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Message no. 1
From: jhm@*****.com (J Hulley-Miller)
Subject: Creating NPC characters.
Date: Wed, 01 May 1996 19:28:28 -0400
Greetings,

What are the various rules you use for creating NPCs ? One person has suggested

Base Character + (15/karma + 150kNuyen)*run-years

Then apply the karma/nuyen to get a final character.

jhm

--
J Hulley-Miller <jhm@*****.com>
____ <fidonet#1:107/330>
\/\/ "Human nature is never so weak as in a bookstore" - Henry Ward Beecher
Message no. 2
From: Ray Macey <r.macey@*******.qut.edu.au>
Subject: Re: Creating NPC characters.
Date: Thu, 02 May 1996 09:50:50 +1000 (EST)
On Wed, 1 May 1996, J Hulley-Miller wrote:

> Greetings,
>
> What are the various rules you use for creating NPCs ? One person has suggested
>
> Base Character + (15/karma + 150kNuyen)*run-years
>
> Then apply the karma/nuyen to get a final character.
>

The best way to create NPC's is to use the following creation table

PRIORITY RACE MAGIC SKILLS STATS RESOURCES
5 Meta Full 50 36 5,000,000Y/75
4 Meta Full 40 30 1,000,000Y/50
3 Meta Adept 30 24 400,000Y/35
2 Meta None 24 20 90,000Y/20
1 Human None 20 17 5,000Y/10
0 Human None 17 15 500Y/5


The rating of the NPC (or PC for that matter) can be changed by altering
the amount of points a character can spend. To have an NPC of equal
caliber to the PC's give them 10 points. For easier or harder give them
less or more points as you see fit.
Oh, they can only have one 0 priority, but may repeat others as often as
they can afford them!

Ray.
Message no. 3
From: jhm@*****.com (J Hulley-Miller)
Subject: Creating NPC characters.
Date: Wed, 01 May 1996 21:00:08 -0400
Greetings,

02 May 96 09:50, Ray Macey <r.macey@*******.qut.edu.au> wrote:

>RM> The best way to create NPC's is to use the following creation table

>RM> PRIORITY RACE MAGIC SKILLS STATS RESOURCES
>RM> 5 Meta Full 50 36 5,000,000Y/75
>RM> 4 Meta Full 40 30 1,000,000Y/50
>RM> 3 Meta Adept 30 24 400,000Y/35
>RM> 2 Meta None 24 20 90,000Y/20
>RM> 1 Human None 20 17 5,000Y/10
>RM> 0 Human None 17 15 500Y/5

What about initiates ? That requires karma...

jhm

--
J Hulley-Miller <jhm@*****.com>
____ <fidonet#1:107/330>
\/\/ "Human nature is never so weak as in a bookstore" - Henry Ward Beecher
Message no. 4
From: Ray Macey <r.macey@*******.qut.edu.au>
Subject: Re: Creating NPC characters.
Date: Thu, 02 May 1996 11:27:17 +1000 (EST)
On Wed, 1 May 1996, J Hulley-Miller wrote:

> Greetings,
>
>
> What about initiates ? That requires karma...

This is a point. Maybe use the points as Karma. I don't know. I'm not
infallible

Ray.
Message no. 5
From: MENARD Steve <menars@***.UMontreal.CA>
Subject: Re: Creating NPC characters.
Date: Wed, 1 May 1996 22:32:15 -0400 (EDT)
On Wed, 1 May 1996, J Hulley-Miller wrote:

> Greetings,
>
> What are the various rules you use for creating NPCs ? One person has suggested
>
> Base Character + (15/karma + 150kNuyen)*run-years
>
> Then apply the karma/nuyen to get a final character.
>
I say stick to making a basic Character Creation Character. Sure,
He might seem underpowered at first, but the enjoyement you'll have
actually seenig him grow, well, it's worth it. Besides, just spending a
big buch of cash/karma that way DOES NOT reflect the way the character
would have evolved through the years. Lot at how mages and sams use their
cash/karma, and you'll see why.

