Shinobi : Origins - Game Mastering
Creating NPCs
NPC Complexity
GMs can create NPCs of different levels of complexity based on their intended use and importance. The three types of NPCs are; Simple, Standard, and Complex.
Simple NPCs
These NPCs represent the bare bones of a character. They have no more to them beyond a name, occupation, physical appearance / attitude, and a goal. Sometimes not even all of these details will be needed. Simple NPCs are most often used when the party stays from the GM's plan or predicted events of the session. For example: A player decides to spend their downtime talking to folks in town. You present Oswald, a portly, middle aged baker who seems to be in a hurry to find someone. No planning was necessary to generate thin NPC but it provides the player a way to complete their task and offers them something to pursue. Most Simple NPCs are developed on the spot and don't serve the primary plan. In rare cases, Simple NPCs could get into conflict with PCs and need to oppose rolls. In these cases the GM can look at the skill the NPC would be using and decide how proficient they are in that skill to oppose the PCs roll. This would resolve like a Standard or Complex NPC for that action.
These NPCs represent the bare bones of a character. They have no more to them beyond a name, occupation, physical appearance / attitude, and a goal. Sometimes not even all of these details will be needed. Simple NPCs are most often used when the party stays from the GM's plan or predicted events of the session. For example: A player decides to spend their downtime talking to folks in town. You present Oswald, a portly, middle aged baker who seems to be in a hurry to find someone. No planning was necessary to generate thin NPC but it provides the player a way to complete their task and offers them something to pursue. Most Simple NPCs are developed on the spot and don't serve the primary plan. In rare cases, Simple NPCs could get into conflict with PCs and need to oppose rolls. In these cases the GM can look at the skill the NPC would be using and decide how proficient they are in that skill to oppose the PCs roll. This would resolve like a Standard or Complex NPC for that action.
Standard NPCs
These NPCs are somewhat fleshed out but not to the degree of a PC. Standard NPCs are assigned a Favored Skill Sets like PCs but do not have individual points in Skills. Most will have a Primary, two Standard, and two Poor Skill Sets. Rolls made in opposition of their Primary Skill Set are at a -2 Die Penalty or -2 Effect (GM's choice). Rolls made in opposition of their Standard Skill Set are made at a -1 Die Penalty or -1 Effect (GM's choice). And rolls made in opposition of their Poor Skill Sets are at no modification. This is further modified by NPC Rank which will be covered later. Standard NPCs are planned in advance and therefore are connected to the GM's plan for the session. For example: You plan for the party to travel through a canyon and meet Ryley and her band of thieves somewhere during their trip. You expect some conflict so you have statted Ryley as a Standard NPC while the rest of her gang is made up of Simple NPCs.
These NPCs are somewhat fleshed out but not to the degree of a PC. Standard NPCs are assigned a Favored Skill Sets like PCs but do not have individual points in Skills. Most will have a Primary, two Standard, and two Poor Skill Sets. Rolls made in opposition of their Primary Skill Set are at a -2 Die Penalty or -2 Effect (GM's choice). Rolls made in opposition of their Standard Skill Set are made at a -1 Die Penalty or -1 Effect (GM's choice). And rolls made in opposition of their Poor Skill Sets are at no modification. This is further modified by NPC Rank which will be covered later. Standard NPCs are planned in advance and therefore are connected to the GM's plan for the session. For example: You plan for the party to travel through a canyon and meet Ryley and her band of thieves somewhere during their trip. You expect some conflict so you have statted Ryley as a Standard NPC while the rest of her gang is made up of Simple NPCs.
Complex NPCs
These NPCs are almost as detailed as PCs with specific values in individual points. GMs need not print a full character sheet and fill in each point but they should make note of the NPCs three defining skills and possibly all their defensive Skills. In opposition to rolls the NPCs offers dice modifications based on their points in specific Skills. a 0-1 in a Skill offers no modification. 2-3 in a Skill imposes a -1 Die Penalty or -1 Effect (GM's choice). Skills at 4-5 impose a -2 Die Penalty or -2 Effect (GM's choice). Complex NPCs are critical to the GM's plan and are meant to be important characters in the story the players and GM are creating. For Example; The party returns to the hometown of one of the PCs and is greeted by their cousin who has taken the town hostage until his demands are met. The GM is planning on important and decisive conflict with this NPC so having the details of their important Skills represented accurately can make for great tension in those conflicts and encourages the PCs to plan more carefully in their interactions with the character.
