Non-Player Character: Difference between revisions

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*Companion NPC's are only allowed to have (3) Magics at start.
*Companion NPC's are only allowed to have (3) Magics at start.
*All other Starting XP rules apply as normal.
*All other Starting XP rules apply as normal.
'''Lore'''
Companion NPC's do not accumulate Lore. It is assumed they are knowledgeable of their skills appropriate to their level of mastery. At no point in time is a Companion NPC allowed to have secret knowledge of any given subject without permission from the Support Forum.


====Progressing Companion NPCs====
====Progressing Companion NPCs====
Companion NPCs may gain an additional 100 XP per season, per NPC. Each thread they are relevant within or important to, the player can request 10 XP for them and allocate that XP as they wish. Companion NPCs can have any number of Master ranked mundane or magical skills. Like players, they can obtain mastery of those skills across the course of their story beside the player. They face the same restrictions as the Player Character in that only 3 skills in total can achieve the rank of Grandmaster and only 1 of those skills can be a magic.
Companion NPCs may gain an additional 150 XP per season, per NPC. Each thread they are relevant within or important to, the player can request 10 XP for them and allocate that XP as they wish. Companion NPCs can have any number of Master ranked mundane or magical skills. Like players, they can obtain mastery of those skills across the course of their story beside the player. They face the same restrictions as the Player Character in that only 3 skills in total can achieve the rank of Grandmaster and only 1 of those skills can be a magic. As with Player Characters, they can only obtain 5 magic skills (Personal or World), after which there must be serious consideration given via a Support Forum request.


Companion NPC's can wield [[Emblem|Emblems]] just like normal player characters. Please keep the following rules in mind:
Companion NPC's can wield [[Emblem|Emblems]] just like normal player characters. Please keep the following rules in mind:
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*Champion (Mark 3) can be granted at any point following the awarding of Mark 2. They must expend 150 XP to acquire the Emblem and should receive permission to do so from the Support Forum.
*Champion (Mark 3) can be granted at any point following the awarding of Mark 2. They must expend 150 XP to acquire the Emblem and should receive permission to do so from the Support Forum.


A Companion NPC can have only have 1 Champion level [[Emblem|Emblems]] and up to 2 Acolyte level Emblems.
A Companion NPC can have only have 1 Champion level [[Emblem|Emblems]] and up to 2 Avowed level Emblems.
 
===Heightened Companion NPC===
 
The world is filled with interesting people who embark upon interesting stories. Players meet these people and as they embark upon their adventures with them, learning about them, learning to live with, love or even hate them, things about those people present themselves. To that end, Companion NPC’s have the potential to be or become more than what they appear to be. With due consideration, the Support Forum can be petitioned to afford special circumstances upon a player’s Companion NPC if circumstances warrant the granting of the request.
 
Please keep the following in mind when apply for a Special Circumstance Companion NPC:
 
*The Companion NPC must be displayed to have a strong affinity for and attributes with the associated special circumstance.
*The Companion NPC must have been the PC’s CNPC for a minimum of 1 real life calendar year.
*Only 1 Special Companion NPC will be granted per writer across all accounts. No exceptions.
 
The Support Forum will ultimately make the determination as to whether or not to award this special circumstance.
 
'''Demigod Status'''
 
Companion NPC’s can arise to the status of a [[Demigod]] only if their associated Player Character has obtained this status as well. As Companion NPC’s are intended to be intricately linked to the stories and lives of their Player Character, it can be said that just as their Player rises, so too can they. A Demigod Companion NPC can have an associated [[Emblem]]. With that in mind, it should be noted that the moderation staff can then utilize the NPC to award that Emblem for those who both apply for and are found to be deserving of it. As with Player Character Demigods, the CNPC will have to be justified in the reasoning behind any proposed portfolio.
 
