Non-Player Characters

During his adventures, your character will meet other people in the setting. These other people—heroes, allies, villains, and everyday folks—are Non-player Characters (NPCs).

Character Types

It takes all kinds of people to populate a campaign setting, but not everyone has what it takes to be an adventurous hero (or diabolical villain)—the world needs average schleps, too. To reflect the difference between heroes and zeroes, there are two character types in Chimera, classed and non-classed:

  • Classed: Like player characters, any NPC with a character class and capable of earning experience levels within it. Classed characters are a cut above the rest of the population—these are the movers and shakers of the world—who have full access to class advancement options, class Sperks, Improved Perks, and Clutch Situations.
  • Non-classed: The everyday people of the campaign: rank-and-file soldiers, minions, torchbearers, shop keepers, citizens, farmers, and angry mobs. As implied, non-classed characters do not possess a class nor can they gain experience levels (they are considered 0-level). These characters start with the statistics shown for their racial type, plus 1d4 Improvement Points for any Abilities and Perks appropriate to their role (IP are spent as per the Character Advancement guidelines.

A summary of NPC capabilities is noted below:

Character Type Gain Levels? Perks? Improved Perks? Racial Sperks? Class Sperks? Clutch Situations?
Classed Yes Yes Yes Yes Yes Yes
Non-classed No Yes No Yes No No

NPC Personalities

Unless you already know an NPC’s outlook and demeanour, roll 2d12 to suggest his personality:

1d12 Outlook 1d12 Demeanour
1 Bigoted 1 Violent
2 Paranoid 2 Overbearing
3 Bleak 3 Arrogant
4 Fearful 4 Capricious
5 Hedonistic 5 Careless
6 Practical 6 Emotional
7 Naive 7 Quiet/Shy
8 Stoic 8 Exacting
9 Adventurous 9 Curious
10 Hopeful 10 Generous
11 Charitable 11 Outgoing
12 Cheerful 12 Friendly

Outlook is one’s attitude (how one views the world). Demeanour is one’s behaviour (how one acts). Together they form personality, which is simply a guideline for roleplaying the NPC—it has no bearing on die rolls or stats.

Note also that the table is arrayed such that more “negative” dispositions occupy low results, while higher rolls give more “positive” qualities. This lets you generalise entire populations (e.g., all NPCs living in the shadow of Depression Mountain roll on this table at –2).