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# Forgotten Workshop's
# "the npc with a # thousand faces"
##### A System and Setting Neutral Approach to Making Dynamic Characters *Fast* ### (DevTalk Edition)
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- ### [
1
What Makes Character
](#p4) - #### [
2
Flaws
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3
Struggles
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5
Props
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6
Connection(s) to the Larger World.
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7
Attributes
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8
Hook(s)
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10
Detail Tables
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10
Ambition
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10
Armor
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10
Beautious Locale
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10
Clothing
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11
Competition
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11
Divinity
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11
Experiments
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11
Eyewear
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12
Family Member
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12
Foreboding Event
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13
Hair
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13
Holy Symbols
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13
Lair
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13
Musical Instrument
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13
Nefarious Act
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14
Potion Bottles
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14
Strange Growth
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14
Tattoos
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14
Tomes
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15
Villain Plans (Master)
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15
Immortality
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15
Influence
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15
Magical Power
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15
Mayhem
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15
Passion
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16
Power
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16
Revenge
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16
Wealth
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16
Walking Stick
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17
Weather
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17
Fast Decision Makers
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18
Superfast NPCs
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Rapid Diceless Picking
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18
Building Even Faster
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18
Make a Small Stock of NPCs
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18
Create Special Guest Stars!
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18
Recurring Guest Stars
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19
Instant Fantasy NPCs
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Instant Sci-Fi NPCs
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20
Instant Western NPCs
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20
Instant Eastern NPCs
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21
Instant Horror NPCs
](#p24)
\pagebreak # What Makes Character The NPC With a Thousand Faces builds characters 'from idea to full concept'. With each step your character will take on more detail, contrast, and gain history and stakes in the world they live in. This is deliberate as some characters you might want a full work-up for - and others you may just want to throw together something fast and loose. For your first character: work through all Six steps. This should take anywhere from 15-45 minutes, depending on how complex your character is, how quickly you read through the sections for your first time, and how detailed you want them. ### The Steps of Creation and the Spheres of Information
| Step | | |:---:|:-----------| | 1 | Character Flaw(s) | | 2 | Struggle(s) | | 3 | Prop(s) | | 4 | Connection(s) to the Larger World | | 5 | Attributes | | 6 | Hook(s) | | Social Sphere | | |:---:|:-----------| | 1 | Closest Allies | | 2 | Family | | 3 | Friends | | 4 | Acquaintances | | 5 | Strangers | | 6 | Rumors |
If you read the steps from 6 to 1, you'll be moving from the most public social circle to the most private. The more private the information, the more dangerous, precious, and trusted it becomes. There's one exclusion to this (props) because those can be readily hidden some of the time. If you're building a complex character (or this is your first time), start with Step 1. Elsewise, I'd start with 3, then move to 2, and then 1. ### What you'll need All the tables in this book use a percentage-based approach (notated as a 'd100' which standards for 'The Result of a One-hundred Sided Die's Roll). To use these tables it's recommended you either use an online dice roller or two ten-sided die (one die standing in for the tens value and the other standing in for the ones value, e.g. [9] and [1] would be '91', assuming 9 was the die rolled first). Tables are semi-weighted so that more common results are 'toward the center' and less common results are 'towards the edges'. By dice statistics, that makes 2d10 closer to the intent of the tables than a d100 which treats all 100 results as 'equally likely'. The following URLs link to some useful dice rollers in that respect: * https://anydice.com/ - "AnyDice" (complex, shows statistical likelihoods) * Search "Online Dice Roller" in Google Search (click on D10 twice to roll a d100; '0' takes the place of '10'. '10, 10' is 100) * https://www.wizards.com/dnd/dice/dice.htm - "Wizards of the Coast's Online Dice Roller" (simple, uncomplicated, loads fast) \columnbreak
##### Author's Note Please be aware that you are in full control of your character's creation. If you feel they don't need a Prop, don't give them one! Don't think their Flaw suits them? Roll again or pick another! If you'd rather use this book as a reference and inspiration source rather than a tool, that's fine too! *Thanks and Happy Character Creating!* *- James, Curator of the Forgotten Workshop*
\pagebreakNum ## Step One: Flaws *All great characters are flawed: perfection is boring.* A Flaw is a rooted imperfection that runs so deep that it is the Source of most characters' Struggles. Even if a character doesn't like their Flaw, it nonetheless defines them. In the rare occassion a character triumphs over their Flaw, typically it's either a false victory or the time they gained a new Flaw. For example, let's consider a Superhero whose parents were gunned down in an alleyway. The trauma of that event changes their youthful Flaw of Innocence to becoming Easily Angered. They could spend the rest of their life stuck in that moment as they build mental walls and a rigid Code of Ethics to keep their anger in check and bury it so deep you'd question it was ever there to begin with. Yet the Flaw never went away, it just became more complex. You should think in this way in respect to characters; not everybody wears their Flaw on their sleeve but everyone (at least all interesting characters) has Flaws. Some Flaws are controversial for the community the character lives in and others may be embraced. If this Flaw is embraced then this character (and those who share their Flaws) may be held as a 'Pillar of the Community': a standard by which others are measured. *Good Characters can still have Bad Flaws.