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<note: this page needs some cleaning up!>
PERSONAE OF NON-PLAYER CHARACTERS
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 (or
see THE ROGUES GALLERY from TSR). 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 noncontradictory
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.
<the following section has been added/repeated, for convenience>
GENERATION
OF ABILITY SCORES \ NON-PLAYER CHARACTERS (DMG.11)
You should, of course, set
the ability scores of those NPCs you will use as parts of the milieu, particularly
those of high level and power.
Scores for high level NPC's
must be high -- how else could these figures have risen so high?
Determine the ability scores
of other NPCs as follows:
General
Characters: Roll 3d6 for each ability as usual,
but use
average scoring by considering any 1 as a 3 and any 6 as a 4.
<General
Characters would include Typical Inhabitants &
Hirelings>
Special
Characters, Including Henchmen: Roll 3d6 as for general characters,
but allow the full range
(3-18) except in the ability or abilities which are germane to his or her
profession,
i.e.
strength for fighters, etc.
For all
such abilities either use one of the determination methods
used for player characters <OR> add
+ 1 to each die of the 3 rolled which scores under 6.
Class | Minimum Scores |
Paladin | S12, I9, W13, D6, C9, Ch17 |
Cleric | S6, I6, W9*, D3, C6, Ch6 (* 13 if multi-classed half-elf cleric) |
Druid | S6, I6, W12, D6, C6, Ch14** |
Fighter | S9, I3, W6, D6, C7, Ch6 |
Ranger | S13, I13, W12, D6, C14, Ch6 |
Magic-User | S3, I9, W6, D6, C6, Ch6 |
Illusionist | S6, I15, W6, D15**, C3, Ch6 |
Thief | S6, I6, W3, D9, C6, Ch6 |
Assassin | S12, I1, W6, D12,C6, Ch3 |
Monk | S12**, I6, W15, D15, C11, Ch6 |
ABILITY SCORES \ ADJUSTMENTS TO ABILITY DICE ROLLS FOR NON-PLAYER CHARACTERS
<these are from the PH:
cumulative with the Race modifiers below?>
<if not, a note of this
should be made, to avoid confusion>
<Step A: PH table>
Race | Penalty or Bonus |
Dwarf | Constitution +1; Charisma -1 |
Elf | Dexterity +1; Constitution -1 |
Half-Orc | Strength +1; Constitution +1; Charisma -2 |
Halfling | Strength -1; Dexterity +1 |
<Step B: DMG table>
Race | Penalty or Bonus |
Dwarf | strength + 1, constitution + 1, charisma -1 |
Elf | intelligence + 1, dexterity + 1 |
Gnome | wisdom + 1, constitution + 1, charisma -1 |
Halfling | dexterity + 1, constitution + 1 |
<Step C: UA Comeliness
modifiers>
Half-orcs:
-3
Dwarves,
gnomes, dark elf males: -1
* Hobbits,
humans, wild elves**, valley elves**: 0
* Half-elves,
sylvan elves, dark elf females: +1
* Gray
elves, high elves: +2
* -- Treat these pairs as being of the same race for purposes
of effective comeliness; e.g., halflings are just as attractive
(or repulsive) to humans as humans are to each other,
and vice versa.
** -- Wild elves and valley elves are not "of the same race" for purposes
of effective comeliness;
this concept only applies to halflings vis-a-vis humans and gray
elves vis-a-vis high elves. (D103.12) <needs to be corrected>
Class | Minimum Score or Adjustment
to
Ability Dice Roll* |
Paladin | as fighter, 17 minimum charisma |
Cleric | wisdom +2 |
Druid | 12/14 minimum wisdom/charisma |
Fighter | strength +2, constitution + 1 |
Ranger | as fighter, 12 minimum wisdom |
Magic-User | intelligence +2, dexterity + 1 |
Illusionist | 15/15 minimum intelligence/dexterity |
Thief | dexterity +2, intelligence + 1 |
Assassin | as thief, strength + 1 |
Monk | 12/15/15 minimum strength/wisdom/dexterity |
* Note that these are adjustments
in
addition to those noted in the AD&D PLAYERS
HANDBOOK.
In spite of all additions,
normal ability limits cannot be exceeded.
