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	<title>Roleplaying Tips &#187; NPCs</title>
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		<title>Assassin Blog Carnival Wrap-Up – September 2011</title>
		<link>http://www.roleplayingtips.com/campaigns/assassin-blog-carnival-wrap-up-%e2%80%93-september-2011/</link>
		<comments>http://www.roleplayingtips.com/campaigns/assassin-blog-carnival-wrap-up-%e2%80%93-september-2011/#comments</comments>
		<pubDate>Wed, 05 Oct 2011 06:00:39 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Campaigns & Adventures]]></category>
		<category><![CDATA[NPCs]]></category>
		<category><![CDATA[RPT Community]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1808</guid>
		<description><![CDATA[Assassins were the theme of Sep’s RPG blog carnival. They were several excellent blog posts about this killer topic: The Assassination Game @ Lungfishopolis – How to do assassins well as PCs or NPCs. My Home Brew Old Hack: What about Assassins? Need them or not? @ The Geek Life Project – Grogtard talks about [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://nevermetpress.com/the-rpg-blog-carnival-archive"><img class="alignright size-full wp-image-1651" title="rpgblogcarnivallogo" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/rpgblogcarnivallogo.jpg" alt="RPG Blog Carnival" width="167" height="220" /></a>Assassins were the theme of Sep’s RPG blog carnival. They were several excellent blog posts about this killer topic:</p>
<p><a href="http://lungfishopolis.com/2011/09/the-assassination-game/">The Assassination Game</a> @ Lungfishopolis – How to do assassins well as PCs or NPCs.</p>
<p><a href="http://www.grogtard.com/?p=1234">My Home Brew Old Hack: What about Assassins? Need them or not?</a> @ The Geek Life Project – Grogtard talks about his OSR homebrew game and whether assassins should be a class.</p>
<p><a href="../../campaigns/assassins-septembers-rpg-blog-carnival/">Assassins in My Game</a> @ World of Alidor – Jon says assassins are silly and why. (Consider your Coin of the Dead scooped for my campaign!)</p>
<p><a href="http://dicemakers.blogspot.com/2011/09/grupo-de-asesinos.html">Grupo de Asesinos</a> @ El Hacedor de Dados – Talks about the assassin theme, in Spanish!</p>
<p><a href="http://www.laboratoriofriki.com/2011/09/asesinos.html">Asesinos</a> @ Laboratorio Friki – And Spanish blog post about assassins. Also check out their second post for the carnival, <a href="http://www.laboratoriofriki.com/2011/09/asesinos-como-encajarlos-en-una-partida.html">Asesinos, como encajarlos en una partida</a>.</p>
<p><a href="http://lachozadelfriki.blogspot.com/2011/09/rpg-carnival-almas-blancas-white-souls.html">Almas Blancas/White Souls</a> @ La Choza del Friki – Another Spanish post that picks up the gauntlet.</p>
<p><a href="http://roleplayingmarket.com/node/32">Assassins in RPGs &#8211; Character Class or Character Type?</a> @ Roleplaying Market – Looks at an alternate idea of what an assassin class could be. I agree.</p>
<p><a href="http://posadadelnarrador.blogspot.com/2011/09/finalmente-he-decidido-sumarme-la.html">RPG Carnival: Gremio de Asesinos de Canalburgo</a> @ Los chismes del Narrador – Another Spanish blog, with a first-time entry in a blog carnival.</p>
<p><a href="http://boardent.blogspot.com/2011/09/assassins.html">Assassins</a> @ Board Enterprises – Asks who is the most useful assassin-type in games.</p>
<p><a href="http://www.realityrefracted.com/2011/09/rpg-blog-carnival-character-types-part.html">RPG Blog Carnival: Character Types &#8211; Part 17 &#8211; The Assassin</a> @ Reality Refracted – Talks about running assassins as a GM and playing them as a player.</p>
<p><a href="http://satyrelite.blogspot.com/2011/09/just-job-to-do.html">just a job to do</a> @ Fame &amp; Fortune – Offers three historical iconic assassins.</p>
<p><a href="http://mrlizard.com/rules-and-variants/and-stay-dead/">And STAY Dead!</a> @ Lizard’s Gaming Blog – Offers a collection of items and rituals designed to aid in killing NPCs. (I could have used his Oil of Eternal Silence earlier in my Riddleport campaign.)</p>
<p><a href="http://seaofstarsrpg.wordpress.com/2011/09/05/inspirational-viewing-the-mechanic-1972/">Inspirational Viewing – The Mechanic (1972)</a> @ Sea of Stars RPG – Reviews the Bronson Classic about a professional world-weary killer.</p>
<p><a href="http://detrasdelapantalla.org/2011/09/aptitud-de-asesino/">Aptitud de asesino</a> @ Detras de la Pantalla – A Spanish post the covers the assassin class plus another post about an unexpected type of killer.</p>
<p>Roleplaying Tips offered two articles on the topic &#8211; <a href="../../news/how-to-contact-and-hire-an-assassin/">How to Contact and Hire an Assassin</a> and <a href="../../npcs/5-effective-combat-tactics-for-assassins/">5 Effective Combat Tactics For Assassins</a>.</p>
<p>And Campaign Mastery celebrates the upcoming release of a product Mike and Johnn worked on called <a href="http://legaciescampaignsetting.com/">Assassin’s Amulet</a> -</p>
<ul>
<li><a href="http://www.campaignmastery.com/blog/the-origins-of-cyrene/">The Creation Of A Deity: The Origins Of Cyrene</a></li>
<li><a href="http://www.campaignmastery.com/blog/dark-shadows-in-the-night/">Dark Shadows In The Night: Lessons from the writing of Assassin’s Amulet</a></li>
<li><a href="http://www.campaignmastery.com/blog/five-plus-one-assassin-tactics/">Five (Plus One!) Effective Combat Tactics for Assassins</a></li>
<li><a href="http://www.campaignmastery.com/blog/50-assassin-hooks/">50 Assassin Hooks</a></li>
<li><a href="http://www.campaignmastery.com/blog/roleplaying-assassins/">Roleplaying Assassins: An excerpt from Assassins Amulet</a>.</li>
</ul>
<p>Thanks to everybody who contributed to the RPG Carnival. I hope you had a lot of fun writing about this classic game element.</p>
<p>Be sure to head over to October’s carnival, <a href="http://www.campaignmastery.com/blog/loot-as-part-of-the-plot/">Making The Loot Part Of The Plot</a>.</p>
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		<title>5 Effective Combat Tactics For Assassins</title>
		<link>http://www.roleplayingtips.com/npcs/5-effective-combat-tactics-for-assassins/</link>
		<comments>http://www.roleplayingtips.com/npcs/5-effective-combat-tactics-for-assassins/#comments</comments>
		<pubDate>Sat, 24 Sep 2011 06:00:55 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Combat]]></category>
		<category><![CDATA[NPCs]]></category>
		<category><![CDATA[Encounters]]></category>
		<category><![CDATA[RPT#528]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1716</guid>
		<description><![CDATA[To give you a taste of Assassin&#8217;s Amulet, my upcoming new book for game masters, here is a very brief excerpt from the GM Advice chapter. Many GMs struggle with running killer NPCs. One big goal of the book is to arm you with enough actionable advice that you&#8217;ll scare the crap out of your [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-3603" style="margin-left: 1em;" title="gravetree-01" src="http://www.campaignmastery.com/blog/wp-content/uploads/2011/09/gravetree-01.jpg" alt="Assassin's Amulet" width="317" height="447" />To give you a taste of <a href="http://www.campaignmastery.com/blog/announcing-assassin%E2%80%99s-amulet-1/"><em>Assassin&#8217;s Amulet</em></a>, my upcoming new book for game masters, here is a very brief excerpt from the GM Advice chapter.</p>
<p>Many GMs struggle with running killer NPCs. One big goal of the book is to arm you with enough actionable advice that you&#8217;ll scare the crap out of your players if they ever catch wind of an NPC assassin ever again.</p>
<p>Part of this GM training involves learning some general principles of engagement when running assassins.</p>
<p>I hope you find this advice useful.</p>
<p>* * *</p>
<p><strong>Chief caveat for assassins in combat situations: avoid combat if possible.</strong></p>
<p>The most favorable combat situations involve fighting with allies. However, assassins tend to work alone, which causes tactical problems.</p>
<p>In all the tactics below, hit-and-run is the only reliable method to combine with any combat tactic. Using an assassin&#8217;s amulet in combination as a means of escape makes this even more reliable.</p>
<h2>1.  Maximize Sneak Attack Opportunities</h2>
<p>Sneak attack is the best option for assassins in combat. Do anything you can to give NPC assassins this opportunity so they can cause damage while trying to get away.</p>
<p>It is difficult, though not impossible, to flank an opponent without an ally &#8211; anything that removes an opponent&#8217;s Dexterity bonus or causes him to become flat-footed will grant such an opportunity.</p>
<p>Feint/Improved Feint: using the feint option of the Bluff skill, the assassin spends his first round trying to cause the opponent to be off-balance or otherwise unready.</p>
<p>This denies the opponent his Dexterity bonus to his Armor Class on the assassin&#8217;s next attack, giving the killer a sneak attack.</p>
<p>This tactic provokes an attack of opportunity, so use it carefully. Give the assassin the Improved Feint feat when it becomes available.</p>
<p>Foes defeat this tactic using Sense Motive, if they have that skill, or a raw check aided by their Wisdom modifier.</p>
<p>Therefore, an assassin should scout out foes to determine their ability to sense others&#8217; motives or see through such tricks as feinting.</p>
<p>The killer must know in advance if a foe can defeat feint. This saves the assassin a full round of futility plus exposure to a potential attack of opportunity.</p>
<p>Invisibility: except for class dipping with caster levels, which is not recommended, becoming invisible means using a magic item and the Use Magic Device skill.</p>
<p>An invisible assassin initiating combat denies their opponent a Dexterity bonus to that attack, and so the foe must suffer a sneak attack.</p>
<p>Blindness: like invisibility, if the opponent is blind, the assassin is effectively invisible (see above).</p>
<p>Possessing the feat chain Critical Focus and Blinding Critical is helpful, though unreliable, as the NPC must engage in at least one round of combat with no advantages, and he must succeed on a critical hit, which can never be counted on.</p>
<p>Eggshell grenades-pepper (from Oriental Adventures) are a mundane device that require use as a thrown weapon. With a successful hit affecting a five-foot area, the opponent is blind, though he gets a save to avoid the circumstance. Any magic item that causes blindness will also do this.</p>
<h2>2. Single Striking</h2>
<p>A one-shot kill relies on high Strength combined with Power Attack and using a two-handed weapon, granting half-again Strength bonus on attacks. Unfortunately, Strength is generally a tertiary stat for assassins, following Dexterity and Intelligence.</p>
