Real NPC explanations & notes

Genre, exotica & diversity indices
Genre ratings of adventurous, heroic and epic tend to yield NPCs with progressively higher body, mind and soul ratings. The higher the exotica index, the greater the likelihood of an exotic race result (i.e. hybrid, great, elder, demi-human or humanoid). For any given race result of exotic, the higher the diversity index, the greater will be the incidence of demi-human and humanoid results.

Organisation of the NPC trait matrix
Tier Nature
Profile Basic biodata
Façade First impressions
Ledger Hard data
Colour Background details
Sanctum  The inner NPC; the real person
Forge What’s being worked (conflict)
and how (resources, virtue)
Crypt The dark recesses
NPC traits are grouped into a hierarchy of ten tiers, like a matryoshka, or Russian nesting doll. Thus, the top three (Profile) tiers list the immediately apparent physical traits, in approximately descending order of visibility, by which an NPC is commonly described. The Façade is the first of the more impressionistic tiers. The Ledger comes next because, after describing an NPC, the GM may need this kind of hard data; it can also provide some useful context for subsequent tiers. The lower five tiers (Colour, Sanctum, Forge and Crypt) encompass successively more personal, guarded and/or obtuse traits. The order of traits within individual tiers also (generally) has a left-right precedence.

Making an NPC seem more real
Demeanor and character, together with virtue and vice will provide a quick handle on an NPC’s personna. Goal, motivation and conflict will define the NPC’s purpose.

Sanctum, Forge and Crypt traits will colour what an NPC says and does, and how, but be careful about disclosing the details of these traits. Barring extreme circumstances or cases, or particular sub-genres, people tend to be guarded about revealing their exact thoughts and feelings.

Individual traits
Figures in parentheses, after the names of some traits, are the number of variables in the associated array

Age: Young, youthful, adult, older or old.

Race: Possibilities are dominant—that is, the majority race for the region in question; indigenous—the original occupants of the region, having usually been superseded, usurped and/or subjugated by the dominant race; foreigner and exotic. The latter encompasses hybrid—half-elf, half-orc, half-ogre, half-giant, etc; great—Melnibonean, Numinorean or the like; elder—Atlantean, First Man etc; demi-human—dwarf, elf, halfling; or humanoid—beast-man, deodanth, gnoll, kobold, orc, phraint and so on.

Height: Average (for age and race), taller or shorter.

Build: Proportionate, linear (i.e. thin) or lateral (i.e. broad). Needs to be interpreted in light of the rating for body.

Complexion: Pale, light (i.e. fair), moderate (e.g. Mediterranean/Eastern), dark (e.g. African) or ebon.

Handedness: 88 per cent right, 11 per cent left, 1 per cent either.

Appearance (49): The feature of the character that most immediately stands out, as interpreted by the GM.

Demeanour (23): The NPC’s outward expression. A projection or repression of their authentic self—their character—in a seemingly advantageous way. An extraordinarily open, honest or simple-minded NPC may have the same demeanour and character (Brucato & Wieck 1993, p. 136).

Name (189 of each)

Body, mind & soul: Although the following table gives details for ratings up to 11, the generator only yields ratings of up to 3; NPCs with higher ratings are GM calls. There are two exceptions: Exotic (great) race NPCs can have ratings of up to 4 (Prodigious); Exotic (elder) race NPCs can have mind ratings of up to 6 (Profound). The numbers in the rating column are generic—they don’t necessarily map to any particular rules system.

Rating Description Occurrence
0 NBTA* 5 in 6
1 Notable 1 in 7
2 Remarkable 1 in 50
3 Superlative 1 in 750
4 Prodigious 1 in 30,000
5 Profound 1 in 3,500,000
6 Amazing 1 in one billion
7 Incredible 1 in 750 billion
8 Awesome 1 in 1500 trillion
9 Immense Beyond
the limits of
human experience
10 Celestial
11+ Ineffable

* no better than average

Body: A composite indicator of physique, coordination and metabolism.

Mind: A similar rating of perception, analytical and reasoning ability, memory and speed of thought. Not a rating of knowledge. If the NPC possesses any substantial specialised knowledge other than that associated with their upbringing and occupation this will be indicated under resources.

