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Message no. 1
From: Debbie Giesbrecht <Debbie_Giesbrecht@**.CHIRON.COM>
Subject: NPC's
Date: Tue, 1 Nov 1994 13:14:25 PST
Hello all,

I'm just wondering if you could send me some NPC's or characters that
you use in your games. It would help flesh out my NPC library.
Thanks.

Debbie

Debbie_Giesbrecht@**.chiron.com
Message no. 2
From: Buddha <CCOLLINS@*****.VINU.EDU>
Subject: Re: NPC's
Date: Tue, 1 Nov 1994 19:02:17 EST
If you could send some of those NPC's my way it would be greatly
appreciated.
-The Buddha-
Message no. 3
From: "J.D. Falk" <jdfalk@****.CAIS.COM>
Subject: Re: NPC's
Date: Wed, 2 Nov 1994 18:27:06 -0500
On Tue, 1 Nov 1994, Debbie Giesbrecht wrote:

> I'm just wondering if you could send me some NPC's or characters that
> you use in your games. It would help flesh out my NPC library.
> Thanks.

NERPS: Foundations is a good source. EMail me privately if you
need a list of sites where it can be found (hint: it's in the FAQ.)
Also, it can be fun to take people that you already know -- a
co-worker, neighbor, whatever, and just sorta guess based on how good you
think they are at doing whatever.

-------------========== J.D. Falk <jdfalk@****.com> =========-------------
| NERPS Project Leader | Assorted current NERPS project files |
| (Editor & General Motivator) | ftp://cais.com/pub/jdfalk/nerps-proj |
----------------========== Finger for Geek Code ==========----------------
Message no. 4
From: Kage-kami <KHONEY@*****.VINU.EDU>
Subject: Re: NPC's
Date: Wed, 2 Nov 1994 18:33:20 EST
I have used an NPC group for about 3yrs now. They are called the
KOH or Knights of Havoc. They are excellent advisaries for even the
most advanced SR teams. Interested.....let me know.
"anger is a gift"
Message no. 5
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 10:21:08 -0500
On Mon, 12 Dec 1994, Jeff Norrell wrote:
[on the subject of NPC's with stats = dead NPC's]

> I have to agree. It's a hell of a position to be in when your players kill
> the main character in the story before they've had a chance to uncover any of
> the plot, etc. I made the mistake of fudging the numbers to try and keep the
> baddie alive and one of my players, a notorious rules-lawyer, called me on it.
> Ahhh, the fun of GMing a shadowrun.

That's why you run it such that the players have absolutely zero
clue as to what's going on. It's hard to indiscriminately kill of NPC's
when you aren't sure if they are on your side or not. When you find out,
however, the NPC's are fair game. And there are some that it seems to be
the players mission in life to eradicate (Michael Waters...the Laughing
Beta Bitch...Miles Blake, Version 3.0). Anyone can be killed, but it
takes more work for some than for others.

Marc
Message no. 6
From: Jeff Norrell <norrell@*******.ME.UTEXAS.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 10:05:26 +0600
My players are definitely the "Let's kill 'em all, and sort out the details
later" type. I've run a few missions for them where the sole objective is
to kill everything in site... You know, the lets destroy the nasty lab type
of thing.

The players have started to want some more challenging missions though but most
of them tend to refuse to think. To them, a gun is the be-all, end-all of
information gathering and negotiation.

Any suggestions from the GMs out there?

