Thursday 11 July 2013

Writing out my NPC details - Part III - Breakdown of Details

As talked about in my previous posts (here and here) i've recently been attempted to create personalised and filable index cards to store the NPC details for my FATE powered Rogue Trader game; one of the things that I gave a lot of thought to (and discussed with several people on Google+) was what these index cards should include.

Here is an example (please click on the picture for the full size version):


Picture/graphic

It was very important for me to include a picture or some sort of representative graphic on each of the cards; i'm a firm believer of the adage that "a picture paints a thousand words" and, even if I wasn't just showing the picture to the players, a graphic would help me get a sense of the NPC and maintain consistency in my descriptions of the NPCs without having to resort to lengthy text descriptions on the card.

Pictures were fairly easy to come across with a little time on Google image search and various Warhammer 40K sites across the net.

NPC name

Obviously important and, since it would be how I would be filing the NPC cards (in name order) I decided to make the name big and bold across the centre of the index card so that as I flicked through them I would be able to find the NPC I wanted with a minimum of fuss.

Aspects

A great piece of advice that I got off Robert Hanz on the FATE core G+ community was to include as much of the character history and description as I could within the Aspects, saving duplicated effort and also creating more interesting Aspects in the process.

In the example card, Rha-Haz has the following Aspects:
  • Praise the Omnissiah! - Reflects Rha-haz' position as a senior and very devout member of the Machine Cult, could be invoked to provide a bonus to his technical knowledge or the religious fervor with which the Mechanicus view technology.
  • The incautious pursuit of forbidden knowledge would lead to mankind's downfall - Shows that Rha-Haz is a staunch traditionalist who takes a dim view of experimenting and dabbling with new technologies, he is very much aware of the dangers that such tech could pose to mankind as a species and deems that the risks outweigh the potential benefits.
  • Pak has a great future within the Mechanicus - Rha-Haz recruited Enginseer Pak (one of the PCs) into the Machine Cult and sees great potential within the Enginseer, adopting the role of a father figure/mentor for him.


Stress and Consequences

The standard stress and consequence trackers used in my game, modified by skills, minor characters will only have one or two stress boxes and no consequence trackers; this follows the gamesmaster advice regarding the relative story importance of NPCs as provided by the FATE core rulebook.

Skills

Standard skills used in the game rated from Average (+1) up to Superb (+5); NPCs that were allies or neutral would have roughly similar skill levels to the player characters whereas those intended to provide a long-term threat would be rated slightly higher so that the characters could grow over the course of the campaign to challenge & eventually defeat these foes.

Extras/Stunts

This section of the card was used to include Stunts or any additional information that might be useful for the portrayal of the NPC during the running of the game; in order to portray the NPC of Rha-Haz as an older version of Enginseer Prime Pak (his student) I gave the NPC the same mech-arm and servo-skull Stunts possessed by Pak.

Also, when Rha-Haz had been described previously, he had always been flanked by a number of bio-mechanical servitors who aided him with his tasks; using the mob rules out of the FATE core rulebook I gave the two servitors the following stats:

Aspect - Tech servants.
Skills - Craft (tech use)(+2), Fighting (+1).
1 stress box each (2 total)
Teamwork - +1 to craft/fighting rolls when both working together.

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