'''Outsider Status'''
 
Companion NPC’s can awaken to the status of an [[Outsider]] only if their associated Player Character has obtained this status as well. It goes without saying that an individual who is so deeply tied to an Outsider, might one day face a Revelation themselves. So close are they to a being who has peered beyond the mundane that they might be inspired to pursue their own Obsession. Players should think carefully on the motivations and inspirations that drive their CNPC to this level.


=== Pets (Pet NPCs)===
=== Pets (Pet NPCs)===

Latest revision as of 19:06, 17 July 2023


Non-player characters (NPC’s) play many roles in the stories that transpire in an RPG world. From the background crowd member to the nefarious villain rallying armies against a group of adventurers, NPC’s are found at all levels of plots and we here at Ransera encourage their use toward creative ends. To avoid abuse and to provide clear avenues of development and implementation, the following are the rules set in place concerning NPC’s across the website.

If at any point in time there is a matter in need of clarification, contact your local staff member, reach out to the Q&A forum or consult with the Help Desk.

Concepts

Non-Player Characters and Skills

While it's not uncommon for NPCs to display some level of skill in RP, not all NPCs display the same level of skill or have specified skill structures. PC owned NPCs, both Personal and Companion, are created with a fixed set of skills. In the case of Companion NPCs, these skills can be advanced through roleplaying with that character. The rest of NPCs don't have clear sets of skills, and their implementation in narratives are more based on players' understanding of the NPC itself. There's an exception to this; partial skill displays can appear in Story NPCs if the moderators consider such an information relevant; for example, magic in the Daravinic Entente.

Non-Player Characters and Lores

NPCs do not have 'lores'; it can be assumed that they are sufficiently knowledgeable for their skill level (PC owned) or skillset given the NPC's characteristics. The information they hold is, essentially, whatever makes sense for someone in their station. Players are not to overplay the knowledge level of NPCs to acquire hidden information, and this can result in intervention by moderators.

Influence

Influence is a player's level of ability to directly assert influence, or some would say control, over an NPC. This score is often determined in the NPC write-up itself, and there is a table below that shows the general level of influence based on the type of NPC in question. While Influence as a number is generally tied to the NPC themselves, there are opportunities for personalized Influence scores, written in the directives described later in the article.

0: NPCs with a PC influence score of 0 cannot be controlled by a PC by any means, save for with specific characters with permission granted by a moderator with oversight on that NPC.

1: Surface level interactions between PC and NPC. This includes things like small-talk, banter, and engaging with them in the things they do on a daily basis.

2: Deeper level interactions, such as meaningful conversations and less ordinary meetings can occur between a PC and NPCs in this category.

3: PCs can acquire limited aide from an NPC like this. Generally, the rule of thumb is that NPCs with this level of influence can assist a PC in encounters of theirs, but infrequently and only plots they are driving for themselves (such as a solo series). Collaborative and moderated threads don't allow for incredible 3-influence NPC intervention, and those found to be relying too heavily and frequently on NPCs like this will have their thread rewards challenged. If someone's influence over an NPC is three, they may be initiated by them.

4: With an influence of '4', the PC is consistently able to employ the NPC in question for assistance. This rank is generally reserved for employees at a player-run business, or subordinates in a faction. For example, if one is given a rank that holds their previous rank as their 'charge', these faction members would be considered Influence-4 NPCs that can be controlled fairly consistently. However, these NPCs are bound more to their position than to the PC. They may help you by performing their necessary job or faction duties, but they won't follow a PC across the country to hunt his or her adversaries. They are, while helpful, largely stationary.

5: This is a category that specifically pertains to the leaders of player-run factions. NPCs with an Influence-level of 5 can be virtually completely controlled within the purview of the faction. They can assist as you wish, and so long as they are serving the PC's interest due to faction-related duties, they can be considerably involved in a PC's plot.

6: Reserved for Companion and Pet NPCs. Players can control every aspect of their character, their actions, where they go, what they want, etc; while some moderated oversight is possible in the case of abuse, NPCs of this tier are solely directed by their player.


