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.
Note that these are adjustments in addition to those noted in the section on Races. In spite of all additions, normal ability limits cannot be exceeded.
Alignment is preferably selected for created NPCs. For encountered NPCs, the DM can select the alignment or generate it randomly, as best suits the particular situation.
Possessions indicate the number of garments, adornment, weapons, goods, property, etc., according to the circumstances particular to the NPC in question. Actual and apparent possessions can differ greatly - the miserly individual, for example, will never display wealth.
Roll separately for each category:
* 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.
Age can be actual or apparent - such as by means of disguise, magic, etc.
General (appearance) can be due to the existing circumstances or a true characteristic. Appearance will be modified by possessions.
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.
Average indicates a typical personality type with one or more outstanding tendencies. The average personality will seldom be noticeably outstanding in any of its tendencies until the NPC is well-known through dealings and association.
Extroverted personalities are more readily apparent, as will be their outstanding tendencies. The extroverted NPC will be gregarious and tend toward being in positions which deal with people or power.
Introverted indicates that the NPC is basically inward-looking and prefers his or her own company to that of others. Monks and hermits are two good, if not polar, examples. The encountered NPC introvert will seldom be in a people-oriented occupation or with a large party of humans.
Disposition is the indicator of the general inclination of the NPC personality with regard to mood or manner.
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.
Nature describes the disposition tendencies, and as a modifier it must be carefully watched to avoid contradiction, i.e. compassionate and hardhearted, unfeeling and softhearted.
Materialism denotes the regard the NPC has for goods and property. Thrift and Materialism complement each other.
Honesty describes the NPC’s basic veracity and tendencies in dealing with others.
Bravery indicates the courage of the NPC with regard to threat, risk, hazard, etc.
Energy is basically self-explanatory. The “driven” individual is certainly neurotic, typically obsessive, and often fanatical.
Thrift, like energy, is self-explanatory. The various degrees of saving and spending must be considered with care.
Piety is the rating of the religious view of the NPC. “Saintly” will be modified to fit the alignment of the NPC, and the Piety Trait must fit the character class as well.
Morals refer to the sexual tendencies of the NPC, although this trait rating can be used with regard to some ethical questions.
Interests describe the pastimes, avocations and hobbies of NPCs. More than one Interest is possible for those characters which are not otherwise obsessive or devoted to some vocation or calling.
Collections simply indicate the field of Interest of the “Collector”. Other sorts can be added as desired. In game use, the collector of swords, for example, will be a likely contact for player characters wishing to dispose of such weapons gained as loot during an adventure.
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.