NON-PLAYER CHARACTERS

CREATING NON-PLAYER CHARACTERS

In a STAR FRONTIERS adventure, any character played by the referee and not controlled by a player is called a non-player character or NPC. Non-player characters are the opponents, friends, sources of information and randomly encountered characters in an adventure. Once the referee has outlined the adventure, he must create the NPCs. Non-player characters can be any of the four major races, or an intelligent alien being.

If an NPC has a major role in the adventure, the referee should design him carefully, giving him all of his ability scores as well as a personality and temperament. Minor NPCs do not need to be as detailed. The following step-by-step method can be used to create either type of NPC.

What is already known about the NPC?

You already know some things about a character that will help determine what other information is needed to use the NPC. You know the character's purpose in the adventure --- to fight the player characters, to help them or to annoy them. You also know how the characterwill actwhen encountered. You should knowthe character's race. A character's race will alter his abilities, give him special abilities and affect the way he reacts.

Why does the NPC act the way he does?

NPCs always should have a reason to do the things they do. A guard stops intruders because that is his job. A criminal tries to avoid police because they will put him in jail. Townspeople want to be left alone because they feel threatened by strangers.

An NPC's motive should be closely related to his purpose in the adventure. Sathar NPCs usually are used as enemies that must be fought, so their actions will be based on their hatred for the other races. More complex motives add interest and mysteryto a character; a man might have become a pirate to find his kidnaped sister and get revenge, and he may be willing to help the player characters.

How will the NPC react to the player characters?

An NPC's reaction to player characters can be based on his purpose in the adventure and his motives. The referee should decide beforehand how major NPCs will react. He can use the rules for random NPC reactions described under NPC Reactions for minor NPCs.

What are the NPC's ability scores?

In many cases, the referee does not need to know all of an NPC's ability scores. Sometimes, none of them are needed. The only ability scores that matter in combat are Stamina, Dexterity and Initiative modifier. Logic, Personality and Leadership are almost never needed for NPCs. The referee can create these scores on the spot as they are needed. If the NPC is a major character, however, knowing all of his ability scores will help define his personality.

Average ability scores for all eight abilities and all five races are shown on the table below. These can be used to create NPCs quickly.

STR/STADEX/RS INT/LOGPER/LDRPS IM

Human
Dralasite
Vrusk
Yazirian
Sathar
45/45
50/50
40/40
35/35
40/40
45/45
40/40
50/50
50/50
40/40
45/45
45/45
45/45
50/50
45/45
45/45
45/45
45/45
45/45
45/65
3
3
2
2
2
5
4
5
5
4

What skills does the NPC have?

In many situations this question can be ignored because the NPC will not have a chance to use a skill. In combat or other situations where an NPC has a chance to use a skill, skills and levels should be assigned.

The typical colonist or clerk will have little or no skill with weapons. Police, government agents and other people who commonly carry weapons will have level 2 skill with them. Leaders will have higher skill levels or skill with several types of weapons. Only about 1 in 10 characters will have any skill with melee weapons or in martial arts. Other skills can be assigned based on the needs of the encounter. In general, though NPCs with high-level skills should be rare.

How is the NPC equipped?

Sometimes the referee will need to decide what equipment an NPC has. This decision should be based on the NPC's job and his purpose in the adventure. For example, police need weapons and characters with special skills need toolkits. Some NPCs may have things that would be usefull to the player characters. If an NPC has a piece of equipment that uses energy, the referee should decide how much energy the item contains. This also applies to weapon ammunition and medkit drugs.

Does the NPC have anything the player characters need?

Depending on the NPC's purpose in the adventure, he might have or know something that will give the players a clue, a missing bit of information or an important piece of equipment. The referee also must decide how the player characters can get what they need from the NPC.

Creating NPCs (Summary)

1. What is already known about the NPC?
2. Why does the NPC act the way he does?
3. How will the NPC react to the player characters?
4. What are the NPC's ability scores?
5. What skills does the NPC have?
6. How is the NPC equipped?
7. Does the NPC have anything the player characters need?

NPC Reactions

During an adventure the referee must decide how NPCs react to the player characters. NPC reaction should be based on the NPC's purpose in the adventure and his motives. NPC reactions can be modified by the actions of the player characters, the NPC's past experienceswith the player characters and the NPC's and PC's races. The referee should keep in mind that each NPC is different and might react differently.

