Your Non-Player Characters
Just as the non-player characters will define the world the
player characters live in, use the player characters to define the world of the
non-player characters. Look at things from a player’s perspective when
determining the motives of non-player characters. There is a tendency,
sometimes, to treat your non-player characters as automaton that exist solely to
go up against the player characters. In a sense, this is true. But the NPCs
don’t
know that that’s their only
reason for existence, so they shouldn’t act like it.
Villains will have families that they’re worried about.
They’ll have motivations for their actions. They’ll usually want to
leave when it looks like they could be
captured.
Normals
| Generally, I assume approximately one out of every million people are Special.
|
A
Normal is anyone who is not given special consideration by the game
system. Normals tend to die easily. They may fall unconscious from a single
heavy punch. Normals are easily controlled by magic and mind-control.
| The first type are the kidnap victims, the police liaison, the reporter who covers the superhero beat, and other Normals who are still active in the story. |
There
are two types of Normals. Those who occasionally interact with non-Normals, and
those who don’t. Usually, you’ll be dealing with the first type.
Random Normals
You will occasionally need a normal very quickly. When a stray
shot goes into a crowd, when a villain decides to take a hostage or two, or when
a hero gets mugged. When you are randomly creating a normal, use d100 divided by
d4 for the age. For abilities, use 3d4+3 for 3d6 abilities, and 4d4+4 for the
4d6 abilities and attributes.
If these are Normals of the second type, and you have the
time, roll twice for each ability and attribute, and take the roll that
is closest to the average (10/11 for 3d6, and 14 for 4d6).
Normal Differences
| “We’re different than most people, Mitch. We’re Better.”
Jerry Hathaway
Real Genius |
First,
Normals
are more likely to die if
they get hit for DP. If a Normal is hit for DP, the Editor must make an
injury/death roll even if the Normal still has more than 0 DP. Use the number of
DP lost, not the number of DP less than 0.
All attacks against Normals are Death Shots, with no saving
throw allowed to bypass the DP portion of the attack. Use the Random Body
Location chart to determine the kind of Death Shot. If a Normal gets hit by a
Death Shot (from an attacker or a Massive Body Attack), the Normal does not use
VP to reduce the Death Shot.
| If a group of Normals are being affected, the entire group gets only one save vs. Willpower.
|
Normals
subjected to mind control attacks, mind probes, illusions, and similar effects
must save vs. Willpower before being allowed the normal saving throw
applicable to the effect.
Normals do not get to re-roll ones when they make Action
Rolls, although they do re-roll for ‘passive rolls’ such as the
Injury Roll.
Special Relations
| You can follow the progression further out if you want, but why bother? |
If
one person in a family is Special (not Normal), others are more likely to
be Special also. Parents and siblings of a Special character have a 1 in 10
chance of being Special themselves. Grandparents, uncles, aunts, nephews,
nieces, step-brothers, and step-sisters have a 1 in 100 chance of being Special.
Great grandparents, great uncles, great aunts, and cousins have a 1 in 1000
chance.
If both parents are Special, each child has a 50% chance of
being Special. A true zygotic twin is 50% likely to be Special if the other twin
is Special
Villains and Non-Player Character Heroes
When you are creating villains and NPC heroes randomly,
don’t roll three sets of abilities. Just roll one
set.
More Detail for Non-Player Characters
You can use these rules as needed to randomly flesh out your
non-player characters.
Personality
There are four aspects to a non-player character’s
personality. These do not, of course, completely define a personality. They do
provide a good measure of how the non-player character will act in a comic book.
Normals will be more average. For them, use 3d4+3, instead of 3d6.
Sociability (3d6): This measures
how
sociable the character is. At 3, the character always prefers to be
alone. At 18, the character always prefers to be in a large group of
people.
Morality (3d6): This measures
the character’s
moral code, or how far the character is willing to
go to get what he or she wants. At 3, the character is motivated entirely by
self-interest. At 18, the character is unlikely to harm others at any
cost.
