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Signed in as:
filler@godaddy.com
NPC BUILDER SYSTEM
NPCs are defined by:
NPC creation should take 1–2 minutes.
NPC TIERS
NPC tiers represent competence and influence, not just combat strength.
Tier
Description
Example
I
Commoner
farmer
II
Skilled worker
guard
III
Professional
soldier
IV
Expert
master smith
V
Elite
knight
VI
Legendary
archmage
NPC BASE STATS
Tier
Vigor
Morale
Skill Range
I
4
5
0–1
II
6
6
1–2
III
8
7
2–3
IV
10
8
3–5
V
14
9
4–6
VI
18
10
6–8
NPCs normally have 3–5 skills.
NPC ROLES
The role determines what the NPC is good at.
Common Roles
Role
Typical Skills
Guard
defense, melee combat
Merchant
bartering, speechcraft
Scout
stealth, perception
Scholar
history, literacy
Priest
theology, persuasion
Bandit
stealth, melee combat
Soldier
melee combat, tactics
Craftsman
crafting skills
TRAINERS
Trainers are important for skill advancement in your system.
Each trainer has:
Trainer Quality Table
Tier
Trainer Quality
I
Self-taught
II
Apprentice
III
Skilled Professional
IV
Expert
V
Master
VI
Legendary Mentor
Higher quality trainers allow more training attempts per downtime period.
TRAINER EXAMPLES
Swordmaster
Tier IV NPC
Skills
Melee Combat +5
Defense +4
Tactics +3
Traits
Veteran Fighter
Strict Teacher
Training Offered
Melee Combat
Defense
Combat Maneuvers
Cost
High
Archery Instructor
Tier III NPC
Skills
Marksmanship +4
Perception +3
Traits
Patient Teacher
Training
Marksmanship
Ranged Combat
Cost
Moderate
Master Smith
Tier IV NPC
Skills
Smithing +5
Engineering +3
Traits
Crafting Savant
Training
Smithing
Equipment Maintenance
Cost
High
Arcane Tutor
Tier IV NPC
Skills
Spellcrafting +5
Divination +4
Traits
Mystic Knowledge
Training
Spellcraft
Spellcasting disciplines
Cost
Very High
NPC TRAITS CATALOGUE
Traits define personality, abilities, and quirks.
NPCs typically have 1–3 traits.
PERSONALITY TRAITS
Friendly
NPC is helpful and cooperative.
Effect
+1 social checks with players.
Suspicious
NPC distrusts outsiders.
Effect
Disadvantage on persuasion attempts.
Greedy
NPC prioritizes profit.
Effect
Prices increase unless bargained.
Loyal
NPC strongly supports allies.
Effect
Morale bonus to allies.
Brave
NPC resists fear.
Effect
Advantage on morale saves.
PROFESSIONAL TRAITS
Veteran
NPC has seen battle.
Effect
+1 combat skill.
Master Artisan
Effect
Crafting DC reduced by 1.
Skilled Merchant
Effect
+1 bartering checks.
Well Connected
NPC knows influential people.
Effect
Can provide information or introductions.
Experienced Trainer
Training attempts gain advantage.
NEGATIVE TRAITS
These can create interesting NPCs.
Coward
NPC flees when morale drops below 4.
Drunkard
Occasionally unreliable.
Dishonest
NPC may cheat or deceive.
Hot Temper
Easily angered.
Secretive
NPC hides important information.
NPC MOTIVATIONS
Roll 1d12.
d12
Motivation
1
wealth
2
revenge
3
duty
4
curiosity
5
survival
6
fame
7
redemption
8
loyalty
9
power
10
knowledge
11
protection
12
mystery
NPC CONNECTIONS
NPCs may have connections to:
Connections affect:
• prices
• information access
• quests
NPC LOOT
Defeated NPCs may carry items.
Roll 1d6.
d6
Loot
1
nothing
2
coin pouch
3
weapon
4
armor
5
documents
6
rare item
NPC REPUTATION
NPCs may have reputations similar to player feats and infamies.
Example:
Renowned Blacksmith
or
Infamous Smuggler
These affect social interactions.
NPC QUICK GENERATOR
GM rolls:
Role (1d10)
Trait (1d10)
Motivation (1d12)
Instant NPC.
EXAMPLE NPC
Torren the Blacksmith
Tier III
Skills
Smithing +4
Bartering +2
Endurance +2
Traits
Master Artisan
Friendly
Motivation
Protect his village.
