By Jape Trostle
NPC sometimes stands for Not Particularly Cooperative
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Life for a player character in a roleplaying game can (and should) be perilous. But not everyone a game master creates in a campaign is out to kill the PCs; some just want to disturb their sanity. The next time your players are gearing up to take on some deadly nemesis or dangerous dungeon, add a few NPC foils to the game to enliven things.
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While every good campaign has a wide variety of NPCs to encounter, foils are a special breed. Foils are specifically designed by the GM to antagonize a party of characters or an individual PC. Foils are colorful, meddling nuisances. They are uninvited and unwelcome minor obstacles that perpetually pop up in the PCs’ lives - always when least desired and expected. Foils plague the players and exploit any foibles their characters may have by contrasting the PCs. personalities. Of course, the foils don’t see it this way; it just seems like their purpose in life is to drive the players nuts.
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This is not unrealistic. Just think of some people you know who regularly rub you the wrong way. Doesn’t it seem like they antagonize you deliberately? Of course, sometimes that is the case....
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However irritating foils may be, most are not very dangerous, and they can often provide comic relief as well as give a twist to the old adventure routine. The foil is not an NPC class; it is simply any NPC personality type who consistently thwarts the PCs in minor ways. This article provides 50 character stereotypes, each followed by a short description, to assist the GM in creating foils to fit any campaign and the players involved. GMs are expected to develop those foils that appeal to them, so only a brief outline of each type is provided. It should be kept in mind that foils are nuisances and should pose no immediate physical threat to the PCs, so most should be relatively inexperienced. Race, sex, alignments, and so forth are usually irrelevant, and foils can appear as individuals or as groups. Although the listed foils are described for use in a medieval or fantasy game, they fit into any RPG scenario. Just picture their counterparts in science-fiction, superhero, espionage, and similar settings.
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Individual foils
1. The tax man: What more need be said? He is greedy, persistent, unpleasant, and always there -especially when the PCs return from a successful adventure. He is an oily snake who enjoys nothing better than squeezing that extra coin from the PCs. purse. He’ll badger the PCs about town, showing up at their door or favorite tavern. The tax man is highly intelligent and shrewd - and he always has government backing. Without taxes, where would the local government be?
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2. The fool: This giggling, cackling jester cannot - and will not - shut up. He is always talking, joking, lying, boasting (he likes to boast about the PCs. abilities to rivals and opponents), and ridiculing others. As a result, he will probably get the PCs into more trouble than they can get out of. This foil has an above-normal intelligence and dexterity, with below-average wisdom, and shows up in taverns and on street corners.
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3. The creditor: If the PCs have ever borrowed money or are escaping bad debts, the creditor and his agents are sure to be on their trails. The creditor goes wherever a debt goes. A creditor could take any shape, but has the persistence of a bounty-hunting Scrooge. Repo men are also of concern here.
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4. The landlord: This mousy little man or woman is always eavesdropping, prying, and raising the rent. The landlord is convinced the PCs are up to no good and wants to know what’s going on. The landlord is only found in the inn or apartment where the PCs are staying.
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5. The ignoble noble: This stuffy, selfrighteous lord or lady looks down at everyone - especially the PCs. Loud, pretentious, obnoxious, arrogant, and rich, the ignoble noble does not have one wit of common sense. This pompous, petty noble abuses the PCs (.Out of my way, lout!.) until needing their services - which, of course, are assumed to be always at his disposal. Ignoble nobles can be found in elite establishments, at court, out hunting, or traveling between these places.
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6. The religious zealot: This priest or follower of some obscure religion is always preaching against the evils of the PCs. ways, no matter how good the PCs might be. Even paladins do not measure up to the zealot’s standards. Wherever found - be it street corner, tavern, or temple - the religious zealot is always up on a soapbox, with the PCs as targets.
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7. The gambler: Never obvious, this slick game player is out to take the PCs for everything they have - again, again, and again. The gambler has a high intelligence, good looks, and is very charismatic and persuasive. The gambler can be found in taverns, on corners, and at games and tournaments - any place where people gamble.
