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NPC RULES

Tarinfell is not quiet, even when there are few players about in the odd hours of the morning. The streets are alive with commoners, merchants, and tourists. Guards are always posted around the city and Ulfsvild, though they may not be as attentive as they should be. People must work the shops and stores when the owners are not around, after all. 

 

Always assume that there are people and guards in the likely places where they should be - cities and towns, shops, taverns, guard posts, and so on.

In RP there are going to be MANY uses for NPCs, or non-player characters, however knowing how to use them correctly is always the best way to make sure role-play goes smoothly for everyone. Before we get into the details, we have to understand the different types of NPCs.

  • NPC Guards and Townies: These will have the largest presence in the two cities and less so in Ulfsvild, it should never be assumed that a city is empty despite no player characters around, the streets and paths of villages should always be assumed to be bustling at the appropriate hours which in would be around early morning to evening time 7am-8pm SLT. Guards should be expected to be about at all times, day and night (they will be a little less vigilant at night), and guards can only be controlled by the leadership of that city or with their permission.

  • Magical NPCs: There are some classes that allow NPCs to be summoned to be used in combat, or just for any day to day use. These creatures are to be considered not living and not accessible by anyone other than the owner of said magical being NPC.​​

  • Natural NPCs: These are any kind of NPC that is not summoned or random city folk. It can be anywhere from a hired hand to a little animal in the forest. These are to be used for personal use and can be offered to another player if needed.

Combat Use For NPCs

Typically speaking, we try to keep NPCs as non-combative as possible, though for some classes, the use of summoned NPCs is what makes the class unique. Guards (either personal or city) and Townies are considered non-combative and under no circumstances should they be used in combat. They may also not be used to pass along information unless both parties consent to it for story purposes. 

 

If you have an NPC in combat, you must split your full health between you and the NPC shown in this example:

  • You: 5HP  NPC:1HP

  • You: 3HP  NPC: 3HP

  • You: 2HP  NPC:2HP   NPC:2HP

  • You: 0 HP NPC:6 HP  (PC will be non-combative during the scene)

  • You: 0HP  NPC:3HP   NPC: 3HP  (PC will be non-combative)

  • You: 0HP  NPC: 2HP  NPC:2HP   NPC:2HP  (PC will be non-combative)

Please bear in mind that if you are non-combative and let the NPC absorb your hit points, when they are all defeated, you are as well! You cannot use an NPC as a buffer to protect your HP.

In combat, the use of an NPC does not give you extra attacks, you'd use your NPC as if it were yourself. Therefore, the NPC takes your place in offensive combat. HOWEVER, it takes your place only offensively, you are still there in the scene, and the other player may choose who they wish to attack, which unless you've given all your HP to your NPCs, could still be you!

 

While you are in combat, you are permitted to charge a spell or attack while your NPC is fighting, however the NPC cannot charge attacks, so if you step into to make the attack, they can hang back but they cannot charge an attack themselves like you can. This means that you can still have the NPC use a standard action attack each turn while your PC charges an attack, but when your PC unleashes their attack, the NPC must stay inactive that round.

 

NPCs that are summoned by spell do need to be charged just like any other spell during combat, so NPCs that are not are not summoned at the start of combat need to do so with the proper amount of post charges listed on their appropriate spell list.

 

If you the player are hit by an attack while charging a spell or attack summoning or while NPC is out you still have to take the 1 damage and you lose concentration and thus the spell.​

 

Once your collective HP reaches 0 you are out of the fight, if you go down before your NPC, the NPC is considered incapacitated as well.

Fleeing combat with an NPC is as normal, you must roll for the PC to escape, if successful, it is up to you to decide if the NPC escapes as well, causes a diversion, gets lost, etc.

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