Crime Lord Generic NPCs · Underworld Power Level 4, 75 PP · Minion Rank 5 · Sidekick Rank 15
A Crime Lord is no match for a superhero in a fight, but the shadowy strings they pull behind their curtain can be quite frustrating to superheroes all the same.
Complications
Motivation - Greed. Rising above the common ranks of crime has been a profitable venture for one of their talents.
Defenses & Offense
Dodge +3 · (Default Dodge DC 13) Parry +3 · (Default Parry DC 13) Toughness +1 · (+5 vs. ballistic with Armaments/Bulletproof Vest) Fortitude +3 Will +5
Initiative +1.
Unarmed: Close Attack +2 · on a hit, bludgeoning Damage DC 15.
Grab: Close Attack +2 · on a hit, restrain opponent DC 10.
Armaments - Submachine Gun: Ranged (100/200/400 ft) Multiattack +4 · on a hit, ballistic/piercing Damage DC 19.
Armaments - Knife: Close Attack +6 · on a hit, piercing/slashing Damage DC 16, crit 19-20.
Gray Wolf Generic NPCs · Animals Power Level 5, 58 PP · Minion Rank 4 · Sidekick Rank 12
Dangerous in groups, even to superheroes, if they get riled up by something or sense potentially weak prey.
Complications
Motivation - Survival.
Disability. Wolves can't talk and don't have opposable thumbs.
Relationships. Wolves are very close to their family units, and follow a hierarchy within the Pack from Alpha to Omega. (They often make team checks for things such as Survival, Intimidation, and Trip Attacks.)
Defenses & Offense
Dodge +5 · (Default Dodge DC 15) Parry +7 · (Default Parry DC 17) Toughness +3 Fortitude +5 Will +4
Initiative +4.
Unarmed: Close Attack +4 · on a hit, bludgeoning Damage DC 17. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close Attack +4 · on a hit, restrain opponent DC 12.
Bite: Close Attack +6 · on a hit, bludgeoning/piercing/slashing Damage DC 19, crit 19-20. · (A hit allows immediately Grabbing target as a Free Action.)
Active Advantages All-Out Attack Fast Grab Improved Trip Second Chance 1 (getting Tripped) Set-Up 2 Startle Teamwork
Powers
Predator · animal power
"Bite"
The Wolf has a Ground Speed of 8 mph or 120 ft/round.
The Wolf has an acute sense of smell that allows it to detect fine details, and follow trails/track using smell (at speed rank -1). It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Wolf can hear higher and lower frequencies of sound than humans. It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Wolf ignores penalties for dim lighting, as long as it is not completely dark.
Last edited by CaptainKaulu on Mon Jan 17, 2022 6:44 pm, edited 4 times in total.
Lionesses do most of the hunting for the pride, working in groups (especially with one lioness revealing herself to scare prey into an ambush).
Complications
Motivation - Survival.
Disability. Lions can't talk and don't have opposable thumbs.
Relationships. Lionesses generally defer to their male pride leader (with whom they mate).
Enemies. Poachers, hyenas, leopards, cheetahs.
Defenses & Offense
Dodge +6 · (Default Dodge DC 16) Parry +8 · (Default Parry DC 18) Toughness +6 Fortitude +7 Will +6
Initiative +8.
Unarmed: Close Attack +7 · on a hit, bludgeoning Damage DC 20. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close Attack +6 · on a hit, restrain opponent DC 15. · (After the initial resistance check, victims have a -5 circumstance penalty to escape.) · (While restrained, the target suffocates.)
Tooth & Claw: Close Attack +7 · on a hit, bludgeoning/piercing/slashing Damage DC 22, crit 19-20. · (A hit allows immediately Grabbing target as a Free Action.)
Acrobatics +5 Athletics +9 Expertise: Survival +9 · (based on Awareness) Intimidation +7 Perception +8 Stealth +6 · (+12 in grasslands with Tawny)
Active Advantages Accurate Attack Agile Feint Chokehold Fast Grab Improved Trip Prone Fighting Second Chance 1 (getting Tripped) Set-Up 2 Teamwork Daze (Intimidation) · (from Roar)
Powers
Predator · animal power
"Tooth & Claw"
The Lioness has a Ground Speed of 16 mph or 250 ft/round.
The Lioness has an acute sense of smell that allows her to detect fine details. She suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Lioness can hear higher and lower frequencies of sound than humans. She suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Lioness ignores penalties for dim lighting, as long as it is not completely dark.
The Lioness can make prodigious leaps of up to 15 ft, moving at 4 mph while leaping.
Roar · animal power
Tawny · animal power
Last edited by CaptainKaulu on Mon Jan 17, 2022 9:12 pm, edited 2 times in total.
Successful male lions have harems in their pride, and their job is to defend the pride (and their own mating rights) against other male lions, while the lionesses do the hunting for food.
Complications
Motivation - Survival.
Disability. Lions can't talk and don't have opposable thumbs.
Enemies. Poachers, hyenas, leopards, cheetahs. Oh, and other male lions. Most males only rule for 2-3 years before being driven away or (more likely) killed by a rival.
