disadvantage: Perhaps as overcompensation for violating
his religion’s tenet against killing, the assassin demands
much more of himself in observance of the other
tenets of his faith. The assassin must make a Charisma +
Willpower roll to act against his religion’s tenets, with the
threshold varying based on the severity of the violation:
simple theft would likely call for a threshold of 1, while
great blasphemy or renouncing his religion entirely would
call for a much higher threshold. If the character fails the
roll, they refuse to perform the action and actively seek to
stop anyone they see attempting it.
« Last Edit: <01-16-15/1250:14> by Bushw4cker »
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Bushw4cker

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« Reply #1 on: <01-16-15/1316:56> »
Someone please comment or I'll cry..
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

ZeldaBravo

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« Reply #2 on: <01-18-15/1030:13> »
He's not much of a threat actually.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*