Influence 0 1 2 3 4 5 6
NPC type
Story
Local
Minor, Local
Personal
Personal, Local (Faction)
Companion, Pet

NPC Categories

Below are the various types of Non-Player Characters to be found across Ransera.

Minor NPC

Minor NPCs effectively serve as one-off or throw-away NPCs; they are meant to be utilized in day-to-day interactions, minor plot lines and other ongoings by the PC that are not very impactful. What makes minor NPCs unique is that they do not need to be submitted or approved; they can be named, given a role in a plot, killed off or otherwise managed without necessary restriction. However, minor NPCs are generally not extremely skilled and do not carry positions of power; they cannot shield a PC from plot consequences and if a minor NPC becomes very recurring in a PC’s plot, it is asked that they are submitted for approval.

Local NPC

Local NPCs are akin to ‘world NPCs’ - they do not belong to anyone, but often to a specific location. A local NPC is an NPC who has been submitted and approved as a part of a specific function in a city or area, such as a baker, or a blacksmith, or a guard. They can be picked up and played by anyone, but to limited effect. These NPCs will often be submitted in a city forum and placed into a sort of roster or compendium for players there to read and utilize.

In the case a PC develops a rather close relationship with a Local NPC, they may request staff permission to get higher influence levels over that character.

Local NPCs are submitted for approval in the city application thread, depending on where they are meant to be posted. There are exceptions: faction NPCs who are also local are approved in their faction request, and are then posted to the city roster without a necessary, additional approval. NPCs who are not specifically tied to one city can instead be posted in the SF, and some development projects can create local NPCs in multiple different areas with singular approval. Such cases are to be handled by the moderators managing them.

Story NPC

Story NPCs are versatile and wide-ranging; some of them are introduced as permanent city-based NPCs, while others may be introduced for seasonal events or even more confined plotlines. The common thread between all story NPCs is that they are played exclusively by moderators, with rare exceptions found in the Guidelines section of this article. They also tend to be NPCs highly influential to the story of the world or a locale, such as powerful mages, the ruling elite, famous professionals and innovators, etc. Story NPCs are, therefore, strictly controlled, with some of the most prominent of them Architect-level only.

Since Story NPCs are generally very important, they are often made by mods. However, players may submit Story NPCs for approval either in the city NPC approval thread or the SF, depending on whether they are globally or locally important.

Player Character Owned NPCs

Companion NPC

Companion NPCs are a very special category of NPC. These NPCs are travelling companions, lifelong friends, mentors, lovers, spouses or even children. A Companion NPC goes wherever the Player Character goes. They remain by their side and have a large amount of involvement in the player narrative.

A Companion NPC is an NPC owned by one character, who has full rights over them and can employ them in any plot however they wish, within abidance to the rules. They are NPCs that grow over time, orbiting the PC and giving them aide whenever necessary. A PC may only have one Companion NPC to start with, limited to 250 XP to be divided among their skills, with no skill higher than 60 upon creation. Additional companion NPCs - up to three total - may be acquired over time, through support forum approval as the PC progresses. Like personal NPCs, companion NPCs are limited in the institutional power they can achieve; even if a PC is King of a country, they cannot simply give their companion NPC a Duchy. The general rubric is that they cannot hold positions that are limited in availability to other PCs.

Companion NPCs may either be submitted to the SF or (1) may be submitted as a part of the character creation process, approved alongside the character's CS. More Companion NPCs cannot be gained without an adequate amount of time and character development involved with a character; there is no hard rule as it depends on activity, duration of play and other factors. A PC who is highly active and engaged is more likely to be allowed an additional Companion NPC, but either way it is advised to ask a moderator to see if said PC would be eligible for another before requesting one in the SF.

Companion NPC Starting Package

Adult Companion NPC's are assumed to have established their own lives. To that end, the Starting Package for Companion NPC's is much larger than that of a player-character just beginning their journey. They are provided the following starting equipment.