* A character doesn't *have* to accept how they were raised or accept a part of themselves they're ashamed of. Some of the best heroes have flaws they constantly are Struggling against - and are made richer and more interesting from those Struggles. \columnbreak ##### Table of Flaws | d100 | Flaw | |:-----:|:------------------------------| | 01-03 | extremist | | 04-07 | conspiracy theorist | | 08-11 | traumatized | | 12-15 | forgetful | | 16-19 | extremely stubborn | | 20-23 | bigoted | | 24-27 | irrationally fearful | | 28-31 | exceptionally religious | | 32-35 | depressed | | 36-39 | lustful | | 40-43 | greed-driven | | 44-47 | excessively proud | | 48-51 | vain | | 52-55 | altruistic | | 56-59 | sacrificial | | 60-63 | honor-bound | | 64-67 | innocent/pure | | 68-71 | easily angered | | 72-75 | classist | | 76-79 | rebellious | | 80-83 | guilt-ridden | | 84-87 | miserly | | 88-91 | single-minded | | 92-95 | gluttonous | | 96-97 | quixotic | | 98 | serial liar | | 99 | exceedingly inattentive | | 100 | strange moral/ethics |
\pagebreakNum ## Step Two: Struggles *Struggles are like Quests for Flaws.* Ever wonder how a character's Flaw evolves over time? It's through Struggles! Struggles are how characters find new and interesting angles for their Flaws. Let's see how one might play out for a Conspiracy Theorist. * The Conspiracy Theorist is saddled with setting up a pie eating competition for the Mayor and becomes Restless. * While setting the competition up, which prevents them from continuing to research the Conspiracy Theory they've been trying to unravel for the last few months, they stumble upon a late-night discovery: the pies are being filled with rotten apples! * Do they seize on the opportunity and indulge their Restlessness or do they press their Struggle down and continue their work? * Regardless of their internal conflict, was the conspiracy real and, if so, does that make them regret their decision in regards to their Struggle? Do they no longer feel Restless as a result? As you can see, Struggles are ways for characters and your audience to 'get to know your character and their Flaw better'. The best stories are ones that make characters work through many Struggles to better understand and be able to embrace or reject their own Flaw -- as well as playing the Flaws of multiple characters against each other. #### Window into the Soul Not every Struggle has to be something recent; some Struggles are life-long and are due to the character's choices in life or their outlook rather than a struggle to conquer a particular inner demon or outward foe. If you'd like to leave how recent these Struggles are up to the roll of the die, you may roll against the How Recent table. Some Struggles are ones that the character has simply accepted as part of their personality, a deserved punishment, or even simple fate and see no need (or perhaps not even the glimmer of possibility) to change themselves. In either case, these Struggles are what sit before the character's Flaw: they must be dealt with, used, or discarded to make progress in contesting or developing their Flaw. Struggles come in two categories: Projections and Problems. Projections are Struggles that happen because of the character's Flaw. Problems are situations the character finds themself in regardless of their Flaw (e.g. being robbed/mugged, etc.). There's a few subcategories beyond Projections and Problems. Let's explore them! ##### Internal Struggles (Projections) An Internal Struggle is about something in that character's life that doesn't sit right with them. These Struggles are more private and secret; difficult to discover at a glance or without knowing them. Even struggles such as 'always intoxicated' or 'poor hygiene' are issues the character's likely to try and mask, hide, or play off as a deliberate choice rather than a problem. Due to their more private nature, characters often struggle with this Projection because getting help means exposing themselves. Few like to air their dirty laundry to others, even amongst friends, for fear that it might change how others see them. \columnbreak ##### Mundane Struggles (Problems) Mundane Struggles are your typical, walkabout, every-one's-problems. This is the stuff of romance, coin, and ambition that find their way into songs, poems, and art. Most folk have quite a lot of mundane struggles to deal with but a rolled Mundane Struggle takes center stage: a romance turns from flirting into dating. A lack of coin turns from annoying to dangerous. Ambitions long held back finally have the opportunity to be explored and developed -- but at a cost or risk. ##### External Struggles (Projections) These are Struggles a character might enlist others to help fix. Unlike Internal Struggles, External Struggles aren't typically secret as most are hard to keep hidden. Whether the character even cares who hears or sees their Struggle is at your discretion. Most characters that have an external struggle externalize their problem - which is often why they find it difficult to resolve. *"It's not my fault I'm surrounded by incompetence that I've become a Perfectionist,"* the Perfectionist might quip. An External Struggle doesn't have to be something that *can* be solved through sheer will or 'realizing their mistake'; sometimes Struggles come from birth, by family curse, or by the thunderous crack of a hammer upside the skull. Unlike Internal Struggles, External Struggles often have clear solutions that are nonetheless hard for the character to reach: properly confessing their nervous love; accepting imperfection when they've a pathological need for order; confronting what's driving them crazy by getting help or taking it head-on. ##### Putting it Together Use the following tables to discover how this character struggles or what they struggle against to build a solid skeleton for the rest of the character. | d100 | Struggles to Roll | |:-----:|:-------------------------| | 01-12 | 2 External | | 13-25 | 1 External, 1 Internal | | 26-37 | 1 External, 1 Mundane | | 38-50 | 1 Mundane | | 51-62 | 2 Mundane | | 63-75 | 1 Internal, 1 Mundane | | 76-87 | 1 Internal, 1 External | | 88-100| 2 Internal | | d100 | How Recent | |:-----:|:-------------------------| | 01-12 | A Few Hours | | 13-25 | A Number of Days | | 26-37 | For Some Weeks | | 38-50 | Over a Handful of Months | | 51-62 | Since the last Season | | 63-75 | Since their last Birthday| | 76-87 | For a Few Years now | | 88-100| Since they were Young | \pagebreakNum ### Internal Struggles | d100 | Internal Struggle | |:-----:|:-------------------------| | 01-05 | dark obsession | | 06-10 | poor mental/physical hygiene | | 11-15 | overstressed | | 16-20 | emotionally frozen | | 21-25 | insecure | | 26-30 | eccentric | | 31-36 | eternal optimism/nihilism| | 37-42 | over-inquisitive | | 43-48 | guilt-ridden | | 49-54 | lack of individuality | | 55-60 | dark impulses | | 61-66 | crowd-fearing | | 67-72 | overshadowed/abandoned | | 73-78 | anti-social/talkative | | 79-85 | romantically restless | | 86-91 | trapped in their role/job| | 92-96 | confidence-lacking | | 97 | defeated | | 98 | lazy | | 99 | neglectful | | 100 | romantically shy/modest | ### Mundane Struggles | d100 | Mundane Struggle | |:-----:|:------------------------------------------| | 01-10 | poverty | | 11-20 | uneducated/seeking forbidden knowledge | | 21-30 | romantic pursuit | | 31-40 | ambition (Table: Ambition) | | 41-50 | relationship with (Table: Family Member) | | 51-60 | embarrassing illness | | 61-70 | (Table: Nefarious Act) criminal/victim | | 71-80 | oppressed | | 81-90 | attempts to win (Table: Competition) | | 91-100| internal ethical/moral dilemma | \columnbreak ### External Struggles | d100 | External Struggles | |:-----:|:------------------------------------------| | 01-07 | stutter | | 08-14 | addiction | | 15-21 | owes favors to the wrong people | | 22-28 | perfectionist | | 29-35 | kleptomaniac | | 36-42 | bloodthirsty | | 43-49 | maimed/lost-limb/lost-sense | | 50-56 | impulsive | | 57-63 | paranoid | | 64-70 | romantic (ideas/persons) | | 71-77 | adrenaline-seeking | | 78-84 | narcoleptic | | 85-91 | nightmares | | 92-98 | crisis of faith/confidence | | 99-100| grave/potentially fatal illness |
\pagebreakNum ## Step Three: Props "Props" doesn't just refer to the iconic gear the character wears, it's also eye-catching conditions, maladies, and simple 'auras'. Props are things other characters would pick up on and identify the character with, even if they say nothing and pass by in a flash. Props are often openly displayed or used rather than hidden unless the character wants to be anonymous. If someone only catches a glimpse of this character they would likely take note, first, of the Character's Props. As an example your character might be a miserable Misanthrope who is both Paranoid and has a life-long Struggle with obtaining more and more Knowledge -- but a random passerby will notice the necklace of fingers around your neck rather than your Struggles or your Flaw first and - if they know of you - might make the deduction that 'that's that miserable Misanthrope passing by' due to the ring of digits you're carrying about. The Props are not necessarily who your character *is* but it is what people will *identify* your character with if they're unfamiliar with you personally; that said, a character could readily identify themselves by incorporating their identity into their Props as well. A passerby might direct others to you by saying 'look for the man who's always walking around town looking like he wants to punch the snot out of everyone he sees' if you've got a 'Severe expression' for your Prop. Characters are often keenly aware of their Prop if they didn't deliberately acquire it. Some Props are given, found, or earned rather than made or bought; a small detail for the character's background to fill in at your leisure. For example: *"Sure, you're a miserable Misanthrope -- but why in the world are you wearing a necklace of fingers?"* *"Well, my wife told me once she'd cut the fingers off any woman who dared lay hands on me. It was poor fortune that, in fact, my family suffers from a curse where gifts given to a suitor aren't easily returned and that curse just so happens to believe that even touching my skin is 'a gift'. It turns out she did cut their fingers off and, though it's terrible and my wife has since left the world by the rope, I'm still trying to find the maidens to whom these fingers belong so that I may return them. Also, people tend to leave the man traveling with a necklace of fingers alone and I prefer the company of beers to people."* | d100 | Prop | |:-----:|:------------------------------------------| | 01-04 | ornate ring | | 05-08 | multiple piercings | | 09-12 | trophy or medal | | 13-16 | necklace of fingers/ears/teeth | | 17-20 | large scar | | 21-24 | missing limb/digit | | 25-28 | huge/unorthodox (e.g. frying pan) weapon | | 29-32 | lucky charm | | 33-36 | (See Table: Tattoos) | | 37-40 | (See Table: Armor) | | 41-44 | (See Table: Eyewear) | | 45-48 | (See Table: Hair) | | 49-52 | Portrait/Statue/Locket of (Table: Family Member)| | 53-56 | (See Table: Walking Stick) | | 57-60 | Severe expression | | 61-64 | Unibrow | | 65-68 | Distinctive Perfume / Smell | | 69-72 | (See Table: Clothing) | | 73-76 | Missing Digit/Limb | | 77-80 | Piercing glare | | 81-84 | Honest/Innocent face | | 85-88 | (See Table: Holy Symbols) | | 89 | (See Table: Tomes) | | 90 | Kit of tools strapped to their back | | 91 | Small rack of (See Table: Potion Bottles) | | 92 | Strange pet | | 93 | Distinctive-looking Coin | | 94 | Worn Piece of Technology | | 95 | (See Table: Musical Instrument) | | 96 | Facial Tic | | 97 | (See Table: Strange Growth) | | 98 | Weird magical aura | | 99 | Minor temperature/weather effect | | 100 | Reroll on this table another time and add both Props |
\pagebreakNum ## Step Four: Connection to the Larger World Few characters exist in isolation or without some iconic past event that's forged them and, perhaps, may have even given rise to their current Flaw or Struggles. Even if well-hidden, there is a connection that exists between this character and some larger or larger-than-life aspect of the world. Their connection defines a lot of who they are (or were) and can provide an easy path for you, their creator, to add some depth beyond personality and prop to this character. This connection is almost always noteworthy and known to at least those who were around when it happened and can even be immortalized in song or poetry; those who conceal their connections generally have a hard time doing so. If you haven't been struck with a good idea for a Source for the character's Struggles or Flaws, make this a key part of how those came to be. If this Connection is connected to a Flaw then it is a Flaw that's a product, inspiration, or development of their past and, accordingly, can only really be dealt with or permanently changed by dealing with the Source of the Flaw. Usually, that means dealing with whatever has caused this Connection to occur in the first place. If you're developing a character in a system that provides Backgrounds, you may want to consider this connection to be 'supplementary' or a 'prelude' to the character's present circumstances. An Heir to an Old Estate might have rebuked their Family and hit the road to find themselves later as a Thief. A character raised by magical or strange creatures might have lived an otherwise mundane life until recently when their powers awakened and they became an alchemist-in-training. You do not have to make this Connection the only interesting part of your character's life -- just bear in mind it has had the most impact. Sure, you may have been a Heroic Adventurer for some 12 years before you retired for a quieter life but these days it seems all anyone wants to talk to you about or associate you with is how you were rescued by the Prince's Royal Retainer. | d100 | Connection to the Larger World | |:-----:|:------------------------------------------| | 01-05 | Ex-Member / Member of a strange cult | | 06-10 | Ex-Member / Member of an unseemly