<read carefully, there
are
no class adjustments in the PH, only minimums.
was this supposed to be
a reference to the demi-human adjustments?
note: in the original text,
the asterisk is only on theClass table,
instead of being placed
at the SECTION HEADING>
Occupation | - |
Laborer | strength +1 to +3 |
Mercenary (level 0) | strength +1, constitution
+3,
4 minimum hit points |
Merchant/Trader | 12/12 minimum intelligence/charisma |
<
Join the above with General
Characters?
Bring everything together
in one place?
Bring HP info together with
everything?
Duplicate note at mercenary
soldiers?
>
NON-PLAYER
CHARACTER ENCOUNTER/OFFER REACTION ADJUSTMENTS
[These are included in the
tables following.]
Alignment
(d10)
>>
1. lawful good
2. lawful neutral
3. lawful evil
4. neutral evil
5. chaotic evil
6. chaotic neutral
7. chaotic good
8. neutral good
9. neutral
0. neutral
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 (or wealth) (d10) >>
1. none
2. scant
3. scant
4. average
5. average
6. average
7. average
8. above average <x2>
9. exceptional <x3>
0. superabundant <x4>
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.
Appearance (roll separately for each category)
Age
(d10) >>
1. young
2. youthful
3. youthful
4. mature
5. mature
6. mature
7. mature
8. middle-aged
9. old
0. ancient
Age can be actual or apparent - such as by means of disguise, magic, etc.
<note that 5 classes do
not have any members in the Young Adult range (<rangers, magic-users,
illusionists, assassins, monks>
<it is probably safe
to say the young characters are non-classed>
Just a quick FYI:
I did a horror spinoff of AD&D where the players were all yound teenagers, Boy Scouts, and their stats were based on their own estimates of what they possessed when that age. Of course there were no scores above 15, and most were in the 8-10 range. It worked well, and we had a lot of fun with the adventure in a huge onl seemingly abandoned mansion;)
Cheers,
Gary
General
(d10)>>
1. dirty
2. clean
3. unkempt
4. immaculate
5. rough
6. ragged
7. dandyish (dandy*)
<>
8. foppish (fop*)
<>
9. non-descript <does
this contradict with good-looking, homely, etc.?> <does seem to contradict
with ugly & beautiful>
0. imposing
General (appearance)
can be due to the existing circumstances or a
true characteristic. Appearance
will be modified by possessions.
Sanity>>
(d10) | Sanity | Reaction |
1. | very stable | - |
2. | normal | - |
3. | normal | - |
4. | normal | - |
5. | normal | - |
6. | normal | - |
7. | neurotic | +/- 1 to 6% |
8. | unstable | - |
9.* | insane | +/- 1% to 10% |
10.* | maniacal | +/- 1% to 20% |
* 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 (d6, d12)>>
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.
Personality (d8, d8) (Reaction = +/- 1 to 8%)>>
1-5 | Average | Reaction | 6-7 | Extroverted | Reaction | 8 | Introverted | Reaction |
1. | modest | ? | 1. | forceful | ? | 1. | retiring | ? |
2. | egoist/arrogant | ? | 2. | overbearing | ? | 2. | taciturn | ? |
3. | friendly | ? | 3. | friendly | ? | 3. | friendly | ? |
4. | aloof | ? | 4. | blustering | ? | 4. | aloof | ? |
5. | hostile | ? | 5. | antagonistic | ? | 5. | hostile | ? |
6. | well-spoken | ? | 6. | rude | ? | 6. | rude | ? |
7. | diplomatic | ? | 7. | rash | ? | 7. | courteous | ? |
8. | abrasive | ? | 8. | diplomatic | ? | 8. | solitary/secretive | ? |
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.
6. Rude: Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. — "The Tower of the Elephant", Robert E. Howard, Weird Tales, March 1933. [reroll first rude result if a barbarian?]
Introverted
indicates that the NPC is basically inwardlooking 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.
6. Rude: Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. — "The Tower of the Elephant", Robert E. Howard, Weird Tales, March 1933. [reroll first rude result if a barbarian?]
Disposition (Reaction: +/- 1 to 6%) >>
(d10) | Disposition | Reaction |
1. | cheerful | ? |
2. | morose | ? |
3. | compassionate/sensitive | ? |
4. | unfeeling/insensitive | ? |
5. | humble | ? |
6. | proud/haughty | ? |
7. | even tempered | ? |
8. | hot tempered | ? |
9. | easy going | ? |
0. | harsh | ? |
Disposition is the
indicator of the general inclination of the NPC personality
with regard to mood or manner.