  • 1 Set of Clothing (Cloak or Coat and footwear included)
  • 1 Waterskin
  • 1 Backpack which contains:
  • 1 Set of Toiletries
  • 10 days of rations
  • 1 Set of Eating Utensils (i.e. tin plate, cup, fork, spoon, knife)
  • Flint & Steel

For Combatant Companions they are allowed to add the following:

Melee Combatant

  • 1 Shield (Optional)
  • 2 Small Melee Weapons

...or…

  • 1 Medium Melee Weapon

Ranged Combatant

  • 2 Tiny Ranged Weapons

...or…

  • 1 Crossbow, Hand
  • 20 Crossbow Bolts (Hand)

...or…

  • 1 Medium Ranged Weapon
  • Crossbow includes (20) crossbow bolts
  • Bow includes (20) arrows

Money

It is assumed that Companion NPC's have set aside the lives they lived prior to joining the player-character and travel with the player. Companion NPC's do not apply for jobs and do not earn seasonal wages. However, adult companion NPC's do not incur any additional expense to the player as they operate under the assumption that when not with the player, they are taking care of themselves. The only exception to this would be circumstances that render them unable to take care of themselves. To assist with providing them a little bit of a head start they are afforded some extra coin to add items that might be considered useful to their inventory.

450 gp.

This money is for the companion NPC only and can only be spent on items to be added to their inventory.

Housing

Companion NPC's share housing with the player-character.

Skills

Companion NPC's are provided a larger pool of starting skills in order to account for the fact that they are or were established individuals prior to joining the player-character. Companion NPC's begin play with a pool of 250 XP.

  • Companion NPC's can begin with (3) Journeyman Skills
  • Companion NPC's are only allowed to have (3) Magics at start.
  • All other Starting XP rules apply as normal.

Progressing Companion NPCs

Companion NPCs may gain an additional 150 XP per season, per NPC. Each thread they are relevant within or important to, the player can request 10 XP for them and allocate that XP as they wish. Companion NPCs can have any number of Master ranked mundane or magical skills. Like players, they can obtain mastery of those skills across the course of their story beside the player. They face the same restrictions as the Player Character in that only 3 skills in total can achieve the rank of Grandmaster and only 1 of those skills can be a magic. As with Player Characters, they can only obtain 5 magic skills (Personal or World), after which there must be serious consideration given via a Support Forum request.

Companion NPC's can wield Emblems just like normal player characters. Please keep the following rules in mind:

  • C-NPC's cannot bear Herald (Mark 4) level Emblems.
  • Acolyte (Mark 1) can be granted to C-NPC's via the Support Forum. Please submit a summary of rationale. The C-NPC must acquire the Emblem in exchange for 50 XP. If the C-NPC does not possess enough XP to afford the Emblem, the player must wait until they have enough XP to exchange.
  • Avowed (Mark 2) will be granted no earlier than 6 real-time months following the awarding of an Acolyte mark. As before, please submit a summary of rationale to the Support Forum along with 150 XP to acquire the Emblem.
  • Champion (Mark 3) can be granted at any point following the awarding of Mark 2. They must expend 150 XP to acquire the Emblem and should receive permission to do so from the Support Forum.

A Companion NPC can have only have 1 Champion level Emblems and up to 2 Avowed level Emblems.

Heightened Companion NPC

The world is filled with interesting people who embark upon interesting stories. Players meet these people and as they embark upon their adventures with them, learning about them, learning to live with, love or even hate them, things about those people present themselves. To that end, Companion NPC’s have the potential to be or become more than what they appear to be. With due consideration, the Support Forum can be petitioned to afford special circumstances upon a player’s Companion NPC if circumstances warrant the granting of the request.