Soul: Wisdom, self-discipline, mental fortitude and, “odd mystical things that don’t fit anywhere else” (Mistretta 2003).

Occupation: The occupational grouping (or, in some cases, sub-group) that the NPC has been or continues to be associated with, either personally or by way of family background. There are thirteen such groupings, namely 1. Art & entertainment, 2. Carriage & storage, 3. Crafts & industry, 4. Ecclesiastic, 5. Government, 6. Knight, 7. Merchant/commerce, 8. Military, 9. Nautical, 10. Nobility, 11. Rustic, 12. Service & labour, or 13. Underclasses. Selected examples of specific occupations in each grouping are listed hereunder. As a matter of convenience, rather than purist taxonomics, some violence was applied when assigning a few occupations to their respective groupings.

1. Art & entertainment
Bard, Barker (a tout advertising a show), Drummer, Fool, Fresco painter, Glass-painter, Harper, Illuminator, Jester, Limner, Lutenist, Minstrel, Musician, Organist, Painter (portraits and landscapes), Piper, Player, Playwright, Poet, Sculptor, Singer, Troubadour, Trumpeter, Tumbler, Writer

2. Carriage & storage
Drayman (cart or wagon driver), Ferryman, Warehouse keeper, Water carrier

3. Crafts & industry
Occupations in this group, as well as making things, may also sell them. Contrast with group 7 (Merchant/commerce), who only sell things.

Sub-group Examples
Clothing/textiles Belt-maker, Broderer (embroiderer), Buckle-maker, Button-maker, Cloak-maker, Cloth-cutter, Cobbler, Currier, Dyer, Fabric-shearer (trims the nap and makes pleats for customers), Felt-maker, Fuller (cloth worker who shrinks, beats, presses cloth), Furrier, Glover, Hatter, Hood-maker, Lace-maker, Leather-worker, Purse-maker, Rug maker, Seamstress, Slipper-maker, Spinner, Tailor, Tapestry-maker, Thread-maker, Weaver
Food Baker, Baker (sacramental bread), Baker’s assistant, Brewer, Brewer (mead), Butcher, Butter-maker, Cheese-maker, Cook, Cook (honey-cake maker), Malt-maker, Pastry cook
Household goods Bag-maker, Balance-maker, Basket-maker, Box-maker, Cabinet-maker, Candle-maker, Comb-maker, Cooper, Dish-maker, Furniture-maker, Mattress-maker, Potter, Potter (jug), Rope/sack-maker, Spoon-maker (wooden), Spoon-master, Tinker, Turner
Sciences Apothecary, Astrologer, Blood-letter, Doctor, Philosopher, Physician, Tutor
Skilled crafts Accomptant, Bookbinder, Clock-maker, Coppersmith, Ear-ring maker, Gem cutter, Glass-blower, Goldsmith, Harp-maker, Jeweler (pearl), Locksmith, Mirror-maker, Painter (icon), Red-smith (brass), Silversmith, Tinsmith, Trumpet-maker
Trades Bell-founder, Blacksmith, Bellmaker (these are the little bells that go on sleighs and clothing, as opposed to the large civic bells cast by the bellfounder), Boiler-maker, Bronze-founder, Carpenter, Cartwright, Chain-maker, Comb-maker, Confectioner, Founder, Fuller, Gold-beater, Grinder, Handicrafter, Horner (works in horn: spoons, combs, musical instruments), Joiner, Lantern-maker, Lorimer (maker of horse gear), Lute-maker, Mason, Miner, Nailer, Nedeller (maker of needles), Net-maker, Painter, Pin-maker, Plasterer, Quarryman, Reed-maker, Roofer, Saddler, Sail-maker, Saltboiler (makes salt by boiling water), Salt-worker, Sawyer (saws timbers to boards), Shipwright, Sieve-maker, Sledge-maker, Stone carver, Stone-cutter, Surveyor, Tar-boiler, Thonger (maker of leather straps or laces), Wheelwright
Weaponry Armourer, Bowyer, Cutler, Fletcher, Girdler (leather worker who made girdles and belts, chiefly for an army), Sheather, Weaponsmith

