For an NPC's stats, roll 1d6:
1 - 2d6 2d6 3d6 4d6
2 - 2d6 3d6 3d6 4d6
3 - 2d6 2d6 4d6 5d6
4 - 3d6 3d6 4d6 4d6
5 - 2d6 3d6 5d6 5d6
6 - 3d6 4d6 4d6 5d6
All NPCs but the monster have the same four traits:
I'm taking this very seriously.
This falls within my expertise.
My life depends on this.
I'm fighting for someone I love.
Assign each trait multiple sets of dice, but listed for different arenas. For instance:
"I'm taking this very seriously - 1d6 just talking, 2d8 fighting, 1d4 murder."
In conflict, treat this as three traits: one you can bring into play if the NPC's taking this very seriously and it's just talking, one if the NPC's taking it very seriously and it's fighting, one if the NPC's taking it very seriously and it's murder.
If you assign no dice to a particular trait in a particular arena, bringing it into play in that arena isn't worth any dice.
For "this falls within my expertise," you may list areas of expertise if you feel like it. "This falls within my expertise (doctor, driving a car, tennis) - 1d10 just talking, 1d6 physical."
If you give an NPC fallout that changes her traits, apply the change to a particular trait in a particular arena, not across the board.
For an NPC's traits, roll 1d10:
1 - 1d4 1d4 1d6 2d6 2d6 1d8 2d8 1d10
2 - 1d4 1d6 2d6 2d6 2d6 1d8 2d8 1d10
3 - 1d4 1d4 2d6 2d6 2d6 1d8 1d8 2d8 1d10
4 - 1d4 2d4 2d6 2d6 2d6 1d8 1d8 2d8 1d10 1d10
5 - 1d4 1d4 2d6 2d6 2d6 1d8 2d8 2d8 1d10 2d10
6 - 1d4 2d4 2d6 2d6 2d6 1d8 1d8 2d8 1d10 1d10 1d10
7 - 1d4 2d4 1d6 2d6 2d6 2d6 1d8 1d8 2d8 1d10 1d10 2d10
8 - 1d4 2d4 1d6 2d6 2d6 2d6 3d6 1d8 2d8 1d10 1d10 2d10
9 - 1d4 2d4 1d6 2d6 2d6 2d6 1d8 1d8 2d8 1d10 2d10 2d10
10 - 1d4 2d4 1d6 2d6 2d6 2d6 1d8 1d8 2d8 2d8 1d10 2d10 2d10
For an NPC's bonds, roll 1d6:
1-4 - no bonds
5 - assign one trait die to a bond
6 - assign two trait dice to a bond or bonds
Name an NPC's relationships, then roll to determine each one's dice. Name no more than three or four (in addition to any relationships with the monster the NPC naturally gets). NPCs don't get unassigned relationship dice.
For each of an NPC's relationships, roll 1d8:
1 - 1d4
2 - 2d4
3 - 1d6
4 - 2d6
5 - 1d8
6 - 2d8
7 - 1d10
8 - 2d10
Assign an NPC's belongings as normal.
Nonhuman opponents don't get stats. Instead, they get dice for their own natures. You can think of a storm's dice, for instance, as its storminess; an injury's dice as its injuriousness.
1 - 5d6 1d10, no escalation.
2 - 5d6, escalate for 3d6.
3 - 5d6 1d8, escalate for 2d6 1d8.
4 - 5d6 1d8 1d10, escalate for 2d6 1d10, escalate for 1d6 1d8.
5 - 7d6 2d8, escalate for 4d6 2d10.
6 - 6d6 1d8 1d10, escalate for 3d10, escalate for 1d6 4d4.
7 - 6d6 2d8 1d10, escalate for 2d6 2d8, escalate for 1d6 2d10.
8 - 6d6 2d8, escalate for 4d6 2d8, escalate for 2d6 1d8 1d10.
Every session of play, you get some dice that you can spend into any conflict, whenever you want. You get 3d6, 3d8 and 2d10. Check them off as you roll them.
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