guild | | 11-15 | Ex-Member / Member of a secret society | | 16-20 | Formerly Popular / Popular Societal Figure| | 21-25 | Infamous Societal Figure | | 26-30 | Adventurer or Former Adventurer | | 31-35 | Veteran Soldier | | 36-40 | Cursed or Formerly Cursed by the Gods | | 41-45 | The Result of an Experiment (See Table: Experiments)| | 46-50 | Possessed or Formerly Possessed by a Spirit| | 51-55 | Property or Former Property of a Lich / Dragon | | 56-60 | Former or Current Slave | | 61-65 | Former or Current Knight | | 66-70 | Survivor of a Horrible Plague | | 71-75 | Has been risen or resurrected from the Dead| | 76-80 | Heir to an Old Estate | | 81-85 | Bastard of a Noble House / Guild | | 86-90 | Former or Current Criminal | | 91-92 | Recovering Addict | | 93-94 | Rescued by a Notable Figure | | 95 | Orphaned at Birth, then Adopted | | 96 | Exiled from a Foreign Kingdom / Society | | 97 | Suffering from a life-long Family Curse | | 98 | Raised by Magical / Strange Creatures | | 99 | Member of a party who failed its Quest (See Table: Plot Hooks)| | 100 | Roll twice and combine the two connections| \pagebreakNum ## Step Five: Attributes Particularly noteworthy characters may have physical and mental attributes that range outside the norm. These traits may be physical, mental, or even both. Please note that no particular modifier or statistic is given here - nor are system-specific terms used: this is to allow you, the Creator, to choose what appropriate malus/bonus works for the system, setting, and character. Attributes are all about appearance as well, not only defining what attributes (if any) are particularly high or low but what sort of effect that attribute has on the character's personality, appearance, health, or knowledge. #### How to Roll Attributes First roll on the Attribute Type table. For each High/Low result, roll once on the Attribute Table and then look up the Table for that Attribute and roll once on it, assigning either the High or Low value listed. | d100 | Attribute Type | |:-----:|:------------------| | 01-16 | 2 High | | 17-33 | 1 High | | 34-50 | 1 High, 1 Low | | 51-66 | Unremarkable | | 67-83 | 1 Low | | 84-100| 2 Low | | d100 | Attribute | |:-----:|:------------------| | 01-16 | Power | | 17-33 | Flexibility | | 34-50 | Fortitude | | 51-66 | Intelligence | | 67-83 | Awareness | | 84-100| Charm | ##### Table of Power | d100 | Result (High / Low) | |:-----:|:-------------------------| | 01-25 | Brawny / Lanky | | 26-50 | Muscle-bound / Weak | | 51-75 | Hairy / Old | | 76-100| Powerful / Rotund | ##### Table of Flexibility | d100 | Result (High / Low) | |:-----:|:-------------------------| | 01-25 | Lithe / Clumsy | | 26-50 | Flamboyant / Scarred | | 51-75 | Gaunt / Stunted | | 76-100| Graceful / Bulky | \columnbreak ##### Table of Fortitude | d100 | Result (High / Low) | |:-----:|:-------------------------| | 01-25 | Impressive / Sickly | | 26-50 | Unearthly / Flushed | | 51-75 | Exceptionally-fit / Fat | | 76-100| Scarred / Freckled | ##### Table of Intelligence | d100 | Result (High / Low) | |:-----:|:-------------------------| | 01-25 | Refined / Young | | 26-50 | Old / Forgetful | | 51-75 | Well-equipped / Poor | | 76-100| Scholarly / Ragged | ##### Table of Awareness | d100 | Result (High / Low) | |:-----:|:------------------------------| | 01-25 | Immaculate / Smelly | | 26-50 | Wild-eyed / Lazy-eyed | | 51-75 | Has pet on them / Missing sense| | 76-100| Spiritual / Grey-eyed | ##### Table of Charm | d100 | Result (High / Low) | |:-----:|:-------------------------| | 01-25 | Cute / Unnerving | | 26-50 | Exaggerated / Monstrous | | 51-75 | Sultry / Ugly | | 76-100| Arresting / Dull | \pagebreakNum ## Step Six: Hooks Hooks are the things that allow other characters to more easily attach to your character's history and actions. They sit somewhere between a Struggle and a Connection in this system as you're looking for a solution to a problem you're having but the problem you're having is far from normal or even 'heroically mundane'. As with most heroic tales, a 'Hero's Quest' begins with a disruption (a 'hook') to their normal, everyday, life that puts them on the path of a Journey. This disruption does not need to have happened recently, either; just because you're host to a deadly and terrible sickness doesn't mean you'll find a cure or solution to your problem in a week. However, unlike a 'Hero's Quest', a Hook isn't for the character, it's for the characters that encounter them. They're not the Hero of their own story. Why these Hooks are happening, who or what is responsible, and how they might be resolved: none of that is defined here. That doesn't mean I can't pass along useful advice on how to come up with answers to that though! ### The Art of Hooks So you've rolled a Hook, now what? How do you attach it to characters? How do you weave it into stories? First, let's get organized. A hook can be categorized in two ways: Major Story Hooks and Minor Story Hooks. The Hooks themselves don't change but how you're using them does. #### Major Story Hook A Major Story Hook is a Hook that tries to advance the story that was going on before this character was encountered. If you're in the middle of an adventure or campaign, it should lead to a side-scene or major advancement in the plot when it's resolved. It's the sort of Hook that finds the players of the game rather than one that waits to be discovered. #### Minor Story Hook A Minor Story Hook leads the story to an exploration of this character's circumstances. You can treat this as, effectively, a 'sidequest'. When generating a Story Hook, I find it's easiest for me to roll the Hook and then decide whether it fits the Major Narrative Thread I want the story to go down or whether it's best as an optional sidestory for players who really get engaged by the NPC. I let myself be surprised and ambushed by ideas when a creativity strikes. \columnbreak #### Weaving the Hook These are some general guidelines for how to weave these hooks into the thread of your game. * Keep it short and simple. Remember: A hook is nothing without bait and the more specific the bait, the more difficult it'll be to Hook. *
"Find the Edges".
* Why is this Hook relevant to other characters? * Where does this Hook place the character in their community? * What sort of unique actions/connections does this Hook give them? * Give this thought a 'category' and add examples of the above to it. * Once you've gotten an idea of their goals and resources, think about how that relates to their Hook * What's keeping them from dealing with the Hook on their own? * Why do they need someone else's help/resources/time/expertise? * Have they tried to solve their Hook before? If so, why did it fail the last time? * If they've already failed, what have they done to ensure they'll succeed this time? * Example: In possession of a powerful magic relic/weapon; nobody knows how they obtained it. * Edge: Intrigue (How they obtained the weapon, where they obtained it, and possibly who from) * Edge: Community (The powerful magic relic gives the Character a respected/feared status within the community) * Edge: Actions (Threats to use said artifact, Absorbing/Empowering Spells within the town, Summoning a small cadre of magical followers) \pagebreakNum