Intellect (d10) >>
(d10) | Intellect |
1. | dull |
2. | average |
3. | average |
4. | active |
5. | active |
6. | dreaming |
7. | ponderous |
8. | anti-intellectual |
9. | scheming |
10. | brilliant |
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 (d6)>>
d6 | Nature | Reaction
(+/- 1 to 4%) |
1. | soft-hearted | ? |
2. | forgiving | ? |
3. | hard-hearted | ? |
4. | unforgiving | ? |
5. | jealous | ? |
6. | vengeful | ? |
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 (d6)>>
d6 | Materialism | Reaction (+/- 1 to 20%) |
1. | aesthetic | +10 |
2. | intellectualist | +20 |
3. | average | 0 |
4. | covetous | -5 |
5. | greedy ($_$) | -10 |
6. | avaricious | -20 |
Materialism denotes
the regord the NPC has for goods and property.
Thrift and Materialism complement
each other.
Honesty (d8)>>
d8 | Honesty |
1. | scrupulous |
2. | very honorable |
3. | truthful |
4. | average |
5. | average |
6. | average |
7. | liar |
8. | deceitful |
Honesty describes the NPC's basic veracity and tendencies in dealing with others.
Bravery (d8)>>
d8 | Bravery | Reaction (+/- 1 to 20%) |
1. | normal | ? |
2. | normal | ? |
3. | normal | ? |
4. | foolhardy | ? |
5. | brave | ? |
6. | fearless | ? |
7. | cowardly | ? |
8. | craven | ? |
Bravery indicates the courage of the NPC with regard to threat, risk, hazard, etc.
<
Bravery
100 modified as follows:
cleric = -2 X wisdom
fighter* = -1 X wisdom
magic-user = -3 X wisdom
thief = 4 X wisdom
* or monk
>
Energy (d8)>>
d8 | Energy |
1. | slothful |
2. | lazy |
3. | normal |
4. | normal |
5. | normal |
6. | energetic |
7. | energetic |
8. | driven |
Energy is basically
self-explanatory.
The "driven" individual
is certainly neurotic, typically obsessive, and often fanatical.
Thrift (d8)>>
d8 | Thrift | <Definitions / Synonyms> |
1. | miserly | - |
2. | mean | stingy, selfish, unkind |
3. | thrifty | - |
4. | average | - |
5. | average | - |
6. | spendthrift | - |
7. | spendthrift | - |
8. | wastrel | - |
Thrift, like energy,
is self-explanatory.
The various degrees of saving
and spending must be considered with care.
Morals (d12)>>
d12 | Morals |
1. | aesthetic |
2. | virtuous |
3. | normal |
4. | normal |
5. | lusty |
6. | lusty |
7. | lustful |
8. | immoral |
9. | amoral |
10.* | perverted |
11.* | sadistic |
12.* | depraved |
* 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.
Piety (d12)>>
d12 | Piety |
1. | saintly |
2. | martyr/zealot |
3. | pious |
4. | reverent |
5. | average |
6. | average |
7. | average |
8. | average |
9. | impious |
10. | irreverent |
11. | iconoclastic |
12. | irreligious |
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.
Interests (d12, d6) >>(male)>>(female)
d12 | Interests (d6 = 1-3) | - | Interests (d6 = 4-6) |
1. | religion | 13. | wines & spirits |
2. | legends | 14. | foods & preparation |
3. | history | 15. | gambling |
4. | nature | 16. | drugs |
5. | horticulture | 17. | collector* |
6. | husbandry | 18. | collector* |
7. | exotic animals | 19. | collector* |
8. | hunting | 20. | collector* |
9. | fishing | 21. | community service |
10. | handicrafts | 22. | altruism |
11. | athletics | 23. | none |
12. | politics | 24. | none |
* See Collections table below.
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 (d12) >>(male) >>(female)
d12 | Collections |
1. | knives & daggers |
2. | swords |
3. | weapons |
4. | shields & weapons |
5. | armor |
6. | books & scrolls |
7. | minerals & gems |
8. | ornaments & jewelery |
9. | coins & tokens |
10. | trophies & skins |
11. | porcelain, china & crystal |
12. | artwork* |
* This includes tapestries, paintings, statuary, carvings, etc.
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 charocters wishing to dispose of
such weapons gained as loot
during an adventure.