These NPCs are almost as detailed as PCs with specific values in individual points. GMs need not print a full character sheet and fill in each point but they should make note of the NPCs three defining skills and possibly all their defensive Skills. In opposition to rolls the NPCs offers dice modifications based on their points in specific Skills. a 0-1 in a Skill offers no modification. 2-3 in a Skill imposes a -1 Die Penalty or -1 Effect (GM's choice). Skills at 4-5 impose a -2 Die Penalty or -2 Effect (GM's choice). Complex NPCs are critical to the GM's plan and are meant to be important characters in the story the players and GM are creating. For Example; The party returns to the hometown of one of the PCs and is greeted by their cousin who has taken the town hostage until his demands are met. The GM is planning on important and decisive conflict with this NPC so having the details of their important Skills represented accurately can make for great tension in those conflicts and encourages the PCs to plan more carefully in their interactions with the character.
NPC Conflict Difficulty
Regardless of the Complexity of an NPC, the GM will need to assign each a Conflict Difficulty. This is what makes an NPC more or less formidable when opposed by the PCs. It is in part determined by the Skill Sets and Skill points assigned for an NPCs Complexity but is fleshed out more thoroughly in this step.
NPC Rank
If the NPC has no Shinobi Rank, the players in opposition get a Dice or Effect modification of +1.
NPC Genin give no dice modification.
NPC Chunin give a Dice or Effect modification of -1
NPC Jonin give a Dice or Effect modification of -2
These modifications are made in addition to the NPCs Skill Set or Skill Point modifications. For example; Lord Solaris is a complex NPC with a rank Jonin and 5 points in Analyze. The PC Mateo attempts to lie to him with a Deception roll. Because this would oppose Solaris's Analyze, Matreos Deception takes a - 4 Dice penalty (-2 for being a Jonin, and -2 for having 4-5 points in the skill).
If the NPC has no Shinobi Rank, the players in opposition get a Dice or Effect modification of +1.
NPC Genin give no dice modification.
NPC Chunin give a Dice or Effect modification of -1
NPC Jonin give a Dice or Effect modification of -2
These modifications are made in addition to the NPCs Skill Set or Skill Point modifications. For example; Lord Solaris is a complex NPC with a rank Jonin and 5 points in Analyze. The PC Mateo attempts to lie to him with a Deception roll. Because this would oppose Solaris's Analyze, Matreos Deception takes a - 4 Dice penalty (-2 for being a Jonin, and -2 for having 4-5 points in the skill).
Low Difficulty NPCs
These NPCs or groups of NPCs share a number of actions equal to or less than the number of PCs. They can use an action each time a PC rolls for their own action and receives a consequence by not achieving a 6. They use any unspent actions at the end of the round. If a player rolls a 6, Crits, or Tripple Crits, the NPC loses an action without imposing a consequence.
These NPCs or groups of NPCs share a number of actions equal to or less than the number of PCs. They can use an action each time a PC rolls for their own action and receives a consequence by not achieving a 6. They use any unspent actions at the end of the round. If a player rolls a 6, Crits, or Tripple Crits, the NPC loses an action without imposing a consequence.
Medium Difficulty NPCs
These NPCs or groups of NPCs share a number of turns equal to the number of PCs. They can use an action each time a PC rolls for their own action and receives a consequence by not achieving a 6. They can also spend an action if the PC whos turn it is takes longer than 10 seconds to decide what to do (exceptions can be made for rule and narrative clarifications between the GM and that Player). They use any unspent actions at the end of the round. If a player rolls a 6 the NPC does not lose an action but they do lose an action if the player Crits or Tripple Crits.
These NPCs or groups of NPCs share a number of turns equal to the number of PCs. They can use an action each time a PC rolls for their own action and receives a consequence by not achieving a 6. They can also spend an action if the PC whos turn it is takes longer than 10 seconds to decide what to do (exceptions can be made for rule and narrative clarifications between the GM and that Player). They use any unspent actions at the end of the round. If a player rolls a 6 the NPC does not lose an action but they do lose an action if the player Crits or Tripple Crits.
