| layout | default |
|---|---|
| title | Characters |
| grand_parent | |
| nav_order | 0 |
| has_children | true |
| parent | Running The Game |
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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.
How far the enemy can move, one of [[Movement#Distance Increments]].
How much harm an enemy can take before suffering injury or being defeated. Works like [[Armour#Armour Integrity]].
The dice value this character adds to [[Terminology#Action]]. GM may apply bonuses or negatives to this value as relevant.
The penalty or bonus that [[Terminology#Attack]] against this character suffer within reach. Usually (+3) to (-3).
The penalty or bonus that [[Terminology#Attack]] against this character suffer outside of reach. Usually (+3) to (-3).
The penalty or bonus that [[Combat#Defending]] against this character suffer. Usually (+1) to (-5).
Identical to [[Armour#Weakness and Resistance]] on armour, including [[Armour#Critical Weakness]].
Identical to [[Armour#Weakness and Resistance]] on armour.
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.
Notable things this character additionally has, examples can be found in [[Character-Traits]].
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]]
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]].
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.
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.
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.