<p>Focus on causing as much damage as possible with a single attack using magic, magic items and equipment to eke out all the extra damage you can.</p>
<p>Enhance this tactic with Dodge, Mobility and Spring Attack, as well as the vital strike feat chain. While this is feat intensive and takes away valuable feat slots to make an effective assassin combatant, the three feats mentioned allow him to strike without attacks of opportunity, so offer better survivability.</p>
<p>Having the Quick Draw feat also gets the weapon in hand quickly. Combine this with sneak attack and this could be a one-shot kill.</p>
<h2>3. Two Weapon Fighting</h2>
<p>Using two weapons in combat means more opportunities for sneak attack. The assassin should possess the Weapon Finesse feat to rely on the character&#8217;s Dexterity instead of Strength</p>
<p>While effective, this combat tactic does not cause as much damage as the single strike tactic, though it uses far fewer feat slots for combat.</p>
<h2>4. Sniping Using Ranged Weapons</h2>
<p>If the assassin can prepare to choose a hidden spot to attack from this can be an effective combat tactic. However, it requires time unseen to prepare such an opportunity.</p>
<p>The assassin must hide, shoot at their target, and then move to another location to repeat the process. The assassin must be skilled with ranged weapons and will spend his combat feat slots doing so.</p>
<p>This tactic does not accommodate being caught unawares and forced into melee, so the two previous combat tactics are more reliable.</p>
<p>Take the Arcane Trickster prestige class instead of Assassin so ranged sneak attack is possible to make this a more viable combat tactic.</p>
<h2>5. Using Traps</h2>
<p>Indirect combat offers a usable strategy, but also requires some time in preparation prior to engaging in combat. Simple is sometimes most effective.</p>
<p>For example, tossing caltrops in areas of expected movement for oncoming combatants or use of tanglefoot bags.</p>
<p>Consider allowing assassins to use portable traps either mundane or arcane, where the assassin can arm, disarm, move and rearm such a device in a move-and-wait or move-and-run-away tactic.</p>
<p>Always consider poisoning any blade, ranged weapon or traps to improve damage and escape chances, as well.</p>
<p>* * *</p>
<p>If you liked these tips, you should check out two more previews of <em>Assassin&#8217;s Amulet</em>:</p>
<h3>50 Assassin Hooks</h3>
<p>Assassins make awesome NPCs. Thing is, they often have paper-thin character development. Well, you can fix this right now. Start by giving your next assassin one of these tasty hooks. <a href="http://www.campaignmastery.com/blog/50-assassin-hooks/">Get your hooks now &gt;&gt;</a></p>
<h3>How to Roleplay Assassins</h3>
<p>Assassins should be compelling in every encounter in which they appear. This excerpt describes how to run assassins as compelling characters to roleplay and deadly adversaries to fight. <a href="http://www.campaignmastery.com/blog/roleplaying-assassins/">Read the roleplaying advice &gt;&gt;</a></p>
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		<slash:comments>3</slash:comments>
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		<title>How To Turn A Haunted House Into An NPC</title>
		<link>http://www.roleplayingtips.com/npcs/how-to-turn-a-haunted-house-into-an-npc/</link>
		<comments>http://www.roleplayingtips.com/npcs/how-to-turn-a-haunted-house-into-an-npc/#comments</comments>
		<pubDate>Thu, 22 Sep 2011 06:00:00 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[NPCs]]></category>
		<category><![CDATA[Traps & Hazards]]></category>
		<category><![CDATA[Horror]]></category>
		<category><![CDATA[RPT Community]]></category>
		<category><![CDATA[RPT#528]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1709</guid>
		<description><![CDATA[From the GMMastery Yahoo Group A GM asked for help making a haunted house become an interesting NPC. Lots of ideas poured into the thread, which I thought I’d highlight here. I fully support giving locations personality. And as you’ll see below, creative GMs can also make places interactive and dramatic. The Initial Request From [...]]]></description>
				<content:encoded><![CDATA[<p><em><img class="alignright size-full wp-image-1711" title="haunted-house" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/haunted-house.jpg" alt="Haunted House NPC" width="300" height="199" />From the <a href="http://games.groups.yahoo.com/group/gmmastery/">GMMastery Yahoo Group</a></em></p>
<p>A GM asked for help making a haunted house become an interesting NPC. Lots of ideas poured into the thread, which I thought I’d highlight here.</p>
<p>I fully support giving locations personality. And as you’ll see below, creative GMs can also make places interactive and dramatic.</p>
<h2>The Initial Request From Eric</h2>
<p>Hey all,</p>
<p>I could use some help. I am four sessions into a new campaign. People have low magic, it’s loosely renaissance and it’s fantasy. There are sometimes more powerful magical effects in the world.</p>
<p>On campaign day one, a person unleashed magic onto the world. Now the PCs are magical and trying to figure out how to not get ostracized from society. So they&#8217;re forming a guild. The guild needs a house and one of the aforementioned powerful magical effects poses a possibility.</p>
<p>An abandoned monastery rebuilt itself into a new configuration on the day that magic was unleashed into the world. I have had the idea all along the building could become the PCs’ guildhall. The players had the same idea and now they want to explore it.</p>
<p>I want the building to be an ongoing NPC. It needs some quirks, personality and purpose. Though it won&#8217;t dialogue, it will continue to reconfigure itself occasionally.</p>
<p>I also want the guildhall to be infected with a variety of magical maladies and it needs to be cured. What the problems could the PCs encounter when exploring the building?</p>
<p>I need some descriptions. If sentient magic created a building, what would it look like?</p>
<p>Thanks in advance for suggestions.</p>
<h2>From Mark of the Pixie</h2>
<h3>Create A Personality</h3>
<p>Personality would come first. If it is a grandmother type personality, caring for her tenants, protecting them when needed, spoiling them a bit, then she would be very different from living in a building that had an accountant’s personality. Both would be different to the personality of a passing rat infused into the main hall.</p>
<p>But if we go with abandoned monastery, then we can assume it may be something like an abandoned monk in personality. It is a calm and serene place, but lonely. Perhaps it wonders why everyone left? Perhaps it worries deep in its cellars that it wasn&#8217;t good enough. If there was a fire, then it may be afraid of flames, suffering a form of architectural Post Traumatic Stress.</p>
<h3>Create A Purpose</h3>
<p>Once you have personality purpose follows fairly logically. The monastery is lonely and wants to guide people to wisdom. It wants to shelter them, keep them safe, but above all, it doesn&#8217;t want to be abandoned again.</p>
<h3>Create Quirks</h3>
<p>This leads you to quirks.</p>
<p>It is lonely, so it loves having people around. It will open doors and try to make people comfortable. It will be warm and inviting.</p>
<p>There is a downside though. It desperately fears being abandoned again, so it will not let the last person leave. Doors will slam and bolt themselves, windows will prove unbreakable, corridors will lengthen as you run down them. New people can come in, and then all but one of them can leave.</p>
<p>Because of the old fire, it is afraid of flame. Candles are constantly extinguished by drafts; no one can start a fire in any of the fireplaces, no matter how skilled they are. Lanterns are ok, but even then you get the feeling you are being watched constantly (Light spells would be much better).</p>
<p>That said, if a someone does start a fire in a room (or throws in a burning bottle of oil) then the house panics and the fire spreads like something from a nightmare.</p>
<p>It wants to impart wisdom, so books are welcome. Any books inside the building will be protected as fiercely as the people. There will always be more room in the library. Anyone who is wise, kind or helpful will be rewarded as their rooms gets bigger and nicer. Anyone who is unkind or mean will have their rooms shrink.</p>
<h3>Create Flashbacks</h3>
<p>Another good one for buildings is flashbacks. Perhaps the roof collapsed in a storm. Now every time there is a storm, a extremely convincing illusion occurs where the roof collapses and rain pours in, people are trapped, etc.</p>
<p>It is all fake, but it also can give clues as to the building’s past. For example, they see someone put a signet ring under a floorboard before running off to help with the collapsed roof.</p>
<h3>Create Trouble</h3>
<p>Fixing up a ruin that has been abandoned for centuries and is now magical should provide quite a bit of trouble. Rooms might be repaired, only to &#8220;heal&#8221; back to their ruined state.</p>
<p>The building may have a fractured personality, and the PCs may need to merge them or even kill parts of the building to make it safe.</p>
<p>Rats, crows, spiders and other animals who lived in the ruins may now be magical as well. An awakened fox mage who is now smart enough to ogranise the other magical animals would be a cool rival who can compete with the PCs for ownership of the buildings, especially if she has already got the basements and cellars on her side. She doesn&#8217;t want the PCs dead, she just wants them to leave. After all, this is where the fox has lived her whole life; it is her house.</p>
<p>Some parts may be haunted. Some rooms might hold the emotional echoes of their last inhabitants. For example, terror if the last occupants of the room happened to die in the fire. It may be that anyone stepping into the room feels like they are on fire (no actual damage though), and only the most strong-willed can stand it for more than a few seconds.</p>
<p>A nice balance would be that the PCs have to feed the house magic to keep it going.</p>
<h2>From Roger Barr</h2>
<p>My initial thoughts were small eddies of magical power that flow through the guild house, particularly in certain rooms.</p>
<h3> Annoying</h3>
<p>There might be a closet that gets visited now and then by a dust storm from another dimension. Once every week or so, everything in the closet is covered in dust and sand.</p>
<p>A spot in the hall will cause any food taken through it to spoil.</p>