Jeff
Message no. 7
From: pran r mukherjee <pran@*****.UMICH.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 13:00:00 -0500
> That's why you run it such that the players have absolutely zero
> clue as to what's going on. It's hard to indiscriminately kill of NPC's
> when you aren't sure if they are on your side or not. When you find out,
> however, the NPC's are fair game. And there are some that it seems to be
> the players mission in life to eradicate (Michael Waters...the Laughing
> Beta Bitch...Miles Blake, Version 3.0). Anyone can be killed, but it
> takes more work for some than for others.
>
> Marc
>

The Laughing Beta Bitch SHALL DIE! (Or marry a PC, you never know.)
(Waters, Walker, Winters...) Ahh, yes, and as for Michael Waters, I know
of a certain Dzerai who wants to eat his head.
Message no. 8
From: pran r mukherjee <pran@*****.UMICH.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 13:03:02 -0500
On Mon, 12 Dec 1994, Jeff Norrell wrote:

> My players are definitely the "Let's kill 'em all, and sort out the details
> later" type. I've run a few missions for them where the sole objective is
> to kill everything in site... You know, the lets destroy the nasty lab type
> of thing.
>
> The players have started to want some more challenging missions though but most
> of them tend to refuse to think. To them, a gun is the be-all, end-all of
> information gathering and negotiation.
>
> Any suggestions from the GMs out there?
>
> Jeff
>
If they deal with all situations with a gun, let them. They miss a key
piece of information because of this. Let them. Punish them later when
it becomes important, then let them know that they screwed up by thinking
with their trigger fingers. Example: PCs kill the contact who would
have told them about a trap later on. After taking heavy casualties and
getting captured, they find out that they could have avoided the entire
situation by listening to the contact. Another example: PCs play the
"let's kill the witnesses" game and later go to jail because they were
caught on camera (this happened to a PC in a campaign I'm in.) Let them
play the way they like to play, but if they do something stupid, punish
them. Run the game as if it were real. If something logically would
result from someone's action, let it. Eventually they'll realize that
killing everything moving isn't the answer.
Message no. 9
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 13:55:19 -0500
On Mon, 12 Dec 1994, Jeff Norrell laments:

> The players have started to want some more challenging missions though but most
> of them tend to refuse to think. To them, a gun is the be-all, end-all of
> information gathering and negotiation.

Okay, here are a few (evil) suggestions. Hope you can use them.

1. Expose your players to a situAtion where guns are just not
allowed. Say, for example, in prison. It's simple, see. You just offer
the characters a ridiculous amount of money to be sent into a medium
security installation to cack an "embezzler," sort of an example to other
would-be creative accountants. The fixer can even show the party release
pardons with their names on them.
However, unbeknownst to the characters, the job is much shiftier
than that. Once the players get into the place, they discover that it is
in fact a maximum security penitentiary. Also, the target (who is
definitely NOT an "embezzler") is sitting in solitary confinement for the
next week. Oooops. So the party has to stew in prison for a while.
Think about the kind of stuff that's supposed to go on in high security
prisons full of hardened criminals and nutcases. Now add in
cyberpsychosis affecting some of those same hardened criminals and
nutcases. That oughtta be fun.
So finally the target gets out of the hoosegow. They cack him
end expect to be pardoned. WRONG. The party will be dismayed, angry,
frustrated, shocked, homicidal with rage. The Fixer will have neatly
tied up his loose ends.
You may laugh, thinking to yourself "who would be stupid enough
to take this job?" But you'd be surprised how little homework people
will do, especially if you offer them LOTS of money. And the beauty of
it is that the Fixer can offer as much as he wants because he has no
intention of ever paying. Heh.

2. Put the characters in a situation where guns are not a viable
option. Undercover operations and infiltration runs are ideal for this.
These types of runs make quick thinking, social skills, and role-playing
orders of magnitude more important than a good gun arm.
Also, runs where social interactions are extremely complex can be
a hoot. Get the characters mixed up in some hot-and-heavy boardroom
intrigue. You can't just up and shoot the guy across the bargaining
table from you (though you may want to), so you have to be subtle,
sneaky...devious...evil. You get the idea.

3. The next time the party goes on a killing spree, have them
kill "the Wrong Man (tm)." This "Wrong Man (tm)" has a close loved
one
(brother, sister, mother, cousin, uncle's mother's niece's third-cousin's
secretary-twice-removed, whatever) who has pledged *revenge!!* against the
party for killing this person. Play this person as very methodical, very
cold, and VERY dangerous. Who knows, maybe even cack one or two of the
characters to get the point across.

