NPC Creation Project; Details of NPCs needed for the CamUK
First off thanks for offering to help, this is something of an experiment but I’m hoping it'll work out. I find myself in need of NPCs fairly regularly - many of whom later 'turn up' again. I'm also rubbish at making them - takes me FAR too long!
There are three main varieties of NPCs I need:
- Pre-gen/convention NPCs (MC1 NPC/PC suitable), which will have simple 'goals' to let new players get involved easily AND make there be more 'stuff' going on)
- Lodge specific NPCs (for the main Tribal Lodges/Lodges from Blood of the Wolf/Shadows of the UK), to be used to introduce those Lodges and give PCs an opportunity to join them.
- Antagonist NPCs (Packs of Pure/antagonist werewolves), so there are pre-made packs of various power levels which hang together and make sense (thematically) – mainly because I struggle.
Pre-gen NPC/PCs
There is no real limit to how many of the pre-gen type I need, they should be fairly basic concept-wise - and not overly experienced (because most of the time people using them won't have a lot of experience of the venue!). Just going with the 'concept' from the main
book:
- Blood Talon concepts: vampire-hunter (note, changed to monster hunter would probably be better!), former battlefield journalist, duel officiator, urban valkyrie, tactical consultant, territory-raider, chaplain
- Bone Shadow concepts: locus guardian, shadow cartographer, spirit court mediator, keeper of rites, necroarchaeologist, modern-day Fury, reclusive witch-doctor
- Iron Master concepts: avenger of the despoiled, den mother, former lobbyist, shadow scout, retired sniper, misguided eco-terrorist, Ridden-tracker
- Hunter in Darkness concepts: urban legend made flesh, urban folklorist, envoy to vampires (again, not keen on that one), klaive-smith, voice of the streets, arm-twisting union advocate, civil engineer/geomancer
- Storm Lord concepts: prodigal alpha, face-man for the pack, eye of the storm, prophet and pack beta, blackmailer, righteous crusader, grizzled veteran mentor (probably doesn't work so well sadly)
- Ghost Wolf concepts: fugitive, bounty hunter, envoy between feuding territories, shaman on an endless vision-quest, drifter, lost cub, spirit-mercenary
What I need are concepts fleshed out with some personality (and the stats to reflect that - these need to be able to do things, to be able to shine at something, but the sheet has to reflect the character - if they're an academic then they need academics rather than weaponry 5...in fact avoid 5's as a general rule!). I'll then sort them into the game world, give a couple of short term (one session) goals and leave some hooks for if the person decides to take the character on...
...sound good? Do use your imagination with these to do others as well – be lovely to end up with at least one of each combo (Tribe/Auspice) though that's a heck of a lot to ask!
If you fancy doing some of these please let me know – as I say they need to be made at MC1 (50xp) and should both fit the concept AND be useful, but will probably not be particularly experienced as a werewolf.
Lodge Specific NPCs
The plan for these will be to create an NPC or NPCs (as needed) for the major Lodges so that players who want to have their PC join them (or STs who think PC 'X' would be a good fit) can have an opportunity to be recruited/join in game. The Lodges which I've in mind to get recruiting NPCs for (mainly these are the 'big' ones which don't have many/any PCs in them already) are:
- Blood Talons: Lodge of Cerberus (L:tF), Lodge of Night (L:tF), Lodge of Wendigo (L:tF) – note; could add Lodge of Garm (L:tF) but there are good numbers already
- Bone Shadows: Lodge of Death (L:tF), Lodge of Harbringers (L:tF), Lodge of Prophecy (L:tF)
- Iron Masters: Lodge of Arms (L:tF), Lodge of Metal (L:tF), Lodge of Scrolls (L:tF) – note; could add Lodge of Lightening (L:tF)
- Hunter in Darkness: Lodge of Harmony (L:tF), Lodge of Ruin (L:tF), Lodge of Seasons (L:tF), Lodge of Wrath (L:tF)
- Storm Lords: Lodge of Crows (L:tF), Lodge of Thunder (L:tF), Lodge of Winter (L:tF) – note; could add Lodge of the Maelstrom (L:tF)
- Non-Tribal: Lodge of the Saviour (L:tF), Lodge of Luna's Devotees (BotW, p33), Lodge of the Shepherd (BotW p106), Lodge of Echoes (SotUK), Lodge of Howling Death (SotUK – note; there is an NPC pack of these already), Lodge of Scavengers (SotUK)
Note, I may well be changing the stats (etc) and revising things into a more formal plotkit for this one – this is something which may also be shared with other nations, so I'm wanting to make sure it all hangs together well!