<p>There was a cat in the abandoned structure when the magic hit, and now it is anchored to the house and cannot be put outside. If someone tosses it out a window, it returns inside in a different place. If they try to kill it, weapons pass through it harmlessly.</p>
<p>A closet will enchant clothing so the next time the clothing is worn it automatically fits the person who dons it. Borrowing clothing could get interesting at that point, as well as all of the PC&#8217;s wardrobe suddenly radiating a magical aura.</p>
<p>A spiral staircase designed to make it easy for older wizards to get upstairs by allowing you to walk downstairs until you get to the basement; if you keep walking downwards, the next landing is the attic. Fun thing can be to not let it work in the other direction.</p>
<h3>Possibly Helpful</h3>
<p>A box on a table is always cold, like a tiny refrigerator.</p>
<p>A barrel of water never runs dry.</p>
<p>A chamber pot is self-cleaning.</p>
<p>One window always has beams of sunlight streaming in, even during bad weather outside.</p>
<p>Everlit candle that will not burn out. (May not even have real heat, just light.)</p>
<h3> Give It A Helpful Personality</h3>
<p>I would be tempted to have it work like an old butler commanding a household staff in a manor house. &#8220;He&#8221; is sometimes forgetful, but very dedicated for service.</p>
<p>Things get done, albeit slowly. Dishes get washed and put away in the kitchen. Laundry gets cleaned, armor polished and weapons sharpened. The garden is well tended. Horses are groomed and fed.</p>
<p>If you want to make it more challenging for the players, have things the butler performs happen sometimes, but not always, so the PCs will end up being used to check on what has been done and what has not. Did the horses get fed? Better go check.</p>
<p>This makes it more of a pleasant surprise that they sometimes get to skip a chore, than to always have things done for them.</p>
<p>Some mornings there is a nice breakfast laid out in the dining hall, other days just a pitcher of milk or juice.</p>
<h2>From Douglas E Knapp</h2>
<p>After reading the others’ ideas, I got to thinking about a person who moves into a bedroom but the house does not like them.</p>
<p>At first, the room is safe and in a good place in the house. However, with time it is moved to the outside wall of the house and made to have a hallway into the main building.</p>
<p>One time the PC goes to sleep and the door locks. He wakes up to find half the roof gone and part of a wall. He can&#8217;t get back in because all the doors are locked. A lot like a cell getting rid of toxic stuff.</p>
<h2>From <a href="http://www.enginepublishing.com/">Telas</a></h2>
<p>The building has a near-random opinion of new people, depending on their resemblance to former occupants. As a former monastery, it dislikes elves and opposing priests, but likes anyone who is bald. If the person can somehow prove to the building they are different, it will change its opinion.</p>
<p>Different parts of the building have different personalities and different magical effects. The kitchens are warm and inviting, and any food prepared there is tastier and more nutritious.</p>
<p>The infirmary was basically a hospice, and until rebalanced it will make people sick. Rebalancing will require building a monument to all who died there, or properly sanctifying the mass grave.</p>
<p>The library encourages people to stay a while (and lose track of time).</p>
<p>The twist is that the areas may not be immediately identifiable; the library may look like another storage room, etc.</p>
<h2>From Mike</h2>
<p>Eric,</p>
<p>I had a creepy idea that may not fit with your vision or your campaign, but here it is anyway.</p>
<p>Two similar horror stories come to mind. One is the story of the rich old woman who kept building and renovating her giant mansion because she thought she would die when she stopped (when she did stop, she died).</p>
<p>Another is the tale of Rose Red, the mansion of a rich oil baron in the 1900s. The lady of the house swore that it was haunted and that it claimed the lives of a few tenants. She swore it was alive, and the creepy lady actually became an avowed Satanist, if I recall correctly.</p>
<p>There are many places you can go with such ideas, from the slightly creepy (fitting for a formerly low magic world) to the outright scary. Perhaps the monastery is somehow tied to the spirit of its founder? Perhaps he was secretly a mage or alchemist, or alternatively, perhaps he HATED magic. His spirit can be trapped in the place, or the effects of his metaphysical experiments could still linger in the place, causing all the changes.</p>
<p>Perhaps the place needs blood (or the blood of a mage) every so often? If the owners don&#8217;t realize this, the place causes accidents (minor at first, but increasingly serious).</p>
<p>If you flesh out the founder, you&#8217;ll be able to explain the weird shifts in the hall. The founder might have hated mages or been a secret mage, but he might also have loved innovation or study, so the hall may help any residents engaged in such activities.</p>
<p>Before you get to work, ask yourself what you want out of this whole idea. Have an end goal. Though this isn&#8217;t well thought out, my gut says I would want a place that is tempting and inviting for PCs, but one that is equally dangerous.</p>
<p>This would create tension for the players (which is good for games), for they will always be craving the new and exciting (and seemingly limitless) perks the house can provide, while dreading the increasingly serious dangers.</p>
<h2>From Johnn</h2>
<p>Give the building a no-go dark or bad area. Work this into the backstory and personality. Be ready for the PCs to want to go there first, but try to block for several sessions. The mystery will gnaw.</p>
<p>I side with others who give the house control of rooms, lighting and furnishings. This offers you interactivity.</p>
<p>Have doors lead to different places, at the house&#8217;s control. A nice way to block, trap or confuse.</p>
<p>Traps! Just thought of that as I wrote trap above. Mouse traps (elf-sized mouse traps preferably), coughing chimney, sliding stairs.</p>
<p>Give the building a sage area. A meditation room or part of the ceiling with a changing paint splotch. Gives you a way to provide clues and communicate.</p>
<p>Put Cthulhu in the toilet. PC has a seat and boom goes the dynamite.</p>
<h2>More From Douglas E Knapp</h2>
<p>As a bad person sleeps, the house forms a drip on the ceiling and drips it into the person’s mouth. God only knows what this is a drop of.</p>
<p>As the person sleeps, the floor goes mushy and the bed drops down into a pit of hell, a dungeon or just a musty old basement.</p>
<p>Can we animate the house goods? Player eaten by chair, anyone?</p>
<p>Player wakes up to find himself mummified by wallpaper.</p>
<p>Heater goes super nova.</p>
<p>Age old stairs turn into slide.</p>
<p>House sucks player into a wall to save him from….</p>
<p>Plain old creaking can be scary. I know this from being a kid in an old house.</p>
<p>Flickering lights are always scary.</p>
<p>Doors of closets and such will not stay shut for bad people, but shut by themselves for good ones.</p>
<p>Clothing is made damp or clean for players if they leave it out, perhaps food and stuff too.</p>
<p>Room is always dusty or clean by itself. Good air or bad depending of course on the player.</p>
<p>Might want to look into fung shui. They have a lot of info about good and bad houses and what can happen.</p>
<p>I always liked the blood from the water taps in movies.</p>
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		<title>Assassins &#8211; September&#8217;s RPG Blog Carnival</title>
		<link>http://www.roleplayingtips.com/campaigns/assassins-septembers-rpg-blog-carnival/</link>
		<comments>http://www.roleplayingtips.com/campaigns/assassins-septembers-rpg-blog-carnival/#comments</comments>
		<pubDate>Fri, 02 Sep 2011 14:08:09 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Campaigns & Adventures]]></category>
		<category><![CDATA[NPCs]]></category>
		<category><![CDATA[RPT Community]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1650</guid>
		<description><![CDATA[Assassins are tantalizing. They fill the books and movies we love. They dangle the potential of great gaming in front of our noses. They are this month&#8217;s killer RPG Blog Carnival topic. How Do I Participate in the RPG Blog Carnival? To participate in an RPG Blog Carnival, just write a blog post that matches [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://nevermetpress.com/the-rpg-blog-carnival-archive"><img class="alignright size-full wp-image-1651" title="rpgblogcarnivallogo" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/rpgblogcarnivallogo.jpg" alt="RPG Blog Carnival" width="167" height="220" /></a>Assassins are tantalizing. They fill the books and movies we love. They dangle the potential of great gaming in front of our noses. They are this month&#8217;s killer RPG Blog Carnival topic.</p>
<h2>How Do I Participate in the RPG Blog Carnival?</h2>
<p>To participate in an <a href="http://nevermetpress.com/the-rpg-blog-carnival-archive">RPG Blog Carnival</a>, just write a blog post that matches to the month&#8217;s theme. For September, it&#8217;s <span style="color: #ff0000;"><strong>assassins</strong></span>.</p>
<p>Then post a comment below with a link back to your post so it can get published at the month-end wrap-up.</p>
<p><strong>Please be sure to include a link in your post back to this blog carnival hub post.</strong></p>
<h2>What Should I Write About?</h2>
<p>You can write anything as long as it relates to assassins in some way.</p>
<p>Tell me a story about an assassin in one of your games. Or talk about assassins as PCs or NPCs. Or talk about an assassination encounter or plot.</p>
<p><strong>Tell me what bugs you about assassins.</strong></p>
<p>I find they are something with huge gaming potential, but hard to pull off well. What player wants his character assassinated? And assassins as PCs are tricky because they tend to be evil loner types, which does not suit typical team-style RPG gameplay.</p>
<p>Maybe tell us about Assassins Gone Wrong. Have you ever employed an assassin in a game and the encounter went poorly?</p>
<p>I remember one time in a Cyberpunk 2020 game a friend GM&#8217;d where my PC was shot by an assassin sniper in the first minutes of the game. I was shocked at first, but then we were all laughing. What a way to start a campaign! We were careful PCs after that.</p>
<p>Tell us your stories.</p>
<h2>Ok, It&#8217;s Time To Write</h2>
<p>So, take a stab at this month&#8217;s topic, post your blog link below, and link back to here in your post.</p>
<p>I look forward to reading your post!</p>
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		<title>Writing the Effective Villain</title>