##### Hooks | d100 | Hook | |:-----:|:------------------------------------------------------------------------------------------| | 01-03 | Being followed by multiple animals at all times | | 04-06 | In possession of a powerful magical relic/weapon; nobody knows how they obtained it | | 07-10 | Obsessed with a nearby (See Table: Beautious Locale) | | 11-14 | Carrying around a large egg of unknown origin | | 15-18 | Seeking help for gathering information on a (race) organization | | 19-22 | They are being haunted by a spectral creature | | 23-26 | Organizing a (See Table: Competition). There is an interesting prize for winning it. | | 27-30 | Looking for help in sabotaging a (See Table: Competition) | | 31-34 | Recuperating after their house was recently destroyed by a mysterious earthquake/fire/flood| | 35-38 | They're a fountain of wild magic and can't control it | | 39-42 | Seeking a lost, precious, trinket | | 43-46 | Their blood has become the cure to a terrible and deadly sickness | | 47-50 | Host to a deadly and terrible sickness | | 51-54 | Seeking the PCs help to tame a nefarious magical creature | | 55-58 | Haunted by the spirit/ghost of their dead (See Table: Family Member) | | 59-62 | Being chased by a band of criminals/slavers who they (See Table: Nefarious Act) and now need protection | | 63-66 | At night turns into a criminal who (See Table: Nefarious Act) | | 67-70 | Being harassed by a magical creature about the possibility of (See Table: Foreboding Event)| | 71-74 | Hired to steal items or collect information on the PCs | | 75-78 | Blackmailed into challenging one of the PCs to a duel to the death | | 79-82 | Enslaved by a demon, spirit, lich, dragon, or fairy | | 83-86 | Seeking revenge for the death of their (See Table: Family Member) (who may or may not exist or who may be already dead, was murdered by the NPC, or who was murdered long ago) | 87-90 | Trying to figure out how to rid their home of a spirit/fairy infestation | | 91-94 | A shapeshifter looking for acceptance within their society | | 95-96 | Pressured by a local criminal/gang into selling drugs or fencing wares and/or trafficking slaves| | 97 | Rumored to have a secret passage under their house that leads to a (See Table: Lair) | | 98 | Seeking answers after they awoke to discover a (Table: Strange Growth) on their back | | 99 | Followed by day and night by an animal which vocally criticizes their every action | | 100 | Secretly plotting something away from prying eyes... (See Table: Villain Plans) |
\pagebreakNum ## Detail Tables *You may notice various calls to tables throughout the book; those Tables may be found here in alphabetical order.*
#### Table: Ambition | d100 | Ambition | How Strong is their Ambition | |:-----:|:------------------------------|:----------------------| | 01-10 | Be respected | Afterthought | | 11-20 | Survive their disease | Whimsical Hope | | 21-30 | Become an expert | Dream | | 31-40 | Be adored/loaved | Romantic Idea | | 41-50 | See another suffer | Passion | | 51-60 | Be left alone | Life Goal | | 61-70 | Have a family | Rallying Thought | | 71-80 | Rear a child | Obsession | | 81-90 | Overcome their flaw | Compulsion | | 91-100| Help someone else with their Flaw| Feral Need | #### Table: Armor | d100 | Condition | Material/Construction | Coverage | |:-----:|:--------------|:--------------------------|:--------------| | 01-25 | Battered | Leather / Cloth / Chain | Light Armor | | 26-50 | Cracked | Studded Leather / Plate | Light Armor | | 51-75 | Unmaintained | Scale / Lacquered Wood | Medium Armor | | 76-100| Poorly-strapped| Furs / Hide / Bone | Heavy Armor | #### Table: Beautious Locale | d100 | Location | Feature | |:-----:|:----------------------|:--------------------------| | 01-10 | Forest | Colorful plants | | 11-20 | Mountains | Waterfall | | 21-30 | River | Fireflies | | 31-40 | Lake | Hot spring | | 41-50 | Plains | Geyser(s) | | 51-60 | Grove | Whistling stones | | 61-70 | Hilltop | Humming crystals | | 71-80 | Rocky outcrop | Filtered light | | 81-90 | Cliff | Impressive architecture | | 91-100| Cave | Ancient ruin | #### Table: Clothing | d100 | Appearance | Style | d100 |Appearance | Style | |:-----:|:--------------------------|:----------------------|:-----:|:--------------------------|:-----------------------| | 01-08 | Finely-tailored | Cloaked/Caped | 57-64 |Multi-colored | Plain | | 09-15 | Exotic | Formal attire | 65-72 |Exotic material | Utilitarian | | 16-23 | Gold-trimmed | Street-wear | 73-80 |Thread-bare | Experimental | | 24-31 | Furred | Leisure-wear | 81-88 |Faded | Foreign | | 32-39 | Fashionable | Layered | 89-96 |Well-worn | Skimpy | | 40-47 | Cheaply-made / Patchwork | Hooked/Belted | 97-100|Custom-fit | Heavy | | 48-56 | Hand-tailored | Loose | | | |
\pagebreakNum
#### Table: Competition | d100 | Host | Event | |:-----:|:------------------|:--------------------------| | 01-06 | Village | Fighting competition | | 01-12 | Lord | Hot coals race | | 13-18 | Lady | Javelin toss competition | | 19-24 | Prince | Wood-cutting race | | 25-30 | Princess | Log-rolling competition | | 31-36 | Champion | Foot race | | 37-42 | Former champion | Horse race | | 43-48 | Adventurer | Obstacle course competition| | 49-54 | Retired adventurer| Ring-toss competition | | 55-60 | Shopkeep | Ale-chugging race | | 61-66 | Guild | Swimming competition | | 67-72 | Church | Handoff relay race | | 73-78 | Alehouse | Branch-hopping race | | 79-84 | Inn | Wagon/Cart-race | | 85-100| Caravan | Auction-game |
#### Table: Experiments | d100 | Experiment | Purpose | |:-----:|:----------------------|:-----------------------------| | 01-17 | Arcane | Removing a Power or Spirit | | 18-33 | Alchemical | Experimental Enhancement | | 34-50 | Divine | Cure for a Plague | | 51-67 | Technological | To Change your Identity | | 68-83 | Adventurer's | Research for a Weapon | | 84-100| Sociological | Deciphering a Curse or Spell | #### Table: Eyewear | d100 | Style | Material | |:-----:|:------------------|:------------------| | 01-17 | Leather-strapped | Iron | | 18-33 | Horn-rimmed | Brass | | 34-50 | Rounded | Bronze | | 51-67 | Thick | Bone | | 68-83 | Thin | Green-glass | | 84-100| Monocular | Clear-glass |
\pagebreakNum
#### Table: Family Member | d100 | Result | d100 | Result | |:-----:|:--------------------------|:---------:|:------------------------------| | 01-03 | Daughter | 52-54 | Adopted Daughter | | 04-05 | Son | 55-56 | Adoptive Father | | 06-08 | Wife | 57-59 | Adoptive Mother | | 09-11 | Husband | 60-62 | Birth Father | | 12-13 | Nephew | 63-65 | Birth Mother | | 14-16 | Niece | 66-67 | Foster Brother | | 17-19 | Grandfather | 68-70 | Foster Sister | | 20-22 | Grandmother | 71-73 | Brother-in-law | | 23-24 | Aunt | 74-76 | Sister-in-law | | 25-27 | Uncle | 77-78 | Mother-in-law | | 28-30 | Great Grandfather | 79-81 | Father-in-law | | 31-32 | Great Grandmother | 82-84 | Son-in-law | | 33-34 | Father | 85-86 | Daughter-in-law | | 35-37 | Mother | 87-89 | Great Aunt | | 38-41 | Sister | 90-92 | Great Uncle | | 42-43 | Brother | 93-95 | Friend of the family | | 44-46 | Fraternal Twin | 96-100 | Reroll and combine | | 47-48 | Identical Twin | | | | 49-51 | Adopted Son | | |
#### Table: Foreboding Event | d100 | Result | |:-----:|:----------------------------------------------------------| | 01-12 | Crop/Cattle-death | | 13-25 | (See Table: Weather) for 3 nights | | 26-38 | Blood/Ichor running in (See Table: Beautious Locale) | | 39-50 | (See Table: Family Member) becoming a parent | | 51-63 | (Migratory/Sedentary Animal) Early Hibernation/Migration| | 64-75 | (Foreign culture/Race) settling here | | 76-88 | (See Table: Family Member) losing their ancestral home | | 89-100| A person with (Prop) discovering a (See Table: Lair) |
\pagebreakNum
