.Once a GM knows what role his NPC needs to fulfill, the character’s details can begin taking shape. While not every NPC needs to be a unique masterpiece of imagination, every character the PCs interact with—those important enough to have a speaking role—should have at least three core elements: appearance, motivation, and personality. These aspects answer three questions fundamental to every NPC, from shopkeeps to kings: how do they look, what do they do, and how do they do it? How much effort the GM puts into detailing and refining the answers to these questions relates proportionately to the NPC’s importance to a story and his time spent interacting with the PCs. As such, an NPC who appears but once probably only deserves a few notes or a moment’s improvisation to convey the most basic traits, while a major character benefits from greater details, which might be revealed or evolve as the PCs interact with him. Thus, GM should consider the following character aspects as they design their NPCs.Appearance: Every NPC worth describing has an appearance, something that sets the character apart and distinguishes her from the faceless masses as a unique individual. This might be nothing more than reference to the color of an NPC’s hair and noting her age, or it might be a detailed account of her beauty or ugliness.
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A detailed description can do much to determine whether an NPC is memorable but might also suggest deeper elements. Some of an NPC’s physical traits dictate rules aspects (race, blindness, a limp, and so on), others can be merely cosmetic, and still others might reveal clues in a well-planned plot. For GMs wishing to delve past the superficial, some traits might even prove portentous. In folktales and myths, a typical example is the “mark of the hero,” which allows others to know her true identity. Such traits can lead to identification (like Odysseus’s leg scar) or provoke some kind of reaction in a monster.
In the past, it was a common belief in some cultures that evil people are somehow marked, but also that a hero is born with a distinctive sign on the body or receives it during her initiation or adventures. Fantasy literature features innumerable examples of such traits used as plot devices, and whether meaningful or random, a unique description of an NPC is among the primary elements that help a character standout in the players’ minds.Motivation: With any character, regardless of the storytelling medium, it’s vital to know what is at stake for that individual. Knowing an NPC’s motivation is the best way to have her behave in a logical and coherent manner in the game. An NPC who is out to avenge her murdered family members will be more motivated—and therefore braver— in situations where that goal is at stake. A normally timid scholar might take greater risks to recover a rare tome than to rescue a princess.
Motivations need not be elaborately detailed for most characters; one line such as “family murdered by orcs” or “obsessed with gaining knowledge” is often sufficient. By the same note, not every motivation needs to be dramatic either. The vast majority of NPCs met in a campaign likely have quite mundane goals, such as “move to a new town,” “romance the local starlet,” or “work for weekly pay.” While many such goals frequently prove beneath a party’s notice, the more interesting and unusual objectives typically come to light along with the extraordinary character who possesses them.Personality: This element describes an NPC’s basic outlook on life, and typically one or two descriptive notes to this purpose are all that are needed. Is the NPC friendly and helpful? Or is he gullible, cynical, pessimistic, sarcastic, lazy, or hot-tempered?
Such personality traits govern how the NPC reacts to most situations, commands, or requests. Giving an NPC an interesting and dynamic personality means making the interaction with him more enjoyable, both for the GM, who must impersonate the NPC, and for the players, who are in for a pleasant chat, compelling argument, or good listening experience. An aspect of an NPC’s personality that deeply affects his behavior and decisions, if known by the PCs, can be exploited to win his confidence or outmaneuver her, depending on the situation.In recurring NPCs, the GM might create more elaborate and nuanced personalities, or even change a character’s attitude slowly over time—novelists and screenwriters call this character development, and the history of literature and film is filled with works themed solely around events leading to a single change in a character’s outlook. Thus, a character who might begin with no more than the note “conniving and ill-tempered” can evolve dramatically with details like “distrustful of elves” and “sympathetic toward youths who remind her of her lost son.” How much work a GM puts into detailing an NPC’s personality should relate directly to the character’s importance to a campaign. Few PCs will care if the local smith aspires to move to the big city if he never has a speaking role, while a major villain with no greater personality than “heartless and hateful” will likely feel two-dimensional after the third or fourth meeting. NPC BoonsFantasy literature is filled with examples of characters with wondrous powers who have no interest in being heroes or villains.
Sages content to watch events unfold as they will, clerics imbued by the gods with special powers, herbalists with knowledge of special concoctions, all have unique abilities and insights that are theirs alone and, should such characters come to favor friendly adventurers, might use their special influence and abilities to turn the course of entire campaigns. To represent the unique skills and powers of individual NPCs and to grant PCs an occasional rules-related benefit for their interaction with the characters of a campaign’s setting, the GM might devise boons to have certain important NPCs grant those PCs they come to favor.In short, a boon is a quantifiable, non-monetary way an NPC might help the PCs.