		<link>http://www.roleplayingtips.com/gm-techniques/writing-the-effective-villain/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/writing-the-effective-villain/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 04:58:20 +0000</pubDate>
		<dc:creator>Silveressa</dc:creator>
				<category><![CDATA[GM Techniques]]></category>
		<category><![CDATA[NPCs]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[bad guy]]></category>
		<category><![CDATA[enemy]]></category>
		<category><![CDATA[Flashback Fridays]]></category>
		<category><![CDATA[villains]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1559</guid>
		<description><![CDATA[by Ruth D. Kerce A lot has been written about how to develop the hero and heroine in a story. An often overlooked, but equally important character, is the villain. He/She must also be developed properly to make the plot believable. Many of the techniques used to develop other characters will also work in developing [...]]]></description>
				<content:encoded><![CDATA[<h2><em><strong><span style="font-size: 13px;">by Ruth D. Kerce<a rel="attachment wp-att-1561" href="http://www.roleplayingtips.com/gm-techniques/writing-the-effective-villain/attachment/creature_evil_hooded_eyes/"><img class="size-medium wp-image-1561 alignright" title="creature_evil_hooded_eyes" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/creature_evil_hooded_eyes-300x235.png" alt="" width="300" height="235" /></a></span></strong></em></h2>
<blockquote><p>A lot has been written about how to develop the hero and heroine in a story. An often overlooked, but equally important character, is the villain. He/She must also be developed properly to make the plot believable. Many of the techniques used to develop other characters will also work in developing the villain, but there are some additional factors to keep in mind when you are writing a &#8220;bad guy or bad girl.&#8221;</p></blockquote>
<h3>1. Don&#8217;t Let Your Villain Intimidate You</h3>
<p>The villain can intimidate your characters, but shouldn&#8217;t intimidate you; otherwise, you won&#8217;t be able to write him/her effectively; if you&#8217;re pulling back in your writing, then you won&#8217;t do the character justice; get him/her under your control or the villain will fall flat and not sound convincing; in other words, don&#8217;t be afraid to write &#8220;evil&#8221;.</p>
<h3>2. Even Villains Have A Good Side</h3>
<p>Remember that no one is all good or all bad; a villain can have a soft side, too; maybe it&#8217;s for women or children or animals or some aspect of the human condition; your villain is a &#8220;bad guy/girl,&#8221; not a demon (unless you&#8217;re writing a horror story); so make him/her a believable human being.</p>
<h3>3. Villains Have A Reason For How They Act</h3>
<p>As the writer, it is essential you know the villain&#8217;s motivation (even if the reader doesn&#8217;t); only this way will you be able to keep his/her words and actions consistent; he/she acts evil for a reason; even if that reason is &#8220;crazy&#8221; in the eyes of society, the villain believes the reasoning is logical and performs accordingly.</p>
<h3>4. Be Aware Of The &#8220;Class&#8221; Of Your Villain</h3>
<p>Villains come in many different shapes, forms, and backgrounds; these factors will determine how you present the character; a small-time drug dealer will act, speak, dress, and move differently than a corporate spy; do your research.</p>
<h3>5. Don&#8217;t Overdo It</h3>
<p>This doesn&#8217;t mean to pull back in your writing; however, don&#8217;t get &#8220;villain- happy;&#8221; make your villains as evil as they need to be for the storyline, but no more than that; otherwise, they will either ring untrue or they will take over the story, distracting from the hero, heroine, and original plot.</p>
<h3>6. Setting Plays A Role</h3>
<p>This may seem obvious, but a villain from the present and a villain from out of history or from the future needs to be viewed and written differently; society changes over time, and a villain in the past, may not be a villain in the present or the future; for example: in the 17th century, witches&#8211;particularly on the East coast&#8211;were considered villains by a large portion of society and were incarcerated or put to death; however, now that belief is no longer a &#8220;frenzy&#8221; in our society; so when you incorporate a villain into your plotline, that villain need not be an all- encompassing villain, but simply needs to be a villain in the context of the particular theme of your story.</p>
<h3>7. Do You Need A Villain?</h3>
<p>Don&#8217;t use a villain unless you need a villain; an unnecessary villain is a nuisance, not an asset to a story; don&#8217;t create one just to have one; the villain must have a reason for being there other than simple shock value; many plotlines revolve around the internal conflict between the hero and heroine and do not need a villain in order to tell the story.</p>
<h3>8. A Villain&#8217;s Demise</h3>
<p>Finally, your villain must get his/her punishment in the end; if he/she simply disappears, then you&#8217;ve given the villain too much power; take away his/her power; give the reader the satisfaction of closure for all the evil that the villain put your hero and heroine through; this doesn&#8217;t necessarily mean that the villain must die, but he/she should suffer in some way for his/her actions.</p>
<p>&nbsp;</p>
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		<title>Cunning Cohorts Build Character: Four GM Tips</title>
		<link>http://www.roleplayingtips.com/npcs/cunning-cohorts-build-character-four-gm-tips/</link>
		<comments>http://www.roleplayingtips.com/npcs/cunning-cohorts-build-character-four-gm-tips/#comments</comments>
		<pubDate>Wed, 11 May 2011 13:47:29 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[NPCs]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[RPT#519]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1336</guid>
		<description><![CDATA[An RPT reader asked me for tips about handling followers. This tricky territory is just now emerging in my Riddleport campaign. Following are three tips for getting more mileage out of followers, plus some advice on how to tie followers better into your plots and campaigns. Give Them Family, Friends, Contacts, And Enemies For gameplay, [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-1338" title="npc-cohorts-for-rpg" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/npc-cohorts-for-rpg-225x300.jpg" alt="" width="225" height="300" />An RPT reader asked me for tips about handling followers. This tricky territory is just now emerging in my Riddleport campaign. Following are three tips for getting more mileage out of followers, plus some advice on how to tie followers better into your plots and campaigns.</p>
<h2>Give Them Family, Friends, Contacts, And Enemies</h2>
<p>For gameplay, give a follower at least a few relationships. This provides you more great fodder for plot hooks and encounter seeds. Better yet, it adds depth to what is often a one-dimensional NPC type.</p>
<p>For flavour and immersion, give NPCs their own lives. On the surface, life might seem to be about tangible things, starting from food and shelter and then moving to toys and status symbols. The true measure of a life, however, is a person’s relationships. And so it is with NPCs, too.</p>
<p>An NPC with existing relationships will have carved a place in the world long before the PCs came along. That place might be big or small. Regardless, it makes the NPC seem real, and less like a tool, servant, or slave.</p>
<p>Use relationships to give players pause before abusing a follower or taking him for granted. Ensure the NPC will be missed if he dies or disappears. Better yet, if powerful people take notice, then the characters will be held accountable to the NPC, causing the group problems if he is killed or abused.</p>
<p>In times of trouble, the follower should rely on people other than the PCs for advice and help. In times of success, the NPC should want to share with, brag to, or help others. In this way, you introduce other NPCs for plots and encounters in a believable, seamless, fun way.</p>
<p>Potential relationships:</p>
<ul>
<li>Parents and grandparents</li>
<li>Siblings</li>
<li>Sons and daughters</li>
<li>Former trainers, teachers, and mentors</li>
<li>Past and present rivals and enemies</li>
<li>Former patrons and employers</li>
<li>Romantic partners</li>
<li>Others who need the NPC</li>
</ul>
<p>The enemy of a follower will likely become the enemy of the PCs.</p>
<p>Also, complications in relationships do not need to always turn into side quests or lengthy encounters. Even a one minute situation adds a lot to a game session.</p>
<p>Be sure to offer a few boons resulting from a follower’s relationships as well, to balance things out and not make players feel penalized.</p>
<p>The great thing about followers with relationships external to the party is you have control of all the other NPCs, so you can impose checks and balances, challenges and fairness.</p>
<h2>Give Them Feelings</h2>
<p>In the game system I run, characters can gain the ability to attract loyal followers. One interpretation of that is <strong>the henchmen are only loyal to the PC they’ve chosen to follow</strong>. In addition, <strong>the PC is not a king or god who commands fanatics</strong>.</p>
<p>This offers up several interesting possibilities:</p>
<ul>
<li>The follower’s loyalty must be continually earned.</li>
<li>The NPC chose the PC, not the other way around. Unless the PC has a number of supplicants to choose from, the <strong>GM</strong> gets to pick the follower.</li>
<li>The follower is loyal to their chosen PC – not to other PCs, nor the group.</li>
</ul>
<p>I see you rubbing your hands together and I hear your evil cackle. I join you. While you do not want henchmen to steal the spotlight away from player characters too much, and you do not want to nerf a character’s hard-earned rewards, you should always try to make life interesting for PCs.</p>
<p>For example, a character abuses his cohort. He names the NPC Pit Finder, gives him latrine duty every day, and uses him for +2 cover during battle. After awhile, the NPC snaps. As he should. Who would put up with that for long?</p>
<p>Instead of letting the NPC fade into the background and being abused this way, you have him stand up for himself. Some ideas:</p>
<ul>
<li><strong>He confronts the PC.</strong> Good roleplaying opportunity. Also reminds the player the NPC is a living, breathing, independent game element.</li>
<li><strong>He hides.</strong> The PC will not only lose the NPC’s services and benefits, but he might lead a search party resulting in lost time and resources, and causing embarrassment to the character and party.</li>
