Back to Gates of Creation


knight  NPC Generation knight


Step 1 :
      Start with a name for your NPC.
      Here's a link to some names, Behind The Names,  or make your own below :

Length of Name :
D6 Length
1 2 letters
2 3 letters
3 4 letters
4 5 letters
5 6 letters
6 7 letters
V - Vowel
C - Consonant

Name Construction :
Letter V C
1st 01-50 51-00
2nd 01-40 41-00
3rd 01-25 26-00
4th 01-40 41-00
5th 01-75 76-00
6th 01-60 61-00
7th 01-50 51-00
Vowels :
% Vowel
01-52 E
53-74 A
75-88 O
89-95 I
96-98 U
99-00 Y

      Consonants :
% Consonant
01-13 T
14-23 N
24-32 S
33-40 R
41-46 H
47-51 L
52-56 D
57-60 C
61-64 M
65-68 F
69-71 P
72-74 G
75-77 W
78-80 Y
81-83 B
84-85 V
86-87 K
88-89 X
90-91 J
92-93 Q
94-95 Z
96-99 *
00 **
* Roll from Special
** Roll again and add ' after the letter
Example :
T' Larna
Note the "T" has a ' after it.
Special letters :
D20 Special
01 CH
02 SH
03 TH
04 ST
05 STR
06 PH
07 SW
08 SP
09 KN
10 GH
11 ZH
12 SM
13 SPH
14 SHCH
15 QU
16 WH
17 SR
18 PS
19 SV
20 *
* Put a SPACE in the name.
Denotes a second name.






Notes :
Don't be afraid to 'fudge' a roll if it will lead to interesting results.

I have attempted to follow common letter frequency
charts in the English language within a random sampling of
10,000 words.

Click on this link for my
BASIC program for rolling up names based on these charts.



















Step 2 :
      Roll Attributes for your NPC with these Quick Stats.

Stats :
D20 Score
01 7
02 7
03 7
04 8
05 8
06 8
07 9
08 9
09 9
10 10
11 10
12 11
13 11
14 12
15 13
16 14
17 15
18 16
19 17
20 18
Alignment :
D20 Alignment
01-03 Extremely hostile, attacks on site.
04-06 Somewhat hostile, readies weapons.
07-09 Extremely wary, readies weapons. (+1 DM)
10-14 Somewhat wary, remains at a distance. (+2 DM)
15-17 Uncertain. (+3 DM)
18-19 Somewhat friendly. (+4 DM)
20 Extremely friendly. (joins party)
DM for initial roll is : + charisma/1.8 , round up.
Other DM's as stated in the chart apply to subsequent rolls made by the GM during play.

Mark down initial alignment along with attributes.






Step 3 :
      Roll mutations for your NPC. determine types and amounts first.

Mutation Type
D12 Type
01 None
02 P1
03 M1
04 P1d4
05 P2
06 None
07 M2
08 M1d4
09 B1d4
10 M1
11 P1
12 None
      Results :

      P1is 1 Physical Mutation.
      M1is 1 Mental Mutation.
      B1d4 is 1d4 of both.
      P1d4 is 1d4 Physical Mutations.
      M1d4 is 1d4 Mental Mutations.

      Remember when rolling for mutations from the Gamma World rules
      book : add your NPC's IQ score to the rolls for mental mutations and
       CON score towards physical mutations.


Step 4 :
      Determine Armor Class, type and DM's to dexterity.

Armor Types :
D20 Class Armor Description Dexterity Adj.
01 10 No Armor None
02 10 No Armor None
03 9 Small Shield None
04 9 Large Shield None
05 8 Padded Cloth None
06 8 Leather None
07 8 Leather None
08 8 Padded Cloth None
09 8 Heavy Cloak & Shield None
10 7 Padded Cloth & Shield None
11 7 Leather & Shield None
12 7 Studded Leather None
13 7 Ring Mail -1
14 7 Scale Mail -1
15 6 Studded Leather & Shield None
16 6 Ring Mail & Shield -1
17 6 Scale Mail & Shield -1
18 6 Chain Mail -1
19 5 Chain Mail & Shield -1
20 5 Splint Mail -2
21 5 Banded Mail -2
22 5 Plate Mail -3
23 4 Banded Mail & Shield -2
24 4 Splint Mail & Shield -2
25 4 Plate Mail & Shield -3
26 4 Field Plate -3
27 3 Field Plate & Shield -3
28 3 Full Plate -4
29 2 Full Plate & Shield -4
30 X Artifact SPECIAL
DMs :
      Brotherhood of Thought -5
      Seekers -10
      Knights of Genetic Purity +5
      Red Death +3
      Iron Society +8
      Zoopremists -2
      Healers -8
      Restorationists +10
      Followers of the Voice 0
      Ranks of the Fit +5
      Archivists -9
      Radioactivists 0
      The Created +9
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