Please keep the following in mind when apply for a Special Circumstance Companion NPC:

  • The Companion NPC must be displayed to have a strong affinity for and attributes with the associated special circumstance.
  • The Companion NPC must have been the PC’s CNPC for a minimum of 1 real life calendar year.
  • Only 1 Special Companion NPC will be granted per writer across all accounts. No exceptions.

The Support Forum will ultimately make the determination as to whether or not to award this special circumstance.

Demigod Status

Companion NPC’s can arise to the status of a Demigod only if their associated Player Character has obtained this status as well. As Companion NPC’s are intended to be intricately linked to the stories and lives of their Player Character, it can be said that just as their Player rises, so too can they. A Demigod Companion NPC can have an associated Emblem. With that in mind, it should be noted that the moderation staff can then utilize the NPC to award that Emblem for those who both apply for and are found to be deserving of it. As with Player Character Demigods, the CNPC will have to be justified in the reasoning behind any proposed portfolio.

Outsider Status

Companion NPC’s can awaken to the status of an Outsider only if their associated Player Character has obtained this status as well. It goes without saying that an individual who is so deeply tied to an Outsider, might one day face a Revelation themselves. So close are they to a being who has peered beyond the mundane that they might be inspired to pursue their own Obsession. Players should think carefully on the motivations and inspirations that drive their CNPC to this level.

Pets (Pet NPCs)

Players can get different fauna species as pets through several means; usually, the easiest way is obtaining one in a pet shop or a similar business, like breeders, farms… though it depends on the character’s history. The rank system is strictly tied to pet NPC management.

Pets from rank E and D can be obtained in normal threads, specifying the adoption in the Loots area of review and linking a short file for the pet NPC so it can be approved. Submitting the NPC file first is also a possibility and ensures that part is cleared, though the following thread must justify adoption. However, rank B and A require moderated threads to do so; rank A pets can only be obtained through Regional Moderator level threads whereas Rank B can be run by any member of staff, and in both cases it is the moderator who is the one who shall decide if the player’s progress and actions make them worthy of such an animal companion.

Pets from rank C to A also have a special feature; Pet Abilities. Unlocked via the player’s level of Animal Handling skill, these abilities are designed by the NPC creators, must be coherent with the species’ limitations and have to submitted within the NPC sheet for approval. The higher the rank the pet belongs to, the more abilities it can learn; tier C pets get 2 abilities, tier B pets get 3, and tier A pets get 4 abilities. Abilities are meant to be fairly simple, and represent how pets learn to use their natural potential (being ridden, shooting elemental blasts, attacking in a certain way, assisting at work…). This table shows the unlocking process:

Animal Handling Rank C Rank B Rank A
Novice
X
X
X
Apprentice
Unlocks 1st ability
Unlocks 1st ability
Unlocks 1st ability
Journeyman
X
X
Unlocks 2nd ability
Expert
Unlocks 2nd ability
Unlocks 2nd ability
Unlocks 3rd ability
Master
X
Unlocks 3rd ability
Unlocks 4th ability

Note: X means that no ability is unlocked

Guidelines

The Guidelines are the nuances of this system, in order to enable a realistic approach to managing NPCs and to provide characters with a means to utilize NPCs they may normally be unable to. The goal of the NPC system is not to restrict, but to operate based on trust and familiarity with an NPC and their plots, and so we have provided methods of variation to allow PCs greater usage of NPCs.

Shifting Influence

Influence is assigned its numeric value the moment the NPC is created, and will usually remain that way. However, Influence a player can exert over an NPC can sometimes change via permission, if someone in the moderation team deems it appropriate. Most of the time the base NPC type will not change. However, players in special circumstances (personal to a story NPC or ascending in the ranks of a faction, for example) will be granted permission by mods in cases where this is justified.