<li><strong>He switches sides. </strong>This one is a doozie. The defection might only be temporary, but it’ll sting. The cohort might go on a single mission with a rival, become a double agent, or get a second job for somebody who happens to be unfriendly to the PCs.</li>
</ul>
<p>Another opportunity is intra-party politics. The follower is loyal to the PC they have chosen. That does not mean loyalty to every PC. The NPC might cause other party members all kinds of trouble.</p>
<p>Imagine a loyal cohort who felt another party member was a threat to his master. What would he or she do? Very interesting possibilities here.</p>
<p>If you take the follower seriously, the player will too. If not, you have lots of ways to show characters the error of their ways.</p>
<h2>Give Them A Name Players Will Respect</h2>
<p>A respectful name helps NPCs get the respect they deserve. Give a follower a cheesy name and they are doomed to be a party joke. This is fine for one or two NPCs, but a cheeky name should be the exception.</p>
<p>You can use names to <a href="../../readissue.php?number=72">enhance campaigns</a> and <a href="../../readissue.php?number=73">add flavour</a>. There are a lot of <a href="../../readissue.php?number=330">name resources</a> available online.</p>
<p>Treat a follower’s name as an opportunity to build your world and improve gameplay.</p>
<p>Prepare a name cheat sheet so you do not get stuck mid-game coming up with a great NPC name.</p>
<p>For my <a href="../../tag/riddleport/">Riddleport campaign</a>, I assigned each world culture an Earth culture, and built name lists based on those cultures. Then I put the names into <a href="http://mythosa.net/wiki/pmwiki.php?n=Main.TableSmith">TableSmith software</a> for easy random generation.</p>
<h2>Give Them A Private Agenda</h2>
<p>Serving their master should not be the NPC’s only motivation. Here are two interesting possibilities for some great gaming.</p>
<h3>1) What did they want before becoming the PC’s follower?</h3>
<p>Give the NPC one or two strong desires that remain unmet when becoming a follower. Have these ambitions come to the fore once in awhile, triggering gameplay opportunities.</p>
<p>Perhaps the NPC takes a strong position during a party debate. Maybe he uses his spare time to kick off an interesting side quest. Or maybe he makes requests of his leader that affects party decisions, for good or bad.</p>
<p>For example:</p>
<p>“I have a chance to meet master sculptor Ardonis in nearby Waterton. I have waited years for this opportunity – he never travels this far south. I’ll be back in three days. You won’t even miss me.”</p>
<p>The PCs may choose to accompany their henchman to Waterton, and get into some fun encounters there. Regardless, the follower falls in love with Ardonis’ daughter, and he becomes torn between love and loyalty – an interesting predicament!</p>
<h3>2) What new needs, desires, and ambitions do they develop during the campaign?</h3>
<p>This offers interesting twists and gameplay potential.</p>
<p>Even getting a new hobby mid-campaign makes players look at a follower as more than a stat block.</p>
<p>But what if the NPC started having feelings of personal ambition? How would he try to steer his leader, or what actions would he take to earn notice amongst others, possibly stealing the spotlight away from the PCs?</p>
<p>Alternatively, though the NPC might remain loyal to his PC leader, he might not feel the same about other party members and followers. Maybe the NPC spies on another PC in exchange for money, secret training, or romantic interests.</p>
<p>Here are a few ideas for interesting private agendas:</p>
<ul>
<li>Wants to surprise his leader with some great accomplishment, which ends up going awry or actually working against the PC.</li>
<li>Dreams of owning land and settling down with his wife of ten years. This might make him adverse to risk at the wrong times.</li>
<li>Seeks revenge against a lord whose army killed his family. At key times, the NPC’s loyalty to the PC competes against opportunities for vengeance.</li>
<li>Wants to change class, but his leader won’t let him.</li>
<li>Wants to impress a noble’s daughter and some day have enough wealth to win her hand in marriage.</li>
<li>It turns out a PC’s friend or family member murdered the follower’s brother.</li>
<li>Deluded. He believes in a contrarian prophesy or dream.</li>
</ul>
<p>Whenever possible, developer followers and cohorts into living, breathing NPCs. Loyalty does not mean without fault or stagnation. Avoid making followers liabilities, and instead design interesting situations that make for fun gaming.</p>
<p>Balance risk, reward, and failure according to the pacing of your campaign.</p>
<p>Guaranteed, nobody will forget gaming with followers such as these.</p>
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		<title>Character and NPC inspiration sources</title>
		<link>http://www.roleplayingtips.com/gm-techniques/character-and-npc-inspiration-sources/</link>
		<comments>http://www.roleplayingtips.com/gm-techniques/character-and-npc-inspiration-sources/#comments</comments>
		<pubDate>Thu, 10 Mar 2011 21:16:06 +0000</pubDate>
		<dc:creator>Silveressa</dc:creator>
				<category><![CDATA[Characters]]></category>
		<category><![CDATA[GM Techniques]]></category>
		<category><![CDATA[NPCs]]></category>
		<category><![CDATA[character and NPC backgrounds]]></category>
		<category><![CDATA[inspiration]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1050</guid>
		<description><![CDATA[By Adam, A fan of the blog and news letter, Adam writes in with a great source of inspiration for character and NPC backgrounds. I had a small thought, something I&#8217;d like to share. I was listening to a song (Pistolero &#8211; by Juno Reactor), it had this great sound bite: &#8220;I hate robbing banks&#8221;. [...]]]></description>
				<content:encoded><![CDATA[<p><strong>By Adam,<a rel="attachment wp-att-1051" href="http://www.roleplayingtips.com/gm-techniques/character-and-npc-inspiration-sources/attachment/bulb/"><img class="alignright size-full wp-image-1051" title="bulb" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/bulb.jpg" alt="" width="250" height="250" /></a><br />
</strong></p>
<p><strong> </strong></p>
<blockquote><p>A fan of the blog and news letter, Adam writes in with a great source of inspiration for character and NPC backgrounds.</p></blockquote>
<p>I had a small thought, something I&#8217;d like to share. I was listening to a song (Pistolero &#8211; by Juno Reactor), it had this great sound bite:</p>
<p>&#8220;I hate robbing banks&#8221;.</p>
<p>Now this thought stayed with me for quite some time, still does. The more I thought about, the more story I could come up with. The phrase was so laden with potential and weight of story untold. Why does this person still rob banks? How did they get into that situation? Why do they stay in the situation? Personally I&#8217;m using as a spring board for a character I&#8217;m playing in Star Wars (Saga Edition). But I was thinking it would be great for NPC generation and for general character generation.</p>
<p>It got me thinking, what other great statements, questions, phrases are out there that can succinctly put a great germ of a story out there?</p>
<p>Hemingway was once asked to write a 6 word story. Here was his response:</p>
<p>Baby crib for sale. Never used.</p>
<p>And in Ray Bradbury&#8217;s book about writing, he says the greatest asset an author has is his sense of curiosity and a penchant to keep asking Why? and What if?</p>
<p>What sources do you use for inspiration when creating backgrounds for characters and places in your games?</p>
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		<title>How to Handle Pursuit Adventures</title>
		<link>http://www.roleplayingtips.com/campaigns/how-to-handle-pursuit-adventures/</link>
		<comments>http://www.roleplayingtips.com/campaigns/how-to-handle-pursuit-adventures/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 17:38:39 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[Campaigns & Adventures]]></category>
		<category><![CDATA[NPCs]]></category>
		<category><![CDATA[RPT#515]]></category>
		<category><![CDATA[villains]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=1045</guid>
		<description><![CDATA[I received the following interesting request from a reader about how to handle a campaign where the PCs are the prey. Below is the reader’s request, and then after that I offer some tips. If you have any other tips to add, please add a comment! Hi Johnn, I really enjoy both Roleplaying Tips and [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_1046" class="wp-caption alignright" style="width: 310px"><img class="size-full wp-image-1046" title="pursuit-in-rpg" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/pursuit-in-rpg.jpg" alt="" width="300" height="224" /><p class="wp-caption-text">Pursuit adventures can be difficult to GM but exciting to play</div>
<p>I received the following interesting request from a reader about how to handle a campaign where the PCs are the prey. Below is the reader’s request, and then after that I offer some tips. If you have any other tips to add, please add a comment!</p>
<p><em>Hi Johnn,</em></p>
<p><em>I really enjoy both Roleplaying Tips and <a href="http://www.campaignmastery.com">Campaign Mastery</a> – thanks for presenting such well thought out ideas to GMs everywhere!</em></p>
<p><em>I&#8217;m running a sci-fi game, and in a previous adventure the leader of the PCs was told his chief rival had sent someone after him. Someone with double his resources and known for tracking and destroying starships.</em></p>
<p><em>By the end of their current adventure, their pursuer (or an agent thereof) is likely to have found the PCs, at which point the theme becomes, &#8220;Hunt, or be hunted.&#8221;  This puts control squarely in the PCs’ hands. They either come up with a way to overcome a superior foe, or they come up with a way to flee a relentless enemy.</em></p>
<p><em>I’m aware I can’t plan for every contingency either option presents, and I have a few ideas of my own (at minimum, how the adversary will keep finding them in the vastness of space), but I could use some help. </em></p>
<p><em>How do you and others handle pursuit-style adventures?  What can I do to enhance the mood and evoke fear and paranoia?  What obstacles can I put in the PCs’ path?  What can I put in their path that they can use to even the odds?</em></p>
<p><em>Many thanks, and keep up the good work!</em></p>
<p><em>- Richard Coulson</em></p>
<p>Hi Richard,</p>
