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 Npcs.......

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Kai
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PostSubject: Npcs.......   Tue Oct 18, 2016 11:37 pm

NPCs are a valuable tool for players and staff alike. Anyone can emit NPCs at any time to spice up a scene, whether they are friendly or unfriendly. Whether it is a gang of thugs, a traumatized survivor, a lost child or a teenage runaway–just about anything is fair game. However, to preserve continuity and keep things from going off the rails,certain types of NPCs are restricted and require staff approval for players to portray:

  • Government Officials. Whether from Stillwater or Outpost 39.

  • People With Real Intel. Sure, it could be fun to run an NPC who claims knowledge of what’s going on outside of the immediate area, but if that information is supposed to be legitimate you need to get staff approval. False information can be spread freely.

  • People With Immunity. The # of people with immunity should be very small, so we want to keep track of when/how they’re being used to ensure it isn’t too common.


There might be something we haven’t thought of to list here. Feel free to ask a staffer if you’re uncertain whether it’s OK for you to emit a particular NPC.

NPC Objects

We also allow players and staff to create NPC character objects. These NPCs go through chargen like PCs, but do not require detailed backgrounds and do not accrue XP. All NPCs have two names, like “John Smith”, making them easy to recognize as NPCs. NPCs are designed to be of limited duration, and must be tied to some sort of plot, even if it is a single scene.
Who plays an NPC is not secret. When you +finger an NPC, it will show you who ‘owns’ it, and if you +finger a PC it will show you who their NPCs are.
NPCs do not have to be +warned if confrontations are brewing. They are meant to be instigators, and in some cases are even meant to die. However, NPCs that are initiating potentially lethal combat against a PC must follow the +warn policy (i.e. NPCs generally are not meant to be killing PCs).
There are three levels of NPCs. The first is open to anyone, while the other two can only be unlocked with Karma.


  • Mooks/Henchmen





    These ‘splat’ NPCs are ideal for small plots or scenes where you just want someone to shoot at. They are not designed for extended play, but a recurring NPC is fine. The receive less XP to spend in Chargen, making them not as powerful as PCs. Unlike other NPCs, a plot summary not needed in Chargen. Mooks can be rerolled as needed but we ask players to limit how often they reroll the char since approvals do require staff time/attention. Choose generic stats, unless you really need something specific. You can always change the character’s name/description as needed for the role of the day, just don’t forget to follow the two name rule. Anyone with an approved character may create a Mook; they do not count toward alt limits. One free Mook is permitted per player. Additional Mooks can be bought with Karma, for players that might want to have a couple of them with different skill sets.





  • Lieutenants



    These NPCs are designed for short to medium duration plots and are more powerful than Mooks; they are given the same amount of XP to spend in Chargen as a PC. A plot summary is required in Chargen. Also unlike Mooks, these characters may not simply be renamed and redesced to serve another role on the fly (though they can use the Disguise skill if they have it to change their appearance ICly and a new name can be given to them while they are disguised as long as it follows the two name rule). If they are no longer needed or the plot they are associated with ends, they are either rerolled for a new plot or placed in the freezer until their owner is ready to reroll. Lieutenants can be recurring NPCs used in multiple plots. Players have the option when rerolling to leave the sheet alone, fill out a new plot summary and leave it at that. Lieutenants can only be purchased with Karma and do not count toward alt limits. Players can purchase multiple Lieutenants if they wish, using them either for separate plots or the same plot.



  • Masterminds



    These NPCs are designed for long term plot use, the sort that might play out over the course of a few episodes or a whole season. These are the puppet-masters pulling the strings, and they are given more XP to spend in Chargen than PCs to reflect their significant threat level. Like Lieutenants, they require plot summaries in Chargen, cannot be renamed/redesced on the fly to fill another role unless Disguise is used. If they are no longer needed or the plot they are associated with ends, they are either rerolled for a new plot or placed in the freezer until their owner is ready to reroll. Masterminds can be recurring NPCs used in multiple plots. Players have the option when rerolling to leave the sheet alone, fill out a new plot summary and leave it at that. Masterminds can only be purchased with Karma and do not count toward alt limits. Players can purchase multiple Masterminds if they wish, though it’s not usually necessary or appropriate for them to be used for the same plot. If you think you have a good reason/idea, talk to staff about it.





  • If you’re just making a zombie, there’s a premade template for that. When in the stats room, use +template zombie, then adjust as desired.
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