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8. The con man: What the gambler doesn’t take, this foil will. Fake treasure maps, dummy magical weapons, bogus potions - the con man has them all. He is slick and smooth, and has above-average intelligence and charisma. By nature of his precarious position, the con man is always on the move and can thus be found in a wide variety of places. Although most of his wares are worthless, the con man will once in a great while (and without his knowledge) sell something that is genuine. In these instances, since he was unaware of its validity at the point of sale, he will probably want it back if he finds out. A prime example of a con man is Mr. Henney from the TV series Green Acres, or a snake-oil salesman from the Old West.
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9. The merchant: One step above the con man, the merchant’s items are quite real. However, this fast-tongued fellow will always try to sell the PCs something they do not need. If he is a traveling salesman, he could show up anywhere (like that time he tried to sell pole arms to kobolds in the local dungeon). Cyrano Jones from the Star Trek episode .The Trouble With Tribbles . is a good example of this type.
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10. The doorman: Whether a bouncer at a tavern or gate guard at a keep, the doorman will never simply let the PCs walk through the door. His job is to keep people out, and that means the PCs. Even if he has orders to show the PCs in, he will do so grudgingly. Of course, he needs the brawn to back up his job, so a high strength and constitution are recommended, though he does not necessarily have to be a fighter.
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11. The jealous lover or lover’s spouse: Amorous PCs who pursue several lovers at once run the risk that a cheated lover or spouse will find out and come after the PC in question. The foil is usually an important and influential figure, such as a powerful merchant or official. Whoever the jilted lover is, the PC is bound for trouble!
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12. The catty lover: This is a particularly jealous and troublesome lover who is never satisfied with peace and quiet. He or she constantly generates a hurricane of problems for the PC to which he or she is attached, though the PC may find it hard to give up the relationship.
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13. The would-be mate: This is someone who believes he or she would make the perfect mate for one of the PCs. This is also someone who does not know the meaning of the word .no." This foil is usually undesirable in one measure or another, having poor looks, a loud mouth, a pushy personality, or terrible personal hygiene.
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14. The PC.s relative: This foil needs little explanation. If the relative doesn’t want money, he or she has .someone nice. (usually a would-be suitor) for the PC to meet. A relative’s favorite saying is .Blood is thicker than water. "
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15. The captain of the guard: For some reason, the captain doesn’t like the looks of the PCs and will harass them whenever they are in town. He knows they are up to no good, and even if they aren’t, he will make something up. Although a hindrance, the captain is only a minor threat, as his ego is greater than his fighting ability. Since he is a somewhat commanding character, the captain should have an above-average charisma. He can be found making his rounds about the town or dropping in on the PCs to let them know that he still has his eye on them. Local sheriffs also fit this role.
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16. The town official: This foil, usually a mayor, councilor, or burgher, gives the words “inept” and “bungling” true meaning. Usually fat and lazy, the loud and self-important town official never really knows what is going on around him. Always image conscious, the town official shows up at various functions and events about town, and his opinions on current events change like the wind.
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17. The dandy: A foppish, arrogant lad, always dressed in the latest fashion, the dandy is quite a fair-weather friend. He insists on being seen with the PCs if they are successful and popular, and ridicules them if they are not. Either way, the dandy always acts as a superior to the PCs because they don’t dress as well as he does. This handsome, foolish fop can be found in taverns or any place that might make him look good.
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18. The fledgling bard: This would-be minstrel is on the lookout for heroes to interview so he can compose his first great epic. Found in and around taverns, inns, and any place else adventuring types might gather, this scraggly lad sings out of tune and plays the lute horribly.
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19. The matriarchal goodwife: This clucking hen either berates the PCs for not coming up to her own impeccable moral standards or, if the PCs are upstanding citizens such as paladins or good clerics, constantly plays matchmaker for the hapless characters. Found in the marketplace or hanging out the window of her home (gossiping), this large, tough woman won’t take lip from anyone, and believes that no one (except nobility) is above a good thrashing.