<p>One thing you can do is put yourself in the players&#8217; shoes. What would you do if you were them? You can better envision this by listing out what info and clues they have available. Too often we GMs assume the PCs have more info than they do, and players can only act on what they know or think they know. <strong>The chief clue types are locations, NPCs and items.</strong></p>
<p>Once you have some ideas of potential PC actions, you can use these to plan ahead. And if the PCs do not make your anticipated choices, then you have game material ready to steer them towards.</p>
<h2>Paranoia Will Destroy Ya</h2>
<p>For paranoia, first try to abstract the hunter&#8217;s resources down two <em>levels</em>. You&#8217;ve already got one level &#8211; his agents.</p>
<p>For the second level, figure out what the agents can do without getting involved directly. Agents of agents, informants of agents, technology of agents. What do the agents need to get the job done?</p>
<p>Thus, you&#8217;ll end up with:</p>
<p>Tier 1: Villain</p>
<p>Tier 2: Agents</p>
<p>Tier 3: Agents’ resources</p>
<h2>Focus On Tier 3 Encounters</h2>
<p>Next, implement the third tier in various encounters. This gives you two buffers &#8211; one for the agents and two for the villain.</p>
<p>It will also allow you to stretch things out. This way, as the PCs clear out the third tier, there are still a lot of gaming options. If you just went head-on with encounters with agents, the adventure would be over quickly because once the agents are finished all that is left is the villain.</p>
<p>Once you have the third tier figured out, introduce it to the PCs via encounters. Perhaps an agent&#8217;s agent and the PCs are on the same quest for a piece of tech. In another encounter, an informant gets caught. In another encounter, a PC&#8217;s bank account or employment records get hacked.</p>
<p>The paranoia part comes in when the PCs learn about connections to the villain before, during or after encounters. Normal encounters become scary, dramatic or exciting once the PCs learn of the connection.</p>
<p><strong>Be sure to leave clues or bread crumbs the PCs can use to track things back to an awareness of links to the villain.</strong></p>
<p>Further, paranoia comes from being watched, hampered or manipulated by the villain (preferably via tier 2 and 3 encounters). Generate encounters around those three themes (spied on, hindered and manipulated) and be sure the PCs know the villain is linked.</p>
<p>Hope this helps.</p>
<p>Cheers,</p>
<p>Johnn</p>
]]></content:encoded>
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		<title>How Do You GM Great Droids?</title>
		<link>http://www.roleplayingtips.com/npcs/how-do-you-gm-great-droids/</link>
		<comments>http://www.roleplayingtips.com/npcs/how-do-you-gm-great-droids/#comments</comments>
		<pubDate>Fri, 04 Mar 2011 02:44:37 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[NPCs]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[RPT#514]]></category>
		<category><![CDATA[sci-fi]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=990</guid>
		<description><![CDATA[In RPT #512 RND(axe) asked for help on running interesting droids in his Star Wars game. I received the following two great responses: Keep Droids Tools From Mark of the Pixie When I run droids, I stay focused on their purpose.  Droids are tools, not characters (helps stop them outshining PCs).  It colours their outlook [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_991" class="wp-caption alignright" style="width: 310px"><img class="size-full wp-image-991" title="droid-tips" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/droid-tips.jpg" alt="Droid Tips" width="300" height="300" /><p class="wp-caption-text">GMing Droids Well Is Tricky</div>
<p>In <a href="http://www.roleplayingtips.com/readissue.php?number=512#request">RPT #512 RND(axe) asked for help</a> on running interesting droids in his Star Wars game. I received the following two great responses:</p>
<h2>Keep Droids Tools</h2>
<p><strong><em>From Mark of the Pixie</em></strong></p>
<p>When I run droids, I stay focused on their purpose.  Droids are tools, not characters (helps stop them outshining PCs).  It colours their outlook on everything.</p>
<p>If you want to make them comedic, you need only take this narrow perception to an extreme.  An example would be a repair droid who keeps trying to fix everything, including a PC&#8217;s poor pronunciation, or the captain&#8217;s failed marriage.</p>
<p>By keeping droids as tools, it allows PCs to use droids to do things and still have the PCs shine.  Apply the same to NPCs, and the assassin droids become just an extension of the villain.</p>
<h2>Give Droids One Interesting Quirk</h2>
<p><em><strong>From David K.</strong></em></p>
<p>In the first Star Wars campaign I played in, the GM had a droid he called ML-58. My character, a Jedi Investigator, and the rest of the party were trapped on a space station, so we <em>borrowed</em> one of the docked starships to escape to the planet below.  ML, or &#8220;Mel&#8221; as we called him, happened to be on that ship.</p>
<p>We didn&#8217;t think much of him until our first battle of the campaign when I found I no longer had my light saber.  After the battle, I learned Mel had stolen and disassembled my light saber and, after the exchange of a few blows, he was my eternal enemy for the rest of the campaign.</p>
<p>Despite my continuing hatred of Mel, I think he proves a good example of an interesting droid character.  Whenever anything mechanical was left unattended near him, he would compulsively tinker with it. In this way, I was:</p>
<ul>
<li>Assaulted by my own cargo mover droids, which he reprogrammed</li>
<li>Flamethrowered by my own astromech, which he reprogrammed</li>
<li>Held hostage and crammed unceremoniously into a packing crate by the above cargo movers</li>
</ul>
<p>Through just one personality trait (compulsive tinkerer), this typical protocol droid became a memorable NPC.</p>
<p>Give droids one interesting quirk and run with it.  Some examples I&#8217;ve used are:</p>
<ul>
<li>Shuts down when he sees a battle droid, stormtrooper or other enemy</li>
<li>Cannot tell a lie, and cannot avoid telling the truth (this is great in negotiation encounters, especially if the droid is a translator)</li>
<li>Is romantically interested in one of the PC&#8217;s, and brings them little gifts (such as the daughters of political figures and stolen jewelry)</li>
<li>Likes to instigate disagreements with unpleasant people (which often turn violent)</li>
</ul>
<p>Some famous examples of these are Marvin (the depressed robot from Hitchhiker&#8217;s Guide to the Galaxy), HK-47 (refers to non-droids as &#8220;Meatbags&#8221; and takes a bit too much pleasure in killing them), and even R2-D2 (who always has a new trick up his sleeve since we last saw him).</p>
<hr />
What about you? How do you GM great droids?</p>
]]></content:encoded>
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		<item>
		<title>1,000 NPC Traits</title>
		<link>http://www.roleplayingtips.com/tools/1000-npc-traits/</link>
		<comments>http://www.roleplayingtips.com/tools/1000-npc-traits/#comments</comments>
		<pubDate>Mon, 21 Feb 2011 21:04:34 +0000</pubDate>
		<dc:creator>Johnn Four</dc:creator>
				<category><![CDATA[NPCs]]></category>
		<category><![CDATA[Tools & GM Aides]]></category>
		<category><![CDATA[RPT#514]]></category>

		<guid isPermaLink="false">http://www.roleplayingtips.com/?p=908</guid>
		<description><![CDATA[RPT reader Chad Samuels sent me a spreadsheet of 1,000 NPC traits. A great resource! Thanks Chad. Below are all the traits listed. Just roll d1000. Chad advises picking at least two traits per NPC to add some depth of personality. At the end is Chad&#8217;s spreadsheet for download. 1,000 NPC Traits 1 Able 335 Frantic 668 Possessive [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_920" class="wp-caption alignright" style="width: 310px"><img class="size-full wp-image-920" title="insanity" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/insanity.jpg" alt="1,000 NPC traits" width="300" height="171" /><p class="wp-caption-text">Pick at least two traits for each NPC</div>
<p>RPT reader Chad Samuels sent me a spreadsheet of 1,000 NPC traits. A great resource! Thanks Chad.</p>
<p>Below are all the traits listed. Just roll d1000.</p>
<p>Chad advises picking at least two traits per NPC to add some depth of personality.</p>
<p>At the end is Chad&#8217;s spreadsheet for download.</p>
<h2>1,000 NPC Traits</h2>
<table cellspacing="2" width="100%">
<tbody>
<tr>
<td>1 Able</td>
<td>335 Frantic</td>
<td>668 Possessive</td>
</tr>
<tr>
<td>2 Abrasive</td>
<td>336 Fresh</td>
<td>669 Practical</td>
</tr>
<tr>
<td>3 Abrupt</td>
<td>337 Fretful</td>
<td>670 Precise</td>
</tr>
<tr>
<td>4 Absent Minded</td>
<td>338 Friendly</td>
<td>671 Predictable</td>
</tr>
<tr>
<td>5 Abusive</td>
<td>339 Frightened</td>
<td>672 Preoccupied</td>
</tr>
<tr>
<td>6 Accepting</td>
<td>340 Frigid</td>
<td>673 Pretentious</td>
</tr>
<tr>
<td>7 Accident Prone</td>
<td>341 Frugal</td>
<td>674 Pretty</td>
</tr>
<tr>
<td>8 Accommodating</td>
<td>342 Frustrated</td>
<td>675 Prim</td>
</tr>
<tr>
<td>9 Accomplished</td>
<td>343 Fuddy Duddy</td>
<td>676 Primitive</td>
</tr>
<tr>
<td>10 Action Oriented</td>
<td>344 Fun</td>
<td>677 Productive</td>
</tr>
<tr>
<td>11 Active</td>
<td>345 Fun Loving</td>
<td>678 Profane</td>
</tr>
<tr>
<td>12 Adaptable</td>
<td>346 Funny</td>
<td>679 Professional</td>
</tr>
<tr>
<td>13 Addict</td>
<td>347 Furious</td>
<td>680 Promiscuous</td>
</tr>
<tr>
<td>14 ADHD</td>
<td>348 Furtive</td>
<td>681 Proper</td>
</tr>
<tr>
<td>15 Adorable</td>
<td>349 Fussy</td>
<td>682 Protective</td>
</tr>
<tr>
<td>16 Adventurous</td>
<td>350 Gabby</td>
<td>683 Proud</td>
</tr>
<tr>
<td>17 Affable</td>
<td>351 Garrulous</td>
<td>684 Prudent</td>
</tr>
<tr>
<td>18 Affected</td>
<td>352 Gaudy</td>
<td>685 Psychotic</td>
</tr>
<tr>
<td>19 Affectionate</td>
<td>353 Generous</td>
<td>686 Puckish</td>
</tr>
<tr>
<td>20 Afraid</td>
<td>354 Genial</td>
<td>687 Punctilious</td>
</tr>
<tr>
<td>21 Afraid Of Commitment</td>
<td>355 Gentle</td>
<td>688 Punctual</td>
</tr>
<tr>
<td>22 Aggressive</td>
<td>356 Giddy</td>
<td>689 Purposeful</td>
</tr>
<tr>
<td>23 Agnostic</td>
<td>357 Giggly</td>
<td>690 Pushy</td>
</tr>
<tr>
<td>24 Agreeable</td>
<td>358 Gives Up Easily</td>
<td>691 Puzzled</td>
</tr>
<tr>
<td>25 Alert</td>
<td>359 Giving</td>
<td>692 Quarrelsome</td>
</tr>
<tr>
<td>26 Alluring</td>
<td>360 Glamorous</td>
<td>693 Queer</td>
</tr>
<tr>
<td>27 Aloof</td>
<td>361 Gloomy</td>
<td>694 Quick</td>
</tr>
<tr>
<td>28 Altruistic</td>
<td>362 Glorious</td>
<td>695 Quick Tempered</td>
</tr>
<tr>
<td>29 Always Hungry</td>
<td>363 Glum</td>
<td>696 Quiet</td>
</tr>
<tr>
<td>30 Always Late</td>
<td>364 Goal Orientated</td>
<td>697 Quirky</td>
</tr>
<tr>
<td>31 Ambiguous</td>
<td>365 Good</td>
<td>698 Quixotic</td>
</tr>