4. Mysteries are good. Can't solve a mystery by shooting all of
the witnesses and/or suspects. Well, I mean you can, but it's not very
efficient. And who knows, one of them might be the aforementioned "Wrong
Man (tm)"

I can think of others, but time grows short. Note that these
examples are presented in a lighthearted fashion, but believe me, you can
make them as serious, shocking, and deadly as you see fit. Remember, if
the characters show no mercy, neither will the NPC's.

Marc
Message no. 10
From: Shadowdancer <BRIDDLE@*****.VINU.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 15:34:00 EST
Jeff writes:

> My players are definitely the "Let's kill 'em all, and sort out the
details
> later" type. I've run a few missions for them where the sole

> The players have started to want some more challenging missions
though but most
> of them tend to refuse to think. To them, a gun is the be-all, end-all

I know what you are going through. We have a sammie who gets
angry when he does not get to kill something. Here are some
suggestions.

**&* mentality: Traps! In the NAGTRL there are plenty of nasty traps
to confuse and kill the characters. Laser grids, seven-7 gas, air
pressure triggers, the works. Revolving doors and collapsabe stairs
also works. And if they get the bright idea to skirt the traps via vent
ducts, make them 1m by 1m with a barrier of 39+. Then roll a
grenade.

Mage mentality: Spirits and Elementals. All of that armor vs.
mundane weapons, and rolling willpower instead of firearms.
Quicken attribute loosing spells, astral projections, etc. Thought: If
you are using the ground through quickenings, have enemy mages
quicken physical spells on the sammies, then ground spells.
Fireballs from nowhere will get their attention quick.

Mega-damage mentality: One word; DRAGONS

Military mentality: If they want to play with guns, let them take on the
CAS armored division.

Corp mentality: Hire them, then assassinate them. No witnesses.

Shadowdancer mentality: All of the above.

These are just some of the many visicious things I throw at my
runners. Of course, they spend more time thinking then shooting.
Hope it helps.


Many people fear Death, saying it is the bitter end.
I say Death is just lonely, crying out for a friend.

-Shadowdancer- <briddle@*****.vinu.edu>
Message no. 11
From: "Thomas W. Craig" <Craigtw1@***.COM>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 16:12:26 -0500
Let them geek the guy that has the info that they need, and not get that
info. See what they think then.
Tom Craig
Message no. 12
From: Jeff Norrell <norrell@*******.ME.UTEXAS.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 17:24:15 +0600
Thanks for all of the, ... ahem... evil suggestions. Think I just might have
to spring a couple of these on my players this weekend. I can't wait to looks on their
faces when they...

Well, I can't say too much. Some of my players, and you know who you are, tend
to lurk on the list. I'll let ya'll know how it goes later.

Jeff
Message no. 13
From: THEY ONLY WIN IF WE LET THEM <MKNABUSCH@****.ALBION.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 19:01:38 -0500
I hope that the PC's that kill everything in sight
aren't crazy enough to do it the same way every time.
Modus Operendi (sp) is a wonderful thing, as well as
finger prints. Lone Star could have a file on them a mile
long soon, and if they ever get questioned for the slightest
thing, and need their ID validated....whoops! Certain level
credsticks need a fingerprint authorization. *ouch*
Michael
aka Harlequin
Message no. 14
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: NPC's
Date: Mon, 12 Dec 1994 20:06:56 -0500
On Mon, 12 Dec 1994, pran r mukherjee wrote:

Marc> > And there are some NPC's that it seems to be the players mission in
Marc> > life to eradicate (Michael Waters...the Laughing Beta
Marc> > Bitch...Miles Blake, Version 3.0).

> The Laughing Beta Bitch SHALL DIE! (Or marry a PC, you never know.)
> (Waters, Walker, Winters...) Ahh, yes, and as for Michael Waters, I know
> of a certain Dzerai who wants to eat his head.

See what I mean?

