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title Characters
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parent Running The Game

Characters

{: .no_toc }

All characters that aren't a [[Terminology#Player Character]], still need rules for the players to engage with. Non player characters are generally just a collection of actions, traits, traits and some default details.

NPC Attributes

Move

How far the enemy can move, one of [[Movement#Distance Increments]].

Integrity

How much harm an enemy can take before suffering injury or being defeated. Works like [[Armour#Armour Integrity]].

Action Bonus

The dice value this character adds to [[Terminology#Action]]. GM may apply bonuses or negatives to this value as relevant.

Melee Modifier

The penalty or bonus that [[Terminology#Attack]] against this character suffer within reach. Usually (+3) to (-3).

Range Modifier

The penalty or bonus that [[Terminology#Attack]] against this character suffer outside of reach. Usually (+3) to (-3).

Avoid Modifier

The penalty or bonus that [[Combat#Defending]] against this character suffer. Usually (+1) to (-5).

Weakness

Identical to [[Armour#Weakness and Resistance]] on armour, including [[Armour#Critical Weakness]].

Resistance

Identical to [[Armour#Weakness and Resistance]] on armour.

Actions

Clear actions the creature can do, should specify:

  • Targets (Otherwise assume to be 1 [[Terminology#Character]])
  • Mention any costs like [[Exerted]], or damaging self
  • [[Terminology#Damage]] (with [[Injury#Types of Damage]]), [[Effects]], and other outcomes.
  • Range (otherwise assume [[Movement#Reach]]).
  • A description of what happens.

6 rending as you swing cleavers. 4 impact within close as you summon an undead and throw it. Everyone within earshot, suffer [[Deafened]] as you scream.

Traits

Notable things this character additionally has, examples can be found in [[Character-Traits]].

Traps

Events that will occur when [[Terminology#Character]] interact with this NPC, should specify:

  • The event that triggers it, in the format "When X".
  • What happens when the event occurs.

When an enemy enters line of site, [[Terminology#Attack]] them.

Some examples are found in [[Character-Traps]]

NPC Types

Easy to build, simplification of character design. Instead of using skills, these characters have specific actions and traps they can perform, as well as a smaller selection of traits. There are three tiers of simple NPC, mostly designed for direct party challenges: [[#Fodder|Fodder]], [[#Elites|Elites]], [[#Bosses|Bosses]].

Fodder

Weak characters, they should have:

  • 1-2 [[#Actions|Actions]] they can perform.
  • Maybe some [[#Traits|Traits]]
  • 0 [[#Integrity|Integrity]], any amount of damage will defeat them.

Elites

Characters similarly powerful to the player characters with multiple interesting things they can do. They should have:

  • Fully populated [[#NPC Attributes|NPC Attributes]].
  • Multiple [[#Actions|Actions]].
  • Any number of [[#Traits|Traits]].
  • Potentially a few [[#Traps|Traps]].
  • When Elites go to 0 [[#Integrity|Integrity]] they are defeated.

Bosses

Characters that could occupy multiple party members with lots of things they can do. They should have:

  • Fully populated [[#NPC Attributes|NPC Attributes]].
  • Multiple [[#Actions|Actions]].
  • Any number of [[#Traps|Traps]].
  • Any number of [[#Traits|Traits]].
  • The [[Boss]] trait.