<tr>
<td>32 Ambitious</td>
<td>366 Goofy</td>
<td>699 Rambunctious</td>
</tr>
<tr>
<td>33 Amiable</td>
<td>367 Graceful</td>
<td>700 Random</td>
</tr>
<tr>
<td>34 Amused</td>
<td>368 Gracious</td>
<td>701 Rash</td>
</tr>
<tr>
<td>35 Amusing</td>
<td>369 Grandiose</td>
<td>702 Rational</td>
</tr>
<tr>
<td>36 Angry</td>
<td>370 Grateful</td>
<td>703 Rawboned</td>
</tr>
<tr>
<td>37 Animated</td>
<td>371 Greedy</td>
<td>704 Realistic</td>
</tr>
<tr>
<td>38 Annoyed</td>
<td>372 Gregarious</td>
<td>705 Reasonable</td>
</tr>
<tr>
<td>39 Annoying</td>
<td>373 Grieving</td>
<td>706 Rebellious</td>
</tr>
<tr>
<td>40 Anti-Social</td>
<td>374 Grouchy</td>
<td>707 Recalcitrant</td>
</tr>
<tr>
<td>41 Anxious</td>
<td>375 Growly</td>
<td>708 Receptive</td>
</tr>
<tr>
<td>42 Apathetic</td>
<td>376 Gruesome</td>
<td>709 Reckless</td>
</tr>
<tr>
<td>43 Apologetic</td>
<td>377 Gruff</td>
<td>710 Reclusive</td>
</tr>
<tr>
<td>44 Appreciative</td>
<td>378 Grumpy</td>
<td>711 Refined</td>
</tr>
<tr>
<td>45 Apprehensive</td>
<td>379 Guarded</td>
<td>712 Reflective</td>
</tr>
<tr>
<td>46 Approachable</td>
<td>380 Guilt Ridden</td>
<td>713 Regretful</td>
</tr>
<tr>
<td>47 Argumentative</td>
<td>381 Guilty</td>
<td>714 Rejects Change</td>
</tr>
<tr>
<td>48 Aristocratic</td>
<td>382 Gullible</td>
<td>715 Relaxed</td>
</tr>
<tr>
<td>49 Arrogant</td>
<td>383 Haggling</td>
<td>716 Relents</td>
</tr>
<tr>
<td>50 Artistic</td>
<td>384 Handsome</td>
<td>717 Reliable</td>
</tr>
<tr>
<td>51 Ashamed</td>
<td>385 Happy</td>
<td>718 Relieved</td>
</tr>
<tr>
<td>52 Aspiring</td>
<td>386 Hard</td>
<td>719 Religious</td>
</tr>
<tr>
<td>53 Assertive</td>
<td>387 Hard Working</td>
<td>720 Reluctant</td>
</tr>
<tr>
<td>54 Astonished</td>
<td>388 Hardy</td>
<td>721 Remorseful</td>
</tr>
<tr>
<td>55 Attentive</td>
<td>389 Harmonious</td>
<td>722 Repugnant</td>
</tr>
<tr>
<td>56 Audacious</td>
<td>390 Harried</td>
<td>723 Repulsive</td>
</tr>
<tr>
<td>57 Austere</td>
<td>391 Harsh</td>
<td>724 Resentful</td>
</tr>
<tr>
<td>58 Authoritarian</td>
<td>392 Hateful</td>
<td>725 Reserved</td>
</tr>
<tr>
<td>59 Authoritative</td>
<td>393 Haughty</td>
<td>726 Resilient</td>
</tr>
<tr>
<td>60 Available</td>
<td>394 Healthy</td>
<td>727 Resolute</td>
</tr>
<tr>
<td>61 Average</td>
<td>395 Heart Broken</td>
<td>728 Resourceful</td>
</tr>
<tr>
<td>62 Awful</td>
<td>396 Heartless</td>
<td>729 Respectful</td>
</tr>
<tr>
<td>63 Awkward</td>
<td>397 Heavy Hearted</td>
<td>730 Responsible</td>
</tr>
<tr>
<td>64 Babbling</td>
<td>398 Hedonistic</td>
<td>731 Responsive</td>
</tr>
<tr>
<td>65 Babyish</td>
<td>399 Helpful</td>
<td>732 Restless</td>
</tr>
<tr>
<td>66 Bad</td>
<td>400 Helpless</td>
<td>733 Retiring</td>
</tr>
<tr>
<td>67 Bashful</td>
<td>401 Hesitant</td>
<td>734 Rhetorical</td>
</tr>
<tr>
<td>68 Beautiful</td>
<td>402 High</td>
<td>735 Rich</td>
</tr>
<tr>
<td>69 Belligerent</td>
<td>403 High Self Esteem</td>
<td>736 Right</td>
</tr>
<tr>
<td>70 Bewildered</td>
<td>404 Hilarious</td>
<td>737 Righteous</td>
</tr>
<tr>
<td>71 Biter</td>
<td>405 Homeless</td>
<td>738 Rigid</td>
</tr>
<tr>
<td>72 Blames Others</td>
<td>406 Honest</td>
<td>739 Risk-Taking</td>
</tr>
<tr>
<td>73 Blasé</td>
<td>407 Honor Bound</td>
<td>740 Romantic</td>
</tr>
<tr>
<td>74 Blowhard</td>
<td>408 Honorable</td>
<td>741 Rough</td>
</tr>
<tr>
<td>75 Boastful</td>
<td>409 Hopeful</td>
<td>742 Rowdy</td>
</tr>
<tr>
<td>76 Boisterous</td>
<td>410 Hopeless</td>
<td>743 Rude</td>
</tr>
<tr>
<td>77 Bold</td>
<td>411 Hormonal</td>
<td>744 Rugged</td>
</tr>
<tr>
<td>78 Boorish</td>
<td>412 Horrible</td>
<td>745 Ruthless</td>
</tr>
<tr>
<td>79 Bored</td>
<td>413 Hospitable</td>
<td>746 Sacrificing</td>
</tr>
<tr>
<td>80 Boring</td>
<td>414 Hostile</td>
<td>747 Sad</td>
</tr>
<tr>
<td>81 Bossy</td>
<td>415 Hot Headed</td>
<td>748 Sadistic</td>
</tr>
<tr>
<td>82 Boundless</td>
<td>416 Huffy</td>
<td>749 Safe</td>
</tr>
<tr>
<td>83 Brainy</td>
<td>417 Humble</td>
<td>750 Sagely</td>
</tr>
<tr>
<td>84 Brash</td>
<td>418 Humorous</td>
<td>751 Saintly</td>
</tr>
<tr>
<td>85 Bratty</td>
<td>419 Hurt</td>
<td>752 Salient</td>
</tr>
<tr>
<td>86 Brave</td>
<td>420 Hysterical</td>
<td>753 Sanctimonious</td>
</tr>
<tr>
<td>87 Brazen</td>
<td>421 Ignorant</td>
<td>754 Sanguine</td>
</tr>
<tr>
<td>88 Bright</td>
<td>422 Ill</td>
<td>755 Sarcastic</td>
</tr>
<tr>
<td>89 Brilliant</td>
<td>423 Ill-Bred</td>
<td>756 Sassy</td>
</tr>
<tr>
<td>90 Brotherly</td>
<td>424 Imaginative</td>
<td>757 Satisfied</td>
</tr>
<tr>
<td>91 Brutish</td>
<td>425 Immaculate</td>
<td>758 Saucy</td>
</tr>
<tr>
<td>92 Bubbly</td>
<td>426 Immature</td>
<td>759 Savage</td>
</tr>
<tr>
<td>93 Busy</td>
<td>427 Immobile</td>
<td>760 Scared</td>
</tr>
<tr>
<td>94 Calculating</td>
<td>428 Immodest</td>
<td>761 Scarred</td>
</tr>
<tr>
<td>95 Callous</td>
<td>429 Impartial</td>
<td>762 Scary</td>
</tr>
<tr>
<td>96 Calm</td>
<td>430 Impatient</td>
<td>763 Scattered</td>
</tr>
<tr>
<td>97 Candid</td>
<td>431 Imperial</td>
<td>764 Scheming</td>
</tr>
<tr>
<td>98 Capable</td>
<td>432 Impolite</td>
<td>765 Scornful</td>
</tr>
<tr>
<td>99 Capricious</td>
<td>433 Impotent</td>
<td>766 Scrawny</td>
</tr>
<tr>
<td>100 Carefree</td>
<td>434 Impractical</td>
<td>767 Scruffy</td>
</tr>
<tr>
<td>101 Careful</td>
<td>435 Impudent</td>
<td>768 Secretive</td>
</tr>
<tr>
<td>102 Careless</td>
<td>436 Impulsive</td>
<td>769 Secure</td>
</tr>
<tr>
<td>103 Caring</td>
<td>437 Inactive</td>
<td>770 Sedate</td>
</tr>
<tr>
<td>104 Caustic</td>
<td>438 Incoherent</td>
<td>771 Seductive</td>
</tr>
<tr>
<td>105 Cautious</td>
<td>439 Incompetent</td>
<td>772 Selective</td>
</tr>
<tr>
<td>106 Changeable</td>
<td>440 Inconsiderate</td>
<td>773 Self-Centered</td>
</tr>
<tr>
<td>107 Charismatic</td>
<td>441 Inconsistent</td>
<td>774 Self-Confident</td>
</tr>
<tr>
<td>108 Charming</td>
<td>442 Indecisive</td>
<td>775 Self-Conscious</td>
</tr>
<tr>
<td>109 Chaste</td>
<td>443 Independent</td>
<td>776 Self-Controlling</td>
</tr>
<tr>
<td>110 Cheerful</td>
<td>444 Indifferent</td>
<td>777 Self-Directed</td>
</tr>
<tr>
<td>111 Cheerless</td>
<td>445 Indiscrete</td>
<td>778 Self-Disciplined</td>
</tr>
<tr>
<td>112 Childish</td>
<td>446 Indiscriminate</td>
<td>779 Self-Giving</td>
</tr>
<tr>
<td>113 Chivalrous</td>
<td>447 Indolent</td>
<td>780 Self-Reliant</td>
</tr>
<tr>
<td>114 Civilised</td>
<td>448 Indulgent</td>
<td>781 Self-Serving</td>
</tr>
<tr>
<td>115 Classy</td>
<td>449 Industrious</td>
<td>782 Selfish</td>
</tr>
<tr>
<td>116 Clean</td>
<td>450 Inefficient</td>
<td>783 Selfless</td>
</tr>
<tr>
<td>117 Clever</td>
<td>451 Inept</td>
<td>784 Senile</td>
</tr>
<tr>
<td>118 Close</td>
<td>452 Inflexible</td>
<td>785 Sensitive</td>
</tr>
<tr>
<td>119 Closed</td>
<td>453 Inimitable</td>
<td>786 Sensual</td>
</tr>
<tr>
<td>120 Clumsy</td>
<td>454 Innocent</td>
<td>787 Sentimental</td>
</tr>
<tr>
<td>121 Coarse</td>
<td>455 Inquisitive</td>
<td>788 Serene</td>
</tr>
<tr>
<td>122 Cocky</td>
<td>456 Insecure</td>
<td>789 Serious</td>
</tr>
<tr>
<td>123 Coherent</td>
<td>457 Insensitive</td>
<td>790 Sexual</td>
</tr>
<tr>
<td>124 Cold</td>
<td>458 Insightful</td>
<td>791 Sexy</td>
</tr>
<tr>
<td>125 Cold Hearted</td>
<td>459 Insincere</td>
<td>792 Shallow</td>
</tr>
<tr>
<td>126 Combative</td>
<td>460 Insipid</td>
<td>793 Shameless</td>
</tr>
<tr>
<td>127 Comfortable</td>
<td>461 Insistent</td>
<td>794 Sharp</td>
</tr>
<tr>
<td>128 Committed</td>
<td>462 Insolent</td>
<td>795 Sharp-Tongued</td>
</tr>
<tr>
<td>129 Communicative</td>
<td>463 Instinctive</td>
<td>796 Sharp-Witted</td>
</tr>
<tr>
<td>130 Compassionate</td>
<td>464 Insulting</td>
<td>797 Sheepish</td>
</tr>
<tr>
<td>131 Competent</td>
<td>465 Intellectual</td>
<td>798 Shiftless</td>
</tr>
<tr>
<td>132 Complacent</td>
<td>466 Intelligent</td>
<td>799 Shifty</td>
</tr>
<tr>
<td>133 Compliant</td>
<td>467 Intense</td>
<td>800 Short</td>
</tr>
<tr>
<td>134 Composed</td>
<td>468 Interested</td>
<td>801 Shrewd</td>
</tr>
<tr>
<td>135 Compulsive</td>
<td>469 Interrupting</td>
<td>802 Shy</td>
</tr>
<tr>
<td>136 Conceited</td>
<td>470 Intimidating</td>
<td>803 Silent</td>
</tr>
<tr>
<td>137 Concerned</td>
<td>471 Intolerant</td>
<td>804 Silky</td>
</tr>
<tr>
<td>138 Condescending</td>
<td>472 Intrepid</td>
<td>805 Silly</td>
</tr>
<tr>
<td>139 Confident</td>
<td>473 Introspective</td>
<td>806 Simian</td>
</tr>
<tr>
<td>140 Confused</td>
<td>474 Introverted</td>
<td>807 Simple</td>
</tr>
<tr>
<td>141 Congenial</td>
<td>475 Intuitive</td>
<td>808 Sincere</td>
</tr>
<tr>
<td>142 Conscientious</td>
<td>476 Inventive</td>
<td>809 Sisterly</td>
</tr>
<tr>
<td>143 Considerate</td>
<td>477 Involved</td>
<td>810 Skillful</td>
</tr>
<tr>
<td>144 Consistent</td>
<td>478 Irresolute</td>
<td>811 Sleazy</td>
</tr>
<tr>
<td>145 Constricting</td>
<td>479 Irresponsible</td>
<td>812 Sloppy</td>
</tr>
<tr>
<td>146 Content</td>
<td>480 Irreverent</td>
<td>813 Slovenly</td>
</tr>
<tr>
<td>147 Contented</td>
<td>481 Irritable</td>
<td>814 Slow Paced</td>
</tr>
<tr>
<td>148 Contrarian</td>
<td>482 Irritating</td>
<td>815 Slutty</td>
</tr>
<tr>
<td>149 Contrite</td>
<td>483 Jackass</td>
<td>816 Sly</td>
</tr>
<tr>
<td>150 Controlling</td>
<td>484 Jaded</td>
<td>817 Small-Minded</td>
</tr>
<tr>
<td>151 Conversational</td>
<td>485 Jealous</td>
<td>818 Smart</td>
</tr>
<tr>
<td>152 Cooperative</td>
<td>486 Jittery</td>
<td>819 Smiling</td>
</tr>
<tr>
<td>153 Coquettish</td>
<td>487 Joking</td>
<td>820 Smooth</td>
</tr>
<tr>
<td>154 Courageous</td>
<td>488 Jolly</td>
<td>821 Sneaky</td>
</tr>
<tr>
<td>155 Courteous</td>
<td>489 Jovial</td>
<td>822 Snob</td>
</tr>
<tr>
<td>156 Covetous</td>
<td>490 Joyful</td>
<td>823 Sociable</td>
</tr>
<tr>
<td>157 Cowardly</td>
<td>491 Joyous</td>
<td>824 Soft-Hearted</td>
</tr>
<tr>
<td>158 Cowering</td>
<td>492 Judgmental</td>
<td>825 Soft-Spoken</td>
</tr>
<tr>
<td>159 Coy</td>
<td>493 Keen</td>
<td>826 Solitary</td>
</tr>
<tr>
<td>160 Crabby</td>
<td>494 Kenderish</td>
<td>827 Sore</td>
</tr>
<tr>
<td>161 Crafty</td>
<td>495 Kind Hearted</td>
<td>828 Sorry</td>
</tr>
<tr>
<td>162 Cranky</td>
<td>496 Kittenish</td>
<td>829 Sour</td>
</tr>
<tr>
<td>163 Crazy</td>
<td>497 Knowledgeable</td>
<td>830 Spendthrift</td>
</tr>
<tr>
<td>164 Creative</td>
<td>498 Lackadaisical</td>
<td>831 Spiteful</td>
</tr>
<tr>
<td>165 Credible</td>
<td>499 Lacking</td>
<td>832 Splendid</td>
</tr>
<tr>
<td>166 Creepy</td>
<td>500 Languid</td>
<td>833 Spoiled</td>
</tr>
<tr>
<td>167 Critical</td>
<td>501 Lascivious</td>
<td>834 Spontaneous</td>
</tr>
<tr>
<td>168 Cross</td>
<td>502 Late</td>
<td>835 Spunky</td>
</tr>
<tr>
<td>169 Crude</td>
<td>503 Lazy</td>
<td>836 Squeamish</td>
</tr>
<tr>
<td>170 Cruel</td>
<td>504 Leader</td>
<td>837 Stately</td>
</tr>
<tr>
<td>171 Cuddly</td>
<td>505 Lean</td>
<td>838 Static</td>
</tr>
<tr>
<td>172 Cultured</td>
<td>506 Lethargic</td>