Honor (3d6): This measures the
degree to which the character will keep his or her word. A character with an
honor of 3 is completely dishonorable. A character with an honor of 18 is
completely honorable and trustworthy.
Outlook (3d6): A character with
a low
outlook is pessimistic. Such a character will complain that the
situation can only get worse. A character with a high
outlook is
optimistic, and believes that things will always get better.
Sex and Sexual Preference
| Please, don’t succumb to harmful stereotypes when playing non-player characters of a different sex or sexual preference. |
Half
of human non-player characters are female, and the other half male. You’ll
have to decide what percentage of alien races are what sexes.
Four out of a hundred non-player characters will be
homosexual. Or, if you want to take a cue from Bem (1985), use a
Sexuality roll of 3d6. A score of 8 to 18 indicates heterosexuality. This
will be different in different cultures, but follows from the generally strong
societal pressure towards heterosexuality. Scores of 6 or 7 indicate
homosexuality, and scores of 3 to 5 indicate bisexuality. This will also vary
from society to society, as there may also be pressures to prefer mates of
exclusively one sex, or there may be pressures towards bisexuality. Again,
you’ll have to decide what homosexual, bisexual, and heterosexual mean, if
anything, for alien races.
Family
Marriage: Non-player characters
older than 16 have a chance of being married. Subtract their age from 16, and
multiply by 2, for the chance that the character is married. This chance will
never be greater than 50%. If the character is married, divide the roll by 4 and
add to 16. This tells you how old the character was when the character
married.
An non-player character who is married may have children. This
chance is 50% plus the number of years the character has been married, but can
be no greater than 65%.
What Makes a Supervillain Tick?
| For that matter, what makes a Tick a superhero? |
Money,
fame, pride. All the standard motivations are there. Some are in it for the
money, some for the glory, some because it’s a challenge.
Supervillains and Superheroes
| And why kidnap a hero who hasn’t got any friends? |
Some
supervillains try to avoid super heroes. Some plan for superheroes, but
don’t care. Some actively seek out superheroes. When a villains beat a
hero, they’ll usually finish what they came for and leave. A villain will
rarely kidnap or kill an opponent unless that was the purpose all along. Doing
so incurs the wrath of the hero’s friends.
Supervillains and Normals
| Remember, beating up on a superhero, in and of itself, is not likely to result in a jail term. |
Despite
their horrible reputation, super villains tend to leave Normals alone. Normal
people have this horrible tendency to die, and that means long jail terms.
Beating up on super heroes is much more satisfying. This isn’t to say, of
course, that a desperate super villain won’t take hostages to avoid being
caught. But it’s only the really desperate or really crazy villains who
actively seek non-super heroes to harm.
Archenemies
In the course of a super hero’s career, some villains
will start showing up more and more often. When a super villain starts showing
up just to get revenge on a superhero, the villain is well on the way to
becoming an archenemy.
Archenemies can wreak havoc on a superhero. Especially the
intelligent ones. These are the super villains who will take advantage of super
heroes without secret identities. The really smart ones will also take advantage
of a flimsy secret identity. They will collect generally known information on
the superhero, and make whatever conclusions they can.
Some super villains will collect such information on
any possible enemy—basically, every superhero in their area. Such
villains will have files with whatever information they can find. They will
often have underlings whose sole purpose is seeking out more information, in the
newspapers, libraries, and office of
records.
Motivations
Why are heroes heroes? Why are villains villains? Without
delving too far into philosophy and psychology, there are still many levels to
that question.
Why the Damn Costumes?
Why do heroes and villains wear costumes? Because they can.
Fashion is very important in today’s society. Every year fashion shows
parade lines of clothing that no one will dare wear in public. As a superhero or
villain, you can wear whatever you want to. Unless you’re really out of
line, the only people to laugh at your costume will be other heroes and
villains. And you can blast them.
