UNE The Universal NPC Emulator (Rev)
UNE The Universal NPC Emulator (Rev)
UNE The Universal NPC Emulator (Rev)
UNE
the universal NPC emulator
revised
By Zach Best
Artwork by Matthew Vasey
“One day one of my little nephews came up to me and asked me if the equator was a real
line that went around the Earth, or just an imaginary one. I had to laugh. Laugh and laugh.
Because I didn’t know, and I thought that maybe by laughing he would forget what he asked
me.” –Jack Handey
Dedicated to Claire.
I hope your imagination will be as wild and large as the sea.
0. Determine any pre-conceived facts. If there are any concrete ideas about the NPC that
must remain, now is the time to jot them down.
1. Determine what the NPC is. Roll a d100 (or 2 d10’s with one d10 being the 10’s) to obtain
an NPC Modifier from Table 1. Roll a d100 to obtain an NPC Noun from Table 2. Combine the
two as if forming a simple sentence to describe the NPC. For example if a 21 is rolled followed
by a 45, the combination would read “Inept Actor.” If some facts about the NPC are previously
known, merely use what works and discard what does not.
2. (Optional) Find the NPC Power Level. Determine the randomness level (“R-level”) of
the scene by assigning a numeric value ranging from orderly to chaotic. The R-level can also
represent a difficulty level where the higher the R-level the harder the challenges. Roll a d100 to
determine the NPC’s power level relative to that of the PC’s using Table 3. For example if the R-
level is Disarray and a 76 is rolled, the NPC will be Slightly Stronger than the PC’s.
3. Determine the NPC’s Motivations. Roll a d100 for an NPC Motivation Verb in Table 4,
and roll a d100 for an NPC Motivation Noun from Table 5. Combine the two as if to form a
simple sentence. Repeat this two more times. If the second or third rolled NPC Motivation
Noun is in the same column as a previously rolled Motivation noun, discard the roll and re-roll.
For example, the first roll is a 24 followed by a 94, giving “Chronicle Animals.” The second
roll is a 60 followed by a 7, giving “Account Opulence.” The final roll is a 21 followed by an 89.
However 89 is in the same column as the previously rolled 94. Therefore that NPC Motivation
Noun must be re-rolled. NPC Motivation Verb rolls never have to be re-rolled based on column.
4. Combine all the terms to create an NPC. The creator should now have a rough sentence
describing the qualities of the NPC. For example: A corrupt recluse, slightly stronger than the
party, guards moderation, abuses pleasure, and communicates prosperity. The next step is to
decide the why or how for each term. The examples that follow will expand on this process.
Having context is the best way to determine how the created sentence will generate an NPC. Try
to link the terms not only to the overall game or setting, but also to the story, campaign,
chronicle, or adventure itself.
Step 0: The only fact I know is that the NPC is a king of a nearby kingdom.
Step 1: Rolled 4 on the NPC Modifier table to get “nefarious”, and rolled 87 on the NPC Noun
table to get “officer”.
In contemporary times this could easily be a general who rose to power with a military coup.
While not as standard in a generic fantasy game with birthrights, noble houses, etc., it would
make for an interesting neighboring kingdom. This king is well known for his atrocities in his
rise to power through the kingdom’s military.
Step 3a: The first motivation is rolled for (3) “attempt” and (9) “success” from Tables 4 and 5.
Words can make the difference. As the king, this man has achieved the success of rising to
power through the military, staging a coup, and becoming king. This might be enough to fill the
role of the first motivation. I decide to go beyond so that the king is still motivated to “attempt
success”. The king is still figuring out how to rule a kingdom, which would make the king’s rise
to power a more recent event.
Step 3b: The second motivation is rolled for (70) “develop” and a 10 is rolled for the
motivation noun, but because the step 3a motivation noun roll of 9 and the newly-rolled 10 are
in the same column, the latter is re-rolled to (44) “freedom”. The second motivation is “develop
freedom”.
We have a “nefarious king”, but that doesn’t mean we need to make a completely evil
character. Perhaps the reason for all the atrocities is that the “nefarious king” is actually a lesser
evil to the previous ruler. This is where context of the game world would come in handy to point
to that greater evil, but for now I will add that the king’s rise to power was paved with good
intentions.
Step 3c: The third motivation is rolled for (13) “distress” and (95) “ghosts”. Note that the first
and third NPC Motivation Verbs came from the same column. This does not require a re-roll,
as a re-roll is required only if successive NPC Motivation Nouns are from the same column.