----------------------------------------------------------------------------
--- |\_/| Still The One and Only Wolfbane! ---
--- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a ---
--- \ / decker witha horn ?" --- Scy, Troll decker with a CC ---
--- 0 Steve Menard menars@***.UMontreal.Ca ---
----------------------------------------------------------------------------
Message no. 6
From: MENARD Steve <menars@***.UMontreal.CA>
Subject: Re: Creating NPC characters.
Date: Wed, 1 May 1996 22:37:29 -0400 (EDT)
On Wed, 1 May 1996, MENARD Steve wrote:

> On Wed, 1 May 1996, J Hulley-Miller wrote:
>
> > Greetings,
> >
> > What are the various rules you use for creating NPCs ? One person has suggested
> >
> > Base Character + (15/karma + 150kNuyen)*run-years
> >
> > Then apply the karma/nuyen to get a final character.
> >
> I say stick to making a basic Character Creation Character. Sure,
> He might seem underpowered at first, but the enjoyement you'll have
> actually seenig him grow, well, it's worth it. Besides, just spending a
> big buch of cash/karma that way DOES NOT reflect the way the character
> would have evolved through the years. Lot at how mages and sams use their
> cash/karma, and you'll see why.
>
Please disregard my previous post. It seems I misread the text
(and title), and though M. Miller was writing about integrating new PCs
to an existing group.

What I think of NPC creation is, don't bother with systems. Think
what the PC is, what would probably be his available resources, the just
give him what you need him to have. Dirt poor NPC's exist just as much as
multi-million ones, just as barely skilled mages exist, and 10th level
initiated mages exist. Just build whatever suits the game.

> ----------------------------------------------------------------------------
> --- |\_/| Still The One and Only Wolfbane! ---
> --- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a ---
> --- \ / decker witha horn ?" --- Scy, Troll decker with a CC ---
> --- 0 Steve Menard menars@***.UMontreal.Ca ---
> ----------------------------------------------------------------------------
>

----------------------------------------------------------------------------
--- |\_/| Still The One and Only Wolfbane! ---
--- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a ---
--- \ / decker witha horn ?" --- Scy, Troll decker with a CC ---
--- 0 Steve Menard menars@***.UMontreal.Ca ---
----------------------------------------------------------------------------
Message no. 7
From: jhm@*****.com (J Hulley-Miller)
Subject: Creating NPC characters.
Date: Wed, 01 May 1996 22:37:51 -0400
Greetings,

01 May 96 22:32, MENARD Steve <menars@***.UMontreal.CA> wrote:

>MS> I say stick to making a basic Character Creation Character. Sure,
>MS> He might seem underpowered at first, but the enjoyement you'll have
>MS> actually seenig him grow, well, it's worth it.

This is for NPCs (Non-Player Characters), *not* PCs. I need a few 'realistic'
experienced NPC runners for a campaign I'm planning.

jhm

--
J Hulley-Miller <jhm@*****.com>
____ <fidonet#1:107/330>
\/\/ "Human nature is never so weak as in a bookstore" - Henry Ward Beecher
Message no. 8
From: "A Halliwell" <u5a77@**.keele.ac.uk>
Subject: Re: Creating NPC characters.
Date: Thu, 2 May 1996 10:16:14 +0100 (BST)
|
|Greetings,
|
|02 May 96 09:50, Ray Macey <r.macey@*******.qut.edu.au> wrote:
|
|>RM> The best way to create NPC's is to use the following creation table
|
|>RM> PRIORITY RACE MAGIC SKILLS STATS RESOURCES
|>RM> 5 Meta Full 50 36 5,000,000Y/75
|>RM> 4 Meta Full 40 30 1,000,000Y/50
|>RM> 3 Meta Adept 30 24 400,000Y/35
|>RM> 2 Meta None 24 20 90,000Y/20
|>RM> 1 Human None 20 17 5,000Y/10
|>RM> 0 Human None 17 15 500Y/5
|
|What about initiates ? That requires karma...

Use the force points for initiation?
--
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Message no. 9
From: "Gurth" <gurth@******.nl>
Subject: Re: Creating NPC characters.
Date: Thu, 2 May 1996 11:50:56 +0100
J Hulley-Miller <shadowrn@********.itribe.net> said on 19:28/ 1 May 96...

> Greetings,
>
> What are the various rules you use for creating NPCs ? One person has suggested
>
> Base Character + (15/karma + 150kNuyen)*run-years
>
> Then apply the karma/nuyen to get a final character.

Two words: Why bother?