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20. The mad prophet: This insane old geezer is the butt of many jokes around the town and countryside. He wanders about aimlessly and without direction, often showing up in unusual places. Dirty and ragged, the mad prophet talks to himself and makes little sense. Sometimes, however, he speaks of things that do come true - perhaps he’s a little psychic as well as psychotic.
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21. The old soldier: This old, withered warrior loves nothing better than pulling up a chair to the PCs. table and telling lots of unbelievable yarns about the good old days. Adorned in rusted armor, he talks and talks, occasionally dropping some important fact in the PCs’ laps - if they are still listening, that is.
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22. The would-be adventurer: This small boy or girl (or group of children) adopts a PC as a role model. This foil will follow the party about, imitating everything the PCs do. Would-be adventurers are only found around towns and villages, and only until their mothers call them in for bedtime.
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23. The loyal dog: When a would-be adventurer reaches adolescence and is still hanging around the player characters, he becomes a loyal dog, willing to do anything for the PCs. Awkward and gangly, the loyal dog’s enthusiasm gets in the way as he rushes about doing favors for the PCs. The reason these foils are called loyal dogs is because the PCs always find them underfoot.
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24. The crush: Similar to the loyal dog, this is an adolescent whose first crush is on one of the PCs. The crush will do anything for a .beloved. . except leave the PC alone.
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25. The apprentice magic-user: This bright though bungling kid is apprenticed off to a low-level, unadventurous magic user who likes to stay put in town. The apprentice, however, dreams of adventure and likes to hang around the PCs. Likewise; he always wants to show the adventurers the latest cantrip he’s learned. Unlike would-be adventurers or loyal dogs, the apprentice actually has a useful (if weak) skill. A knight’s squire fits this category as well.
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26. The street urchin: The young street urchin loves nothing better than following the PCs around town and taunting them. He is amazingly fast, both in dexterity and intelligence. This foil is a real pain but knows the surrounding area better than anyone. There is a chance (25%) that the street urchin is a low-level thief.
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27. The younger sibling: This very young (12 years old or less) sister or brother of one of the PCs wants to be just like the older sibling. In other instances, the PC is the child’s guardian, and the sibling refuses to obey the PC. Either way, the younger sibling is troublesome.
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28. The unwanted pet: This small animal adopts the PCs, usually after they have innocently fed the beast when it was hungry. This pet will follow (often quite loudly) the PCs anywhere, even into battle or into a dungeon. The pet is usually a cat, dog, or other domesticated animal, but could have a serious defense mechanism (like a skunk).
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29. The adoring monster: If the PCs have ever spared some small, semi-intelligent creature from death (for example, a kobold), the grateful monster is bound to show up later, latch onto the group, and try to prove its worth to its saviors. Unlike unwanted pets, an adoring monster is unusual and can be powerful and (relatively) intelligent.
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30. The bumbling bartender: This friendly, forgetful butterball always means well, which does not keep him from being a bumbling idiot. He can run a tavern either in a town or out in the countryside. Butterbur, the innkeeper at The Prancing Pony in Tolkien’s The Lord of the Rings, is a good example.
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31. The brainless brute: The town bully is out to prove he is the toughest around by beating up all the small guys he can get his hands on. His strength is equal to his cowardice; he talks big, but he rarely backs up his words with action.
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32. The reveler: Loud, obnoxious, and always broke, this happy-go-lucky fellow is always ready to knock back a few with his favorite adventurers - as long as they pay. A large fellow with an enormous appetite and thirst, the reveler knows hundreds of bad jokes and tall tales, and will tell them all if given the opportunity. Shakespeare’s Falstaff is such a reveler.
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33. The overzealous soldier: This soldier, usually a low-level fighter in the city guard or army, is a loyal patriot of whatever kingdom, nation, fief, or empire in which the PCs happen to find themselves. The overzealous soldier knows more about rules and regulations than fighting, and is constantly suspicious of the PCs and their activities. He sees plots where there are none.