“Distress ghosts” can go two ways, and my gut reaction is I want the king to have an Achilles’
heel. The first interpretation is that the king is making a ghostly being pretty unhappy. I could
easily think that the king is dancing on some graves. It is more interesting, to me, if the king is in
distress over the ghosts of his past rise to power. Perhaps in the fantasy game they are real
ghosts, but it could be just as likely that they are his personal or mental ghosts.
In many detective or spy games there will be a point-of-contact for the players. This person
is usually the key to initiating adventures and acts as a go-between from the players to whatever
agency or powerful entity has the players acting. I’ve gone the “man in black” handler far too
often, and I want to see if UNE can break my stereotypical go-to.
Step 0: This character is a handler for the characters. She works directly for the FBI.
Step 1: The dice are rolled and the NPC modifier is (64) “insightful” and the NPC noun is (44)
“worker”.
This isn’t that stereotype breaking, but it does start to get the juices flowing. “Worker”
further amplifies her role as a handler. She does her job. Perhaps “insightful” tweaks it a little bit
by making her see the PC’s side of things as well as the agency’s.
Step 2: At an R-level of Standard (3), she is (18) slightly weaker than the party.
Step 3a: The first motivation is rolled to be (93) execute (4) resources.
Step 3b: The second motivation is rolled to be is (60) account (21) the wealthy.
Step 3c: The third motivation is rolled to be (1) advise (64) greed.
Instead of fleshing out the NPC step-by-step as in The Neighboring King example, in this
example I will roll and interpret all the motivations at once.
The motivation to “execute resources” could mean the PC’s as assets or it could mean the
agency’s resources. Either way this might edge her to in an accountant-type direction. This can
kind of tie in to “account the wealthy”. She keeps tabs on money. With “advise greed” I kind of
have an idea where this is going. I’ll smash three stereotypes together to see if she can’t become
a bit more interesting. She is going to be a well-informed handler with a bookish nature that
came from a close, wealthy family.
This won’t change her role as “quest giver” for the characters, but now I can drop in things
that gave her more dimensions. She is very strict with any resource requests, including post-
adventure resources (“where is the ordinance?”), she can explain things on the agency’s behalf
without such a stonewall, and she might be distracted at times dealing with her rich family, who
might also need handling.
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NPC Importance
This emulator should be used when you have no idea what the NPC will want to talk about. It
gives the NPC’s raison d’être, the actor’s reason for being in the story. This emulator can be
used to help figure out why the NPC appeared, or what purpose that NPC will bring. Instead of
dealing with binary responses using the NPC Response module, you can use the NPC Discussion
module to quickly focus the conversational aspect of the NPC.
1. Determine the NPC Bearing. The NPC Bearing is how the NPC regards the focus of the
discussion. If there are enough facts to do so, choose the demeanor of the NPC from the top of
Table 7. Otherwise roll a d100 or d8 to determine the demeanor. After a demeanor has been
determined, roll a d10 or d100 to find the NPC Bearing using Table 7.
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2. Determine the NPC Focus. Roll d100 to find the NPC focus of the conversation using
Table 8. If possible the NPC Focus should be regarded as pertaining to the PC of the player
rolling, the PC that will be speaking, or the party members in general. It may be helpful to put
the word “PC’s” or “your” in front of the NPC Focus if there is a question. It is also helpful to
narrow the NPC Focus. If “last story” was rolled figure out what the last story was. What
happened during the last story that made this NPC want to discuss it?
3. Combine the NPC Bearing and NPC Focus to determine the basis of the NPC
Discussion. The words should be combined as in a simple sentence; for example, “the insane
NPC speaks of madness regarding the PC’s allies.” That sentence will be the substance of what
the NPC will want to discuss.
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Using the example from above, if the party meets with the neighboring king, a nefarious kind of
guy, encounters will likely be “distrustful” or worse on the NPC relationship scale. NPC
conversation mood is much more dynamic.
Regale Me! [NPC Bearing (27/43) happiness (friendly); NPC focus (64) experience] – the king
has heard of the party’s legend, and he wants to be entertained (and distracted) by some of the
PC’s adventures. Change his mood if he hears of any oppression.
Steep Toll [NPC Bearing (52/35) demand (inquisitive); NPC focus (78) treasure] – the new
kingdom’s government needs funds, and the party may have inadvertently “crossed” borders.
This may provide a good encounter to introducing the neighboring kingdom. The king could also
force the PC’s to find some lost treasure.