Marc
Message no. 15
From: Gurth <gurth@***.NL>
Subject: Re: NPC's
Date: Tue, 13 Dec 1994 09:49:42 +0100
>My players are definitely the "Let's kill 'em all, and sort out the details
>later" type. I've run a few missions for them where the sole objective is
>to kill everything in site... You know, the lets destroy the nasty lab type
>of thing.

Can be fun as a break from investigating all the time.

>The players have started to want some more challenging missions though but most
>of them tend to refuse to think. To them, a gun is the be-all, end-all of
>information gathering and negotiation.
>
>Any suggestions from the GMs out there?

Force them to think. Send them on a run where Mr. Johnson doesn't want to
attract attention: "slip into that office building, steal that chip, and
come out without anybody knowing you were there. If you raise an alarm, I've
never heard of you guys." If they refuse because the characters can't shoot
the guards, just shrug and let them run out of money in a few weeks. Then
make them a similar offer. See if they still refuse :)

Gurth@***.nl | GEEK CODE v2.1: GS/AT/! -d+ H s:- !g P?(3) !au !a>?
Windows -- the | w+(+++)y v*(---) C+(++) U P? !L !3 E? N++ K- W+ -po+(po)
largest virus | Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@ D+(++) B? e+ u+@ h!
ever written | f--(?) !r(--)(*) n---->!n y?
Message no. 16
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: NPC's
Date: Tue, 13 Dec 1994 09:50:43 +0100
>
> My players are definitely the "Let's kill 'em all, and sort out the details
> later" type. I've run a few missions for them where the sole objective is
> to kill everything in site... You know, the lets destroy the nasty lab type
> of thing.
>
> The players have started to want some more challenging missions though but most
> of them tend to refuse to think. To them, a gun is the be-all, end-all of
> information gathering and negotiation.
>
> Any suggestions from the GMs out there?
>
> Jeff
>
Play a scenario where the only person who can help them out of a death
situation (by providing specific information or whatever) happens to
stand in their way, when they come in (so s/he's problably dead) and
then: No Info, bye, bye players. Hit them with everything you got and
kill them.
But make clear, that it would have been no problem, if the NPC had been
still alive.
(NPC: "No really, they didn't kill the dragon babys/Villier's son/
president of Aztechnology/...)

bye,
Stefan
Message no. 17
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: NPC's
Date: Tue, 13 Dec 1994 11:57:05 +0100
Marc writes:
> I can think of others, but time grows short. Note that these
> examples are presented in a lighthearted fashion, but believe me, you can
> make them as serious, shocking, and deadly as you see fit. Remember, if
> the characters show no mercy, neither will the NPC's.

This comes very close to one of my personal rules, which goes like this:

"Players can get everything, from laser to planes, panzers whatever, but
then my NPCs will get that, too."

My player know that, so it's their funeral if they pick up military
grades hardware. I don't let these things lying around, but if they
got the money and connections, let them have it.
But, friendly neighborhood-samurai will know it, too. Maybe he gives
the Pc a friendly visit to take a look a that new, neat hardware.

Just a thought,
Stefan
Message no. 18
From: chaos@*****.com (Steven Ratkovich)
Subject: Re: NPC's
Date: Wed, 25 Sep 1996 18:12:54 -0500 (EST)
>> Goober- Dwarven armorer. Can get ahold of just about any weapon or gear we
>> need. We lost track of him after the Bugs hit, but have since hooked back
>> up with him. I used to have to pay him in Magic Cards (as a joke off one of
>> the cards.).
>What you - still trust a NPC who disappeared while the bug-rush? Man, you got
>a lucky GM!
>
We really have turned goober into a buddy, though. He stuck with us
thrpough a lot of S**t, and we HAVE checked him out since...:)