MALES >>
Height (") Weight (#)
- | Under | Average | Over | - | Under | Average | Over |
Dwarf | 01-15: 48-d4 | 16-80: 48* | 81-00: 48+d6 | - | 1-20: 150-2d8 | 21-65: 150** | 66-00: 150+2d12 |
Elf | 01-10: 60-d4 | 11-80: 60* | 81-00: 60+d6 | - | 01-15: 100-d10 | 16-90: 100** | 91-00: 100+d20 |
Gnome | 01-20: 42-d3 | 21-85: 42* | 86-00: 42+d3 | - | 01-20: 80-2d4 | 21-75: 80** | 76-00: 80+2d6 |
Half-Elf | 01-35: 66-d6 | 36-90: 66* | 91-00: 66+d6 | - | 01-20: 130-d20 | 21-85: 130** | 86-00: 130+d20 |
Hobbit | 01-10: 36-d3 | 11-90: 36* | 91-00: 36+d6 | - | 01-10: 60-2d4 | 11-50: 60** | 51-00: 60+2d6 |
Half-Orc | 01-45: 66-d4 | 46-75: 66* | 76-00: 66+d4 | - | 01-30: 150-2d8 | 31-55: 150** | 56-00: 150+d20 |
Human, NPC | 01-20: 72-d12 | 21-80: 72* | 81-00: 72+d12 | - | 01-25: 175-3d12 | 26-75: 175** | 76-00: 175+5d6 |
Human, PC | 01-20: 72-d12 | 21-80: 72* | 81-00: 72+2d10 | - | 01-25: 175-3d12 | 26-75: 175** | 76-00: 175+(d20x10) |
* For average height roll
% dice:
01-30
= shorter by [d4 x 1/2"],
[31-70
= normal]
71-00
= taller by [d4 x 1/2"] ([d3 x 1/2"] for races [with an average height]
under 5' [60"] tall).
** Weight as above, adjust by 1-8 # (1-4 if 100# or less)
Small, Slim, Normal, Stout,
Tall, Outsize
- OSRIC
FEMALES >>
Height (") Weight (#)
- | Under | Average | Over | - | Under | Average | Over |
Dwarf | 01-15: 46-d4 | 16-80: 46* | 81-00: 46+d4 | - | 1-20: 120-2d8 | 21-65: 120** | 66-00: 120+2d10 |
Elf | 01-10: 54-d4 | 11-80: 54* | 81-00: 54+d6 | - | 01-15: 80-d10 | 16-90: 80** | 91-00: 80+2d6 |
Gnome | 01-20: 39-d3 | 21-85: 39* | 86-00: 39+d3 | - | 01-20: 75-d8 | 21-75: 75** | 76-00: 75+d8 |
Half-Elf | 01-35: 62-d6 | 36-90: 62* | 91-00: 62+d6 | - | 01-20: 100-d12 | 21-85: 100** | 86-00: 100+2d8 |
Halfling | 01-10: 33-d3 | 11-90: 33* | 91-00: 33+d3 | - | 01-10: 50-2d4 | 11-50: 50** | 51-00: 50+2d4 |
Half-Orc | 01-45: 62-d3 | 46-75: 62* | 76-00: 62+d3 | - | 01-30: 120-3d6 | 31-55: 120** | 56-00: 120+4d8 |
Human, NPC | 01-20: 66-d6 | 21-80: 66* | 81-00: 66+d8 | - | 01-25: 130-3d10 | 26-75: 130** | 76-00: 130+4d12 |
Human, PC | 01-20: 66-d6 | 21-80: 66* | 81-00: 66+2d6 | - | 01-25: 130-3d10 | 26-75: 130** | 76-00: 130+(d12x10) |
* For average height roll
% dice:
01-30
= shorter by [d4 x 1/2"],
[31-70
= normal]
71-00
= taller by [d4 x 1/2"] ([d3 x 1/2"] for races [with an average height]
under 5' [60"] tall).
** Weight as above, adjust by 1-8 # (1-4 if 100# or less)
Petite, Svelte, Normal, Curvy,
Tall, Outsize
- OSRIC
richardstincer wrote:
ADandD 1st edit. designer
Gary
For any version of classic DandD or for any version of ADandD, when a PC human male is first created as a starting adventurer at a young adult age of 15 yrs. to 35 yrs. with a specified weight, does it mention anywhere in the rulebooks that a PC can gain weight or that a PC is allowed to gain weight as natural aging occurs? If the rulebooks don't mention it, does a PC stay with the young adult age specified weight forever?
Howdy:)
As a matter of fact most
DMs and players seldom worry about such details.