Infamous Laziness. The lion is reluctant to truly exert himself, especially by running at full speed, unless his life is in danger.
Defenses & Offense
Dodge +6 · (Default Dodge DC 16) Parry +8 · (Default Parry DC 18) Toughness +7 Fortitude +8 Will +6
Initiative +7.
Unarmed: Close Attack +7 · on a hit, bludgeoning Damage DC 21. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close Attack +6 · on a hit, restrain opponent DC 16. · (After the initial resistance check, victims have a -5 circumstance penalty to escape.) · (While restrained, the target suffocates.)
Tooth & Claw: Close Attack +7 · on a hit, bludgeoning/piercing/slashing Damage DC 23, crit 18-20. · (A hit allows immediately Grabbing target as a Free Action.)
Acrobatics +5 Athletics +9 Expertise: Survival +7 · (based on Awareness) Intimidation +12 · (Ultimate Effort with Roar) Perception +8 Stealth +5 · (+11 in grasslands with Tawny)
Active Advantages Accurate Attack All-Out Attack Chokehold Extraordinary Effort Fast Grab Fearless Prone Fighting Second Chance 1 (getting Tripped) Startle Daze (Intimidation) · (from Roar) Second Chance 1 (choking Grabs) · (from Lion's Mane)
Powers
Predator · animal power
The Lion is Size Rank -2, but noticeably larger than a standard Size Rank -2 creature (mass rank 4). This cannot be Nullified.
"Tooth & Claw"
The Lion has a Ground Speed of 16 mph or 250 ft/round.
The Lion has an acute sense of smell that allows him to detect fine details. He suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Lion can hear higher and lower frequencies of sound than humans. He suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Lion ignores penalties for dim lighting, as long as it is not completely dark.
The Lion can make prodigious leaps of up to 15 ft, moving at 4 mph while leaping.
Roar · animal power
Lion's Mane · animal power
Tawny · animal power
Last edited by CaptainKaulu on Mon Jan 17, 2022 9:12 pm, edited 2 times in total.
Disability. Tigers can't talk and don't have opposable thumbs.
Enemies. Poachers, who want both their beautiful striped coats and their other parts for medicinal myths.
Defenses & Offense
Dodge +7 · (Default Dodge DC 17) Parry +9 · (Default Parry DC 19) Toughness +7 Fortitude +8 Will +7
Initiative +9.
Unarmed: Close Attack +7 · on a hit, bludgeoning Damage DC 22. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close Attack +6 · on a hit, restrain opponent DC 16. · (After the initial resistance check, victims have a -5 circumstance penalty to escape.) · (While restrained, the target suffocates.)
Tooth & Claw: Close Attack +7 · on a hit, bludgeoning/piercing/slashing Damage DC 24, crit 17-20. · (A hit allows immediately Grabbing target as a Free Action.)
Active Advantages Accurate Attack All-Out Attack Chokehold Extraordinary Effort Fast Grab Improved Trip Prone Fighting Second Chance 1 (getting Tripped) Daze (Intimidation) · (from Roar) Startle · (from Roar)
Powers
Predator · animal power
The Tiger is Size Rank -2, but noticeably larger than a standard Size Rank -2 creature (mass rank 4). This cannot be Nullified.
"Tooth & Claw"
"Sheer Power"
The Tiger has a Ground Speed of 8 mph or 120 ft/round.
The Tiger has an acute sense of touch that allows it to discern fine details.
The Tiger has an acute sense of smell that allows it to discern fine details. It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Tiger can hear higher and lower frequencies of sound than humans. It can pinpoint objects' and creatures' exact locations by auditory means, allowing it to target them normally in combat. It suffers a -1 penalty with these senses for every 100 ft to the target, rather than every 10 ft.
The Tiger ignores penalties for dim lighting, as long as it is not completely dark.
The Tiger can make prodigious leaps of up to 15 ft, moving at 4 mph while leaping.
Roar · animal power
Striped · animal power
Cold Tolerance · animal power
Environmental Cold is reduced to half its normal Rank for the Tiger.
Last edited by CaptainKaulu on Mon Jan 17, 2022 9:13 pm, edited 2 times in total.
Even bigger than the Eurasian variety of brown bear.
Complications
Motivation - Survival.
Disability. Bears can't talk and don't have opposable thumbs.
Responsibility. Momma Bears take their cubs' safety very seriously. With a vengeance.
Defenses & Offense
Dodge +3 · (Default Dodge DC 13) Parry +6 · (Default Parry DC 16) Toughness +10 Fortitude +10 Will +6
Initiative +5.
Unarmed: Close (+5 ft) Attack +6 · on a hit, bludgeoning Damage DC 23. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close (+5 ft) Attack +6 · on a hit, restrain opponent DC 18. · (After the initial resistance check, victims have a -5 circumstance penalty to escape.)
Tooth & Claw: Close (+5 ft) Attack +6 · on a hit, bludgeoning/piercing/slashing Damage DC 25, crit 18-20. · (A hit allows immediately Grabbing target as a Free Action.)