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34. The snitch: Spindly and thin, the snitch resembles a rat more than a man. If he isn’t telling the PCs about others' plans, they can be sure he.s telling others of theirs. This motor mouth is always spouting names, places, rumors, and lies. He can usually be found slinking about dark alleys and taverns, trying to eavesdrop on any and all conversations.
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35. The inventor: This clever, little, old, white-haired fellow is a mechanical genius - well, sometimes. He sees the PCs as just the people to try out his new contraptions, even though most of his creations don’t work at all the way they are supposed to. Every so often, though, he comes up with a gem. Highly intelligent, the inventor can usually be found in his shop or out trying to perfect his inventions. More often than not, however, he will be out looking for PC volunteers.
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36. The hapless hermit: A quiet, mystical man, the hermit is never found in a populated area, but in a secluded place where he can contemplate reality. Unfortunately, he has the misfortune to pick secluded spots that the PCs eventually stumble across. Each time he is disturbed, he searches out another place, which the PCs also stumble across. Long-bearded and eccentric, the hermit’s patience with unwelcome (i.e., all) visitors is short.
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37. The lady in distress: This is a feisty wench who always manages to get in some sort of trouble from which she needs rescuing, usually when the PCs are nearby. Whether a serving girl with a smart mouth or a noble lady who has a bad habit of being kidnapped regularly, this foil should keep the PCs busy. As a rule of thumb, the damsel usually has a high charisma and a low wisdom (otherwise, she would learn to stay out of trouble). She is not necessarily romantically inclined toward a PC. Another form of this NPC is the .man overboard," usually a careless adventurer who overestimates his abilities and is always in deep trouble, from which PCs must rescue him.
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38. The seductress: Once her sights are set on one of the PCs (or the whole group for that matter!), this femme fatale won’t stop until the PC is hers, body and soul. Although beautiful, she is sly, devious, resourceful, and persistent in her game of love. And she does not have to be of low social status; she could be a lady of high society. The male version of this foil for the female PC is the Don Juan, identical in all respects. Unlike other potential mates, this one is often domineering, selfish, and rarely faithful.
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39. The vestal virgin: This unobtainable, untouchable figurehead of a temple or kingdom, such as a young high priestess or princess of extreme beauty, has fallen in unrequited love with one of the PCs. She is entirely naive and innocent in the ways of politics and love, and does not realize that her affections could cause problems - especially for the PCs. Because of her position, approaching the vestal virgin is taboo, and being caught with her is punishable by death.
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Group foils
40. The party people: These roving packs of dandies and revelers are out to have a good time - at the PCs. expense. Young, boisterous, loud, and looking for trouble, the party people can be found late at night in the streets and hopping from tavern to tavern.
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41. The court schemers: These conniving, petty nobles have plans for advancement at the royal court - plans that usually involve the PCs. Court schemers usually have a favor or errand that needs to be done, and are sure to put in a good word to the king for themselves. Their plots are full of intrigue, but their wisdom scores are low. These foils are found in and around capital cities where there is a royal court.
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42. The city guard: In this case, it is not the captain of the guard who holds the grudge against the PCs; it is the rest of the guard. This group always picks fights with the PCs, looks for reasons to harass them, accuses them of crimes they didn’t commit, or sets them up for embarrassing situations. The players should remember that the city generally looks down on anyone killing a member of the city guard.
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43. The brothel: This horde of harlots is constantly ready to tempt the good PCs (especially those who have taken vows), or scorn the less savory PCs. advances. “Nothing should ever be easy - or free” is their motto. This group is only found in or in front of a house of ill-repute in the less savory parts of town.
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44. The marks: These low-level NPCs have actually bought items from the con man, and they run into the PCs while using the objects (items such as a fake treasure map that marks the treasure’s location right in the PCs. home keep, or the flying carpet that only flies .when it feels like it.). There is a great potential for comedy with these foils; just picture Laurel and Hardy in a role-playing game!
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45. The thieves’ guild: The guild elders in the town or city in which the PCs currently reside have established that the PCs. party is a ‘practice group’ for all the fledgling thieves, and that they are to be fleeced at every opportunity by the apprentices. (And the PCs would not want to bring the wrath of the entire guild on their heads because of a dead footpad or two, would they?)
