It is often highly desirable, if not absolutely necessary, to have well developed non-player characters (NPCs). In order to easily develop these personae, the tables below are offered for consideration. Note that the various facts and traits are given in a sequence which allows the character to develop itself - with judicial help from the DM.
Thus, Alignment, Appearance, Possessions, and then General Tendencies are given. The first three will, of necessity, modify the fourth, and the latter will similarly greatly modify the other traits.
The personae of special NPCs should be selected (and embellished, if you wish) from the tables. Other NPCs can be developed randomly, or by a combination of random and considered selection.
No fewer than three General Tendencies should be determined, and several more can be added if the DM desires. Of course, some are contradictory, and if a random selection indicates such dichotomy, roll until non-contradictory tendencies are discovered.
In like manner, successively generated traits should not conflict with the General Tendencies previously developed - unless the NPC is insane, in which case such conflict is quite permissible. A brief explanation of each fact and trait is given after the tables.
[See Character Races.]
* Roll again, and if either insane or maniacal is indicated a second time, the character then conforms to that sanity level; in all other cases the second roll stands in place of the first.
Sanity is the measure of the mental balance of the NPC against the norm. The type of insanity or maniacal bent is usually determined by Traits rolls.
General Tendencies are given to guide and direct the generation of following traits and the operation of the NPC in actual play. Conflicting Traits should be disregarded unless the NPC is insane. Some tendencies have two listings separated by a slash. The DM should either immediately select one—in the case of a predetermined NPC—or list both and select the one which better suits the NPC when the balance of the other Traits are determined—in cases of encountered NPCs.
Intellect describes to the DM the manner in which the NPC’s mental processes function, and it will modify the Intelligence rating in four out of eight cases (dreaming - brilliant). The “dreaming” and “ponderous” intellects will tend to ratiocinate more slowly. The “scheming” intellect will, at times, perform brilliantly, and the “brilliant” intellect will perform above its stated Intelligence rating due to discernment and insight.
* Roll again; if perverted, sadistic, or depraved is again indicated, the character is that; otherwise, the second roll tells the true morals, and the first roll is ignored in favor of the second.
Morals refer to the sexual tendencies of the NPC, although this trait rating can be used with regard to some ethical questions.
Sanity
Neurotic
Insane
Maniacal
-1% to -6%
±1% to 10%
±1% to 20%
General Tend.
Any
Personality
Any
Disposition
Any
±1% to 8%
±1% to 8%
±1% to 6%
Nature
Any
Bravery
Any
Materialism
Any
±1% to 4%
±1% to 20%
±1% to 20%
[...] These tables do not actually give sufficient variation in upper limits of height and weight of humans, so you might find it necessary to allow the following height and weight variations for human player characters:
Human Male: Height — 2-20"; Weight — 10-200#
Human Female: Height — 2-12"; Weight — 10-120#
The following is to be used primarily to determine knowledge of languages in NPCs (and such things as magic swords), as player characters generally should be required to learn foreign languages from others when the opportunity and inclination present themselves. This is subject to alteration, of course, pending conditions in individual campaigns.