raidleaders: (Default)
MINUS 50 DKP ([personal profile] raidleaders) wrote2016-10-30 04:18 am

NPCs


NPCs
Player Controlled NPCs:
» The City is populated by denizens of many worlds, universes, and even timelines. That naturally means the game's NPCs are a diverse lot. From humans to fantasy creatures to six-armed ten foot blue aliens, players can create any NPCs for any situation you want, with a few basic rules and guidelines.

    • NPCs are no more privileged than PCs, but they may work in any capacity that is convenient for you, the player. They can be an employer or employee, hired mercenary, maid cafe worker, brothel owner or worker, self-proclaimed peace keeper, bartender, pizza delivery creature — whatever you need an NPC to do or be to facilitate your own fun.

    • If you choose to use a recurring NPC, they should not be any stronger than a standard human. No making up a tea shop employee that can beat up the Hulk.

    • The exception is that NPCs can be stronger than your own character (or all characters in a thread if all players consent) for single use, one-off threads where you require a powered up NPC to facilitate PC interactions. The general rule should be that NPCs are useful plot devices and nothing more.

    • NPCs are not interested in joining your army, sorry. You'll have to rely on PCs for that.

    • However, you may gather a small cadre of loyal, slightly shady NPCs if, for example, you play a character that would gather a network of informants or run a mafia type criminal organization. For every five shadowy NPCs in that type of organization, have a PC involved.

    • If you want to run a police force with NPCs the same rule as the mafia provision applies. However, crime fighting forces are limited to three NPCs per PC instead. By nature, a law enforcement agency that's too strong or far-reaching would interfere with the "everyone do what you want in the setting" premise of the game.

    • NPCs will revive like PCs do, so if you kill one they'll probably be pissed off about it and not want to do business with you, if not be outright actively hostile. Feel free to play or not play with the consequences of that as you see fit.

    • NPCs will disappear and new ones will appear, just like PCs do with apps and drops. It's up to your discretion if you want to play with this or not, but don't have a reoccurring NPC vanish without the agreement of all characters making use of that NPC.

    • No NPCs should recognizably be canon characters, but if you want to slyly model NPCs after canon characters that's fine. Just make sure they aren't carbon copies.

    • NPCs are merely a game mechanic, and as such, you may flesh them out or ignore the player controlled NPC system entirely. They are optional and for your own fun and the fun of others. This is the most important thing to keep in mind.
We have a community monster journal available if you would prefer to thread monster NPCs using it.


Mod Controlled NPCs:
» At this time there are only three mod NPCs. You will not, in general, be interacting with them, and they will not be interacting with you, only providing events for you to play with. They cannot be killed. Their minds cannot be read. Certain player actions will affect them and their reactions, as well as the very settings of the game.

See Gods and Tribute for more about these NPCs.


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