Ex-National Treasures [NPC Bearing (74/15) effects (knowing); NPC focus (22) relics] – a lot of
the kingdom’s past has been dumped into the treasury (otherwise bare), which includes a
MacGuffin the PC’s need. The king will gladly unload any of this “worthless” junk for a steep fee,
but the PC’s might stir up some of the past in obtaining the relic they need.
The Handler
The other example involves the detective/superhero PC’s handler that was created above. The
NPC Binary Response table will usually be on the good half since she is clearly an ally.
Family Issues [NPC Bearing (43/61) resentment (hostile); NPC focus (90) power] – the handler
started working for the FBI to escape her planned, rich life. Her family wields a lot of power and
is making her rise in the FBI troublesome.
Mishandled [NPC Bearing (43/61) chaos (insane); NPC focus (46) allies] – the handler just
doesn’t handle the PC’s wackjob group; she also handles a few other groups of operatives.
Usually all the assets are carefully allocated and managed, but somehow there has been a mixup.
Either the PC’s lost some equipment or another team did.
Ceremonial [NPC Bearing (43/61) promise (friendly); NPC focus (75) community] - for a job
well done, the PC’s have earned a medal of honor. Unfortunately, the FBI doesn’t want any more
ties than it already has to the PC’s group. As a running joke, the handler might be bringing this
up quite often.
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Step 1: Grab three notecards or sheets of paper. On each notecard roll up an NPC with the
NPC Creator module.
Step 2: Determine the leader, the second, and the lackey. The leader should be a bit more
powerful than the average of your PC’s. The second should be about the same as the PC’s, and
the lackey should be weaker.
Step 3: Determine their average disposition towards each other by noting the NPC
Conversation Mood from Table 6. This determines on average how helpful they are to each
other, or polite, or condescending, etc.
Step 4: Determine their usual bearing towards the party by rolling Table 7. Table 8 might
help at this point, but a lot of Table 8 focuses on the current events surrounding the PC’s.
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The players have created a fairly simple fantasy party with some melee, some thievery, some
wizardry, and some holiness. Here is a completely random rival party created per the instruction
above.
Step 1:
(1) A needy inquisitor who processes science, agonizes disbelief, and guides the populous.
(2) A fickle mercenary who communicates servitude, guards wealth, and reports the
oppressed.
(3) A refined master who executes spirits, works gluttony, and determines deprivation.
The refined master reminds me of a gentlemen torturer. Say if Dracula came up from his
basement of horrors, wiped his bloody hands clean, and then joined his guests for tea. “Executes
spirits” gives him a slight magic bent so I would make him a witch, sorcerer, or necromancer. I
would say he is in complete control of the rivals, and seems to have the uncanny ability to know
what the party is always lacking (“wouldn’t it be helpful if you had more rope”). His name is
Stoker.
The fickle mercenary reminds me of Bronn from The Song of Ice and Fire novel series. He’s
always poking fun at his position of being in service to the refined master, but he does his job
well. He also keeps tabs on the party (“the oppressed”) or possibly the refined master’s slaves or
household. His name is Bronn because I like Bronn.
The needy inquisitor definitely has that Doofenshmirtz feel (Phineas and Ferb). With the
motivations, I would modify inquisitor to some type of scientist instead of an actual NPC with
the Inquisitor class. This NPC is the rivals’ wild card. “Guides the populous” is the hardest
motivation to place, but it is possible that some of his inventions are well known across the land
(much to the PC’s chagrin). His name is Mirz.
Step 2:
I lay out my notecards. They seem apparent in terms of rival party status. The refined master
seems like the leader. The fickle mercenary seems like the second-in-command, and the needy
inquisitor sounds like the lackey.
Step 3:
Stoker is distrustful and cautious around Bronn. He knows that the mercenary could go
find a master with more coin at any time. Stoker is peaceful and helpful to Mirz since he has
the needy scientist wrapped around his finger. Bronn is hostile and cautious towards Mirz
since Mirz is too much of a wildcard for Bronn’s replaceable position. I will stop there and just
say each reciprocates in kind. To add another layer of complexity, Bronn’s attitude towards
Stoker, and so on, could be decided and rolled separately.
Step 4:
Stoker is usually telling (knowing) to the party. I would assume it is usually in a mocking
manner.
Bronn is usually compromising (scheming) to the party. Perhaps he could be ready to switch
allegiances, and is looking for an out. Perhaps he is trying to keep tabs on the PC's.
Mirz is usually chaotic (insane) to the party. I would say of the three he is the least aware
that he is a rival to anybody.
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