It is possible that a
character beginning adventuring at c. 15 years of age will remain at about
the same height and weight, or that there could be a dramatic increase
in both.
In all events, personal
characteristics of the PCs in a campaign are left to the purview of the
DM.
If his campaign is such
that such details are useful in play so much the better, eh?
As an aside, I do have guidelines for the Avatar races, by gender, suggesting height and weight as well as physical description details for characters created by the GM in the Lejendary Adventure game.
Cheers,
Gary
General Karthos wrote:
...
...
First off, is it possible to have a human/demi-human character of "Large" size?
Secondly, if it's not
too much to ask, if such a character were to occur, what bonuses/penalties
would <u>you</u> give him, to keep him balanced?
As humans do sometimes
surpass seven feet in height, it is indeed possible to have one that is
"large," not "man-sized." It isn't possible to have a demi-human of such
mass, unless one considered a half-orc in that category.
If I were the DM for a 7' or taller character, I would certainly give the PC a +1 on Strength and Consstitution, with a minimum of 15 for each no matter what the roll, then award the +1s, so 16 for Str and Con would be the least such a character could have. I would certainly also give a -1 on Dex and Cha. BTW, if an 18 were rolled for Str, I would treat it as 18/50 and allow a confirming d% roll to check if it were above that score.
Cheers,
Gary
Sophus Spielmann wrote:
One of my childhood
heroes wrote:
Heh. Yeah, and then with
all those advantages he'd face an uncanny number of bugbears armed with
two-handed swords, no? He'll be able to dish it out, but with those large-size
weapon damages in 1e he'll have to expect to take it too...
Why not just shorten the lead-in to: "The cranky Old Fart said:"
Right you are about a big fellow being able to smack hard but also being a large target for returns of his favor...
Gary
phasedoor wrote:
Thanks for your answer,
Gary. The reason I asked about a 5ft. and 5in. tall human male is because
I want to be sure that short-height humans are allowed in a campaign setting
for ADandD 1st edition. It seems that humans who are taller than 5ft. and
5in. are more prominent among human adventurers who are PCs and NPCs. The
short-height humans are disportionately represented among NPCs and PCs.
Does that make much difference in a fantasy world?
No dwarves, elves, gnomes, hafllings, or orcs at all here...
Gary
phasedoor wrote:
Dungeon Master Gary
For ADandD 1st edition,
I once asked Mark J. Young about a henchman character who gains weight
while aging or a PC who gains weight while aging. He sent me back an email
reply stating that the starting weights do not change as a character race
ages. He answered that Arnold Shwarzenegger, for example, did not gain
weight as he has aged. For ADandD 1st edition, can I have my human henchman
character gain weight as he ages? The rulebooks don't mention anything
about it, but one of them does have the information that strength, dexterity,
and constitution goes down at middle-age for any race. From that, I am
thinking I can have a fat human male character at 45 years of age to reflect
the decrease in physical ability scores. Is that what the decrease in physical
ability scores is indicating for any human or demi-human?
Okay...
If your DM allows weight
gain, or loss, for PCs and NPC henchmen, you can indeed have such a thing
occur.
As a matter of fact it
is a realistic thing, although not automatic if the character is conscious
of physical conditioning.
Many a boxer and other
sort of athelete, not to mnetion non-atheletes, put on excess weight as
they reach age 30 or so.
Be careful, though, as
the DM might have it as a personality trait determined at random.
Your NPCs might all be
the sort that eat to live, while your main PC turns out to be one of those
;people that live to eat
Cheers,
Gary
phasedoor wrote:
Thanks, Gary. Now I know
the answer to that. For any campaign of ADandD 1st
edition, it is a physical characteristic of a human character or
demi-human character that the DM can allow.
About the only race that
might be excepted is the elven.
Not many chubby elves
in folklore or fiction, but they might become too lean.
Thoth Amon wrote:
Quote:
About the only race that
might be excepted is the elven. Not many chubby elves in folklore or fiction,
but they might become too lean.
Just half-elfs named Greenleaf.
Now, now! I did say elves, purposely leaving out half-elven chow hounds
Gary
The following is to be used
primarily to determine knowledge of
languages in NPCs (and such
things as magic swords), as player charocters
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.
