Showing posts with label stock npcs. Show all posts
Showing posts with label stock npcs. Show all posts

Friday, October 26, 2012

Savage Odyssey Prime: Beyond Wild Cards and Extras...

Good Afternoon, All:

Under standard Savage Worlds rules, there are two types of characters. There are Wild Cards, who are like the player-characters: they get to roll a Wild Die with skill checks, they get Bennies of their own, and they can take three Wounds before becoming Incapacitated or Dead on the fourth Wound. Then, there are the Extras, who are like everyone else: they do NOT to roll a Wild Die with skill checks, and they can become Incapacitated or Dead on their first Wound, not their fourth. At first, that was enough, but over the years, some GMs have found a need to have more variance in their NPCs. Publishers came to the rescue, and now there are at least five character types: Extra, Wild Card, Henchman, Joker and Mook.

Henchmen are found in certain settings (such as Slipstream), and are very popular with Triple Ace Games products. Henchmen are Extras that can take three Wounds before becoming Incapacitated or Dead on the fourth Wound. They do not receive Bennies of their own (unless they are Lucky), nor do they get to roll a Wild Die with skill checks. Henchmen are generally great to use for the Big Bad Guy's lieutenants in a particular scene, as they have some staying power, but otherwise are just like the Extras that the players have come to know and love (or hate, as the case may be.)

I can't remember where I first saw the concept of the Joker NPC, but I tend to prefer them to Henchmen in my non-combat oriented "second tier" NPCs. Jokers are Extras that get to roll a Wild Die with skill checks. They do not receive Bennies of their own (unless they are Lucky), and they can become Incapacitated or Dead on their first Wound. Jokers are generally great to use for highly skilled specialists that still go down easily in a fight. This could include frail mages, a doctor or healer, or a sagely scholar. When you as a GM want the NPC to succeed more readily, without raising their skill die dramatically or making the NPC extra tough, then Joker is the best bet for you.

Finally, the concept of Mooks was introduced in Savage Mars, and fills a roll similar to Minions in 4E. Mooks are essentially Extras that become Incapacitated or Dead when they are Shaken. They do not receive Bennies of their own (unless they are Lucky, but then again, they are Mooks, so that isn't likely), nor do they get to roll a Wild Die with skill checks. These guys are basically fodder for your player-characters to wade through, so you can have that massive fight of a few men against hordes and hordes of creatures, until they find themselves standing before the Big Bad Evil Guy for a final showdown.

Table: NPC Types
NPC TypeWild DieBenniesIncapacitated/Dead
Wild CardsYESYESOn 4th Wound
HenchmenNONOOn 4th Wound
JokersYESNOOn 1st Wound
ExtrasNONOOn 1st Wound
MooksNONOOn Shaken

Personally, I'm not likely to use Mooks very often, but I'm more than willing to use Jokers and Henchmen to supplement my Extras. Too many Wild Cards creates a higher potential for character deaths and potential TPKs. These allow me more creative freedom, while varying the challenge of a given scene. What do you think?

Enjoy,
Flynn

Tuesday, August 28, 2012

Stock NPCs for Modern/Futuristic Games...

Good Afternoon, All:

In looking forward, I am trying to identify what would best help me in terms of prepping for the next campaign, whether it's a modern setting or a fantasy-based one. (And of course, they may totally change directions on me and go with steampunk or post-apocalyptic, for all I know.) Until I have a strong sense of direction from them now that we're at this point, my prep work will likely be generic.

One of the things I know I'm going to need is a set of Stock NPCs. Having stock NPC stats is always helpful. I have a basic list for fantasy, but I feel I should consider expanding on it, building up modern concepts that can easily be ported into futuristic games as needed. With that in mind, the Stock NPCs list may look something like this:
  • Aristocrat/High Society
  • Assassin/Sniper
  • Beggar/Homeless
  • Big Game Hunter/Survivalist
  • Bureaucrat/Clerk
  • Citizen
  • Courtesan/Escort
  • Cultist
  • Dock Worker/Laborer
  • Doctor/Medic/Nurse
  • Diplomat/Liaison
  • Gang Member
  • Hacker/Programmer
  • Mechanic/Engineer
  • Merchant/Trader
  • Military Commander
  • Mystic/Psion
  • Pilot (water or aerospace)
  • Reporter
  • Scientist
  • Security Guard/Police
  • Soldier/Mercenary
  • Spy
  • Thief
What other major concepts am I missing from a modern/futuristic campaign?