The way I make NPCs is to pluck a few numbers out of the air and go with
that. Should the NPC prove too easy for the players, I just add some
extra dice (hey, the players don't know whether the NPC fails to hurt
them because he has a skill of 3, or because he has a skill of 8 but his
rolls suck :)
Also Threat Ratings work very nicely for this sort of thing, if you don't
want to adjust skills -- adding one or two dice to the TR can be easily
explained by saying that "She wasn't using all her TR dice just then."

Likewise, if the players get butchered, just reduce the NPC's skills or
the number of TR dice.

BTW, at last night's SR game, Richie the street sam got a Deadly wound to
his wired reflexes because of a few very unfortunate rolls :) Yes, I enjoy
this *GM grin*

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Why don't we get together and call ourselves an institute?
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 10
From: "Andre' Selmer" <031ANDRE@******.wits.ac.za>
Subject: Re: Creating NPC characters.
Date: Thu, 2 May 1996 13:28:38 GMT + 2:00
<snip>

@
@ BTW, at last night's SR game, Richie the street sam got a Deadly wound to
@ his wired reflexes because of a few very unfortunate rolls :) Yes, I enjoy
@ this *GM grin*

In our last game our Street Sam Warlock went for the first time
ever in his entire gaming career into the condition monitor. Before
this game the worst that he had ever recieved had been a Serious
Wound. In this case it is wonderful what a sniper rifle a short range
filled with mercury tipped bullets can do to a character with an
allergy to mercury. The GM was horrified and the player smiling
broadly. Especially when four cybersystems went down, Wired 2,
Skillwires, Smartgun (Beta at that) and some image enhancements.

*Players grin*

Andre'

-- We exist because you want us to, because you are
|__|__ afraid to fact the facts. We are what you fear
/\ /\ \ in the deep recesses of your soul, yourselves.
|\ /\ /| | It is there in the shadows of your soul and those
|/ \/ \| | of the street that we exist. Through the use of
\/__\/ might, magic, cunning, blood, sweat and tears we
protect you from your fears, from youselves, from
others and keep your utopia, not ours, intact.
Message no. 11
From: "Dr. Bolthy von Schotz" <bolthy@**.com>
Subject: Re: Creating NPC characters.
Date: Thu, 2 May 1996 08:25:03 -0500 (CDT)
On Wed, 1 May 1996, J Hulley-Miller wrote:

> Greetings,
>
> What are the various rules you use for creating NPCs ? One person has suggested
>
> Base Character + (15/karma + 150kNuyen)*run-years
>
> Then apply the karma/nuyen to get a final character.
>

I usually take a much easier route. I just think, "What do I want this
NPC to do?" then I just fill in stats and skills as appropriate... also
be careful with gear... Particularly loot-oriented parties will seek to
steal anything that isn't bolted down and either use it or cash it in
ASAP... So you need to decide if you really want a super powerful sniper
rifle with Level 20 Thermographic Imaging Scope and APDS rounds slipping
easily into player hands...



|\ /\ |\ | |\
|/ \/ | \ |\ | \
|\ /\ | |/ \ |
|/ / \ | | \|

http://weber.u.washington.edu/~bolthy
"Remember: Heaven is Blue. Tomorrow, the world."
-Head of the Blue Meanies
Message no. 12
From: "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE>
Subject: Re: Creating NPC characters.
Date: Thu, 2 May 1996 22:27:27 +0200
At 12:50 Uhr 2.05.96, Gurth wrote:
>J Hulley-Miller <shadowrn@********.itribe.net> said on 19:28/ 1 May 96...
>> What are the various rules you use for creating NPCs ? One person has suggested
>>
>> Base Character + (15/karma + 150kNuyen)*run-years
>>
>> Then apply the karma/nuyen to get a final character.

Give that man a pocet calculator...

>Two words: Why bother?
>
>The way I make NPCs is to pluck a few numbers out of the air and go with
>that. Should the NPC prove too easy for the players, I just add some
>extra dice (hey, the players don't know whether the NPC fails to hurt
>them because he has a skill of 3, or because he has a skill of 8 but his
>rolls suck :)
>Also Threat Ratings work very nicely for this sort of thing, if you don't
>want to adjust skills -- adding one or two dice to the TR can be easily
>explained by saying that "She wasn't using all her TR dice just then."
>
>Likewise, if the players get butchered, just reduce the NPC's skills or
>the number of TR dice.