<q.v. Intelligence,
Table 1>
RANDOM LANGUAGE DETERMINATION TABLE
Dice Roll | Language |
01 | Brownie |
02-03 | Bugbear |
04 | Centaur |
05 | Dragon, Black |
06 | Blue |
07 | Brass |
08 | Bronze |
09 | Copper |
10 | Gold |
11 | Green |
12 | Red |
13 | Silver |
14 | White |
15 | Dryad |
16-20 | Dwarvish |
21-25 | Elvish <note: high elves and gray elves share the same language> |
26 | Ettin |
27 | Gargoyle |
28 | Giant, Cloud |
29 | Fire |
30 | Frost |
31-33 | Hill |
34 | Stone |
35 | Storm |
36-39 | Goblin |
40 | Gnoll |
41-44 | Gnome |
45-49 | Halfling |
50-51 | Hobgoblin |
52-54 | Kobold |
55 | Lammasu |
56-58 | Lizard Man |
59 | Manticore |
60 | Medusian |
61 | Minotaur |
62 | Naga, Guardian |
63 | Spirit |
64 | Water |
65 | Nixie |
66 | Nymph |
67-70 | Ogrish |
71 | Ogre Magian |
72-76 | Orcish |
77 | Pixie |
78 | Salamander |
79 | Satyr |
80 | Shedu |
81 | Sprite |
82 | Sylph |
83 | Titan |
84 | Troll |
85 | Xorn |
86-00 | Human foreign or other* |
* Select a foreign tongue,
choose an unlisted creature language, or select
at random by ignoring rolls
over 85, if the first two options are not desired.
<
GREYHAWK LANGUAGES
Common
Suloise
Flan
Ancient Baklunish
Old Oeridian
GREYHAWK DIALECTS && SUB-LANGUAGES
Ferral
Nyrondese
The Cold Tongue
Velondi
Keolandish
Lendorian
>
<
additional languages,
MM:
11* "the rudimentary tongue
of carnivorous apes" - MM.53
12* beholder
13* blink dog
14* burrowing mammals
15* djinni
16* "the languages of certain
woods animals" - MM, Sylvan Elf
17* harpy
18* hippocampus
19* werebear
20* wereboar
21* wererat
22* weretiger
23* werewolf
24* medusa
25* merman
26* mimic
27* otyugh
28* owl, giant
29* toad, giant: ice toad ("their own weird language")
30* treant
31* unicorn
32* worg
<
additional languages, FF (maybe not complete)
33* Bullywug
34* Dark Creeper: the race's
language is incomprehensible to linguists
35* Dire Corby: "rudimentary
language"
36* Lung wang (Sea dragon)
37* Pan lung (Coiled dragon)
38* Shen lung (Spirit dragon)
-- language shared with the Pan lung
39* T'ien lung (Celestial
dragon)
40* "the silent speech of
subterranean creatures"
41* Fog Giant (dialect)
42* Mountain Giant (dialect)
43* The strange subterranean
trade language common to most intelligent dwellers in the underworld -
kuo-toa
44* The underworld cant
(the trade language) - svirfneblin
45* jermlaine ("twittering,
squeaking speech")
46* [The religious speech
of the kuo-toa] is a corruption of the language used on the Elemental
Plane of Water and if a cleric is near it is 75% improbable that any
creature from this plane will attack kuo-toans, for the cleric will speak
and request that they be spared in the name of Sea Mother (Blibdoolpoolp).
<note the lack of the definitive article, twice>
47* Hook horror (clacking)
48** Slaad
49* The svirfnebli have
their own language, a dialect of of gnomish which a gnormal gnome is 60%
likely to understand.
50* All these small creatures
can converse with speaking creatures from the Elemental
Plane of Earth and it is 90% unlikely that such a creature will
harm a svirfneblin,
though the deep gnome might
have to pay a heavy bribe in precious metal and gems
so to escape.
51* tabaxi
52* xvart
>
<additional languages,
MM2 (maybe not complete)
53* annis
54* greenhag
(dialect of annis)
55* aspis drone
56* atomie (a dialect of
Sprite)
57* banderlog (a simple
language)
58* the tongue of demons
and all demonic creatures (Bodak) [note: this could simply be Demonaic,
i.e. the CE alignment tongue]
59* "the languages of all
felines" (Cat Lord)
60* all the languages of
the geniekind, the languages of earth elementals (dao: MM.32)
61* cloud dragon ("their
dialect of draconian speech")
62* Mist dragons speak their
own dialect of draconian but can converse with virtually all sorts of dragons
as well.