Services
Weapon repair
Armor crafting
Training in smithing.
MERCHANT & ECONOMY SYSTEM
This system determines:
The GM can generate entire markets quickly.
1. CURRENCY SYSTEM
Currencies are grouped by tiers of value.
Example baseline:
Coin
Value
Copper
1
Silver
10
Gold
100
Platinum
1000
But the GM may change this per region.
Alternate Currency Systems
Different cultures may use:
Currency
Example
Barter
tribal regions
Salt
desert economies
Grain
rural settlements
Gems
wealthy empires
Dragon Scales
magical economies
2. TRADE GOODS
Trade goods form the backbone of regional economies.
These are usually bulk goods.
Trade Goods Table
Category
Examples
Food
grain, meat, spices
Materials
iron, wood, stone
Textiles
wool, silk
Animals
horses, cattle
Luxury
wine, perfumes
Magic
reagents, artifacts
Trade Good Value
Rarity
Value
Common
10 coins
Uncommon
50 coins
Rare
200 coins
Exotic
1000+ coins
3. REGIONAL ECONOMIES
Regions influence prices heavily.
Each settlement has three main resources.
Example:
Mountain Town
Exports
Imports
Effect:
Iron cheaper
Grain expensive
Regional Scarcity Modifier
Condition
Price Modifier
Abundant
–25%
Common
normal
Scarce
+50%
Rare
+100%
4. MERCHANT TYPES
Merchants specialize in goods.
Each merchant has:
Merchant Wealth Levels
Tier
Description
Poor
street vendor
Modest
shopkeeper
Wealthy
guild merchant
Rich
caravan master
Elite
trade magnate
Merchant Inventory
Merchant
Items
Vendor
5 items
Shopkeeper
10 items
Guild merchant
20 items
Caravan master
30 items
5. MERCHANT PERSONALITY
Roll 1d12.
d12
Personality
1
honest
2
friendly
3
greedy
4
suspicious
5
curious
6
arrogant
7
secretive
8
desperate
9
honorable
10
nervous
11
ambitious
12
corrupt
Personality affects bargaining.
6. BARTERING SYSTEM
Players may negotiate prices.
Bartering uses Speechcraft or Bartering skill.
Bartering Results
Success Margin
Result
Fail
price increases
Success
–10%
Great success
–25%
Critical success
–50%
Failure may increase price.
7. BLACK MARKETS
Illegal markets sell rare goods.
Examples
Black markets have:
Trait
Effect
Secret location
requires contacts
High prices
+50%
Dangerous
guards or criminals
8. CARAVANS & TRADE ROUTES
Trade routes move goods between cities.
Caravans carry:
Caravans may become encounters.
Possible events
d6
Event
1
bandit attack
2
monster attack
3
broken wagon
4
lost route
5
merchant dispute
6
hidden treasure
9. MONSTER RESOURCE ECONOMY
Monster parts are valuable.
Example materials:
Creature
Resource
Dragon
scales, blood
Giant spider
silk
Wyvern
venom
Troll
regenerative tissue
Basilisk
petrification glands
These feed into:
10. MARKET EVENTS
Markets change over time.
Roll 1d10.
d10
Event
1
supply shortage
2
caravan arrival
3
festival
4
famine
5
war demand
6
new merchant
7
smuggling ring
8
tax increase
9
monster attack
10
royal decree
These alter prices.
11. ECONOMIC STABILITY
Settlements have stability ratings.
Level
Economy
Poor
survival economy
Stable
normal trade
Prosperous
thriving trade
Booming
luxury markets
12. QUICK MERCHANT GENERATOR
GM rolls:
1d6 Merchant Type
1d12 Personality
1d10 Goods
Instant merchant.
Example Merchant
Alric the Spice Trader
Merchant Tier: Wealthy
Personality: Suspicious
Goods
Inventory Slots: 20
13. PRICE GUIDELINES
Prices should stay flexible.
Example ranges:
Item
Cost
Bread
1 coin
Meal
5 coins
Weapon
40–100 coins
Armor
100–500 coins
Potion
50–200 coins
14. MERCHANT QUEST HOOKS
Merchants generate story hooks.
Examples
WHY THIS SYSTEM WORKS
This system connects:
It encourages living economies.

TRAVEL & EXPLORATION SYSTEM
Travel is divided into Travel Phases.