Athletics +10 Expertise: Survival +9 · (based on Awareness) Intimidation +12 · (based on pre-Growth Strength) Perception +7 Stealth -1
Active Advantages All-Out Attack Diehard Extraordinary Effort Fast Grab Improved Hold Prone Fighting Startle Second Chance 1 (environmental cold) · (from Cold Tolerance)
Powers
Large Omnivore · animal power
The Grizzly is Size Rank -1 (mass rank 6). This cannot be Nullified.
"Tooth & Claw"
The Grizzly has a Ground Speed of 4 mph or 60 ft/round.
The Grizzly has an acute sense of smell that allows it to discern fine details, and follow trails/track using smell (at speed rank -1). It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Grizzly ignores penalties for dim lighting, as long as it is not completely dark.
Cold Tolerance · animal power
Environmental Cold is reduced to half its normal Rank for the Grizzly.
Last edited by CaptainKaulu on Mon May 30, 2022 8:52 pm, edited 1 time in total.
Police Dog Generic NPCs · Animals Power Level 4, 43 PP · Minion Rank 3 · Sidekick Rank 9
Typically a German Shepherd breed. Sometimes trained specifically to "track" down smuggled drugs.
Complications
Motivation - Loyalty. Trained domestic dogs are intensely loyal to their masters, willing to defend them to the death.
Disability. Dogs can't talk and don't have opposable thumbs.
Defenses & Offense
Dodge +3 · (Default Dodge DC 13) Parry +5 · (Default Parry DC 15) Toughness +3 Fortitude +4 Will +4
Initiative +3.
Unarmed: Close Attack +4 · on a hit, bludgeoning Damage DC 17. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close Attack +4 · on a hit, restrain opponent DC 12.
Domestic Carnivore - Bite: Close Attack +5 · on a hit, bludgeoning/piercing/slashing Damage DC 18. · (A hit allows immediately Grabbing target as a Free Action.)
Athletics +6 Deception -6 · (-2 if Truthful is somehow nullified) Intimidation +5 Perception +7 Stealth +4
Active Advantages Fast Grab Improved Trip Second Chance 2 (fear, getting Tripped)
Powers
Domestic Carnivore · animal power
The Dog is Mass Rank -1 (mass rank 1 total). This cannot be Nullified.
"Bite"
The Dog has a Ground Speed of 8 mph or 120 ft/round.
The Dog has an acute sense of smell that allows it to discern fine details, and follow trails/track using smell (at speed rank -1). It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Dog can hear higher and lower frequencies of sound than humans. It suffers a -1 penalty with auditory senses for every 100 ft to the target, rather than every 10 ft.
The Dog ignores penalties for dim lighting, as long as it is not completely dark.
Truthful · talent power
Last edited by CaptainKaulu on Wed Jan 19, 2022 3:48 pm, edited 1 time in total.
Attack Dog Generic NPCs · Animals Power Level 5, 44 PP · Minion Rank 3 · Sidekick Rank 9
Any of a number of breeds that is bred for fighting. Pit Bulls being the most infamous in the USA.
Complications
Motivation - Loyalty. Trained domestic dogs are intensely loyal to their masters, willing to defend them to the death.
Disability. Dogs can't talk and don't have opposable thumbs.
Defenses & Offense
Dodge +4 · (Default Dodge DC 14) Parry +6 · (Default Parry DC 16) Toughness +4 Fortitude +5 Will +4
Initiative +6.
Unarmed: Close Attack +5 · on a hit, bludgeoning Damage DC 18. · (A hit allows immediately Grabbing target as a Free Action.)
Grab: Close Attack +5 · on a hit, restrain opponent DC 13.
Domestic Carnivore - Bite: Close Attack +5 · on a hit, bludgeoning/piercing/slashing Damage DC 20, crit 19-20. · (A hit allows immediately Grabbing target as a Free Action.)
Athletics +6 Deception -6 · (-2 if Truthful is somehow nullified) Expertise: Survival +4 · (based on Awareness) Intimidation +8 Perception +5
Active Advantages Fast Grab Fearless Improved Trip Second Chance 1 (getting Tripped) Startle
Powers
Domestic Carnivore · animal power
"Sheer Aggression"
"Bite"
The Dog has a Ground Speed of 4 mph or 60 ft/round.
The Dog has an acute sense of smell that allows it to discern fine details. It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Dog can hear higher and lower frequencies of sound than humans. It suffers a -1 penalty with this sense for every 100 ft to the target, rather than every 10 ft.
The Dog ignores penalties for dim lighting, as long as it is not completely dark.
No one is this generic, so this is for when you need stats for a large crowd or you're caught completely unprepared with a new character. Even when you resort to using this stat block, at least consider whether its Native Language and its primary Expertise specialty should be changed.
Complications
Relationships. Family and friends.
Defenses & Offense
Dodge +0 · (Default Dodge DC 10) Parry +0 · (Default Parry DC 10) Toughness +0 Fortitude +0 Will +0
Initiative +0.
Unarmed: Close Attack +0 · on a hit, bludgeoning Damage DC 15.
Grab: Close Attack +0 · on a hit, restrain opponent DC 10.