#### Table: Hair | d100 | Style | Length | Color | |:-----:|:------------------|:------------------|:--------------| | 01-16 | Tightly-bound | Cropped | Blonde | | 17-33 | Flowing | Short | Brown | | 34-50 | Frizzy | Shoulder-length | Greying | | 51-66 | Curly | Long | Black | | 67-83 | Wild | Thin | White | | 84-100| Wind-swept | Bald(ing) | Red | #### Table: Holy Symbols | d100 | Type | Worn/Carried | |:-----:|:------------------|:------------------| | 01-16 | Simply-bound | Necklace | | 17-33 | Delicate | Wrist-band | | 34-50 | Hand-carved | Book | | 51-66 | Chain-bound | Clothing-pinned | | 67-83 | Ornate-looking | Tabard | | 84-100| Bell-laden | Sash | #### Table: Lair | d100 | Type | Origin | |:-----:|:----------------------------------|:--------------------------| | 01-16 | Laboratory | Discovered by character | | 17-33 | Cave | Created by character | | 34-50 | Burial ground | Inherited | | 51-66 | Shrine | Awarded | | 67-83 | Ruin | Reclaimed | | 84-100| Organization hideout | Stolen | #### Table: Musical Instrument | d100 | Appearance | Family | |:-----:|:----------------------|:----------| | 01-16 | Exotic | String | | 17-33 | Unusual | Wind | | 34-50 | Expensive | Bell | | 51-66 | Cheap | Drum | | 67-83 | Family-Inherited | Magic | | 84-100| Self-made | Voice | #### Table: Nefarious Acts | d100 | Result | d100 | Result | |:-----:|:----------------------------------|:-----:|:----------------------------------| | 01-06 | Stole | 49-54 | Socially devastated another | | 07-12 | Cursed | 55-60 | Performed an experiment on someone else | | 13-18 | Lied | 61-66 | Trapped someone | | 19-24 | Sold illegal/poor/cursed goods | 67-72 | Led someone into danger | | 25-30 | Humiliated | 73-80 | Bumped into the leader of a group without apology | | 31-36 | Stiffed | 81-86 | Challenged, and failed to deliver, a promised prize | | 37-42 | Hurled rocks at another | 87-92 | Impersonated someone else | | 43-48 | Attacked another | 93-100| Maimed another |
\pagebreakNum #### Table: Potion Bottles | d100 | Filling | State | |:-----:|:------------------|:----------------------| | 01-16 | Spice-filled | Oddly-colored | | 17-33 | Glowing | Wax-sealed | | 34-50 | Petal-filled | Corked | | 51-67 | Dust-filled | Open-top | | 68-83 | Clear | Iron-bound | | 84-100| Oil-filled | Bubbling | \columnbreak #### Table: Strange Growth | d100 | Result | |:-----:|:----------------------------------| | 01-06 | A magical rune | | 07-12 | Moving tattoos | | 13-18 | Stubby feathered wings | | 19-24 | Leathery, stubby, wings | | 25-32 | Hard scales | | 33-38 | Hooked/glowing/smoke-wafting spines| | 39-44 | Glowing mushrooms / Mushrooms | | 45-50 | Moss | | 51-56 | Grass | | 57-62 | Vines | | 63-68 | Teeth | | 69-74 | Fleshy sacs | | 75-80 | Holes of leaking ichor | | 81-86 | Purple scabs | | 87-92 | Bubbling flesh | | 93-100| Insect-like spines | #### Table: Tattooes | d100 | Location | Art | |:-----:|:----------|:----------------------| | 01-14 | Face | Religious Symbol | | 15-29 | Arm(s) | Geometric Pattern | | 30-42 | Back | Military Insignia | | 43-57 | Chest | Family Saying | | 58-71 | Neck | Scarification | | 72-86 | Hand(s) | Depiction of Deity | | 87-100| Unusual Location | Animal/Beast/Monster | #### Table: Tomes | d100 | State | Material | |:-----:|:----------|:----------------------| | 01-10 | Well-worn | Leather-bound | | 11-20 | Old | Skin-bound | | 21-30 | Pristine | Hide-bound | | 31-40 | Ripped | Ringed | | 41-50 | Burnt | Chained | | 51-60 | Patchwork | Plant-bound | | 61-70 | Crumbling | Rock-bound | | 71-80 | New | Crystalized | | 81-90 | Wagged | Brass | | 91-100| Dog-eared | Pressed-metal | \pagebreakNum #### Table: Villain Plans (Master) | d100 | The Plan to Gain/Create| |:-----:|:----------------------| | 01-12 | Immortality | | 13-25 | Influence | | 26-38 | Powerful Magic | | 39-50 | Mayhem | | 51-63 | Passion | | 64-75 | Power | | 76-88 | Revenge | | 89-100| Wealth |
##### Villain Plan Sub-tables | | Immortality | |:-----:|:----------------------------| | 01-25 | by acquiring a legendary item to prolong their life indefinitely | | 26-50 | by ascending to Godhood | | 51-75 | by becoming Undead or perpetually obtaining a younger body | | 76-100 | by stealing an otherworldly creature's essence | | | Influence | |:-----:|:----------------------------| | 01-25 | by seizing a position of power or a title of great repute | | 26-50 | through winning a contest or tournament | | 51-75 | by winning the favor of a powerful individual | | 76-100 | by placng a pawn in a position of power | | | Magical Power | |:-----:|:----------------------------| | 01-13 | by obtaining an ancient or lost artifact | | 14-25 | by regaining their former power/body/legacy/heritage | | 26-38 | by building a construct/golem or a potent magical device | | 39-50 | by carrying out a spirit, demon, or divinity's wishes | | 51-63 | by offering sacrifices to a divine/daemonic figure | | 64-75 | by contacting a lost divinity or power which has been cut off from the world | | 76-88 | by opening a gate to another world, time, or dimension | | 89-100| by fulfilling another villain's plan ( Villain Plans (Master) ) | | | Mayhem | |:-----:|:----------------------------| | 01-16 | by fulfilling an apocalyptic prophecy | | 17-33 | by enacting the vengeful will of their powerful patron | | 34-50 | by spreading a vile contagion | | 51-67 | by overthrowing the current government | | 68-83 | by triggering a natural disaster | | 84-100| by utterly destroying a bloodline or clan | | | Passion | |:-----:|:----------------------------| | 01-20 | by prolonging the life of a loved one through dark or horrific means | | 21-40 | by proving themselves 'more worthy' of another's love | | 41-60 | by raising or restoring from the dead someone beloved or held as a personal hero | | 61-80 | by poisoning or scapegoating their romantic rivals | | 81-100| by bringing to life a lofty and romantic metaphor to prove their love (e.g. 'bringing them the moon') |
\pagebreakNum
