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:
| Roll | Race |
|---|---|
| 1 | Human |
| 2 | Orc |
| 3 | Halfling |
| 4 | Hellion |
| 5 | Dwarf |
| 6 | Beastfolk |
| 7 | Elf |
| 8 | DM 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:
| Roll | Class |
|---|---|
| 1–2 | Fighter |
| 3–4 | Cleric |
| 5–6 | Mage |
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.
| Stat | Base Roll | Notes |
|---|---|---|
| STR | 3d6 | Physical might and carrying power |
| INT | 3d6 | Knowledge and learning |
| WIS | 3d6 | Perception and crafting rolls |
| DEX | 3d6 | Speed, aiming, and reflex |
| CON | 3d6 | Health and resistance |
| CHA | 3d6 | Persuasion, 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 Stat | Use |
|---|---|
| Luck | Determines fortune or chance in random rolls |
| Animal | Animal handling, affinity, and instinct |
| Random Event Chance | How often something unexpected happens near them |
| Guardian | Defense and loyalty potential |
| Worldsway | Sensitivity to magic and leyline influence |
| Last Stand | Resilience when at 0 HP or under fatal stress |
STEP 9 — SAVING THROWS
Assign based on class and level range.
| Save | Base | Adjust by Class |
|---|---|---|
| DEATH | 1–19 | Fighter +2, Cleric +1 |
| POISON | 1–19 | Dwarf +2 |
| BREATH | 1–19 | Fighter +1 |
| SPELLS | 1–19 | Mage +2 |
| EXPLOSIVES | 1–19 | Universal |
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:
| d6 | Background |
|---|---|
| 1 | Former soldier |
| 2 | Merchant or trader |
| 3 | Hunter or trapper |
| 4 | Exiled noble |
| 5 | Wandering priest |
| 6 | Failed adventurer |
Personality Example Traits:
| d6 | Personality |
|---|---|
| 1 | Calm and collected |
| 2 | Loud and proud |
| 3 | Cunning and quiet |
| 4 | Brave but reckless |
| 5 | Faithful and humble |
| 6 | Bitter 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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