Tradition
The first super-powered being to go public put on a costume
and ran around bashing criminals. So the second super-powered being put on a
costume and ran around bashing him. Thus you have the first superhero and
supervillain. After that, it just seemed like the normal thing to do. If you had
superpowers, you put on a costume and either fought criminals or became
one.
Different Types of Heroes
Heroes have different reasons for being heroes. Depending on
their origin, heroes may defend law and order, they may simply help people, they
may specifically go after supervillains, or they may be on the run from someone
else.
Different Types of Villains
| MadStar wants to create a world based on peace, love, and order. To do so, he must first destroy the old world. Oh, well. |
Villains
usually have more clearly defined goals. Some are monomaniacs. They want one
thing, and don’t care how they get it. Most monomaniacs want to rule the
world.
Greed is the most common villainous motivation. Villains want
money, or power, or both.
Other villains are on the run from someone, and they’ll
do anything they can to get away or throw their pursuers off the
trail.
Why Criminals?
Hoo, boy. Now we’re into
deep doo-doo. Many
people like to think that the majority of criminals choose to be criminals. And,
of course, they do. But the choice may not be completely up to them. If crime
were based solely on the individual, rather than the environment, we would
expect criminals to be spread throughout the socioeconomic layers of our
society. Instead, most criminals, especially those involved in violent crimes,
are, were, and probably always will be, poor. Just a healthy note of reality as
you design villains for your players to
bash.
Retconning Villains
When you create your villains and other non-player characters,
leave some room for retcons. As your campaign grows, you’ll probably want
to add depth to the characters that the players meet. The best way to do this is
to make your existing non-player characters more
complex.
Villains, Editing Points, and Fate Points
| Technically, as Editor, you have an unlimited number of Editing Points at your disposal. However, you should never use Editing Points on a roll for which a player is using Editing Points. This interferes with the player’s concept for the character. |
Only
Archenemies and Master Villains should use Editing Points
to modify die rolls. And the only time they’ll
actually use them will be to escape those pesky heroes once it becomes obvious
they’re about to lose. As Editor, you’ll have to decide how often
you’ll use Editing Points to help archenemies and master villains escape.
Usually, you’ll want to make it mysterious, or make it seem as if the
villain planned ahead, if the villain successfully escapes. Remember to keep
track of when you use Editing Points for a non-player character—this will
increase the character’s skill levels, power rolls, or ability
scores.
All Special characters can use Fate
Points, even villains. When you do use a non-player character’s Fate
Points to get that character out of a jam, make sure you have an explanation.
Explanations of this type don’t have to be reasonable, they just have to
work. Sure, it’s improbable that a meteor will strike the small outer
space prison the villain’s body was stored in after she died, but in
comics, it happens. Now she’s back, and she’s ready to
party.
Remember that villains get Fate Points for the adventures they
appear in (at the same rate as Player
Characters).
Converting Characters From Other Sources
When you convert heroes and villains from movies, comics, or
novels, the most important aspect to convert is the style that drew you
to that character in the first place. With that in mind, here are a few tips to
use when you convert these heroes and villains to Brand X game
statistics.
Abilities
Generally, the easiest ability to determine is
strength. If you know the approximate mass and carrying capacity of the
character, it’s simple enough to determine the character’s strength.
Build is nearly as easy. All you need to determine that is height and
mass. You do have to take into account constitution, though. Constitution,
agility, charisma, learning, and newoen you’ll have to estimate from what
you know of the character.
Other Game Systems
Remember that Brand X abilities and powers are open ended and
unlimited. You’ll find it easiest to convert characters from other
superhero games, which also, usually, place no limits on ability
scores.
If you’re converting a character from a
non-heroic game, you’ll need to take quite a few liberties with the
character’s ability scores. The ability to lift 1,000 kilograms makes a
character superhumanly strong in many, if not most, non-superhero game systems.
You’ll have to decide whether you want the character to be stronger than
most normals or stronger than most super heroes.