CHAPTER 7: LIBER MALUS (CONTINUED)

Thanks for your patience, everyone. Chapter 7 continues on with the NPC Creator, a step-by-step guide for creating fully fleshed out and well-balanced, custom NPCs, using the same format as the Creature Creator. There are fourteen Steps in this process, compared to the ten in the Creature Creator. Frustratingly, the initial listing skips #11, and the numbering sequence from 8 on in the the initial list differs from that in the detailed descriptions of each Step. This part of my write-up will follow the in-depth descriptions in the Chapter. As with the Creature Creator, the book will here create an NPC, step by step. In this case, it's Danziger Eckhardt, the unfortunate, unlovable protagonist of both books' introduction. Each Step is broken down, with tables from which you may choose or roll the various characteristics of your NPC.The Steps are as follows:

Step 1: Determine Approach - This section instructs GMs to decide whether they need a "quickie" NPC with a limited stat block, or a full-fledged Non-Player Character, with all of the nuance and detail of a PC. The former is referred to a a Simple Approach, and consists basically of enough descriptors to provide limited mechanical interaction, without needing all of the stats. The second is called a Complex Approach, and it will use every step in this section to craft a balanced, fully functional NPC capable of performing any action a PC can.

It is also recommended here to give each NPC, regardless of Approach, five descriptors to define the ost important details about them. The book uses Robert E. Howard's Solomon Kane as an example, and gives him descriptors that include, "A dour English Puritan and redresser of wrongs", and, He is of the Warrior Archetype, driven by Judgement and is Order-Aligned".

Step 2: Persona & Identity - For the first, a short descriptor designed to give a "hook" to the PCs, so that they will "care bout" the character. There is a bit of advice here on how to use your players' frame of reference, combined with distinguishing characteristics or traits. Kind of along the lines of. [character from TV show] with a Southie accent, who is a bit of a practical joker."

Having encapsulated your character thusly, you will give them an Identity. This will consist of Name and Sex & Pronoun. There are two handy tables with 100 names each on them, for each Sex.

Step 3: Age Group & Ancestry - Tables from the core book, reprinted here for use in creating NPCs.

Step 4: Appearance & Social Class - For this Step, there are tables like the tables in the Core Rulebook, but it has been both simplified and added to, for maximum convenience and utility. In addition to tables for Age, Height, Complexion and Build, there is one for Manner of Dress. Distinguishing Marks have been reprinted here, as have descriptions of Zweihandeer's three Social Classes.

Step 5: Motivation - A table of twenty one-word Motivations, with descriptions. Designed to create a defining purpose for the NPC.

Step 6: Archetype & Alignment[/b] - Archetype is the same as it is for PCs, but Alignment in this case refers simply to either Order or Chaos. For the Simple Approach, this is as far as you need to go to create an NPC. If you require a more comlete NPC, one who will perhaps see combat, or be required to adventure alongside (or against!) your players, continue on.

Step 7: Primary Attributes - There is a nifty table of suggested Primary Attribute distribution by Archetype. VERY handy.

Step 8: Risk Factor - As with Creatures, NPCs have a Risk Factor and Notch, which give their relative dfifficulty as foes for Characters of each Tier.

Step 9: Skill Ranks - This section offers a guide for how many Skill Ranks to assign based on Risk Factor and Notch. Also has a full-page table of suggested Skill Ranks appropriate for each Archetype.

Step 10: Bonus Advances - Covers Bonus Advances, again broken down by Risk Factor and Notch, as well as Secondary Attributes.

Step 11: Talents - As above, with guidelines according to Risk Factor/Notch, and a two-page table of Talent distribution by Archetype.

Step 12: Additional Options - Ancestral Traits, Professional Traits according to Risk Factor, Taints of Chaos and/or Magick if these last two are applicable.

Step 13: Trappings - Your NPC's gear, weapons and miscellaneous possessions. Includes a bit on Fineries, or valuable items that may be in the possession of NPCs (for now, anyway, heh-heh).

Step 14: Final Considerations - Dodge and Parry values, if they have been affected by Trappings; Taint(s) of Chaos; Attack Profile (as for Creatures). Review and voila! Complex Approach Complete! Achievement unlocked: Create NPC.

The Chapter closes with a fully filled out two-page Character Sheet for Danziger Eckhardt. We know not only how he arrived at this current state, but why.

Overall, Chapter 7 is yet another example of the Zweihander "toolkit" approach. And a damn fine one, to boot.

Two or three slim Chapters to go, I'm intending to finish this soon.