##### Villain Plan Sub-table | | Power | |:-----:|:----------------------------| | 01-16 | by conquering a region or inciting a rebellion | | 17-33 | by seizing control of an army or group | | 34-50 | by becoming the power backing 'the throne' | | 51-67 | by currying favor with those in power to betray them and seize their strength | | 68-83 | by locating/stealing/forging an object of great religious or historical significance to gather the people behind them | | 84-100| by the enactment and enforcement of draconian law which benefits only the ruling-class | | | Revenge | |:-----:|:----------------------------| | 01-25 | by avenging a past humiliation or insult through disproportionate violence and carnage | | 26-50 | by avenging a past imprisonment or injury through vigilante justice | | 51-75 | by avenging the death of a loved one by destroying the accused's beloved things in life | | 76-100| by retrieving property they feel is rightly theirs through any means available to them | | | Wealth | |:-----:|:----------------------------| | 01-10 | by controlling natural resources or trade by conspiracy or monopoly | | 11-20 | by marrying into wealth by removing other valid suitors or ensuring the death of the wealthy's fiancee | | 21-30 | by plundering an ancient, dangerous, ruin through others which they shall either murder or deliberately inadequately inform to ensure their death to keep the ruin and its horde secret | | 31-40 | by swindling land, goods, or money through legal loopholes and manufactured or wholly fabricated consent from the rightful owners | | 41-50 | through the theft of a national treasure which is then sold to an enemy or rival state | | 51-60 | through blackmail, gang-pressing, and illegal trade | | 61-70 | by incredibly unfair loans and trade agreements which leaves debtors incapable of paying their debts except through slavery | | 71-80 | by kidnapping foreign travelers and forcing them to work in inhospitable conditions | | 81-90 | through the supply of kidnapped victims to dark guilds, organizations, and cults in exchange for artifacts, coin, and knowledge | | 91-100| by managing a complex network of illegal activities. (Roll and combine two VP-8 Subtable results) | #### Table: Walking Stick | d100 | Material | State | |:-----:|:------------------|:--------------| | 01-12 | Oak | Worn | | 13-25 | Ebony | Cracked | | 26-38 | Olivewood | Aged | | 39-50 | Brass | Twisting | | 51-62 | Iron | Serpentine | | 63-75 | Bronze | Recently-oiled| | 76-88 | Steel | Engraved | | 89-100| Roll twice and combine| Roll twice and combine|
\pagebreakNum
#### Table: Weather | d100 | Temperature | Condition | |:-----:|:------------------|:--------------| | 01-12 | Freezing | Clear | | 13-25 | Very Cold | Cloudy | | 26-38 | Cold | Foggy | | 39-50 | Chilly | Raining | | 51-62 | Balmy | Snowing | | 63-75 | Hot | Storming | | 76-88 | Very Hot | Extreme Condition (Tornadoes, Hurricanes, Meteor Showers) | | 89-100| Scalding | Roll twice and combine|
#### Table: Weird Aura | d100 | Color | Style | |:-----:|:------------------|:--------------| | 01-12 | White | Smoke | | 13-25 | Silver | Radiance | | 26-38 | Orange | Dripping Liquid| | 39-50 | Green | Rushing Energy| | 51-62 | Blue | Dust | | 63-75 | Red | Fiery | | 76-88 | Grey | Glowing Symbols| | 89-100| Black | Roll Twice, Combine|
#### Table: Fast Decision Making | d100 | Temperature | Condition | Frequency | How Many? | Either/Or | |:-----:|:------------------|:--------------|:----------------|:----------|:----------| | 01-12 | Freezing | Clear | Never | None | Yes | | 13-25 | Very Cold | Cloudy | Rarely | One | Roll Again| | 26-38 | Cold | Foggy | Sometimes | A couple | The Second| | 39-50 | Chilly | Raining | Irregularly | A handful | The First | | 51-62 | Balmy | Snowing | Usually | Some | The Last | | 63-75 | Hot | Storming | Regularly | A lot | Roll Again| | 76-88 | Very Hot | Extreme Condition
(Tornadoes, Hurricanes, Meteor Showers) | All the Time | Too Many | Day: Yes
Night: No | | 89-100| Scalding | Roll twice and combine| Constantly | Beyond count | Neither|
\pagebreakNum # Superfast npcs Need to build NPCs even faster than the by-the-book method? Want to give that innkeep a foundation you can build on to later? Need an emergency cohort for your lich, corrupt CEO, or knight-captain? Look no further! ### Rapid Diceless Picking Instead of rolling dice for the table entries on the pages following this one, look away and jab a finger! Whatever your finger's pointing at (or sometimes closest to pointing at), that's the traits this NPC has. ### Building Even Faster If you don't want to randomly pick but you've only got a few minutes to make an NPC, here's my method for fast-and-dirty NPCs! * Start with their Prop * This will be the first thing that players see and will be how they remember the character so it always pays to give them a memorable trait or two. * What works for wedding rings works for any relationship! If this character is the subordinate or a member of a Force/Guild/etc. that you've rolled a character for: don't even roll! Just give them a similar Prop if they want to keep their relationship 'out in the open'. Note: If their leader has a walking cane, they don't have to also have a physical cane -- but they could have a walking cane pin on their clothing! * If you think the players might be interested enough in them to do more than just chat for a few minutes, move on to... * Give them 1 Struggle * Don't even roll for how long they've had it (choose if it's needed based on their reaction to learning the Struggle of the NPC in question). Here's how I fastroll for Struggles: d100 (0-33 [Internal] 34-66 [Mundane] 67-100 [External]). * Stay Flexible * Every GameMaster has a plan until it makes contact with an adventurous party. Don't invest too much time in a character that's not the main focus of the game. Let them grow and evolve and deepen as the characters become interested in them. Maybe add a sentence or two to their Struggle if an idea really strikes you -- but don't overtax yourself! * Consider Collaboration! * Sometimes it's fun to leave it up to the group! If they're wanting to discover a character's Flaw, let them each roll a d100 and then individually vote (secretly!) on what Flaw they'd like it to be. * Most Flaws are flexible enough that you don't have to take the straight and obvious path. If a character's Vain, they don't need to have portraits of themselves everywhere or even have a neat appearance. They could be discretely writing propaganda and illicit fiction under a number of pen-names and have filled their library with the writings of all their psuedonyms! \columnbreak ### Make a small stock of NPCs Sometimes you just don't want to roll anything. You need a bit-part; a walk-on role! Those are easy enough. If you just need 'faces to fill in at the pub' just roll the following: Prop, Hook. Once that's done, give them a name, a race, and an age. Add them to your list of 'mill-about characters'. I keep about 10 of these NPCs in my 'pocket' while DMing. It comes in handier than you might think! Prisoners, barkeeps, random folks flagged down on the street. That little dash of spice from a prop and a little intrigue from a hook can add some interesting flavor to scenes and help your world come alive for the people playing in it. ### Create Special Guest Stars! It can also be fun to get your players involved at the start of an adventure/campaign in the NPC creation process! Let them all roll up one or two NPCs (depending on your group this can be as small as 'prop + hook' or as complex as a full character if they really like collaborative storytelling), give them a name, and then you can keep them in reserve to surprise players with later by their Guest Appearance. Leaving it to the players takes some of the time-cost off you for prep-work, gives you characters the party might anticipate meeting, and gives you an 'emergency victim/patsy/villain' when you're running out of room/ideas for a scenario if things take a turn for the unexpected. #### Recurring Guest Stars Sometimes players like an NPC so much that they look forward to meeting them again in another game, assuming that game takes place in the same world. But it's boring to run the same character all the time, right? To keep those characters fresh, re-roll one of their Struggles or, if a lot of time or a major event has passed, give them a new Flaw! \pagebreakNum ### Fantasy NPCs