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46. The unfriendly guild: In a town or city where every form of commerce is controlled by one guild or another, the one guild the PCs rely upon the most (be it Weapons Guild, Alchemists Guild, Merchants Guild, or Magic-User Material Component Supply Guild) is the one guild that doesn’t like the PCs.
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47. The orphanage: Woe to the PCs, for this is an entire building full of street urchins, would-be adventurers, and crushes who enjoy nothing more than playing every practical joke conceivable (such as chamber-pot bombs dropped from the roof, spurs placed under a saddle, or grease wiped on sword handles) on the hapless PCs. Of course, these demons instantly transform into perfect angels whenever the headmaster is about.
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Special foils
The three foils listed hereafter are special foils for several reasons. All three can be used to start entire adventures, so they are not just casual encounters. All three could prove to be dangers to the PCs. lives and limbs, though that is not always the case. Finally, all three have different purposes than merely annoying NPCs or groups of characters.
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48. The unknown entity: This can be a powerful, playful, flippant godling who amuses himself by popping in and out of the PCs' lives. Sometimes he helps them and sometimes he leaves them in the lurch, but he always leaves them without a clue as to what.s going on. This foil must be played carefully so the PCs do not come to depend on it too much. Tolkien.s Tom Bombadil is a good example of such a character. Invariably, the PCs are being steered toward some larger goal in the entity.s plans . perhaps to literally save the world.
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49. The rival(s): This is a rival for one of the PCs or a group of rivals for the whole group. Rivals should be adventurers of the same levels and similar classes as the PCs (with a few variations thrown in to make things interesting) who are constantly competing with the PC party for whatever the current goal is. This group should keep the PCs on their toes and make cooperation among the PCs more likely, as it also adds an element of pressure to the proceedings. A foil such as this can add incentive to the game, as the PCs not only try to overcome their current goal (be it dungeon or quest), but also attempt to beat their rivals to it. Rivals, of course, are not necessarily evil - they are just rivals.
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50. The case of mistaken identity: If played right, this foil can be a real laugh. The case of mistaken identity involves a coincidence in which one of the PCs just happens to look like some NPC of whom the party has never heard. Other NPCs are constantly mistaking the PC for this other person, which is not good, for this other person apparently has the entire town and countryside looking for him because of something he has done (which is often bad). The poor PC is then always accused of being this lowlife, who is quite a cad and scoundrel. This scenario can be very effective if the PCs decide to go after this rogue and straighten things out. To make things interesting, though, the PCs are also unable to find him; they find only his trail of broken hearts, busted heads, bad debts, and angry enemies.
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How to play foils
This list of foils is designed to aid the GM in creating colorful NPCs and potentially interesting encounters. As they are only suggestions, the GM can develop the foils as he sees fit. But above all, foils should be fun and should provide lively subplots for a campaign.
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A foil should be designed with the PCs in mind. If a GM has an idea of what best irks the PC (or the player, for that matter), then that trait should be incorporated into the NPC. If, for instance, the PCs are particularly gold-hungry, the tax man is a good antagonist. If the PCs enjoy a rousing night on the town every night, the captain of the guard would be a suitable foil. Perhaps the reveler would be the choice for a PC that is quiet and subdued, such as a studious magic-user. For those PCs that flirt with the opposite sex, the jealous or catty lover is bound to show up. And if the PCs are politically active, the ignoble noble, the court schemers, or the town official would be appropriate.
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Then again, a foil could just be a pest. The fledgling bard, the loyal dog, and the unwanted pet are all cases of foils who don’t know when they have worn out their welcome. If the PCs fancy themselves as rescuers of fair maidens everywhere, then the lady who needs constant rescuing ought to keep them entertained and on the run - until they collapse from exhaustion.