Ownership and Permission

Ownership of NPCs and permissions are directly tied to Influence, but do it in a different manner. Ownership is a way of specifying who the NPC belongs to and gives that person the level of influence specified in the NPCs sheet. Story NPCs belong to moderation and PC owned NPCs are... self-evident. Ownership isn't applied in the case of minor and local NPCs. In the case of personal NPCs, shared ownership is possible; this has to be specified in the NPC submission or requested with the moderation team if done later on, and it's used mainly for family PCs that want to share a related personal NPC. Once shared ownership is established, every PC involved will own that NPC equally (same influence level) and will have to coordinate the NPCs plot and location among themselves. Ownership can't be transferred or revoked unless someone in the moderation team allows it.

Permissions are a different issue. Permission allows PCs to achieve levels of influence over NPCs that they wouldn't obtain in normal circumstances, and this is specified on the NPCs character sheet. Permission is always granted by the owner of the character. In the case of moderator owned NPCs (story and NPC run factions), moderators grant that permission either systematically, as a reward or as a response to applying for permission. In the case of PC owned NPCs, these permissions can be granted by the owners themselves by just writing it down on the NPC's character sheet, but they can never grant a level of permission higher than the one they have (to a level up to 4). Unlike ownership, permission given can be revoked, and different PCs can get different levels of permission, decided by the owners.

Family Relationships

In the case of familial relationships with Story NPCs, the PC's perimission is defaulted to level 2 influence in the case of nuclear family (parents and siblings) and to 1 in the case of extended family (grandparents, uncles, cousins) unless conditions specific to that family contradict these rulings (for example, grandparents that raise children in absence of parents, or children raised away from their homes). In case of doubt, anyone from the moderation team will answer your questions.

In case of romantic (or similar) relationships with relevant story NPCs, a player might apply for permission to raise their influence over that NPC to level 3.

In the case of personal NPCs, shared ownership can be requested to the mod team, or permission can be granted by the NPC owner depending on the situation.

Faction-Specific Rulings

Factions can be very diverse, and depending on the type of faction and the type of NPCs rules can differ from one faction to the other. Leaders of PC run factions will commonly have level 5 influence on all the NPCs in their faction, whatever type they are. They also decide the inner working of the faction: permissions given to other PCs over NPCs (depending on rank, area of influence...). In the case of NPC run factions, permissions for PCs are specified in the faction's rules. These permissions might vary, though it is rare for an NPC-run faction to offer any players an Influence higher than 4 over any given NPC. Permissions for PCs outside the faction are determined by the NPC type as usual.

Moderator Oversight

Moderator oversight is largely tied to the Influence level of an NPC. If an NPC can only be minimally controlled by a player, this means that moderators are therefore necessary to engage in deeper interactions with them. This can be done through either direct intervention, such as moderating a thread, or providing a PC with temporary permissions over NPCs.

No matter what level of Influence a player has over an NPC, a moderator is able to play that NPC if necessary. If an NPC is being abused, is avoiding consequences, or is otherwise deemed to be integral to a plot a moderator can play them without discrimination. However, this becomes less and less likely as an NPC becomes more player-Influenced. It is also important to note that players do have rights over their NPCs. Moderators cannot simply hijack their companion NPC and alter their personality and goals, or kill them off, or turn them against the PC. Any moderator control over a player-owned NPC is meant to be measured and reasonable, and players can request for moderators to respect their wishes in this regard.

Standards

  1. Where it concerns deep, pivotal backstory information for an NPC, the information must be listed on the NPCs character sheet before it is explored IRP unless the NPC is an 'owned' NPC, such as a Personal, Companion or Pet NPC. As an example, a PC cannot have a local NPC tell them that they were born in Atinaw and were orphaned as a child unless it says that on their sheet, though they can make such determinations for their owned NPCs without this information being in their sheet. There are, of course, exceptions within factions and these exceptions are generally determined by a PCs rank.
  2. Any NPC has to be submitted and approved before using it IRP, except for Minor NPCs.
  3. NPCs can't be killed without the owner's consent, except for Minor NPCs. PC owned NPCs require permission from their owners, and the rest need staff permission.