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Characters and NPCs

The tabs behind an NPC: memories, schedules, speech, quests and shops.

A name and a description are enough for the narrator to play someone. Everything else is optional and makes them act more like a person.

The character editor with its tab strip and Description tab

The tabs

Some tabs only appear when their system is on in Setup.

Tab What it does
Description Name, who they are, and GM notes: backstory and secrets the narrator knows and players never see. The narrator plays them from the description.
Details Where they belong and move: faction, home location, wander chance, a patrol route, places they will never go, and how they behave in a fight. Starts hidden keeps them unseen at home until they're found.
Speech Voice and how they talk: rhythm, favorite phrases, tics. Only with voices on. See Voices.
Personality Sayings & habits the narrator is nudged to use, each with a chance, and memories: moments they already remember, shown only when a scene touches them. Write them from the character's own view; when characters share a room they pass memories on in their own words.
Stats Attributes, abilities, starting bonds toward the player from hostile (-5) to devoted (+5), whether they can be drawn into off-screen fights, and protections.
Quests Jobs they hand out. See Quests.
Vendor & Schedule Makes them a shop (see Shops), and timed objectives: where they go and what they do at set hours.
Reactions What they do when the world does something to them: bleed when wounded, curse whoever robs them. See Hooks.
Image Portrait, generated from a prompt you can edit.
Test Chat Talk to them now, before you publish.

Protections

What nothing in the game can do to someone, whoever asks: the narrator, a rule, or a player. Characters and creatures both have them, on the Stats tab.

Protection Means
Immovable Never leaves the spot. Can't join the party, be sent away, summoned, teleported, or flee a fight. A stationary mobility only stops them wandering on their own; this stops everything.
Invulnerable Takes no damage from anything. They can still be attacked, and still fight back.
Essential Can't die. A killing blow leaves them beaten, out of the fight and barely standing, and they recover like anyone else.
Immune to Effects that never land on them: a golem that can't be poisoned, a lich that can't be stunned.

The player character

The same editor, pointed at the player, plus what players may choose at creation: stats, starting items, abilities. Setup decides how much choice they get.

Writing a good NPC

  • Give them a want. A character with a goal makes scenes. One with only a description answers questions.
  • Give them something they won't say. A secret or a lie is what makes a conversation worth having.
  • Make the speech specific. "Speaks formally" is weak. "Answers every question with a question" is a person.
  • Use the schedule. Being hard to find at the right time is a hook in itself.
  • Test Chat every time. It's the fastest way to learn your "guarded" harbormaster reads as rude.