Creating NPC allies

By zsavk, in Game Masters

I'm looking for advice on creating NPC characters. The core rule book has some info on page 304 but it's very vague and doesn't go into how to actually do it. I want to create a "Rival" level NPC. How much Xp and talents is recommended? Should I just use the player character generation steps?

If anyone has any resources or tips I'd appreciate it.

Are they going to be used mechanically significantly? I'd probably just use a generic NPC from the adversaries and slap a name to them. When it comes to NPCs there is no need to follow any sort of CHARGEN rules, just do what fits.

Thanks 2p51. I just wish there was some loose guides even. Like Rivals get between 9-15 pts worth in characteristics, 10-13 ranks in skills and 1 talent for example.

What sort of allies are you trying to create and how do you expect them to be used in play?

I would be inclined to look at existing known NPC adversaries, and see if the skill or attribute mix of any of them would be a fit for what you’ve got in mind.

If so, then just change the name and you’re done.

If not, then see if you can find a close starting point, and make whatever changes you think are necessary.

There are something over 400 known NPC adversaries now. I think Salith has done up a series of cards for them, and we have tried to list as many as we can at http://swrpg.viluppo.net/adversaries/adversaries/

Thanks 2p51. I just wish there was some loose guides even. Like Rivals get between 9-15 pts worth in characteristics, 10-13 ranks in skills and 1 talent for example.

If they're going to be used mechanically just gran any Rival that fits well, and tweak it with what you feel would be appropriate for Skills/Talents. The stats shouldn't need to be anything to be too concerned with. If you want to make 'Bob the informant' grab infochant for an example, and then if Bob needs a bit of polish just add it, but the infochant's stats should be fine.

That's for a Rival, for a Nemesis you could use the Inquisitor generator sort of in reverse for a good guy. That gives some basic stat rules, and then again, fill in what you feel is good for Skills/Talents.

Thanks 2p51. I just wish there was some loose guides even. Like Rivals get between 9-15 pts worth in characteristics, 10-13 ranks in skills and 1 talent for example.

This game doesn't work that way. NPCs are built to do what they need to do in the story/narrative/adventure and that's it. The GM just eyeballs it and gives them what they need to do what he needs them to do and that's about it.

So like... Let's say you need a Rival pilot. He'd have all 2s, with a 4 in agility and 3 cunning. He'll have say 2 ranks in piloting and gunnery, and you want him kinda scary so one in Vigilance too. Let's say hes flying a heavy fighter with a -2 handling, so you give him skilled jockey 2 to offset that and remove one more thing you gotta think about, and it's only speed 4, so you add improved full throttle to make him able to kick up to 5 to better go against the players speed 5 fighters.

And that's about it....Maybe a rank of adversary if you want to make him a little more dangerous...

But now look. No uneeded talents you'll just forget. All meat no fat. If you try it like making PC s, you won't get anything more balanced, you'll just get unused skill ranks, so many talents that either won't be used or get forgotten, and not much else you would want or need.

thanks everyone. I will take a look at the Inquisitor building stuff. Thats in F&D right?

The NPC is ment to be a companion character for my PC who im running a solo EotE campaign for.

Shes a Twi'lek pirate who was serving as first mate on a pirate crew my PC bumped into. She decided to take the opportunity to leave the employ of the pirates and escape with the PC.

Shes witty and a charmer. Has a quick blaster hand and knows her way around some basic mechanics.

My intention is for her to be able to fill in some weak spots to help out my PC. Be a tool for me to point the PC in the right (or wrong) direction from time to time. Plot hooks etc.

As stated earlier, NPCs do not follow the standard process. For Rivals, you decide on their characteristics, assign ranks in skills and throw in a talent or two that fit the role the NPC is supposed to fill.

There's no real XP equivalent, but if you use OggDude's GM tools, the Adversary creator tallies up a power level that's a good indicator.

Mostly, it depends on what you want the NPC to do. If they are filling a skill gap, say, mechanics, then look at your players' skills. How many ranks to they have in what their character is best at? Give the NPC a little less, but at least a rank or two, in the skill they are supposed to provide. You don't want them to overshadow the players, even in an area the're not invested in.

One or two talents is usually good. When choosing NPC talents, keep them simple. Something that helps them in their area of expertise, such as adding a boost, removing setback, reducing time taken, etc. I would avoid the "Natural ____" talents that allow re-rolls. The fewer rolls NPCs make, the more the players get to do on their own. Also avoid talents that change the narrative "ie. Bad Motivator." Leave that for the players, too. Talents that increase a stat aren't really necessary, since you can just assign a higher stat.

thanks everyone. I will take a look at the Inquisitor building stuff. Thats in F&D right?

The NPC is ment to be a companion character for my PC who im running a solo EotE campaign for.

Shes a Twi'lek pirate who was serving as first mate on a pirate crew my PC bumped into. She decided to take the opportunity to leave the employ of the pirates and escape with the PC.

Shes witty and a charmer. Has a quick blaster hand and knows her way around some basic mechanics.

My intention is for her to be able to fill in some weak spots to help out my PC. Be a tool for me to point the PC in the right (or wrong) direction from time to time. Plot hooks etc.

Yes, F&D.

Sounds like it'll be mostly a narrative aid so you shouldn't need to worry too terribly much about mechanics. Just load em up with whatever's appropriate to facilitate your story.

In my game, I have created a number of hireable mercenary NPCs. Most of these I create like PCs. The party typically hirr them to shore up holes in their skill set. These NPCs, though, react to how PCs treat them and at times betray them to someone who can pay them more. Thay are a fantastic narrative tool as well as a way to allow my PCs address problems they are not statted to deal with themselves.

That said, there is a thin line between giving your party a slight helping hand and giving them "God characters" to help them with anything. Best bet is to stat to the difficulty that you are pacing the game at. Can be hard to do at first, but after you get a feel for your player's abilities it will get much easier.

That said, there is a thin line between giving your party a slight helping hand and giving them "God characters" to help them with anything. Best bet is to stat to the difficulty that you are pacing the game at. Can be hard to do at first, but after you get a feel for your player's abilities it will get much easier.

And if it's combat the group needs help with, letting them command a squad (minion group) of hirelings is lots of fun. Age of Rebellion GM Screen/Kit has rules for formations.