If anyone is interested in doing these then the NPC should be made with 2-300XP (as needed to fill out the concept – though some Lodges with high requirements might need more), should have a fleshed out concept and personality (and ideally some sort of visible 'quirk' so that the NPC can be recognised from one place to another – the one-eyed, foul-mouthed Lodge of Ruin Elodoth "Shank" for example)
Hope that makes sense, please let me know what you've an interest in before you start off – in case someone else has expressed an interest!
Antagonist NPCs
These are going to be basic “adversary” groups which can be used as a group but designed to have themes and a feel for each, with logical ways for them to work together (and flaws in that too). Personality notes, combat tactics and so on are totally great. The brief for this is, necessarily, wider than for others – but that’s because I’m not entirely sure what they’re needed for!
The idea isn’t to have insta-monsters, that should be made clear, these may well need to be tweaked for specific instances (and so a small variety of sample names might be useful – “The Alpha (Lord Claymore, Red-Finger Jack, The Crystal Warrior)” as an example).
Now, there are a few groups of (werewolf) NPCs I have in mind needing, and a small amount of non-werewolf ones too. I’ll start with the werewolf and go onto the others. These can be of different power-levels, but remember its how they’re built rather than anything else which will make a lot of the difference there. Please aim for one of three ‘levels’:
- Basic Threat; a small or inexperienced group or more powerful but lone wolf. 150-300XP (total); should be a test for a small pack of PCs or more experienced PC
- Intermediate Threat; a reasonable sized group of moderately powerful foes, or small group of experienced werewolves, or powerful lone wolf. 200-600XP (total); should be a test for a moderately experienced pack of PCs
- Advanced Threat; a medium-large pack of reasonably powerful foes, smaller pack of experienced werewolves, or a powerful lone wolf (possibly with chums). 400-1500XP (total); should be a test for an experienced pack, or a trial for a small clutch
- Incredible Threat; either a small pack of veterans, or a large pack of experienced werewolves – or a very powerful lone wolf (with or without a few friends). 1000-2500XP (total); should be a test for a small-medium clutch
- Monstrous Threat; a medium pack of veteran, or a larger pack of very experienced werewolves. 2000-4000XP (total); should be a test a medium-large clutch
- Unearthly Threat; a large pack of experienced werewolves, or a smaller pack of very powerful ones. 3000-10000XP (total); should be a serious test for a large clutch
These need to be balanced and fit the concepts for the NPC – a group (pack/etc) should have relationships and roleplay notes with it (please), and do include pack totems (etc) as appropriate.
The types of werewolf NPCs I’m after are basically antagonists, but there are different types of them (in addition to liking to see different “power levels” of threat). Please do remember that I’m really after ‘groups’ rather than individuals (generally at least). Whilst I’ve got some specific examples if you’ve an idea which screams out to be done please get in touch:
- The Pure; in many ways “the” enemy of the People, the Pure should be an ever-present threat to PCs. Do remember that each of the three different tribes has a different feel, and that the Pure are more prone to working together (in Confederacies) than the Forsaken. Consider such things as a (Wolfblooded) aristocratic Ivory Claw family, and the packs which live around them, or a nicely themed Fire-touched Crusade or Pilgrimage. Having small confederacies (the packs within, do look at The Rage as well as The Pure for ideas on how they’re organised – Parliament and Alpha are my thoughts on leadership though!) worked out would be very handy indeed!
- Bale Hounds; Shadows of the UK talks about these as a very real threat, generally these are found and corrupted after a first change (or taken in as Ghost Wolves)
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