Template:Player NPCs

From Modern Nights
Jump to: navigation, search
Background Rating XP above base sheet
0 0
1 0
2 25
3 50
4 75
5 100


A Starting Level NPC has 2s in all 9 Attributes, 2s in all virtues, willpower 3, and the following defaults:

  • Talents: Alertness 1, Empathy 2, Streetwise 1, Hobby Talent 1
  • Skills: Professional Skill 3
  • Knowledges: Academics 1, Expert Knowledge 1
  • Backgrounds: None. None are required unless you intend to benefit from them having said background(s).

These starting stats may be sold for XP and respent on different things or kept as-is on a starting level character. There is not a requirement to keep the point spread "5/3/2". For example, perhaps you have an accountant, and you wish to re-assign 'professional skill 3' to 'finance 3'. That's perfectly acceptable.

The maximum amount of XP a single NPC can have spent is 100 XP.

NPCs with Influence

NPCs expressed by dots of Contacts, Allies and/or Retainers can hold Influence on your behalf. However, the following requirements apply:

At a rating of 1 the NPC in question requires a rating of 1 in Politics and an Affinity Skill.

At a rating of 2, the NPC in question requires a rating of 1 in Politics, Leadership, and an Affinity Skill.

At a rating of 3, the NPC requires a rating of 2 in Politics, Leadership, and an Affinity Skill

At a rating of 4, the NPC requires a rating of 3 in Politics, Leadership and an Affinity Skill.

At a rating of 5, the NPC requires 3s in Politics, Leadership, and both Affinity Skills.

Affinity Skills:

  • Government Influence: Law or Finance
  • Financial Influence: Finance or Technology
  • Occult Influence: Occult or Academics
  • Medical Influence: Medicine or Technology
  • Transportation Influence: Finance or Technology
  • Academic Influence: Academics or Technology
  • Legal Influence: Law or Investigation
  • Police Influence: Investigation or Law
  • Criminal Influence: Streetwise or Intimidation
  • High Society Influence: Expression or Empathy
  • Media Influence: Expression or Investigation
  • Industrial Influence: Finance or Technology
  • Political Influence: Law or Expression

For example, if you had a Ghoul who was a crime boss and you wanted said crime boss to be Mr. Super Connected, with Influence 5, then he'd need Politics 3, Leadership 3, Streetwise 3, and Intimidation 3.

NPCs with Resources

NPCs expressed by dots of Contacts, Allies and/or Retainers can hold Resources on your behalf. Other NPC types (Herd, Mentor, Cult) cannot do so.

When giving Resources to your NPC, that NPC needs to hold a job that makes sense with their Resources score. We aren't here to play Accountant: The Checkbookening, but if your NPC has a Resources score of 4 and they work at a bakery, we're going to tell you to make it make sense.

An NPC with Resources 0 is not considered to be homeless, they're just considered to not have any extra money to spare. It is up until the point that you want to gain benefit from that NPC's funding that we require you to buy Resources for that character.

So, if you have a Contact who you just use as, say, a drug dealer, you don't need to add Resources to that character. It's when you want to use that NPC as an actual source of money that you need to buy Resources. So, for example, you are a Vampire and you want to use your ghoul's money. In this case, you would need Resources.

When buying dots of Resources, please make sure to note on that NPC what their source of income is. You also will need to make sure your NPC has some dots in skills that adequately reflect the situation you describe. For example, if you buy Resources 5 on an NPC, and say this is due to wise and aggressive investing, then this character should at least have a Finances score.

As general advice, find 2 skills that make sense for the job you pick. Make 1 of those a rating of 3, and the other a rating of 2. For our stock market example, Finances 3, Investigation 2.