I agree wholeheartedly here: The 'cineastic effects' are more important
to a session then following spirits-know-where-from rules, and as GM you
must have the possibility to change NPCs, Critters etc. I know this might
bring up the discussion 'cheating GMs' once again, but that's MnsHO.

There is another thing that's worth considering: If you create a 'base
character' and then improve it by above mentioned rules, you are possibly
too involved with that NPC to judge neutrally when this NPC is in danger
of being killed or whatever. Hey, I think everyone likes Characters (NPC
or PC) best that are totally developed and have received hours of work.

Sascha

--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 13
From: "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE>
Subject: Re: Creating NPC characters.
Date: Thu, 2 May 1996 22:28:03 +0200
At 15:25 Uhr 2.05.96, Dr. Bolthy von Schotz wrote:
[snip]
>Particularly loot-oriented parties will seek to
>steal anything that isn't bolted down and either use it or cash it in
>ASAP... So you need to decide if you really want a super powerful sniper
>rifle with Level 20 Thermographic Imaging Scope and APDS rounds slipping
>easily into player hands...

Oh, that one is easy... sniper dies, rifle drops, rifle extremly sensitive,
gone is the external Smartlink (needed to be special production, no
off-shelf), gone is the imaging scope (same) , and the rifle lost it's
alignment, of course, and you need [insert Runners Arch-Enemy-Megacorp]'s
Special Sniper Rifle Repair Set, Street Price not less the 8KY.
Ooops.

Sascha

--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 14
From: jhm@*****.com (J Hulley-Miller)
Subject: Creating NPC characters.
Date: Thu, 02 May 1996 18:25:24 -0400
Greetings,

02 May 96 11:50, "Gurth" <gurth@******.nl> wrote:

>G> Two words: Why bother?

Personal preference. I dont like doing too many on the fly modifications.

jhm

--
J Hulley-Miller <jhm@*****.com>
____ <fidonet#1:107/330>
\/\/ "Human nature is never so weak as in a bookstore" - Henry Ward Beecher
Message no. 15
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Creating NPC characters.
Date: Fri, 3 May 1996 08:45:02 GMT
Sascha Pabst writes

> At 15:25 Uhr 2.05.96, Dr. Bolthy von Schotz wrote:
> >Particularly loot-oriented parties will seek to
> >steal anything that isn't bolted down and either use it or cash it in
>
> Oh, that one is easy... sniper dies, rifle drops, rifle extremly sensitive,
> gone is the external Smartlink (needed to be special production, no
> off-shelf), gone is the imaging scope (same) , and the rifle lost it's
> alignment, of course, and you need [insert Runners Arch-Enemy-Megacorp]'s
> Special Sniper Rifle Repair Set, Street Price not less the 8KY.
> Ooops.
>
> Sascha
I don't like this sort of solution. It tends to annoy some players at
least if they see really nice exotic kit thats for whatever reason
NPC only. If the NPC had it and the PC's can take him/her out and get
the body they should be able no nick most things. (if they insist on
killing the target with missile launchers near a big drop well no
suprise when the dying villian gets the plung - oops SMASH!).

As to building NPC's i work on a couple of policies.

The minor stuff, what i thinks reasonable, adapting Archtypes, normal
humans or whatever. E.g i have 6 types of corporate guard i typically
use that i amde up appart from the basic ones, from verison 1
predator and armour jacket to type 4 with boosted1, jazz, assault
rifles etc version 5 has hardly been used, they have tended to hold
their own against 150+ karma PC's one on one, and well yes type 6,
1MY and a pile of kit books! These goons typically have threat
ratings, get reused and are 5 minutes a go to design.

Character NPC's. Ususally built with the PC rules and a karma total.
this allows me to set it rough to equivalent power level. Kit is GM's
discretion, from basic to i don't watch the yen (but thats not
usually required) Again i'm not that strict often and i know approx
what i want so design can be fairly quick i don't bother searching
out the obscure kit unless i want it as part of the concept. This can
lead to kitwise similar NPC's but as SR is a game where second
guessing the bag guys stats/skills is difficult even after you fight
them the players uncertainty over the numbers of a particular bad guy
is often more than the real difference between two truely seperately
built villians of a type. (eg PC equive cybered sams etc)

What works for you is best.