4. Ecclesiastic

Sub-group Examples
Associate Choirmaster (monastic), Inspector of ritual butchers, Pardoner, Scribe, Sexton, Theologian, Warden (church)
Office-holder Abbess, Abbot, Archbishop, Archdeacon, Archpriest, Bishop, Cardinal, Curate, Deacon, Inquisitor
Practitioner Chantry priest, Church reader, Congregational reader, Friar, Hermit, Monk, Nun, Priest, Priest (unfrocked)

5. Government
Bailiff, Chancellor, Coiner, Constable, Diplomat, Elder (village), Executioner, Forester, Governor, Inspector (Weights & measures), Interpreter, Jailer, Judge, Money-changer, Official (elected), Procurator, Reeve, Scribe, Sheriff, Superintendent, Translator, Under-bailiff, Watchman, Weigher

6. Knight

7. Merchant/commerce
Occupations in this group, in contrast to group 3 (Crafts and industry), only sell things:

Beer seller, Book-seller (itinerant) Carrot-seller, Costermonger, Cow-dealer, Fish-monger, Fruitier, Glass seller, Grain/fodder-dealer, Grocer, Hay merchant, Honey-dealer, Iron monger, Malt-dealer, Oat-dealer, Oil & wax dealer, Old-clothes dealer, Ostler, Peddler, Pie seller, Rawhide-dealer, Sausage-and-cheese seller, Silk-merchant, Spice merchant, Stationer (university book-seller), Usurer, Water seller, Wine seller, Wood seller

8. Military
Archer, Assassin, Bodyguard, Camp follower, Captain, Crossbow-man, Drummer, Engineer, Gate-keeper, Guard, Halberdier, Lieutenant, Pike man, Pioneer, Sailor, Sapper, Scout, Scout, Sell-sword, Serjeant, Soldier, Spearman, Spy, Standard-bearer

9. Nautical
Bargeman, Boatman, Canaller (canal boat worker), Dockhand, Ferryman, Hobbler (boat tower on a river or canal), Lighter man (worker on a flat-bottomed boat), Mariner, Navigator, Pilot, Sailor, Ship’s captain, Shipchandler (ship provisioner), Waterman (riverboat sailor)

10. Nobility
Sub-group possibilities are Baron, Viscount, Earl/Count, Marquis or Duke. Parallels can be mapped to many other nations as most experimented with monarchical hierarchies. The following table, which includes the “bookend’ titles of Emperor, King, Prince and Knight, gives some examples:

RANK English Germanic Czech Greek Arabic Indian Japanese
9 Emperor Kaiser Cisari Autokrator Al-Malik  Maharajadhiraj Kotei
8 King König Kral Basileus Malik Rajah/Maharajah*  Kokuo
7 Prince Prinze Knize Pringkepas  Amir Rajput Denka
6 Duke Herzog Vévoda  Doukas Mushir Nawab Koshaku
5 Marquis Markgraf Markiz Markpsios Ghazi Sirdarbahadur Sensoshaku
4 Earl/Count  Graf Hrab Komes Qadi Sirdar Hakushaku
3 Viscount Vicomte Vikomt Epikomes Naquib Padwar** Shishaku
2 Baron Freiherr Baron Baronos Sheikh Sahib Danshaku
1 Knight Ritter Ryti Stratiotes Faris Kshatriya Samurai

* a rajah is a ruler of a state; a maharajah—a great-king—rules more than one state
** borrowed from Edgar Rice Burroughs’ Barsoom series (as I could nae find the Indian word for viscount)