High Difficulty NPCs
These NPCs or groups of NPCs share a number of turns equal to or greater than the number of PCs usually not exceeding twice the number of PCs. They can use an action at the start of the round and each time a PC rolls for their own action and receives a consequence by not achieving a 6. They can also spend an action if the PC whos turn it is takes longer than 10 seconds to decide what to do (exceptions can be made for rule and narrative clarifications between the GM and that Player). They use any unspent actions at the end of the round. If a player rolls a 6 or Crits, the NPC does not lose an action but they do lose an action if the player Tripple Crits.
These NPCs or groups of NPCs share a number of turns equal to or greater than the number of PCs usually not exceeding twice the number of PCs. They can use an action at the start of the round and each time a PC rolls for their own action and receives a consequence by not achieving a 6. They can also spend an action if the PC whos turn it is takes longer than 10 seconds to decide what to do (exceptions can be made for rule and narrative clarifications between the GM and that Player). They use any unspent actions at the end of the round. If a player rolls a 6 or Crits, the NPC does not lose an action but they do lose an action if the player Tripple Crits.
Tension Control
A conflict cane become stale and tedious and can just as easily turn overwhelming if tension is not controlled. Some ways to keep good tension are:
- Deciding when and when not to have Consequences randomly determined. Basic tension would have you decide on a consequence when an NPC is reacting to a PC's dice roll and to roll randomly for the Consequence when spending unused actions at the end of the round. You can ramp up the tension by choosing consequences that are well timed for the situation and exploit opening from the PC and choosing specific Consequences to react to dice rolls. You can lower the tension if things are looking hopeless for the PCs by choosing to randomly roll more Consequences.
- Specifying weaknesses and strength s of NPCs. A conflict can be made more exciting by adding style and equipment specifications to NPCs that the PCs will have to work around to make the most of their actions. For example; The Demon General fights in heavy armor and uses slow but strong attacks to break his enemies equipment. If the PCs attempt to use physical attacks maybe his armor gives them an effectiveness penalty or has a clock that have to be ticked away before his health clock becomes available. Maybe PCs who get too close and aren't quick enough to evade his attacks get their weapons damaged in addition to the normal consequences. And maybe a PC who keeps their distance and aims a shot at a place where his armor is broken can get increased effect or negate the armor clock. None of these rules should be concrete and each fight will be different. This keeps the players on their toes and feels like nothing is a repeat encounter.
- Deciding to target the PCs equally or focus your actions. Basic tension would have you apply consequences against PCs who trigger them with dice rolls and to use unspent actions against different PCs. To increase tension you can cause die roll Consequences to effect multiple PCs or a PC other than the one triggering the Consequence. You can also target specific PCs who pose a bigger threat to the NPCs such as targeting the healer once they realize what they are doing, or focusing your actions against the PC that is rolling the most dice or hitting the hardest. These actions should be reserved for intelligent or tactical NPCs.
- Reducing the number of actions the NPCs have as they lose numbers. If you want a conflict against a large number of opponents to get easier as targets are eliminated, you can have the group of NPCs reduce their action limit by 1 each time one or two of them are removed from the conflict.
- Deciding to summarize the conclusion to a conflict before it becomes tedious. Some conflicts reach a tipping point where the PCs achieve enough success to nearly guarantee victory but there are still NPCs opposing them. To preserve the tension, it is acceptable to summarize the end of the conflict with the PCs being victorious once the suspense is over and there is no fear of losing.
A conflict cane become stale and tedious and can just as easily turn overwhelming if tension is not controlled. Some ways to keep good tension are:
- Deciding when and when not to have Consequences randomly determined. Basic tension would have you decide on a consequence when an NPC is reacting to a PC's dice roll and to roll randomly for the Consequence when spending unused actions at the end of the round. You can ramp up the tension by choosing consequences that are well timed for the situation and exploit opening from the PC and choosing specific Consequences to react to dice rolls. You can lower the tension if things are looking hopeless for the PCs by choosing to randomly roll more Consequences.