If you watch the personalities, the custom NC's typically get names,
descriptions and some personality notes, more important than the
filling out of stas or esp kit lists (you don't need to write down
the phone on every NPC). I also happily clone NPC's off old PC's,
most of my old PC's end up in my GM's file, and have been know to
generate quick 'one off game' PC's by a bit of quick ex NPC redesign.

Mark
Message no. 16
From: "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE>
Subject: Re: Creating NPC characters.
Date: Fri, 3 May 1996 11:18:40 +0200
At 0:25 Uhr 3.05.96, J Hulley-Miller wrote:
>02 May 96 11:50, "Gurth" <gurth@******.nl> wrote:
>>G> Two words: Why bother?
>
>Personal preference. I dont like doing too many on the fly modifications.

So you would rather kill a group of 'cause "the stats SAY this NPC has a
firearms-skill of 7 and a Threat Level of 3" then modifing the NPC/Threat
Level? How do you play published modules?

Sascha

--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 17
From: "Gurth" <gurth@******.nl>
Subject: Re: Creating NPC characters.
Date: Fri, 3 May 1996 11:36:14 +0100
J Hulley-Miller said on 18:25/ 2 May 96...

> >G> Two words: Why bother?
>
> Personal preference. I dont like doing too many on the fly
> modifications.

Your good right, of course. I myself don't like to fiddle too much with
NPCs' stats and thing while designing them, let alone base them off the
karma and money the players have earned. That would make them way too
powerful :)
BTW, there are guidelines for this in SR2, page 187.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I'm tired of this shit... All this talk about strife...
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 18
From: jhm@*****.com (J Hulley-Miller)
Subject: Creating NPC characters.
Date: Fri, 03 May 1996 08:20:59 -0400
Greetings,

03 May 96 11:18, "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE>
wrote:

>SP> So you would rather kill a group of 'cause "the stats SAY this NPC
>SP> has a firearms-skill of 7 and a Threat Level of 3" then modifing
>SP> the NPC/Threat Level?

No... I *usually* tone it down in those cases.

jhm

--
J Hulley-Miller <jhm@*****.com>
____ <fidonet#1:107/330>
\/\/ "Human nature is never so weak as in a bookstore" - Henry Ward Beecher
Message no. 19
From: TopCat <topcat@******.net>
Subject: Re: Creating NPC characters.
Date: Fri, 3 May 1996 11:42:53 -0500
>This is for NPCs (Non-Player Characters), *not* PCs. I need a few 'realistic'
>experienced NPC runners for a campaign I'm planning.

Just make the stats, skills, etc how you want to make 'em. That's by far
the easiest way. You get what you want and don't have to abide by anything.
Keeps life as a GM much easier too.

If you want to go by what I seem to remember as an official FASA thingie
from SRII (but that I am too tired to look up now just to be sure) you can
add 10% to the resources, skills, and stats of an NPC per year of experience
to get a reasonable amount. It works okay too, but you don't always get
what you want out of it.

--------------------------------------------------------
* Bob Ooton -- <topcat@******.net> *
* Golden Tiger Association -- Submission Fighting Team *
--------------------------------------------------------
* All you need to start up an insane asylum is *
* an empty room and the right kind of people *
--------------------------------------------------------
Message no. 20
From: Robert Watkins <robertdw@*******.com.au>
Subject: Re: Creating NPC characters.
Date: Sat, 4 May 96 13:16:49 +1030
> So you need to decide if you really want a super powerful sniper
>>rifle with Level 20 Thermographic Imaging Scope and APDS rounds slipping
>>easily into player hands...

>Oh, that one is easy... sniper dies, rifle drops, rifle extremly sensitive,
>gone is the external Smartlink (needed to be special production, no
>off-shelf), gone is the imaging scope (same) , and the rifle lost it's
>alignment, of course, and you need [insert Runners Arch-Enemy-Megacorp]'s
>Special Sniper Rifle Repair Set, Street Price not less the 8KY.
>Ooops.

You don't even have to worry about the APDS rounds... :) Just don't let
the sniper die until the gun is empty *chuckle*.


--
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* @__ )/ # *
* )=(===__==,= # Robert Watkins <---> robertdw@*******.com.au *
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