If the referee does not determine the NPC's reaction ahead of time, his reaction can be determined randomly. The player character that is encountering the NPC must make a Personality check. If this check is successful, the NPC will react in a favorable or friendly manner. If the check fails, the NPC will be hostile, unfavorable or non-committal. The referee can give the character a positive modifier if he thinks the player character is being especially friendly or if the NPC is an easy-going person. The referee also can give the character a negative modifier if the player character is being rude or has mistreated this NPC before, or if the NPC is surly or unfriendly or simply too busy to be bothered. An NPC always will be unfriendly on a roll of 96-00.

Reaction rolls can be modified by the player characters' and the NPCs races. The Racial Reaction table lists these racial reaction modifiers. Find the race of the NPC, and then find the race of the player character that he is reacting to; then adjust the player character's Personality score by the value listed.

This table adds some complexity to the reaction system, so its use is optional. Referees must decide whether they want to use it in their campaigns.

RACIAL REACTION MODIFIERS
Player Character Race
RaceHuman DralasiteVrusk YazirianSathar

Human
Dralasite
Vrusk
Yazirian
Sathar
0
0
-5
-5
-20
0
+10
0
-10
-30
-10
+5
0
0
-10
-5
0
0
0
-20
-20
-20
-10
-30
0

Hiring NPC's

At some time, player characters may want to hire NPCs to perform special jobs.Therefereeshouldallowthisonlyifthepartyisweakand needs a more rounded selection of skills to complete the adventure. The referee controls hired non-player characters. The referee must remember that employees do not like being used as targets or bait, and should not let the players make NPCs take the player characters' risks for them.

Availability. The referee must decide whether NPCs are available with the skills the players want. If the referee thinks a level 6 Demolitions expert would give the prayers' teem too much power, he should simply tell them that none are available. NPCs with high skill levels are very rare. If there is no reason to restrict the avialability of NPC hirelings, the table below can be used to determine whether an NPC with a specific skill level can be hired.

Skill Level12 345 6

Chance Available90% 75%60%45% 30%15%

Wages. An NPC's wages depend on his level of skill and his field of expertise. The NPC Wages table shows suggested daily pay rates for different skills. If an NPC has several skills, h,s wage is determined by finding the skill that pays the most and adding 10 Cr/day for each additional level of skill. For example, a level 3 Roboticist/level 2 Sharpshooter/level 1 Medicwouldbepaid 110Cr/day(80+20+ 10= 110).

When player characters hire NPCs, add the levels of all of the player character's skills. Compare this to the total of all of the NPC's skill levels. If the player character does not have at least twice as many skill levels as the NPC he is hiring, he must pay 20 Cr/day extra.

The referee can create pay requirements for any other specialists he desires.

NPC WAGES

SkillSkill Level
123 456
Credits per Day

Computer Operator
Demolitions Expert
Environmentalist
Martial Artist (unarmed)
Medic
Non-skilled
Psycho-Sociologist
Roboticist
Sharpshooter (projectile)
Space Marine (beam)
Star Soldier (gyrojet)
Technician
Weaponeer (melee)
70
50
60
40
70
20
80
60
20
40
30
50
40
80
60
70
50
80
--
90
70
30
50
40
60
50
90
70
80
60
90
--
100
80
40
60
50
70
60
100
80
90
70
100
--
110
90
50
70
60
80
70
110
90
100
80
110
--
120
100
60
80
70
90
80
120
100
110
90
120
--
130
110
70
90
80
100
90

Loyalty. NPCs are not like player characters, who face danger and death constantly without worry or fear. There will be times during an adventure when the loyalty of a hired character must be checked to see if he wants to recondsider his employment. Typical situations where an NPC's loyalty should be checked are:

--- The first time an NPC's life is put in danger.
--- The NPC sees that his team is losing a fight or in some other dangerous situation
--- The NPC is offered a bribe that is at least twice his weekly pay.
--- The referee thinks the player characters are taking unfair advantage of the NPC.

When an NPC's loyalty must be checked, the player character that hired the NPC makes a Leadership check. This check can be modified by the size of a bribe, the danger of the immediate situation, the treatment the NPC has received from the characters and the NPC's personality. If the check is successful, the NPC remains loyal. If the check fails, the NPC will ask for more pay, refuse to follow orders, run away or quit; the referee should decide the specific action based on the situation. If the NPC's employer dies or is killed, the NPC will quit unless another character tries to rehire him.