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The final section is a quick overview of how to make NPCs in VERS. They could use the same rules as above, but that honestly gives way too much information for all but the most important NPCs. Instead, NPCs like companions, pets, and antagonists use an even more simplified system to flesh them out.

Beast or Sentient

The first step in making an NPC is to determine if it is sentient or a beast. Don’t get too tripped up by the names, though. A clockwork automaton would be counted as a beast, for instance. The real difference is if the creature will have mental and social attributes, or if they will be negligible.

In either case, the NPC only has three attributes: either Mental, Physical, and Social for sentient creatures, or Power, Finesse, and Resistance for beasts. These otherwise act as normal, setting target numbers for skill rolls, but they are not purchased. They are set based on the desired power level and their place in the hierarchy.

Note: If the GM wishes for more variability than these rules provide, these attributes can be ranked first, second, and third, with the first ranked attribute being one higher than these rules would normally create, and the third ranked attribute being ranked 1 lower.

Building NPCs

The power level of the NPC should be the same as that of the PCs you are building them for. This sets the core number that all of the other parts will be derived from. The other part is the NPCs hierarchy positions. This can be pawn, grunt, elite, and master. Most friendly NPCs will be of the first two categories, while fellow adventures, like pets or companions may be elites. Only the greatest of NPCs should be masters, creatures that will serve as major foils for the troupe.

Pawns have attributes, skills, and abilities equal to 2 less than their power level (for PL 2 and lower, skills and abilities can be present and simply not get a bonus). If they have gear, it will typically be of lesser quality (smaller bonuses, etc). These enemies only have a single condition slot used for any type of effect and of any net EV range. Because of their low stats, pawns are often used in groups of 3, and mostly just bulk up the opposing numbers without drastically increasing the difficulty.

Grunts are a little bit more powerful, having attributes, skills, and abilities equal to 1 less than their power level. They also typically have lower quality gear. They have two condition slots, one for net EVs from 0-4, and one for net EVs 5 and up. These slots are also universal, being used for any type of effect the character suffers.

Elites are roughly on par with the player characters, in that their attributes, skills, and abilities are equal to their power level. While they have the same universal condition slots, they have one at each level the player characters would normally have (0-2, 3-5, 6-8, and 9+).

Finally, masters have attributes, skills, and abilities 1 greater than their PL, and often have access to enhanced or special gear. They also use universal conditions, however they have the same number and same spread as players (2 slots 0-2, 2 slots 3-5. And one each 6-8 and 9+).

VERSIcon.png VERS Playtest v20.7 - Online Rule Reference
General Rules Basics
Making a Character Character Profile - Mechanical Aspects (Attributes - Skills - Abilities - Gear)
Gameplay Mental Conflict - Physical Conflict - Social Conflict - Stunts
GM Info NPCs
Optional Rules Not Yet Complete
Gamemastering Not Yet Complete
Storytelling and Drama Not Yet Complete
Advanced Techniques Not Yet Complete
Appendices Example Abilities Fantasy - Psionics - Superheroes
Example Gear Prehistoric to Dark Ages - Medieval to Renaissance - Modern - Sci-Fi
Example NPCs Animals - People - Fantasy - Horror - Sci-Fi