63* dracolisk ("a very limited
type of black dragon language")
64* drelb
65* duergar
66* elfin cat
67* firefriend
68* Firbolg
69* Fomorian giant
70* Verbeeg
71* giant, common (mentioned
at greenhag & annis)
72* grig
73* hollyphant
74* foxwoman
75* raven/crow
76* lammasu, greater (note
the reference to 'root languages')
77* seawolf (greater)
78* seawolf (lesser)
79* wereshark
80* modron
81* "mongrelman" (pigdin
Common, with animal noises)
82* moon dog
63* muckdweller ("croaking-hissing
tongue")
64* ogre, aquatic (dialect
of Ogre)
65* phoenix
66* sirine
67* xaren
68* yuan-ti
69* undercommon (UA)>
<70* human foreign or
other>
* Note that there is "giant common" (cf. T1-4.100)
>
UA
They speak elvish, common, treant, and the tongue of
woodland mammals (much as gnomes communicate with burrowing mammals), but
no other languages to start with.
the language of "undercommon" (a trade language of those
who dwell beneath the earth)
OA
Bakemono speak the trade
language, the language of humans in the AREA, the language of oni, and
their own language (which is similar to that of oni).>
Common oni are able to speak
the language of their kind, and the languages of tengu, bakemono, hengeyokai,
and the local human population.
Go-zu Oni: They are able
to speak all human languages and those of tengu, oni, bakemono, animals,
and the Celestial Court.
GHA
Mist wolves have their own rich language
consisting of yips, barks, and growls.
Bob Denall
Bend, Ore.
(Dragon #90)
NPCs such as the duelist (from DRAGON®
Magazine #73) are generally meant to be
created
at specified levels, high or low, to challenge
player characters at those levels. It isn’t necessary
to take NPCs through their own adventures in
order to raise their levels; this may be done
arbitrarily by the DM so that certain NPCs in a
campaign rise in levels at about the same rate as
the PCs.
We include experience-point tables for NPCs in
our articles for one principal reason. The numbers
provide a way of measuring roughly how
long a time it takes for an NPC to “naturally”
rise from one level to the next highest. If you
develop a 6th-level NPC for your 6th-level PCs to
contend with, and you intend the NPC to be a
continuing character in the campaign, you need
some way to determine when he rises to 7th level,
8th, and so on. Assuming that he’s an adventurer
(and not all NPC classes are), then he is probably
gaining experience points at about the same rate
as the PCs are, and on that basis he should be
rewarded with new levels when appropriate —
even if he hasn‘t actually been present in every
one of the player characters’ adventures. After
all, there is more than one dungeon in the
world . . . .
— KM
(Dragon #90)
Quote=steampunk:
b - In your campaigns and
experience, would you please comment on non-adventuring NPCs and progression?
For instance, in the real world, you can have a civil engineer that goes
out, after college, and works for 20 years. His peer can stay in school
and work up to being a professor and teach engineering for 20 years. While
it wouldn't be of interest for a player to run a PC this way, it would
go a long way to explaining a high level cleric in a church setting, or
a MU in a school setting. I just can't imagine all high-level NPCs (especially
spell-caster/research types) traipsing through dungeons merely to gain
knowledge.
All of my players want to
be actively engaged in every adventure session they can, so never has any
of them even hinted at a non-adventuring role. Those are the purview of
the GM in truth. These games aren't meant to reflect the lives of ordinary
persons, rather those of the daring and heroic (or villainous) 8O
Cheers,
Gary
Quote=steampunk:
Regarding the non-adventuring
NPCs, I was in no-way alluding to players. But I had simply been searching
for a "rational" means of explaining high-level NPCs to my players, especially
if they (the NPC) doesn't appear to be the "adventuring-type". I would
never allow this for players, but simply as DM-generated background.
One of the drawbacks of
a class and level system is just this very sort of thing, explaining/rationalizinf
high-level NPCs.
There are many ways for a character to gain skill in a field. In the Mythus game I called that "STEEP," as a play on the word "steeped," being extremely knowledgeable. The letters stand dor Study, Training, Education, Experience, and Practice. You should be able to use that to build reasonable backgrounds for high-level NPCs. They all have a past history proor to being encountered by the PC party, no?
Quote=steampunk:
What got me to thinking
about that was the recent election of the Pope. The news pointed out that
some Cardinals (Archbishops) spent most of their time with "the people"
out at a church and such (forgive me - I'm not Catholic and don't know
the terminology). While other Cardinals spent almost their entire time
at the Vatican, doing what I would call "bureaucratic work".
I appreciate your response.