>> Marie- My (Bull's) wife. A human who was a waitres at a local resteraunt.
>Hm - guess she takes a hard time, being a breeder with an orc as husband from
>all kinds of "pure human" fractions. My condolence, and whenever she's in
need
>of an extra gun to defend herself (well, actually an extra spellslinger).
>
She does, but I've shot my share of Humanis...:) And she's a tough lady...:)
>> Xuxa- A talismonger and enchanting adept. Jonny's wife. (one of two)
>? ? ?
>
>> Becky- Former Rat shaman, not Mantis Host, leader of a sizable group of
>> Mantid in chcago. Jhonny's other wife.
>Hope for Xuxa it never gets jealous ! (Hm, maybe I should have wrote "she",
>but I'd never with a bug!)
>
Ummm, it was a three way marriage, sort of... Don't ask me, I just live
with em...:)

>[snip]
>> Stands With A Fist- Tailspin's niece. Nice girl, good in a fight. No real
>> special abilities.
>Hm - I know the name somewhere from - where? Can someone point me to it,
>please?
>
I believe it's from teh Kevin Costnar flick Dances with Wolves, but you'll
need to double check with Tinner, since she's his creation...:)


See ya'll later!:)


#######################################################
# -Bull, aka Chaos, aka Rak, aka Steven Ratkovich #
# chaos@*****.com #
# Order is Illusion! Chaos is Bliss! Got any fours? #
#######################################################

"You do more damage out of simple irritation than most
men can do in a towering rage."
-David Eddings, "Demon Lord of Karanda
Message no. 19
From: greg basa <demipop@**********.COM>
Subject: NPCs
Date: Mon, 8 Feb 1999 01:04:51 -0500
OK, it's my favorite time of vice-GMing, NPC creation. While I
usually make opponents for my team that are a little bit better or on
the level of the players, I'm now in the process of creating a
near-superhuman NPC, something along the lines of a high-level
physical adept that the party will be running into on a steady basis
(a wandering swordsman who is a decent source of info; though he won't
actively join in the fighting, he's good enough that he can defend
himself against most threats, like a corporate strike team... or the
PCs themselves). Now I'm thinking superhuman should be around the
200-300 karma, though 100 karma should be enough. However, I have
seen some pretty powerful characters out there.


-----
Your favorite anime sucks.

Angelkiller 404

http://www.mindspring.com/~demipop/

ICQ: 2157053
Message no. 20
From: "D. Ghost" <dghost@****.COM>
Subject: Re: NPCs
Date: Mon, 8 Feb 1999 01:02:56 -0600
On Mon, 8 Feb 1999 01:04:51 -0500 greg basa <demipop@**********.COM>
writes:
>OK, it's my favorite time of vice-GMing, NPC creation. While I
>usually make opponents for my team that are a little bit better or on
>the level of the players, I'm now in the process of creating a
>near-superhuman NPC, something along the lines of a high-level
>physical adept that the party will be running into on a steady basis
>(a wandering swordsman who is a decent source of info; though he won't
>actively join in the fighting, he's good enough that he can defend
>himself against most threats, like a corporate strike team... or the
>PCs themselves). Now I'm thinking superhuman should be around the
>200-300 karma, though 100 karma should be enough. However, I have
>seen some pretty powerful characters out there.

What are you asking? Do you want physad power suggestions, karma point
ranges, what? :)

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
"You, you're like a spoonful of whoopass." --Grace
"A magician is always 'touching' himself" --Page 123, Grimoire (2nd
Edition)

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Message no. 21
From: Tim Serpas <wretch@**.COM>
Subject: Re: NPCs
Date: Mon, 8 Feb 1999 01:24:31 -0600
On Mon, 8 Feb 1999, greg basa wrote:
> Now I'm thinking superhuman should be around the
> 200-300 karma, though 100 karma should be enough. However, I have
> seen some pretty powerful characters out there.

In our 3 year, ongoing Shadowrun game, some of us got
over 200 karma. One in that category was the guy with
the Tac Computer and Ruthenium cloak. He got his fire-
arms and stealth both into the double digit range.

