NPCs (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

NPCs are "non-protagonist creatures."

These include all creatures other than the protags, from friendly folks to horrible monsters. NPCs are portrayed by the narrator, though special NPCs like cohorts might be controlled by players in some circumstances.

Playing NPCs

This advice caters to the narrator.

This system reference may define in detail an NPC’s physical and mental capabilities. However, guidance is deliberately vague on how to actually create memorable characters, and act out a character’s motives and mannerisms. Such advice is system agnostic, and works as well in D&D as in Call of Cthulhu.

Some narrators will prefer to meticulously plan out every possible NPC ahead of time, while others will “wing it” and improvise everything on the fly. Some narrators put on a silly voice and act out an NPC, while others take a more hands-off approach. Any method is good if the table is having fun.

As very basic guidance, how much protags interact with an NPC should dictate how much detail and focus that NPC is given from the narrator.

It’s About the Protags. Although not a hard rule, this system assumes the party consists primarily or exclusively of the protags. Part of the fantasy behind it all emphasizes the players and their actions. This emphasis would diminish if the narrator introduces NPCs who outshine or outdo the protags. The more NPCs there are in the party, the less time and room each player has to shine. If any NPC becomes a long-term part of the party, it should generally be decided entirely by the players themselves — for example if they unanimously ask a friendly NPC to join them. Even then, that NPC is better off in the background than taking the initiative.

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