NPCs

Edit tabs/npcs.json.

Required Fields

Field Requirement
name Must match object key exactly
type Use existing npcType when it fits, otherwise "" for unique NPCs
currentLocation Use a fitting existing location, or invent one. Matching ignores casing and whitespace. "" keeps the NPC off-stage until a trigger places them
currentArea "" means somewhere in this location: the NPC can appear in any area there. Set an area only when the NPC should be pinned to it; in a location with areas, treat a blank currentArea as an explicit choice
gender Always set - aim for distribution: 40% male, 40% female, 20% non-binary
basicInfo Three-sentence structure (see format below)
personality Four traits using personality psychology (see format below)
hiddenInfo Full paragraph - mix of narrative secrets and gameplay-useful information
abilities At least five abilities + fighting style summary (see format below)
tier Pick by role: trivial or weak for fodder, average for most named NPCs, strong or elite for champions and lieutenants, boss for arc villains, mythic only for legends. Tier scales HP and damage and gives elite and above a death countdown; the multipliers are in the reference
level Always set to 1 or higher - each level adds +2 to an NPC’s base damage (see guidelines below). Omitting it or setting 0 means the NPC scales from the party’s level when first seen
hpMax Always set - see HP guidelines below. Used exactly as written
known Always set to true
voiceTag Voice tag for speech synthesis (see voice-previews)

Conditional Fields

Field When to Include
faction Only for major plot-relevant faction membership
relationship Set -100 to 100 to fix the starting attitude toward the player (0 is genuinely Neutral). Omit to let the AI infer it from the rest of the record on the NPC’s first scene
properName Set when an NPC starts under a placeholder name (e.g. "Hooded Stranger") but has a true identity revealed later. name is the current display name; properName is the true name. The identity counts as revealed once the two match — a reveal flips name to properName. Omit when the NPC is known from the start
worldVoiceId Key from the world’s worldVoices catalog. Overrides the generic voiceTag pick for this NPC. Include when the world defines a curated voice for the character
vulnerabilities, resistances, immunities Damage types from combatSettings.damageTypes. Include only when the NPC should take modified damage from specific types; they union with the npcType’s lists
successBonus Only for NPCs that should roll better or worse than normal: 25 points shifts every roll one success tier; a negative value lets an NPC fumble
damageModifier Percent change to outgoing damage (100 doubles it, -100 removes it). Only for NPCs whose hits should land harder or softer than level and tier imply
damageReductionModifier Percent reduction to incoming damage (100 is true immunity). Only for unusually tough or untouchable NPCs
portraitFocusX, portraitFocusY, portraitZoom Optional crop/focus adjustments for an authored portraitUrl. Focus x/y run 0..100 (defaults x 50, y 0: top-centered), zoom 100..300 (100 = no zoom). Generated portraits ignore these

Never Include

Omit these fields (auto-set or unused):

  • visualDescription, visualTags
  • detailType, hpCurrent, activeBuffs
  • currentCoordinates, embeddingId, embedding, portraitUrl
  • status, lastSeenTick
  • lastSeenLocation, lastSeenArea, playerNotes
  • needsDetailGeneration, deathXPAwarded
  • healthMultiplier
  • aliases (engine-maintained from renames and observed names; an authored list is stripped on save, so put titles and nicknames in hiddenInfo or the display name)

status is reset to "" by the engine. Near death, dying, and dead are a runtime incapacitation counter (1 = near death, 2 = dying, 3 = dead) that creators never set. To spawn an NPC already down, use hpMax: 0 with hpCurrent: 0 instead.

Naming

Avoid naming an NPC (key, name, or properName) allSceneNPCs, anySceneNPC, allPartyNPCs, or anyPartyNPC: these are reserved trigger selector tokens. Keys and display names match interchangeably (case-insensitively) and display names are not unique, so keep names unique when triggers or effects need precise targeting.

basicInfo Format

Three sentences covering role, appearance, and dress:

  1. One sentence about what they are
  2. One elaborate sentence about their appearance and species features in detail
  3. One short sentence about their clothes/equipment

Format: “A [gender] [species] [role]. [Build] with [hair], [eyes], [species features in detail]. Wears [X].”

Keep the appearance sentences to what a camera would see: build, hair, eyes, skin, scars, gear, clothing. Portraits are rendered from them, so character words such as “keen, intelligent eyes”, “a regal bearing”, or “a scowl of determination” belong in personality, not here.

personality Format

Four traits in this order, drawing from personality psychology trait vocabulary:

  1. Positive trait - a strength or virtue
  2. Neutral trait - a characteristic that’s neither good nor bad
  3. Negative trait - a flaw or weakness
  4. Speaking style - how they talk (verbal patterns, tone, word choice)

Format: “Label: Explanation in under 10 words”

abilities Format

At least five appropriate abilities plus a fighting style summary.

Ability Descriptions

Format: "Ability Name: 3 sentence description of what it is and how it can be used."

Describe what the ability is, then list possibilities for how it can be used. Stay vague enough for creative interpretation but elaborate enough to inspire varied usage. Show flexibility - most abilities can be used offensively, defensively, or for utility depending on the situation.

fighting style Summary

The final entry summarizes their overall combat approach - longer and more detailed than individual abilities. Important: Include a literal \n before “fighting style” so it appears on its own line when displayed.

Format: "\nfighting style: [5 sentences covering how they fight]"

Include:

  • How they combine and synergize their abilities
  • Tactical preferences and engagement patterns
  • Emotional tone and attitude in combat
  • How their personality manifests when fighting
  • How they adapt to different situations or opponents

level & hpMax Calculation

Players start with 100 HP and deal ~16 damage on success.

  • level: Determines NPC damage. Each level adds +2 to base damage. Rough hits to down a 100 HP player: 100 ÷ (baseHit + 2 × level)
  • hpMax: Determines NPC survivability. Calculate hits to down NPC: hpMax ÷ 16

hiddenInfo Guidelines

Write a full paragraph with maximum variety. No formula - be creative.

Mix different types of secrets:

  • Personal history and backstory
  • Fears, desires, and contradictions
  • Connections to other NPCs or factions
  • Knowledge of locations, treasures, or dangers
  • Skills or abilities not immediately apparent
  • Plans, schemes, or hidden agendas

Both narrative depth AND gameplay-useful information should be included.

Schema

interface NPC {
  name: string
  properName?: string
  type: string
  currentLocation: string
  currentArea: string
  tier?: 'trivial' | 'weak' | 'average' | 'strong' | 'elite' | 'boss' | 'mythic'
  gender?: string
  faction?: string
  relationship?: number
  basicInfo?: string
  hiddenInfo?: string
  personality?: string[]
  abilities?: string[]
  level?: number
  hpMax?: number
  healthMultiplier?: number
  known?: boolean
  voiceTag?: string
  worldVoiceId?: string
  portraitFocusX?: number
  portraitFocusY?: number
  portraitZoom?: number
  vulnerabilities?: string[]
  resistances?: string[]
  immunities?: string[]
  successBonus?: number
  damageModifier?: number
  damageReductionModifier?: number
}

Species Ability Inheritance

When creating an NPC with a species type, the NPC should inherit the 3 species skills from the corresponding trait as abilities:

  1. Look up the species in tabs/traits.json
  2. Copy those skill names and descriptions into the NPC’s abilities array
  3. Add additional unique abilities specific to that individual
  4. Add the \nfighting style: summary

See Species Consistency Rules for the full requirements.

Reference

For detailed documentation, see npcs-reference.md.


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