Each day consists of:
HEX MAP SCALE
Each hex represents a travel distance.
Recommended scale:
Hex Size
Travel Time
1 mile
tactical areas
6 miles
wilderness travel
12 miles
large-scale travel
For most campaigns:
6-mile hexes work best.
DAILY TRAVEL SPEED
Base travel per day:
Travel Pace
Hexes/Day
Effects
Slow
2
advantage on perception
Normal
3
normal
Fast
4
disadvantage on perception
TERRAIN MODIFIERS
Terrain affects travel speed.
Terrain
Movement
Road
+1 hex
Plains
normal
Forest
–1 hex
Mountains
–2 hex
Swamp
–2 hex
Desert
–1 hex
Snow
–2 hex
Mountains may also require climbing checks.
PARTY TRAVEL ROLES
Players can take roles during travel.
Each role uses a skill.
Navigator
Skill: Navigation
Success:
Party avoids getting lost.
Failure:
Party may travel wrong direction.
Scout
Skill: Perception or Tracking
Success:
Detect danger early.
Failure:
Ambush possible.
Forager
Skill: Bushcraft or Survival
Success:
Find food and water.
Failure:
No resources found.
Quartermaster
Skill: Packcraft
Success:
Reduce encumbrance penalties.
Failure:
Equipment issues.
Guard
Skill: Perception or Combat
Success:
Camp safer at night.
Failure:
Night encounters more likely.
GETTING LOST
If navigation fails:
Roll 1d6.
Roll
Result
1–2
wrong direction
3–4
slowed progress
5–6
minor detour
Dense terrain increases risk.
FOOD & WATER CONSUMPTION
Daily requirements:
Resource
Required
Food
1 ration
Water
2 units
If lacking:
FORAGING TABLE
Success on bushcraft:
Roll 1d6.
d6
Resources
1
nothing
2
small food
3
food for 1
4
food for 2
5
food and water
6
abundant resources
WEATHER SYSTEM
Weather affects travel.
Roll 1d10 per day.
d10
Weather
1
clear
2
cloudy
3
rain
4
storm
5
fog
6
heat wave
7
cold snap
8
heavy wind
9
lightning storm
10
supernatural weather
Weather may impose:
TRAVEL FATIGUE
Long travel drains stamina.
Every day of travel:
Make Endurance save.
Failure:
Lose 1 vigor.
Hard terrain increases difficulty.
TRAVEL EVENTS
Each day roll 1d12.
d12
Event
1
nothing
2
animal encounter
3
monster encounter
4
travelers
5
ruins
6
merchant caravan
7
strange landmark
8
weather hazard
9
bandits
10
lost traveler
11
resource find
12
quest hook
LANDMARK DISCOVERY
Landmarks create exploration rewards.
Examples:
These often contain:
CAMP SYSTEM
At the end of the day players set camp.
Camp actions include:
CAMP ROLES
Players assign night duties.
Cook
Skill: Cooking
Better food quality.
Watch
Skill: Perception
Detect night threats.
Healer
Skill: Medicine
Treat injuries.
Storyteller
Skill: Performance
Restore morale.
CAMP QUALITY
Camp quality affects rest.
Quality
Effect
Poor
half recovery
Basic
normal
Comfortable
+1 recovery
Fortified
advantage on defense
TRAVEL HAZARDS
Certain environments cause hazards.
Examples:
Desert
Water consumption doubles.
Mountains
Risk of falling rocks.
Swamps
Disease risk.
Frozen lands
Cold exposure causes vigor loss.
MOUNT TRAVEL
Mounts increase travel speed.
Mount
Speed
Horse
+1 hex
Warhorse
+1 hex
Mule
+0
Exotic mounts
varies
Mounts also carry encumbrance.
EXPLORATION REWARDS
Players may discover:
These tie into:
HEX EXPLORATION
When entering an unexplored hex:
Roll 1d8.
d8
Result
1
empty
2
wildlife
3
ruins
4
monster
5
landmark
6
resource
7
travelers
8
hidden dungeon
TRAVEL SUMMARY
Daily flow:
SYSTEM BENEFITS
This travel system integrates with:
It makes journeys dangerous but rewarding.
FINAL SYSTEM STILL MISSING
You now have nearly a complete TTRPG.
The last major GM framework that would complete the game is:
Mass Combat & Warfare System
Because your world clearly supports:
And a good mass combat system would fit your maneuver and morale mechanics perfectly.
