NPC CREATION - DM TOOLS


NPC CREATION RULESET (FOR DMs)

This system provides a full framework for generating NPCs using the Vorrengarde Basic stat and specialization structure. Follow the numbered steps below.


STEP 1 — DETERMINE TYPE OF NPC

Decide whether the NPC is:

Commoner: Townsfolk, shopkeepers, or travelers (Level 1–3)

Adventurer: Mercenaries, guards, or explorers (Level 4–10)

Elite/Named: Captains, Masters, Mages, or Nobles (Level 11–20+)

Special Entity: Arc-Knight, Faye-Touched, or Leybound (Custom Level / Special Traits)


STEP 2 — RACE AND SUBRACE

Roll a d8 for the main race:

RollRace
1Human
2Orc
3Halfling
4Hellion
5Dwarf
6Beastfolk
7Elf
8DM or Party Choice

Then roll for Subrace based on the selected race using the Character Creation Races chart from the main rules. Apply racial bonuses and traits.


STEP 3 — CLASS AND SPECIALIZATION

Roll a d6 for the NPC’s base class:

RollClass
1–2Fighter
3–4Cleric
5–6Mage

If you wish to add depth, roll for a Specialization using any appropriate list.
Start at Level 1–5 for normal NPCs, Level 6–10 for veterans, and 11–25 for elite or legendary NPCs.


STEP 4 — REROLLS

NPCs may reroll up to 2 stat rolls or 1 specialization roll at DM discretion. Named or story NPCs may receive unlimited rerolls for narrative balance.


STEP 5 — LANGUAGES

All NPCs begin with Common plus their Race Language.
For Intelligence modifiers, apply:

3–8: 1 Language (Common)

9–12: 2 Languages (Common + Race)

13–15: 3 Languages

16–17: 4 Languages

18–20: 5 Languages

21+: 6+ Languages


STEP 6 — STATS

Roll 3d6 per stat. Add racial bonuses afterward.

StatBase RollNotes
STR3d6Physical might and carrying power
INT3d6Knowledge and learning
WIS3d6Perception and crafting rolls
DEX3d6Speed, aiming, and reflex
CON3d6Health and resistance
CHA3d6Persuasion, leadership, morale

NPCs’ total modifiers apply to all rolls related to their trade or role.


STEP 7 — HP

For base HP:
(1d4 × Level) for commoners
(1d8 × Level) for fighters
(1d4 × Level) for mages +2 clerics
Add Constitution modifier × Level.


STEP 8 — UNIQUE STATS

10 points for each of the six unique stats plus 3 per level of npc, or set values to match personality.

Unique StatUse
LuckDetermines fortune or chance in random rolls
AnimalAnimal handling, affinity, and instinct
Random Event ChanceHow often something unexpected happens near them
GuardianDefense and loyalty potential
WorldswaySensitivity to magic and leyline influence
Last StandResilience when at 0 HP or under fatal stress

STEP 9 — SAVING THROWS

Assign based on class and level range.

SaveBaseAdjust by Class
DEATH1–19Fighter +2, Cleric +1
POISON1–19Dwarf +2
BREATH1–19Fighter +1
SPELLS1–19Mage +2
EXPLOSIVES1–19Universal

STEP 10 — ARMOR & EQUIPMENT

Upon creation:

Fighters: Gain a full set of Light, Medium or Heavy armor

Clerics: Gain Light or Medium armor + holy symbol

Mages: Gain Robes + focus staff

Record their armor, weapons and extra things like tools and potions ect.

Tools, Accessories, and Carried Items may be rolled from the relevant town or merchant charts.


STEP 11 — TOTAL WEIGHT

Sum all carried item weights and compare to Strength × 10 (see Encumbrance rules). Apply penalties if exceeded.


STEP 12 — TRAITS AND SKILLS

Assign:

Familial Trait (from lineage or background)

Race Trait

Subrace Trait

Each should have one listed Effect.

Then roll or choose 2–4 Skills relevant to their occupation or history (e.g., “Blacksmithing,” “Tracking,” “Faith,” “Bartering,” “Stealth,” “Crafting,” etc.).


STEP 13 — BACKGROUND & PERSONALITY

Use the following quick tables or create freely.

Background Examples:

d6Background
1Former soldier
2Merchant or trader
3Hunter or trapper
4Exiled noble
5Wandering priest
6Failed adventurer

Personality Example Traits:

d6Personality
1Calm and collected
2Loud and proud
3Cunning and quiet
4Brave but reckless
5Faithful and humble
6Bitter but loyal

FINAL NPC TEMPLATE

NAME:

RACE:

SUBRACE:

CLASS:

----------

LANGUAGES:

- - - - - ----------

LEVEL:

class xp:x/xx

specialization xp:x/xx

STATS

HP:

Str:3d6

Int:3d6

Wis:3d6

Dex:3d6

Con:3d6

Cha:3d6

-------------

Luck:----------------x/20

Animal:--------------x/20

Random Event Chance:-x/20

Guardian:------------x/20

Worldsway:-----------x/20

Last Stand:----------x/20

-------------

SAVING THROWS

DEATH : X

POISON:X

BREATH: X

SPELLS : X

EXPLOSIVES : X

------------

AC:x(x)

----------

HELM:()

LEFT ARM: ()

RIGHT ARM: ()

CHEST ()

LEFT LEG: ()

RIGHT LEG: ()

SHIELD: ()

Weapons:

-

Tools: -()

Accessories: -() -() -()

Carried Items:

TOTAL WEIGHT: --------

TRAITS FAMILIAL TRAIT:

EFFECT:

RACE TRAIT:

EFFECT:

SUBRACE TRAIT:

EFFECT:

SKILLS

-

BACKGROUND:

PERSONALITY:


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