| Connection | Early Adult | Adult | Middle-Aged | Elder | |:--------------|:------------------------------------:|:-----:|:-----------:|:-----:| |
**Unknown**
| Scarred
Kleptomaniac
Honor-bound
| Chain-bound Holy Symbol
Lazy
Miserly
| Necklace of Rings
Perfectionist
Sacrificial
| Lucky Tamborine
Struggle: Wealth
Vain
| |
**Locally Known**
| Single-minded
Contemplative
Moving Tattooes | Cracked Olivewood Walking-Stick
Forever Complaining
Gluttonous
| Distinctive Perfume/Smell
Struggle: Relationship with Uncle
Altruistic
| Honest-faced
Eternal Optimist
Pure
| |
**Locally Famous**
| Scarred
Inquisitive
Vain
| Bandoleer of Oil-filled, Iron-bound, clay bottles
Struggle: Knowledge
Lustful
| Unibrow
Nightmares
Vain
| Poorly-strapped Scale-mail
Struggle: Oppressed
Forgetful
| |
**Widely Famous**
| Missing Nose
Impulsive
Altruistic
| Missing Right Ear
Struggle: Mute
Lustful
| Finely-tailored Streetwear
Struggle: Relationship with Great Grandfather
Greed-driven
| Piercing Glare
Hurls Rocks at Others
Vain
| |
**Infamous**
| Balding but Wild Brown Hair
Struggle: Dull-minded
Extremist
| Smiling Eyes
Struggle: Penitent
Exceptionally Religious
| Unibrow
Struggle: Attempts to win a footrace hosted by a nearby village
Altruistic
| Carrying small rack of Petal-filled, corked, glass bottles
Struggle: Relationship with Grandmother
Single-minded
|
### Sci-Fi NPCs
| Connection | Early Adult | Adult | Middle-Aged | Elder | |:----------------------|:-------------------------------------:|:-------------------------:|:-------------------------:|:-------------------------:| |
**Unknown**
| Leather-strapped Iron Glasses
Stoic
Guilt-ridden | Engraved-Iron Prosthetic Leg
Emotionally Frozen
Owes favors to the Wrong People | Missing Ring Finger
Always Intoxicated
Exceptionally Religious | Small Belt of Spice-filled, Corked, Bottles
Overshadowed/Abandoned
Forgetful | |
**Locally Known**
| Hand-carved Tabard
Trapped in their Role/Job
Constant Liar | Lock of Black Hair on a Necklace
Emotionally Frozen
Traumatized| Anti-material Rifle
Guilt-Ridden
Irrationally Fearful | Bulky Night Vision Goggles
Oppressed
Forgetful | |
**Locally Famous**
| Glowing Black Symbol projected above their head
Passion: See Another Suffer
Lustful | Fashionable Leisurewear
Bloodthirsty
Gluttonous | Holo-portrait of Niece
Poor mental/physical Hygiene
Honor-bound | Unibrow
Wants to win Tech Guru's Ale-chugging Race
Extremist | |
**Widely Famous**
| Unmaintained Assisted-Power-Lifting Suit
Lack of Individuality
Single-minded |
Cracked Sakura-wood-plated Kevlar
Adrenaline-seeking
Bigoted |
Broken Cybernetic Eye Replacement
Internal Ethics/Morals
Greed-driven | Curly Shoulder-length Pink-fade Hair
Over-inquisitive
Exceptionally Religious | |
**Infamous**
| Half-melted Burnt Facemask
Victim of Humiliation
Lustful | Distinctive Perfume/Smell
Relationship with Father-in-Law
Depressed | Synthetic Ears
Romantically Restless
Miserly | Delicate Book
Paranoid
Sacrificial |
\pagebreakNum ### Western NPCs
| Connection | Early Adult | Adult | Middle-Aged | Elder | |:----------------------|:-------------------------------------:|:-------------------------:|:-------------------------:|:-------------------------:| |
**Unknown**
| Ornate Ring
Tobacco Addiction
Single-minded | Distinctive Perfume/Smell
Ambition: Be Left Alone
Forgetful | Lucky Charm
Trapped in their Role/Job
Traumatized | Red Radiance
Grave Illness
Gluttonous | |
**Locally Known**
| Honest/Innocent Face
Poor Health
Bigoted| Multiple Facial Piercings
Knowledge-seeking
Altruistic | Steel Serpentine Walking Stick
Confidence-Lacking
Conspiracy Theorist | Delicate Wrist-band
Dark Obsession
Single-minded | |
**Locally Famous**
| Wild, Thin, Brown Hair
Crime: Trapped Someone
Honor-bound | Locket of Extended Family
Missing Right Arm
Vain | Self-carved Ebony Ocarina
Poor mental/physical hygiene
Innocent | Ornate Ring
Relationship with Daughter
Irrationally Fearful | |
**Widely Famous**
|Severe Expression
Addiction: Alcohol
Sacrificial | Gold-trimmed Cape
Eccentric
Miserly | Necklace of Boar Teeth
Ambition: Be Respected
Exceedingly Inattentive | Piercing Glare
Kleptomaniac
Excessively Proud | |
**Infamous**
| Patchwork Kimono
Guilt-ridden
Exceptionally Religious | Twisting Oak Walking Stick
Poverty
Lecherous | Large Scar
Bloodthirsty
Miserly | Heavy Miner's Clothes
Victim: Social Devastation
Extremist |
### Eastern NPCs
| Connection | Early Adult | Adult | Middle-Aged | Elder | |:----------------------|:-------------------------------------:|:-------------------------:|:-------------------------:|:-------------------------:| |
**Unknown**
| Honest-Face
Former Slave
Exceptionally Religious | Missing ring-finger
Noble Bastard
Honor-bound |Multiple piercings
Possessed by a Spirit
Extremely Stubborn | Unibrow
Ex-member of a Strange Cult
Depressed | |
**Locally Known**
| Crude Wolf-hide Padded Armor
Former Bodyguard
Guilt-ridden | Crystallized Burnt Tome
Former Property of an Ogre
Sacrificial | Delicate Wrist-band of Holy Symbols
Heir to a Known Family
Excessively Proud | Wind-swept curly white hair
Exiled from a Foreign Kingdom
Rebellious | |
**Locally Famous**
| Missing middle and ring-finger
Enslaved
Extremist | Severe Expression
Former Property of a Demon
Traumatized | Tiny statue of Father
Romance
Excessively Proud | Missing Thumbs
Dark Obsession
Single-minded | |
**Widely Famous**
| Severe Expression
Romantically Restless
Sacrificial | Recently-oiled cracked-Oak walking stick
Poor Mental/Physical Fatigue
Guilt-ridden | Distinctive Perfume/Smell
Oppressed
Forgetful | Jade war-medal of Distinction
Neglectful
Classist | |
**Infamous**
| Serpentine brass walking stick
Heridatery Illness
Altruistic | Large Scar
Kleptomaniac
Conspiracy Theorist| Ornate Ring
Adrenaline-seeking
Sacrificial | Battered bronze chain-shirt
Emotionally Frozen
Gluttonous |
\pagebreakNum ### Horror NPCs
| Connection | Early Adult | Adult | Middle-Aged | Elder | |:----------------------|:-------------------------------------:|:-------------------------:|:-------------------------:|:-------------------------:| |
**Unknown**
| Ancient Medal
Grave Illness
Vain | Exotic Cloak + Missing Hand
Eccentric
Single-minded | Distinctive Perfume/Smell
Dark Impulses
Exceptionally Religious | Large Scar
Eccentric
Conspiracy Theorist | |
**Locally Known**
| Locket of Adoptive Mother
Hereditary Disease
Depressed | Huge/Unorthodox Weapon
Gummatous Syphilis
Perfectionist | Necklace of fingers/ears/teeth
Severely Shy/Modest
Eternal Nihilist | Distinctive-looking Coin
Eccentric
Promised, and failed to deliver, a particular prize | |
**Locally Famous**
| Frizzy, Balding, Black Hair
Addiction
Defeated | Facial Tic
Poverty
Nightmares | Poorly strapped scalemail
Attempting to win Royal Fighting Competition
Poor Physical Hygiene | Missing Limb/Digit
Owes Favors to the Wrong People
Oppressed | |
**Widely Famous**
| Ragged and Skin-bound
Anti-social
Addiction | Kit of tools strapped to their back
Romantic Pursuit
Guilt-ridden | Large Scar
Emotionally Frozen
Defeated | Smoke-wafting Spines
Poverty
Trapped in their Job | |
**Infamous**
| Large Scar
Grave Illness
Overstressed | Face Tattoo(Military Insignia)
Insecure
Impulsive | Hand Tattoo(Religious Symbol)
Uneducated
Romantically Restless | Trophy/Medal
Ambition(Become an Expert)
Bigoted |