Excellent idea. Treating units as characters fits perfectly with your existing systems because you already have:
So the mass combat system should scale the same mechanics, not invent a new one. This keeps the game consistent and easy to learn.
Below is a Mass Combat & Warfare System built directly from your framework.

MASS COMBAT & WARFARE SYSTEM
Large battles are resolved using Units.
A Unit represents a group of fighters acting together.
Examples:
Each unit acts like a large character.
UNIT SCALE
Recommended scales:
Unit Size
Example
5 soldiers
small squad
10 soldiers
standard squad
20 soldiers
platoon
50 soldiers
company
Most encounters use 10–20 units.
UNIT STAT BLOCK
Units use simplified versions of player stats.
Unit stat block includes:
Example
Infantry Squad
Tier III
Size: 10 soldiers
Vigor: 12
Morale: 8
Defense: 12
Skills
Melee Combat +3
Defense +2
Tactics +2
Traits
Shield Wall
Disciplined
UNIT VIGOR
Unit Vigor represents:
When vigor reaches 0, the unit collapses.
UNIT MORALE
Morale determines whether a unit fights or flees.
Morale drops when:
UNIT MOVEMENT
Units move on the same hex grid.
Typical movement:
Unit Type
Hex Movement
Infantry
2
Cavalry
4
Siege
1
Monsters
varies
UNIT ATTACKS
Unit attacks represent multiple strikes.
Example:
Infantry attack:
Melee Assault
Severity +2
Ranged Volley
Piercing +2
FORMATIONS
Formations grant bonuses.
Shield Wall
Effect
+2 defense vs melee
–1 movement
Spear Line
Effect
Advantage vs charging enemies.
Loose Formation
Effect
Reduced damage from area attacks.
Wedge
Effect
+2 attack when charging.
UNIT MANEUVERS
Units use special maneuvers similar to character maneuvers.
OFFENSIVE MANEUVERS
Charge
Skill: Tactics or Melee Combat
Effect
Unit moves forward and attacks.
+1 severity.
Volley
Skill: Marksmanship
Effect
Ranged attack hitting 2 hex area.
Flank
Skill: Tactics
Effect
Enemy defense reduced.
Break Line
Skill: Endurance
Effect
Push through enemy formation.
DEFENSIVE MANEUVERS
Brace
Skill: Defense
Effect
Reduce damage from charges.
Hold Ground
Skill: Endurance
Effect
Resist forced movement.
Rotate Line
Skill: Tactics
Effect
Fresh soldiers replace wounded.
Recover 1 vigor.
TACTICAL MANEUVERS
Rally
Skill: Leadership
Effect
Restore morale.
Regroup
Skill: Tactics
Effect
Recover formation.
Retreat
Skill: Tactics
Effect
Orderly withdrawal.
COMMANDERS
Commanders are extremely important.
A commander may grant:
Commander Example
Knight Captain
Leadership +4
Tactics +4
Ability
Battle Orders
Nearby units gain +1 attack.
TERRAIN EFFECTS
Terrain heavily affects battles.
Forest
Archers advantage
Cavalry disadvantage
Hills
High ground bonus.
River
Movement penalty.
Fortifications
+3 defense.
SIEGE WEAPONS
Siege units have special attacks.
Ballista
Range: long
Damage: piercing severity +4
Catapult
Area attack (3 hex radius)
Blunt severity +5
Trebuchet
Extreme range.
Used for castle destruction.
MONSTERS IN WAR
Large monsters behave like elite units.
Example:
Dragon
Size: Huge
Vigor: 30
Morale: 10
Abilities
Breath weapon
Wing buffet
Terror aura
Dragons can devastate formations.
WAR CONDITIONS
Units can suffer battlefield conditions.
Examples
Broken Formation
Exhausted
Encircled
Routed
ROUTING
If morale reaches 0:
Unit flees.
Nearby units must make morale saves.
WAR EVENT TABLE
Each battle round roll 1d8.
d8
Event
1
reinforcements
2
commander injured
3
terrain hazard
4
heroic charge
5
morale surge
6
confusion
7
weather shift
8
monster enters battle
WAR PHASES
Large battles proceed in phases.
HEROIC ACTIONS
Player characters can influence battles.
Examples
These can shift morale dramatically.
WAR VICTORY CONDITIONS
Battles end when:

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