With Regards,
Flynn

Saturday, December 11, 2010

MyD20 Lite: Stock NPCs Revisited...

Good Afternoon, All:

I'm torn on the concept of stock NPCs. As I've done more reading into 4E, I've found that there's a different way that NPCs can be created instead of building PCs using the character classes. What 4E does is fairly simple, and easy to implement. In essence, 4E adds a small subset of a class's features to a monster through the use of a "class template". From the perspective of MyD20 Lite, that would be something as simple as:

Warrior, Experienced (approximately 4th level)
Hit Dice: +4 Hit Dice. (Be sure to modify BAB, Saves, Bonus Damage, Difficulties and other elements as necessary.)
Saving Throw Bonuses: +2 Fortitude, +1 Reflex.
Weapon Mastery: This creature has a +1 bonus on attacks and a +2 bonus on damage when using weapons from a single weapon group.
Warrior Talents: Choose two talents from the Warrior class.
Challenge Rating Adjustment: +4.

Or, for a spellcaster such as a Mage, something like:

Mage, Experienced (approximately 4th level)
Hit Dice: +2 Hit Dice. (Be sure to modify BAB, Saves, Bonus Damage, Difficulties and other elements as necessary.)
Saving Throw Bonuses: +1 Reflex, +2 Will.
Arcane Spells: This creature has 10 spellpoints, and carries a spellbook with up to five 1st level and five 2nd level spells.
Mage Talents: Choose two talents from the Mage class.
Challenge Rating Adjustment: +4.

I'm sure this same concept can be used in other retro-clones. To determine the number of bonus hit dice to add, I would find the number that is closest to the attack bonus and base hitpoints for the class at that level. If those differ, I'd lean more towards hitpoints, I think, than attack bonus. After that, the rest is pretty easy.

But I'm still trying to decide exactly how I want to do it. I just had this thought and decided to share it, in case anyone had a comment on it, either positive or negative. So, what do you think?

With Regards,
Flynn

Thursday, May 06, 2010

Madlands Campaign: Considering Stock NPCs...

Good Morning, All:

Today I've been thinking about stock NPCs for my Madlands Campaign. I was first introduced to the concept of stock NPCs by E.N. Publishing's Everyone Else: A Book of Innkeepers, Farmers & More, but I honestly didn't start using them until my last campaign, using the stat blocks from Pinnacle's Savage Worlds Fantasy Bestiary toolkit. Now that I'm used to using stock NPCs, though, I find them invaluable for running a freeform sandbox-style campaign.

Although the actual system for play hasn't been settled for the Madlands Campaign, I can still build a list of desired NPC types for development once that choice has been made. Looking through Everyone Else and the Savage Worlds Fantasy Bestiary, I think I've come up with the following list:

  • Aristocrat
  • Assassin
  • Bandit/Brigand
  • Beggar/Common Slave
  • Bureaucrat/Clerk
  • Commoner/Craftsman
  • Courtesan/Pleasure Slave
  • Cultist
  • Guard/Soldier
  • Healer/Midwife
  • Hunter/Tracker/Guide
  • Knight
  • Laborer/Labor Slave
  • Mage
  • Merchant/Trader
  • Priest
  • Rogue/Thief
  • Sage/Scholar
  • Spy

I imagine I could probably blend some of these further together, but for the moment, that appears to be a nice list of basic NPC concepts that are different enough in gear and skills to warrant distinction. I would definitely seek to prepare three different power levels of NPCs for each of these concepts: a novice, an experienced and an elite.

Of course, should I proceed with Savage Worlds for the next campaign, most of this work has already been completed. If we move forward with MyD20 Lite, then I'll need to create them, but once these are done, I'll put them into the Referee's Guide and I'll be able to share them with others. Since we're a few months from beginning the game, I'll have to wait and see what other rules systems are suggested, and then proceed from there.

Doing this kind of work in advance is great for allowing you to improvise as the need arises. When the party comes around the corner and bumps into some town guards, it only takes me a second to pull up the stats for the experienced Guard/Soldier and there we go. Most of the time, though, I can simply roleplay the encounter and never have to worry about the stats themselves. Still, I can move forward with confidence, knowing that I'm ready should the players decide to take the game in the direction of combat.

Hope This Helps,
Flynn