- Specifying weaknesses and strength s of NPCs. A conflict can be made more exciting by adding style and equipment specifications to NPCs that the PCs will have to work around to make the most of their actions. For example; The Demon General fights in heavy armor and uses slow but strong attacks to break his enemies equipment. If the PCs attempt to use physical attacks maybe his armor gives them an effectiveness penalty or has a clock that have to be ticked away before his health clock becomes available. Maybe PCs who get too close and aren't quick enough to evade his attacks get their weapons damaged in addition to the normal consequences. And maybe a PC who keeps their distance and aims a shot at a place where his armor is broken can get increased effect or negate the armor clock. None of these rules should be concrete and each fight will be different. This keeps the players on their toes and feels like nothing is a repeat encounter.
- Deciding to target the PCs equally or focus your actions. Basic tension would have you apply consequences against PCs who trigger them with dice rolls and to use unspent actions against different PCs. To increase tension you can cause die roll Consequences to effect multiple PCs or a PC other than the one triggering the Consequence. You can also target specific PCs who pose a bigger threat to the NPCs such as targeting the healer once they realize what they are doing, or focusing your actions against the PC that is rolling the most dice or hitting the hardest. These actions should be reserved for intelligent or tactical NPCs.
- Reducing the number of actions the NPCs have as they lose numbers. If you want a conflict against a large number of opponents to get easier as targets are eliminated, you can have the group of NPCs reduce their action limit by 1 each time one or two of them are removed from the conflict.
- Deciding to summarize the conclusion to a conflict before it becomes tedious. Some conflicts reach a tipping point where the PCs achieve enough success to nearly guarantee victory but there are still NPCs opposing them. To preserve the tension, it is acceptable to summarize the end of the conflict with the PCs being victorious once the suspense is over and there is no fear of losing.
NPC Effect
The total Effect an NPC can deliver through a Consequence is determined first by the targeted PCs Position.
PCs in a Controlled Position are targeted with Effect 1
PCs in a Risky Position are targeted with Effect 2
PCs in a Desperate Position are targeted with Effect 3
PCs in a Terrible Position are targeted with Effect 4
PCs in a Hopeless Position are targeted with Effect 5
Second, NPCs with specific strengths may be able to apply increased effect when playing to those strengths. For example; Azazel is flying around shooting fireballs that are focused with his scroll of pyromancy. He attacks Kai who is in a Risky Position and would normally receive an Effect 2 consequence but because of the pyromancy scroll Azazel imposes +1 Effect.
Finally, NPCs with higher Rank and Skill Points can choose to apply their bonuses as increased Effect rather than a dice penalty to the targeted players defense. For example; If Azazel is a Chunin ( -1 Defense Die or +1 Effect) and his Conjuration is a 4 (-2 Defense Dice or +2 Effect) and he chooses not to impose a dice penalty on defense his total incoming Effect against Kai will be 6.
Spending NPC Effect
In the example above Kai is presented with an option; take 6 effect from a fireball that will (deal a level 2 burn harm) (knock him 30ft away) (and make him drop his sword in the explosion) OR make a Defense roll for Resist and spend chakra equal to 6 minus the highest result you rolled. A pretty easy decision since all the Bonuses were spent on Effect rather than penalizing the defense roll.
It is up to the GM to decide how to spend the total effect to keep tension against the PCs. Especially at higher level, PCs will play smart and cover their weaknesses so swinging with 6 effect wont scare them if they know they have a good chance at rolling a 6 on a defense roll. Here are ways you can spend effect:
1 Effect
- 1 Harm (You get slashed for a level 1 harm of cut)
- Start or add 1 tick to a minor complication clock (Azazel arms himself with a pyromancy scroll that will require 1 Effect from the PCs to get rid of)
- Move someone or something about 15ft (The heavy slam of the hammer knocks you back)
- Put one tick towards a lost opportunity (The enemy puts a chink in your shield, one more of those and it will be damaged)
- Eliminate a targets movement this turn (You are knocked to the ground and it will take your movement to get up)
- Impose a -1 Dice penalty on defending the consequence
- Impose a automatic Chakra cost of 1 to defend against the consequence
2 Effect
- 2 Harm
- Start or add 2 ticks to a standard complication clock
- Move someone or something about 30ft
- Reduce a targets action by 1 Effect
- Reduce a targets Position 1 step
3 Effect
- 3 Harm
- Start or add 3 ticks to a serious complication clock
- Impose an auto hit with effect 1
PCs in a Controlled Position are targeted with Effect 1
PCs in a Risky Position are targeted with Effect 2
PCs in a Desperate Position are targeted with Effect 3
PCs in a Terrible Position are targeted with Effect 4
PCs in a Hopeless Position are targeted with Effect 5
Second, NPCs with specific strengths may be able to apply increased effect when playing to those strengths. For example; Azazel is flying around shooting fireballs that are focused with his scroll of pyromancy. He attacks Kai who is in a Risky Position and would normally receive an Effect 2 consequence but because of the pyromancy scroll Azazel imposes +1 Effect.
