Summary Origins for Features

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JDCorley

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Jan 17, 2011, 6:42:01 PM1/17/11
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Here's some notes I've made for making NPCs for my next game that
might be of use to you:

If I need to make a Feature and I don't feel like going step-by-
step...

Start with Values at d4. Spread around 6 adds.
You have 10 adds to your Relationships.
You have 10 adds to Assets, including Distinctions and Resources. (d4
is the first add)

This puts them approximately on par with a non-Ability, non-Gear
Rookie PC.

If you want to give a few adds into an Ability or Gear, take them off
the Assets. DOn't do more than a few, though, unless you want them to
be way better at their Abilities/Gear than the PCs.

If you want to make them more powerful, I tend to add Modus Operandi
and Motivation first:

2 more adds to Values
2 more adds to Relationships
2 more adds to Assets.

Any other hints for fast Feature creation out there?

Jason

Christopher

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Jan 18, 2011, 10:45:21 AM1/18/11
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Cam actually came up with a "Lead on the Fly" formula. You can find the original thread here: http://cortexsystemrpg.org/index.php?topic=4506.0
 
Values: Assign d10, d8, d8, d6, d6, d4
Relationships: Use d6 for any Lead that the Feature interacts with, d4 for others
Assets: Assign d8, d6, and d6 to 3 Traits that lump together personality and skills into flavorful descriptors: Beat Cop d8, Trustworthy d6, Crack Shot d6. Think up something that might be a good source of trouble for the Feature, and make it a d4, such as Drunk d4, Bigot d4.
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