
Non-Player Characters
From Campaign Segment 3
There were two non-generic non-player characters in this campaign segment, both of them inspired by the GURPS Russia supplement. They are:
Click on the character names to return to the top of the page.
In all the character descriptions below, for powers 'F'
means Frequent, 'V' means Versatile and 'M'
means major; a 'x 4' or similar after one of the letters means
that the power has that feature that many times (e.g. the 'M x
4' means the power is four times Major).
Real Name | : | N/A |
Age | : | 1132 |
Sex | : | N/A |
|
Nationality | : | Russian |
Base of Operations | : | Moscow |
|
Description :
An obviously very old, but also very well-preserved rag doll, with quite ornate clothing (which is actually part of it, of course) and button eyes. It is actually a powerful magical protective device/creature, which over-reacts badly against those who bully it charge. Normally it does not move or act as anything other than just a simple inanimate doll. However, it can, under the right circumstances, come to life and talk in a menacing mid-range voice.
The doll was made to forever protect the daughters and female descendants of Prince Rurik, Varangian ruler of Novgorod, who seized power there in 862 AD or so. It was made for him by the witch Baba Yaga, in return for her being allowed an annual tithe of the children of the region. Since it was made, the doll has protected sixty-two generations of the descendants of Rurik, even though the family itself has fallen far from the position it held when the doll was made...
In 1997 the doll is in the hands of Natasha Ruslanovitch Massovska, an eight-year old girl, the only child of Ruslan and Marina Massov. She was born in the village of Dolgino, near Novgorod, but her parents had to move to Moscow for work, into an apartment in a building on Nakhimoski Prospekt in southern Moscow, next to the building in which Mother Bear and her family live. In Dolgino people know not to trouble the owner of the doll; in Moscow people do not, and thus the doll begins to do its work...
Statistics |
EARTH | : | 9 | (Resist Fire) |
AIR | : | 3 | (Use Curse) |
FIRE | : | 1 | (Climb) |
WATER | : | 3 | (Stealth) |
|
VIRTUE | : | Protective of Charge |
FLAW | : | Over-Protective of Charge |
SECRET | : | More than just a Doll |
GOAL | : | Protect Charge Survive to Protect Daughter(s) of Charge |
|
Powers and Skills |
Slow Regeneration
|
1 |
Unageing
|
0 |
Un-Killable (F, M)
|
2 |
Find Owner (M)
Regardless of distance, obstacles, being imprisoned and so on.
|
1 |
Hard to Detect as Anything but a Normal Doll (M)
|
1 |
Bad Luck Curse (F, M x 7)
The doll has the power to curse those it sees as threatening its charge with bad luck. How much they are cursed depends on how much of a threat the doll sees them as; this can vary from merely irritating to fatal. The doll can remove its own curses if it so desires. The curse, which is silent and invisible, will affect those with an Earth score of nine or less, but requires a successful attack using the Use Curse skill of the doll against the Earth of the target. Of course, against normal people this is not usually a problem, and even if it fails once the doll can simply attempt to use its curse again and again until it does have an effect...
|
8 |
+2 with Use Curse (Use as Air 6)
|
1 |
Total Points = 9 + 3 + 1 + 3 + 1 + 0 + 2 + 1 + 1 + 8 + 1 = 30 |
Real Name | : | Vlastibor |
Age | : | Unknown |
Sex | : | Unknown |
|
Nationality | : | Russian |
Base of Operations | : | Filino, near Moscow |
|
Description :
Vlastibor is a six-headed Zmei (Russian dragon) who lives under an ancient mound in a park in Filino, a northern suburb of Moscow. It has around thirty metres of long green snake-like body with four legs sporting large clawed feet, and six draconic heads, each on the end of a long neck. It is sentient, and appears able to control the weather, as well as to grow wings of fire with a sixty metre wingspan, with which it can fly at a fair speed.
It seems to have been sleeping under the mound in order to guard a gate to the Otherworld of Russian mythology (also known as the Thrice-Tenth Kingdom), having been assigned this task by Tsar Kirbitei, the ruler of the Thrice-Tenth Kingdom. It was not very happy to have been awakened by the driving of a gas pipeline through its mound, and its body, and emerged from the mound seeking revenge, until it was stopped by the Moscow Superheroes.
Statistics |
EARTH | : | 8 | (Tough) |
AIR | : | 3 | (Presence) |
FIRE | : | 8 | (Strength) |
WATER | : | 7 | (Acute Sense of Smell) |
|
VIRTUE | : | Protect Gate to Otherworld Honourable |
FLAW | : | Medieval Sense of Right and Wrong Vengeful No Regard For Human Life |
SECRET | : | - |
GOAL | : | Protect Gate to Otherworld |
|
Powers and Skills |
Unageing
|
0 |
+2 with Presence (Use as Air 8)
|
1 |
+1 with Strength (Use as Fire 10)
|
1/2 |
Multiple Heads (F, V, M)
This type of Zmei has six heads. It can thus see in six directions at once, making it hard to sneak up on, and also attack with all six heads at once, at separate targets within its reach.
|
3 |
Elemental Powers (F, V x 2, M x 4)
The Zmei can generate and control, to a limited extent, the natural elements of Earth, Air and Fire. This gives it the following abilities:
- Control over the weather for some distance around it. This seems to mainly be used for summoning storms and bad weather, but it is possible it could be used for more than this.
- The ability to generate wings of fire with a sixty-metre span from its back, with which it can fly at perhaps 120 kph. These can be affected by those with the ability to control fire, but this is not a simple proposition...
- The ability to control the earth, allowing it to move through the ground, heal the ground, and also use the ground to suck down attackers (a 'Swallowing Soil' effect).
|
7 |
Total Points = 8 + 3 + 8 + 7 + 0 + 1 + 1/2 + 3 + 7 = 37.5 |
Note that the above statistics and powers are for a six-headed Zmei. However, there are also Zmei with three, nine and twelve heads. It would not be unreasonable to imagine that different numbers of heads give different powers and abilities to the Zmei. Were it ever to become relevant, I would do this as follows:
- Three Heads
These Zmei are less intelligent (Air 2), though just as impressive (Presence still 8). They have no powers beyond their physical strength and toughness - they cannot control the weather and the earth, and cannot produce wings of flame for themselves and fly.
- Nine Heads
These Zmei are very similar to the six-headed Zmei, but are somewhat more intelligent (Air 4) and have somewhat more extensive powers. In addition to all of the powers of a six-headed Zmei (Though it has one extra 'M' on its multiple heads, due to their increased number), they can turn into a whirlwind, allowing them to travel at speed, be very hard to hurt, and do all the damage a whirlwind might be expected to do.
- Twelve Heads
The most powerful Zmei, those with twelve heads are very intelligent (Air 6) and somewhat more impressive then Zmei with smaller numbers of heads (Presence 9). In addition to all of the powers of a nine-headed Zmei, they are full shapeshifters, able to change shape, size and mass at will, even to the point of taking on the shapes of natural features of the landscape.
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