Game Master / Adversaries / NPC Tools
NPC Tools
These tables flesh out any NPC or adversary beyond its stat block, for scenes that need more than "it attacks" or "it runs a shop." Roll once on each for a fast, complete NPC, or hand-pick the entries that fit. A one-scene NPC doesn't need every category; take what's useful and move on.
How to Use the Tables
Work through three blocks in order:
- Appearance, what the players see at a glance: NPC Physique, NPC Face, NPC Skin, NPC Hair, NPC Clothing.
- Roleplay, which isn't visible and comes out in play: NPC Name (d100), NPC Surname, NPC Background, NPC Speech, NPC Wants, NPC Misfortunes, NPC Quirk.
- Reaction & Negotiation, how the NPC responds to the party in and out of a Negotiation: NPC Virtue, NPC Vice. Use the Virtue, Vice, Wants and Misfortunes when you set up the NPC's Motivations and Pitfalls.
Every table is a d20 except Name (d100). All of them are in the Roll Tables compendium under NPC Generator.
Example: Jasper Thorne
A trail guide the party meets on the road.
- Appearance: wiry, hawkish face, tattooed, dreadlocks, foreign clothing.
- Roleplay: Jasper Thorne. Background Tracker; Speech rapid-fire; Quirk very competitive; Wants freedom; Misfortune exiled.
- Reaction & Negotiation: Virtue Curious; Vice Reckless.
At the table: Jasper is a wiry, tattooed guide with dreadlocks and foreign-cut clothes who talks fast and turns everything into a contest. He was exiled from wherever he came from, a past a player could dig into, and what he really wants is freedom: worth remembering the moment the party tries to tie him to a deal or a destination he didn't pick. If a Negotiation opens, his Curious virtue and Reckless vice are the levers. Offer something new or unknown and he leans in; corner him or threaten his freedom and his reckless side takes over, for better or worse. None of it had to be invented on the spot.
NPC Roleplay Template
Use this alone for an NPC who doesn't fight (a merchant, guide or informant). For an NPC who both talks and fights, put it above the Adversary Stat Block as its header.
<NAME>
<Occupation or role, if any (flavor only, not a combat Role)>
APPEARANCE <Physique>, <Face>, <Skin>, <Hair>, <Clothing>
ROLEPLAY
Background: <Background>
Speech: <Speech>
Quirk: <Quirk>
Wants: <Wants>
Misfortunes: <Misfortunes>
REACTION & NEGOTIATION
Virtue: <Virtue>
Vice: <Vice>
DESCRIPTION a short write-up turning the rolls into something readable at the
table: how they look, sound and act, and what drives them.
Wants and Misfortunes double as Negotiation leverage; there's no need to roll again. Attitude isn't stored here: set it fresh at the table (see Setting Attitude in Negotiations).