I would consider that to be "enough". :)

From my experience, I'd say someone with 100 karma
should be pretty comfy and good enough at their job
that they are figuring out how to quit it. ;)

Wretch
Message no. 22
From: greg basa <demipop@**********.COM>
Subject: Re: NPCs
Date: Mon, 8 Feb 1999 02:27:04 -0500
>>OK, it's my favorite time of vice-GMing, NPC creation. While I
>>usually make opponents for my team that are a little bit better or
on
>>the level of the players, I'm now in the process of creating a
>>near-superhuman NPC, something along the lines of a high-level
>>physical adept that the party will be running into on a steady basis
>>(a wandering swordsman who is a decent source of info; though he
won't
>>actively join in the fighting, he's good enough that he can defend
>>himself against most threats, like a corporate strike team... or the
>>PCs themselves). Now I'm thinking superhuman should be around the
>>200-300 karma, though 100 karma should be enough. However, I have
>>seen some pretty powerful characters out there.
>
>What are you asking? Do you want physad power suggestions, karma
point
>ranges, what? :)


Karma point ranges. The trouble with physads is that, like all
magic-users, they eat up karma faster than Krunchers
(Mmmm...jalepeno), so I can see most of that karma going straight to
powers. In fact, I sorta just gave up on asking and gave him 300
karma outright. Hell, the character's truning out to be so
interesting I might just write some fiction on him (it's been a
while...).

As far suggestions, does anyone know what counterstrike and enhanced
centering do? Can edged weapon combat be used as a centering skill?


>--
>D. Ghost
>(aka Pixel, Tantrum, RuPixel)
>"You, you're like a spoonful of whoopass." --Grace
>"A magician is always 'touching' himself" --Page 123, Grimoire (2nd
>Edition)
>
>___________________________________________________________________
>You don't need to buy Internet access to use free Internet e-mail.
>Get completely free e-mail from Juno at
http://www.juno.com/getjuno.html
>or call Juno at (800) 654-JUNO [654-5866]
Message no. 23
From: "D. Ghost" <dghost@****.COM>
Subject: Re: NPCs
Date: Mon, 8 Feb 1999 02:32:24 -0600
On Mon, 8 Feb 1999 02:27:04 -0500 greg basa <demipop@**********.COM>
writes:
<SNIP>
>>What are you asking? Do you want physad power suggestions, karma point
>>ranges, what? :)

>Karma point ranges. The trouble with physads is that, like all
>magic-users, they eat up karma faster than Krunchers
>(Mmmm...jalepeno), so I can see most of that karma going straight to
>powers. In fact, I sorta just gave up on asking and gave him 300
>karma outright. Hell, the character's truning out to be so
>interesting I might just write some fiction on him (it's been a
>while...).

You could just assign the stats you feel appropriate (btw, don't forget
that PhysAds don't need to initiate in SR3 to get more Power Points.).

>As far suggestions, does anyone know what counterstrike and enhanced
>centering do?

See the physical adept handybook available from the Shadowrun Archive
(reachable from the Deep Ressonace: http://shadowrun.html.com/ ). It has
a listing and discrription of all physad powers (canon and non-canon).

>Can edged weapon combat be used as a centering skill?

BtB, no (or, to be more specific, I think it advises caution in allowing
combat skills as centering skills.). I would say that you could center
by going through a form (a series of attacks and blocks) using a combat
skill but that is a very "grey area" so I would require a GOOD reason for
allowing it. under no circumstances would I allow an actual attack to
also act as the use of a centering skill. Under SR3, If a player wanted
a martial oriented character to center by going through forms, I would
require that they purchase a forms knowledge skill (or possibly an active
skill, I don't know ... I'll have to give it more thought.).

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
"You, you're like a spoonful of whoopass." --Grace
"A magician is always 'touching' himself" --Page 123, Grimoire (2nd
Edition)

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Message no. 24
From: Rick j Federle <griffinhq@****.COM>
Subject: Re: NPCs
Date: Mon, 8 Feb 1999 06:14:48 -0500
Honestly, it would depend. I tend to create all my NPCs via character
generation rules, and so far I've found that it works fairly well.
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Further Reading

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