11. Rustic

Sub-group Notes • examples
Farmer A rich peasant who owns or rents his own land • Farmer, Farmer (apple), Farmer (chicken), Farmer (pea), Vintner
Hunter Falconer, Fisher, Fowler (one who hunts for wildfowl), Hawker (breeds, trains, hunts with hawks), Hunter (bear), Molecatcher, Oyster raker (worker on an oyster fishing boat), Trapper
Menial A landless peasant who labours for others • Cowherd, Fieldhand, Goatherd, Milkmaid, Shepherd, Swineherd, Thrall (bonded peasant)
Smallholder Your basic peasant or serf, who works a small holding of land, and that of their master
Specialist Beekeeper, Breeder (beavers), Farrier, Forester, Gardener, Ox driver, Plowman, Reaper, Sheepshearer, Tanner, Tillerman, Thresher, Woolcomber, Woolman (sorts wool into differing grades)

12. Service & labour
Ale-house proprietor, Armour-bearer, Attendant, Barber, Bath-attendant, Bath-house proprietor, Chamberlain, Copyist (one who copies books and documents—not all of them can read), Delver (ditch-digger), Dentist, Dung carter, Flop-house proprietor, Grave-digger, Groom, Herald, Housekeeper, Inn-holder, Labourer (trades-help) Laundress, Lawyer, Link boy (boy who will carry a torch to guide people through the night), Link man, Maid, Maidservant, Midwife, Mill-owner, Nurse (wet), Porter, Rat-catcher, Runner, Servant, Strong-arm, Tapster, Tavern-keeper

13. Underclass
Almsman/woman, Beggar, Fence, Outlaw, Pimp, Poacher, Prostitute, Rumour-monger, Swindler, Thief

Interests (21): Altruism refers to the principle of living and acting for the interest of others. Horticulture is the art of gardening. Husbandry = farming. Nature/discovery refers to scientific (or “philisophical’, in genre-speak) inquiry.

Faith: A basic indicator of the NPC’s disposition with regard to milieu deities, and their ilk:

Type Meaning
Saintly Eminent virtuosity
Martyr/zealot Passionate ardour
Pious Dutiful conduct
Reverent Respectful awe
Average Worshipful invocation
Irreverent Pragmatic recognition
Impious Begrudging acknowledgement
Irreligious Free agent, independent
and godless
Iconoclastic An image-breaker; a worship
liberator; usually a marked person

Family and siblings: Some means two or three; several means four to seven; many is eight or more.

Contradictory traits
An NPC may have one or more (seemingly) contradictory traits, such as humble/proud, extraverted/ introverted or humourless/witty.

Routinely, such a contradiction is resolved by the fact that the traits involved are situational; one of the traits surfaces in one situation and its counterpart in another situation (Carver & Scheier 2004, pp. 80, 82). Depending on the traits and the situational triggers involved, such an NPC may also be described as adaptable, flexible or versatile—because they can behave equally comfortably in contrasting situations—or capricious, contrary, difficult, inconsistent or unpredictable—if they appear to switch back and forth between opposing traits, seemingly in a haphazard manner (Connors, Harrison, & Akins 1985, p. 157; Fletcher & Olwyler 1998; Lapenta 2004, p. 24).

NPCs with contradictory traits will also tend to, or be able to, exhibit above average degrees of creativity. The source of this creativity appears to derive from a subconscious process that reconciles or synthesizes the disparate perspectives conferred by an individual’s contradictory traits (Csikszentmihalyi 1996; Kaufman 2003; Spillane & Martin 2005, pp. 239-240).

Contradictory traits may also be associated with dysfunctionality, however. For example, highly creative individuals seem to experience episodes of, or descend into, neuroticism or psychoses more frequently than the general populace (Spillane & Martin 2005, pp. 221, 239-241). It is as if aspects of the individual’s contradictory traits manifest concurrently, either consciously or subconsciously (or both), without reconciliation or synthesis. The ensuing psychodynamic turmoil results in such conditions and symptoms as: aimlessness, listlessness, wanderlust, hesitancy, anxiety*, tension, paranoia, self-criticism, aggression, enervation, mania, depression and drug use or, in more extreme cases, compulsive behaviour, phobias, psychosomatic afflictions of a pain-related, cardiovascular, gastrointestinal, pseudo-neurological or sexual nature, self-mutilation, multiple personality disorders(?), lost or highly distorted contacts with reality or suicide (Jorgensen et al. 1995; Cooperstein 1998; Simonton 1999, p. 635; Howard 2000, p. 605; Tucker-Ladd 2000; Nettle 2001, pp. 12-13, 20-23, 119-120; Frey 2002; Kaufman 2003; Wen 2004, p. B1).