This might take the form of a discount on goods or services, a one-time bonus on a specific skill check, or even a simple magical benefit that only that character can provide. The nature of a boon depends more on an NPC’s role in a campaign world than any statistical element. As position in society doesn’t necessarily correlate with class levels or specific rules, boons are largely based on a GM’s sense of logic and campaign believability. A young prince who is merely a 1st-level aristocrat might thus be able to grant a far more favorable boon—granting a pardon, financing a voyage, decreeing a law—than a baker statted out as an 11th-level commoner.Boons are not wantonly granted, and PCs should not expect to gain useful aid from every NPC they meet.
Only NPCs with an attitude of helpful grant such benefits, and usually even then only to PCs they’ve come to trust over a significant period of time or those who have done them meaningful personal services. In such relationships, NPCs are more likely to favor an individual than an entire adventuring party, making it possible for only one party member to be granted a boon while less favored members are overlooked. PCs shouldn’t expect all NPCs to grant boons; some just might not have anything special to provide or aren’t important enough to have much to offer. The success of those who try to extort boons from characters using mind affecting magics is largely up to the GM, as the effects of mundane boons might easily be guessed, while more unique ones might only be known to the NPC. Regardless of the effect, PCs should never have direct control over the granting of boons—PCs never get boons they can grant and cannot force even the closest allies to grant benefits against their will.What a boon entails varies widely, depending not just on the NPC who provides it, but the tastes of the GM and needs of a campaign. At their heart, boons are intended to be a simple way for GMs to provide PCs with a minor rules-related benefit in reward for developing bonds with NPCs.
Boons are never monetary, though they often have a monetary value, and should feel like favors between friends, not something that would change the life of either the characters or NPC. They might occasionally involve established elements of the rules—like a discount on equipment or adding a bonus on a skill check in a specific situation—but such occurrences should prove minor. Boons tend to take three forms: favor boons, skill boons, and unique boons.Favor: Any character of any class or social level might seek to aid their friends, with favors embodying such benefits. A shopkeeper granting a 10% discount on his goods, a nobleman using his influence to set up a meeting with a local lord, or a retired adventurer loaning someone his masterwork longbow all count as favors.Skill: Certain NPCs can share their expertise in specific fields or pass their influence on to others. Skill boons are minor bonuses on skill checks that an NPC might pass on to a favored PC.
As a guideline, skill bonuses usually grant either a +2 bonus on a skill in a very specific situation— never on all uses of a skill—or a one-time +4 bonus on a specific skill check.
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1024.New Sorpigal. Resets every 6 months. Overlord: -.
Dungeons: 3. Expert teachers: 14. Master teachers: -Travel. By foot. W to (5 days). By boat to.
(Tuesday, Thursday, Saturday, 3 days, 100gp). By coach to. (Monday, Wednesday, Friday, 2 days, 25gp) Monsters.Efficiency level: easy.
Inn, (Andover Potbello)Expert Identify (Sheila Loompus, 500gp)Expert Perception (Tara D'Cathay, 500gp). Membership to the Buccaneer's Lair (Hejaz Mawsil, 25gp)Seeking Cobra Eggs (Hejaz Mawsil, 1000gp). Membership to the Blade's End (Harold Hess, 25gp). Expert Bodybuilding (Erik Salzburg, 500gp). Expert Meditation (Victor Hosen, 500gp).
Membership to the Self Guild (Violet Dawson, 100gp)(Violet Dawson). Membership to the Elements Guild (Buford T. Allman, 100gp)(Buford T. Obelisk #11. Circus (December-March).
Circus (August-November). Nicolai is here, if running. Inn. Fountain (+2 Endurance permanently). Temple Baa.
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Obelisk #9. Shrine of Speed (June), ask in (#32). Coach Travel. Weapon Store. Master Chain Armor (David Feather, rank 10, Crusaders).
(Terry Ros, he has 2 house. Inn. Expert Ancient Weapons (Pat Skylark).
Alchemist Store. Temple. Docks. Fountain (+20 Magic Resistance temporarily). InnMaster Light Magic (Ki Lo Nee, need Saintly Reputation). Docks. Shrine of Poison (November), ask in (#32).
Obelisk #13. Fountain (+20 Elemental Resistances temporarily) Castle Alamos.Efficiency level: very hard.
J Tree 'The first into the half the forth plus one, better hurry or you'll be done!' . B Tree 'The second is next to the third, ho so pretty like a bird!' .
A Tree 'The third is first of twenty six, A through Z you'll have to mix!' . R Tree 'The forth is eight from the end, Archibald really is your friend!' . D Tree 'The fifth is twice the second, five letters in all I reckon!' .
Master Dark Magic (Su Lang Manchu, need Notorious Reputation). Master Ancient Weapon (Rexella, 5000gp, need a Blaster). Alchemist Store. Weapon Store. Armor Store.
Inn. Training Hall (Maximum Level: No limit). Obelisk #2. Temple Baa. Fountain (+100 spell and hit points). Chest (can reach with Telekinesis Spell only) Sweet Water.
Resets every 8 months. Overlord: -. Dungeons: 1. Expert teachers: -. Master teachers: - Travel. By foot.
S to (5 days). E to (5 days)Monsters.Efficiency level: very hard.