One doesn't have to be "in
the field" all the time to become expert in something. Of course a good
deal of hands-on work is also required. All of the Cardinals had seminary
training, were ordained to the priesthood, and experienced ecclesiastical
duties outside the Vatican, surely.
Villains can do most anything!
Cheers,
Gary
PapersAndPaychecks wrote:
To sum it up: Rules are
for player characters. Villains are allowed to break them if it's cool.
Just so!
Otherwise those vile PCs
would be trampling all over the villains with glee instead of persuint
them fruitlessly, being thwarted by such adversaries far too often (in
their opinion).
the bad guys need to be
nearly impossible to permanently defeat, for otherwise they are nothing
but targets for the PCs to knock over.
Can you imagine Dr. Fu Manchu ever being done for?
Gary
gideon_thorne wrote:
I always liked recurring
villains that 'grow' along the same rate as the PC's. Makes for a good
shared history and endless plot hooks.
Agreed!
Cheers,
Gary
Quote:
Originally Posted by Joseph
Elric Smith
Not only that, but a character
can be religious in a game with out being a cleric. Many character I have
played, and Dmed have be religious in the game, but they weren't cleric.
If we are looking at it for the story the character can spend all the time
he wants teaching preaching and exalting his charters god all with out
having to have the cleric class.
Ken
Quite true.
While a paladin PC springs to mind, any character class will serve, and some, such as a thief or assassin, would demand some truly awesome roleplay to carry off the matter
cheers,
Gary
Quote:
Originally Posted by Barak
While thief -might- be a
stretch, given the bloody history of most religions, assassins would be
-easy-...
Heck, the word itself has
religious connotations, after all.
I think a thief would be
easy, and the temple of whatever non goody-goody deity would likely praise
his generous contrbutions--all taken from non-believers, of course
Cheers,
Gary
Quote:
Originally Posted by Barak
Well yes but on.. Hey! Wait
a minute! You are the one who said assassin and thief would require quite
an extensive bit of roleplaying, not me! You trickster you.
Heh,
Well, caught with my hand in the cookie jar playing devil's advocate
Seriously, though, the difficulty in roleplay would most likely arise from the player's mindset, not in finding a reasonable explanation for the character to be actively religious.
Speaking of the assassin PC, the Thug would likely get into hot water by preaching Kali abroad, eh? <EEK!>
cheers,
Gary
Quote:
Originally Posted by Brentos
Bwahahah! I love this idea! You've just created a whole organization for me of religous thieves! This fills a hole in my adventure! My hat off to the master!
Having been at game design
for sbout 40 years now, I am still amazed at how little I really know,
how much just sort of comes from what seems an interesting idea to me based
on what I've read about or heard, what I imagine i'd have fun playing.
Quote:
Originally Posted by Nathan
P. Mahney
Ah, there's nothing like
bringing a most-hated (by the PCs, anyway!) NPC back to life after your
players have done him in. Gets the old hatred flowing, and makes normally
level-headed and cagey players really easy to lure into the simplest of
traps!
How true...
...and how straight-forwardly devious
Cheers,
Gary
Quote:
Originally Posted by The
Great Bear King
Well then I hope you can
finish it soon. That said I have a literary/Role playing question for you
Gary. What type or types of villain would consider best for either stories
or campaigns out of these three varieties? The first variety of villain
commits horrifically evil acts for no other reason than petty spite or
delight in inflicting pain and suffering on others. An example of such
a villain would be Shakespeare's Richard III, in spite of his incompetence,
bumbling stupidity (as far as I'm concerned) and lack of planning and foresight.
Villain type number two would be the utterly selfish and ruthless type,
willing to enrich themselves through dishonesty and or the sufferings of
others. An example of this type of villain would be Gordon Gekko from the
1987 film Wall Street. The third and final villain category would that
of the self-righteous terror, believing that their cause is so right and
noble nothing they do pursuing goal is morally wrong. The kind of people
who think that its acceptable for paladins to start anything resembling
the Spanish Inquisition or spark wars and murder countless innocents in
the name of peace. An example would include the nobleman I mentioned several
posts ago.
Ther nature of a villian
rests wholly within the scope of a particular story--or actual historical
record.
I tend to favor the egocentric, self-seeking sort that uses whatever means they can to gain what they desire. An overbearing attitude of superiority might be added. A cruel and trecherous nature is also likely a feature of such a figure. This sort of villian is likely to have no redeeming qualities whatsoever.
Cheers,
Gary