* Kaufman (2003), for example, noted that, “Hans Christian Andersen…was plagued by anxieties and so worried about being buried alive that he sometimes propped a note by his bedside that read ‘I only appear to be dead.’”

Character (93): The real person—the one the NPC is when no one else is looking. A result of natural temperament, modified by childhood training, education, environment and basic attitudes, values, beliefs, principles, habit patterns and motivations (Richard n.d; Keirsey 1998, p. 20; Clark & Watson 1999, p. 400). Bon vivant means someone who enjoys the good things in life. Capricious means a person who tends to act impulsively or on a whim. Droll means amusing in an mildly ironic or unusual manner. Frivolous means disinclined to take things seriously. Loquacious means talkative. Magnanimous means noble and generous. Obsequious means excessively eager to please. Parsimonious means stingy. Wry means humourously sarcastic or mocking.

Goal (60): The NPC’s desired result, purpose or objective.

Motivation (51): Why the NPC wants their goal; what drives them. Motivations influence how the NPC sees the world and relates to others (Richard n.d.).

Resources (23): What the NPC can draw on to help them achieve their goal. Most NPCs can draw only on their own bootstraps (that is, WYSIWYG).

Virtue (23): What you will see in the NPC when they are “in the zone”.

Conflict (25): The obstacle or impediment the NPC must face in obtaining or achieving their goal. The reason why the NPC can’t have what they want. A source of friction, tension, opposition, trouble and danger. Conflict is, “two dogs and one bone” (Dixon 1996, p.60).

Vice (20): What you may see in the NPC when they are under stress. The figure in brackets is a resilience index (RI), on a scale of 2–12. An RI of 10 or more suggests a vice that will rarley be manifested, but when it is, it may be intense. An RI of 4 or less suggests a vice that will be seen more frequently but with a milder intensity. Play it off-the-cuff or if you prefer, roll <= RI on 2d6 whenever the NPC is under stress, to see if they keep (or lose) their cool. An NPC’s vice may also nuance their demeanour and character.

Secret (61): What the NPC hides (and wants to keep hidden), if anything.

Temperament: A combination of inborn genetic traits that subconsciously affect the NPC’s behaviour (Richard n.d; Kose 2003, p. 88). A fall-back indicator of how an NPC is likely to act. There are five kinds of temperament, each associated with: a Pythagorean element; a keyword that captures its essential nature; a temporal focus; an archetypal quality; how other people sometimes perceive that quality; a thing trusted in; and typical (but not exclusive) callings or occupations:

Type Element Keyword Time Quality Perception Trust Calling/s
Artisan Fire Action Present Courage Recklessness Impulse Composer; crafter (tool-
master); performer; promoter
Guardian Earth Stability Past Tenacity Stubborness Authority Inspector; protector;
provider; supervisor
Idealist Water Growth Future Love Sentimentality Intuition Champion; counselor;
healer; teacher
Rational Air Understanding Intervals Boldness Arrogance Reason Architect; field-marshal;
inventor; mastermind
Survivor Aether Imperturbability Now Resilience Cold-heartedness Senses Coordinator; engineer;
pilot; scout

Like the controls on an equalizer, aspects of all five temperaments occur in all individuals to varing degrees (Howard 2000, pp. 415–417; Kose 2003, p. 87). Thus, although one temperament will tend dominate the fall-back behaviour of any individual NPC, the fact of its dominance will not necessarily preclude the NPC, depending on the circumstances of any particular situation, from acting in a manner more consistent with (possibly not quite as comfortably so) another temperament.

Credit
The JavaScript for the RealNPC generator was based upon, and developed with the guidance of, Mike Eidson’s amazing (5) source code tutorials for his EPOSIC Personae Generator. It’s one thing to post an NPC generator but to also include a couple of detailed, step-by-step, “how to’ articles is extraordinary. Highly recommended reading.

References and select bibliography

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Copyright © 2004 René Vernon