Finally, NPCs with higher Rank and Skill Points can choose to apply their bonuses as increased Effect rather than a dice penalty to the targeted players defense. For example; If Azazel is a Chunin ( -1 Defense Die or +1 Effect) and his Conjuration is a 4 (-2 Defense Dice or +2 Effect) and he chooses not to impose a dice penalty on defense his total incoming Effect against Kai will be 6.
Spending NPC Effect
In the example above Kai is presented with an option; take 6 effect from a fireball that will (deal a level 2 burn harm) (knock him 30ft away) (and make him drop his sword in the explosion) OR make a Defense roll for Resist and spend chakra equal to 6 minus the highest result you rolled. A pretty easy decision since all the Bonuses were spent on Effect rather than penalizing the defense roll.
It is up to the GM to decide how to spend the total effect to keep tension against the PCs. Especially at higher level, PCs will play smart and cover their weaknesses so swinging with 6 effect wont scare them if they know they have a good chance at rolling a 6 on a defense roll. Here are ways you can spend effect:
1 Effect
- 1 Harm (You get slashed for a level 1 harm of cut)
- Start or add 1 tick to a minor complication clock (Azazel arms himself with a pyromancy scroll that will require 1 Effect from the PCs to get rid of)
- Move someone or something about 15ft (The heavy slam of the hammer knocks you back)
- Put one tick towards a lost opportunity (The enemy puts a chink in your shield, one more of those and it will be damaged)
- Eliminate a targets movement this turn (You are knocked to the ground and it will take your movement to get up)
- Impose a -1 Dice penalty on defending the consequence
- Impose a automatic Chakra cost of 1 to defend against the consequence
2 Effect
- 2 Harm
- Start or add 2 ticks to a standard complication clock
- Move someone or something about 30ft
- Reduce a targets action by 1 Effect
- Reduce a targets Position 1 step
3 Effect
- 3 Harm
- Start or add 3 ticks to a serious complication clock
- Impose an auto hit with effect 1
NPC Clocks
Creating NPC health and conflict clocks does not have a concrete formula. A good rule of thumb is each PC will most likely be dealing 1 tick to NPC clocks each round. A conflict with balanced tension and good pacing might have 3-5 rounds. so you could multiply the number of PCs by 3 rounds for a quicker conflict or by 5 rounds for a longer one. There are many factors that will alter the rate at which PCs are able to apply ticks such as NPC specifics like immunity, resistance, weaknesses, and strengths so this isn't a flawless formula.
Another way to go is to give your conflict phases such as a 12 clock to tire out the opponent which allows you to start getting into their health clock of 6, or you chipped away at the necromancers magical defense 8 clock so now she summons a skeleton troop that starts the next 8 clock. Phases can be a nice way to allow you to decide to end the conflict based on tension. If your first phase of a conflict was almost too much to handle and the PCs are glad it is over and are escaping with their lives you don't have to trigger the second of third phase. This is especially helpful to maintain tension if your first phase took longer than expected and the conflict has become tedious.
Another way to go is to give your conflict phases such as a 12 clock to tire out the opponent which allows you to start getting into their health clock of 6, or you chipped away at the necromancers magical defense 8 clock so now she summons a skeleton troop that starts the next 8 clock. Phases can be a nice way to allow you to decide to end the conflict based on tension. If your first phase of a conflict was almost too much to handle and the PCs are glad it is over and are escaping with their lives you don't have to trigger the second of third phase. This is especially helpful to maintain tension if your first phase took longer than expected and the conflict has become tedious.