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Foils do not have to be human; any race can bring its own peculiar traits to the role of antagonist. A halfling can be just as exasperating as any human. The Halfling Thieves Guild from the classic DRAGON® Magazine comic “Finieous Fingers” is a perfect (if lethal) example of this. Race itself can act as a foil to some characters: Imagine a party of elves having to deal with a guild run by dwarves. In whatever case, a foil can be introduced in the campaign to goad just one of the PCs or the entire party at once, so the various NPCs can be molded to fit a particular temperament or scenario. It is all up to the GM.
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A majority of the NPCs listed above are noted for being found in and around cities and towns. This is assuming that most of the encounters of the foil kind will occur as the PCs are recuperating between big adventures that take place in dungeons and the wilderness. However, this does not mean the PCs could not run into a foil in the most unlikely of places. Foils can show up before, during, or after an adventure in any place the GM wants them. Naturally, some encounters are more likely than others. The ignoble noble could be found while out on a hunt or visiting a foreign kingdom where the PCs are currently exploring a dungeon; the mad prophet could be seen in a far-off forest preaching to the trees; and the marks, the rivals, the merchant, or the unknown entity could show up anywhere.
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Foils also give good lessons in restraint: PCs should never be easily rid of one, and there should be no hack-and-slash response to the problem. These encounters should only be solved by employing wit, guile, and ingenious role-playing. Some NPCs are so harmless that severe repercussions should occur if the PCs kill one. For those not-so-harmless or innocent foils, the PCs will want to think twice before trying to permanently dispose of them. These NPCs will be backed by some organization or benefactor which would make life rather uncomfortable for the PCs if anything fatal were to happen to the foil. (Of course, a good thrashing might not hurt.) Nonviolent solutions, however, should be encouraged. In fact, experience points should be awarded for the more clever retorts. Foils are a test of wit and ingenuity, not of strength and weaponry.
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A prime example of how to foil a foil is the crafty solution arrived at by a party in a recent campaign of this GM. The PCs had been plagued by one very snobbish ignoble noble. For various reasons, he was using his political influence to make the PCs look bad to local officials. The PCs could not confront him directly, for he had a very high profile with many connections and supporters. Instead, they began a rumor that he had contracted a socially unacceptable disease, one of the symptoms of which was premature baldness. Then, during a large banquet attended by both the PCs and the noble, the group’s magic user got close enough to the noble to cast the cantrip hair loss on him, and his long, curly locks promptly fell into his soup (notch one for the players). The embarrassed noble soon departed for an extended vacation and was never again as bad a thorn in the PCs. collective side.
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Alas, solutions tend to be temporary where foils are concerned. These NPCs will probably be back, much to the players’ chagrin. As a result, foils should not always spell trouble. About the time they completely wear out their welcome and the PCs are pushed to the point of strangling them, the foils should drop some vital information the players can use: a clue to a current mystery, information on an enemy, the whereabouts of a needed item or map - anything to stave off the PCs. wrath. Perhaps the GM could have the foil help the PCs out of a difficult, life threatening situation. (A foil likes nothing better than gratitude.)
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A well-played foil will cultivate an interesting love/hate relationship with the PCs. However, if the PCs catch on and deliberately seek out the foil for help or information, they should discover that the NPC is now harder to find than he was to lose before. (And if found, the foil should be suspicious and defensive about the PCs seeking him out.) If sought in such a manner, foils will not freely give the help or information that is desired. Thus, foils can get the PCs coming and going.
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Too much of a good thing can bog down a game; consequently, NPC foils should not be overused. Too many foils can cause too much frustration among the players and limit their enjoyment of the game. It is recommended that no more than two or three NPCs be encountered over a period of time as full-time antagonists. After using them awhile, the GM should have them disappear off the scene to pop up unpredictably in the future. The reaction from a player on seeing the return of an old foil is often remarkable.
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Such characters, when played to the hilt and with a touch of humor, can turn previously forgettable NPC encounters into events as memorable as any perilous dungeon or deadly dragon.
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Acknowledgements
I would like to thank the following for their suggestions regarding types of foils (and who are effective foils themselves): Rick Caldwell, Dann Caldwell, and Brent Trostle.
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