<td>839 Steadfast</td>
</tr>
<tr>
<td>173 Curious</td>
<td>507 Level</td>
<td>840 Sterile</td>
</tr>
<tr>
<td>174 Cutthroat</td>
<td>508 Lewd</td>
<td>841 Stern</td>
</tr>
<tr>
<td>175 Cynical</td>
<td>509 Liar</td>
<td>842 Stimulating</td>
</tr>
<tr>
<td>176 Dainty</td>
<td>510 Licentious</td>
<td>843 Stingy</td>
</tr>
<tr>
<td>177 Dangerous</td>
<td>511 Light-Hearted</td>
<td>844 Stoical</td>
</tr>
<tr>
<td>178 Daring</td>
<td>512 Likeable</td>
<td>845 Stolid</td>
</tr>
<tr>
<td>179 Dark</td>
<td>513 Limited</td>
<td>846 Straight Laced</td>
</tr>
<tr>
<td>180 Dashing</td>
<td>514 Lineat</td>
<td>847 Strange</td>
</tr>
<tr>
<td>181 Dauntless</td>
<td>515 Lingering</td>
<td>848 Strict</td>
</tr>
<tr>
<td>182 Dazzling</td>
<td>516 Lively</td>
<td>849 Strident</td>
</tr>
<tr>
<td>183 Debonair</td>
<td>517 Logical</td>
<td>850 Strong</td>
</tr>
<tr>
<td>184 Deceitful</td>
<td>518 Lonely</td>
<td>851 Strong Willed</td>
</tr>
<tr>
<td>185 Deceiving</td>
<td>519 Loquacious</td>
<td>852 Stubborn</td>
</tr>
<tr>
<td>186 Decent</td>
<td>520 Lordly</td>
<td>853 Studious</td>
</tr>
<tr>
<td>187 Decisive</td>
<td>521 Loud</td>
<td>854 Stupid</td>
</tr>
<tr>
<td>188 Decorous</td>
<td>522 Loudmouth</td>
<td>855 Suave</td>
</tr>
<tr>
<td>189 Deep</td>
<td>523 Lovable</td>
<td>856 Submissive</td>
</tr>
<tr>
<td>190 Defeated</td>
<td>524 Lovely</td>
<td>857 Successful</td>
</tr>
<tr>
<td>191 Defective</td>
<td>525 Loves Challenge</td>
<td>858 Succinct</td>
</tr>
<tr>
<td>192 Deferential</td>
<td>526 Loving</td>
<td>859 Sulky</td>
</tr>
<tr>
<td>193 Defiant</td>
<td>527 Low Confidence</td>
<td>860 Sullen</td>
</tr>
<tr>
<td>194 Deliberate</td>
<td>528 Lowly</td>
<td>861 Sultry</td>
</tr>
<tr>
<td>195 Delicate</td>
<td>529 Loyal</td>
<td>862 Supercilious</td>
</tr>
<tr>
<td>196 Delightful</td>
<td>530 Lucky</td>
<td>863 Superstitious</td>
</tr>
<tr>
<td>197 Demanding</td>
<td>531 Lunatic</td>
<td>864 Supportive</td>
</tr>
<tr>
<td>198 Demonic</td>
<td>532 Lying</td>
<td>865 Surly</td>
</tr>
<tr>
<td>199 Dependable</td>
<td>533 Macho</td>
<td>866 Suspicious</td>
</tr>
<tr>
<td>200 Dependent</td>
<td>534 Mad</td>
<td>867 Sweet</td>
</tr>
<tr>
<td>201 Depressed</td>
<td>535 Malice</td>
<td>868 Sympathetic</td>
</tr>
<tr>
<td>202 Deranged</td>
<td>536 Malicious</td>
<td>869 Systematic</td>
</tr>
<tr>
<td>203 Despicable</td>
<td>537 Manipulative</td>
<td>870 Taciturn</td>
</tr>
<tr>
<td>204 Despondent</td>
<td>538 Mannerly</td>
<td>871 Tacky</td>
</tr>
<tr>
<td>205 Detached</td>
<td>539 Materialistic</td>
<td>872 Tactful</td>
</tr>
<tr>
<td>206 Detailed</td>
<td>540 Matronly</td>
<td>873 Tactless</td>
</tr>
<tr>
<td>207 Determined</td>
<td>541 Matter-Of-Fact</td>
<td>874 Talented</td>
</tr>
<tr>
<td>208 Devilish</td>
<td>542 Mature</td>
<td>875 Talkative</td>
</tr>
<tr>
<td>209 Devious</td>
<td>543 Mean</td>
<td>876 Tall</td>
</tr>
<tr>
<td>210 Devoted</td>
<td>544 Meek</td>
<td>877 Tardy</td>
</tr>
<tr>
<td>211 Dignified</td>
<td>545 Melancholy</td>
<td>878 Tasteful</td>
</tr>
<tr>
<td>212 Diligent</td>
<td>546 Melodramatic</td>
<td>879 Temperamental</td>
</tr>
<tr>
<td>213 Direct</td>
<td>547 Mentally Slow</td>
<td>880 Temperate</td>
</tr>
<tr>
<td>214 Disaffected</td>
<td>548 Merciful</td>
<td>881 Tenacious</td>
</tr>
<tr>
<td>215 Disagreeable</td>
<td>549 Mercurial</td>
<td>882 Tense</td>
</tr>
<tr>
<td>216 Discerning</td>
<td>550 Messy</td>
<td>883 Tentative</td>
</tr>
<tr>
<td>217 Disciplined</td>
<td>551 Meticulous</td>
<td>884 Terrible</td>
</tr>
<tr>
<td>218 Discontented</td>
<td>552 Mild</td>
<td>885 Terrified</td>
</tr>
<tr>
<td>219 Discouraged</td>
<td>553 Mischievous</td>
<td>886 Testy</td>
</tr>
<tr>
<td>220 Discreet</td>
<td>554 Miserable</td>
<td>887 Thankful</td>
</tr>
<tr>
<td>221 Disgusting</td>
<td>555 Miserly</td>
<td>888 Thankless</td>
</tr>
<tr>
<td>222 Dishonest</td>
<td>556 Mistrusting</td>
<td>889 Thick Skinned</td>
</tr>
<tr>
<td>223 Disillusioned</td>
<td>557 Modern</td>
<td>890 Thorough</td>
</tr>
<tr>
<td>224 Disinterested</td>
<td>558 Modest</td>
<td>891 Thoughtful</td>
</tr>
<tr>
<td>225 Disloyal</td>
<td>559 Moody</td>
<td>892 Thoughtless</td>
</tr>
<tr>
<td>226 Dismayed</td>
<td>560 Moping</td>
<td>893 Threatening</td>
</tr>
<tr>
<td>227 Disorderly</td>
<td>561 Moralistic</td>
<td>894 Thrifty</td>
</tr>
<tr>
<td>228 Disorganized</td>
<td>562 Motherly</td>
<td>895 Thrilled</td>
</tr>
<tr>
<td>229 Disparaging</td>
<td>563 Motivated</td>
<td>896 Tight</td>
</tr>
<tr>
<td>230 Disrespectful</td>
<td>564 Mysterious</td>
<td>897 Timid</td>
</tr>
<tr>
<td>231 Dissatisfied</td>
<td>565 Nagging</td>
<td>898 Tired</td>
</tr>
<tr>
<td>232 Dissolute</td>
<td>566 Naive</td>
<td>899 Tireless</td>
</tr>
<tr>
<td>233 Distant</td>
<td>567 Narcissistic</td>
<td>900 Tiresome</td>
</tr>
<tr>
<td>234 Distraught</td>
<td>568 Narrow-Minded</td>
<td>901 Tolerant</td>
</tr>
<tr>
<td>235 Distressed</td>
<td>569 Nasty</td>
<td>902 Touchy</td>
</tr>
<tr>
<td>236 Disturbed</td>
<td>570 Naughty</td>
<td>903 Tough</td>
</tr>
<tr>
<td>237 Dogmatic</td>
<td>571 Neat</td>
<td>904 Trivial</td>
</tr>
<tr>
<td>238 Domineering</td>
<td>572 Needs Social Approval</td>
<td>905 Troubled</td>
</tr>
<tr>
<td>239 Dorky</td>
<td>573 Needy</td>
<td>906 Truculent</td>
</tr>
<tr>
<td>240 Doubtful</td>
<td>574 Negative</td>
<td>907 Trusting</td>
</tr>
<tr>
<td>241 Downtrodden</td>
<td>575 Negligent</td>
<td>908 Trustworthy</td>
</tr>
<tr>
<td>242 Draconian</td>
<td>576 Nervous</td>
<td>909 Truthful</td>
</tr>
<tr>
<td>243 Dramatic</td>
<td>577 Neurotic</td>
<td>910 Typical</td>
</tr>
<tr>
<td>244 Dreamer</td>
<td>578 Never Hungry</td>
<td>911 Ugly</td>
</tr>
<tr>
<td>245 Dreamy</td>
<td>579 Nibbler</td>
<td>912 Unappreciative</td>
</tr>
<tr>
<td>246 Dreary</td>
<td>580 Nice</td>
<td>913 Unassuming</td>
</tr>
<tr>
<td>247 Dubious</td>
<td>581 Night Owl</td>
<td>914 Unbending</td>
</tr>
<tr>
<td>248 Dull</td>
<td>582 Nihilistic</td>
<td>915 Unbiased</td>
</tr>
<tr>
<td>249 Dumb</td>
<td>583 Nimble</td>
<td>916 Uncaring</td>
</tr>
<tr>
<td>250 Dutiful</td>
<td>584 Nit Picker</td>
<td>917 Uncommitted</td>
</tr>
<tr>
<td>251 Dynamic</td>
<td>585 No Purpose</td>
<td>918 Unconcerned</td>
</tr>
<tr>
<td>252 Eager</td>
<td>586 No Self Confidence</td>
<td>919 Uncontrolled</td>
</tr>
<tr>
<td>253 Easygoing</td>
<td>587 Noble</td>
<td>920 Unconventional</td>
</tr>
<tr>
<td>254 Eccentric</td>
<td>588 Noisy</td>
<td>921 Uncooperative</td>
</tr>
<tr>
<td>255 Educated</td>
<td>589 Nonchalant</td>
<td>922 Uncoordinated</td>
</tr>
<tr>
<td>256 Effervescent</td>
<td>590 Nosy</td>
<td>923 Uncouth</td>
</tr>
<tr>
<td>257 Efficient</td>
<td>591 Not Trustworthy</td>
<td>924 Undependable</td>
</tr>
<tr>
<td>258 Egocentric</td>
<td>592 Nuanced</td>
<td>925 Understanding</td>
</tr>
<tr>
<td>259 Egotistic</td>
<td>593 Nuisance</td>
<td>926 Undesirable</td>
</tr>
<tr>
<td>260 Elated</td>
<td>594 Nurturing</td>
<td>927 Undisciplined</td>
</tr>
<tr>
<td>261 Eloquent</td>
<td>595 Nut</td>
<td>928 Unenthusiastic</td>
</tr>
<tr>
<td>262 Embarrassed</td>
<td>596 Obedient</td>
<td>929 Unfeeling</td>
</tr>
<tr>
<td>263 Embittered</td>
<td>597 Obese</td>
<td>930 Unfocused</td>
</tr>
<tr>
<td>264 Embraces Change</td>
<td>598 Obliging</td>
<td>931 Unforgiving</td>
</tr>
<tr>
<td>265 Eminent</td>
<td>599 Obnoxious</td>
<td>932 Unfriendly</td>
</tr>
<tr>
<td>266 Emotional</td>
<td>600 Obscene</td>
<td>933 Ungrateful</td>
</tr>
<tr>
<td>267 Empathetic</td>
<td>601 Obsequious</td>
<td>934 Unhappy</td>
</tr>
<tr>
<td>268 Enchanting</td>
<td>602 Observant</td>
<td>935 Unhelpful</td>
</tr>
<tr>
<td>269 Encouraging</td>
<td>603 Obstinate</td>
<td>936 Uninhibited</td>
</tr>
<tr>
<td>270 Enduring</td>
<td>604 Odd</td>
<td>937 Unkind</td>
</tr>
<tr>
<td>271 Energetic</td>
<td>605 Odious</td>
<td>938 Unmotivated</td>
</tr>
<tr>
<td>272 Engaging</td>
<td>606 Open</td>
<td>939 Unpredictable</td>
</tr>
<tr>
<td>273 Enigmatic</td>
<td>607 Open-Minded</td>
<td>940 Unreasonable</td>
</tr>
<tr>
<td>274 Entertaining</td>
<td>608 Opinionated</td>
<td>941 Unreceptive</td>
</tr>
<tr>
<td>275 Enthusiastic</td>
<td>609 Opportunistic</td>
<td>942 Unreliable</td>
</tr>
<tr>
<td>276 Envious</td>
<td>610 Optimistic</td>
<td>943 Unresponsive</td>
</tr>
<tr>
<td>277 Equable</td>
<td>611 Orcish</td>
<td>944 Unrestrained</td>
</tr>
<tr>
<td>278 Erratic</td>
<td>612 Orderly</td>
<td>945 Unruly</td>
</tr>
<tr>
<td>279 Ethical</td>
<td>613 Organized</td>
<td>946 Unscrupulous</td>
</tr>
<tr>
<td>280 Evasive</td>
<td>614 Ornery</td>
<td>947 Unselfish</td>
</tr>
<tr>
<td>281 Evil</td>
<td>615 Ossified</td>
<td>948 Unsure</td>
</tr>
<tr>
<td>282 Exacting</td>
<td>616 Ostentatious</td>
<td>949 Unsympathetic</td>
</tr>
<tr>
<td>283 Excellent</td>
<td>617 Outgoing</td>
<td>950 Unsystematic</td>
</tr>
<tr>
<td>284 Excessive</td>
<td>618 Outrageous</td>
<td>951 Unusual</td>
</tr>
<tr>
<td>285 Excitable</td>
<td>619 Outspoken</td>
<td>952 Unwilling</td>
</tr>
<tr>
<td>286 Excited</td>
<td>620 Overbearing</td>
<td>953 Upbeat</td>
</tr>
<tr>
<td>287 Exclusive</td>
<td>621 Overweight</td>
<td>954 Upset</td>
</tr>
<tr>
<td>288 Expansive</td>
<td>622 Overwhelmed</td>
<td>955 Uptight</td>
</tr>
<tr>
<td>289 Expert</td>
<td>623 Overwhelming</td>
<td>956 Useful</td>
</tr>
<tr>
<td>290 Extravagant</td>
<td>624 Paces</td>
<td>957 Vacant</td>
</tr>
<tr>
<td>291 Extreme</td>
<td>625 Pacifistic</td>
<td>958 Vague</td>
</tr>
<tr>
<td>292 Exuberant</td>
<td>626 Painstaking</td>
<td>959 Vain</td>
</tr>
<tr>
<td>293 Fabulous</td>
<td>627 Panicky</td>
<td>960 Valiant</td>
</tr>
<tr>
<td>294 Facetious</td>
<td>628 Paranoid</td>
<td>961 Vengeful</td>
</tr>
<tr>
<td>295 Faded</td>
<td>629 Particular</td>
<td>962 Venomous</td>
</tr>
<tr>
<td>296 Fair</td>
<td>630 Passionate</td>
<td>963 Verbose</td>
</tr>
<tr>
<td>297 Faith In Self</td>
<td>631 Passive</td>
<td>964 Versatile</td>
</tr>
<tr>
<td>298 Faithful</td>
<td>632 Passive-Aggressive</td>
<td>965 Vigorous</td>
</tr>
<tr>
<td>299 Faithless</td>
<td>633 Pathetic</td>
<td>966 Vindictive</td>
</tr>
<tr>
<td>300 Fake</td>
<td>634 Patient</td>
<td>967 Violent</td>
<td></td>
</tr>
<tr>
<td>301 Fanatical</td>
<td>635 Patriotic</td>
<td>968 Virtuous</td>
<td></td>
</tr>
<tr>
<td>302 Fanciful</td>
<td>636 Peaceful</td>
<td>969 Visual</td>
<td></td>
</tr>
<tr>
<td>303 Fantastic</td>
<td>637 Penitent</td>
<td>970 Vivacious</td>
<td></td>
</tr>
<tr>
<td>304 Fatalistic</td>
<td>638 Pensive</td>
<td>971 Volatile</td>
<td></td>
</tr>
<tr>
<td>305 Fearful</td>
<td>639 Perfect</td>
<td>972 Voracious</td>
<td></td>
</tr>
<tr>
<td>306 Fearless</td>
<td>640 Perfectionist</td>
<td>973 Vulgar</td>
<td></td>
</tr>
<tr>
<td>307 Feisty</td>
<td>641 Performer</td>
<td>974 Vulnerable</td>
<td></td>
</tr>
<tr>
<td>308 Ferocious</td>
<td>642 Perserverant</td>
<td>975 Warlike</td>
<td></td>
</tr>
<tr>
<td>309 Fidgety</td>
<td>643 Perseveres</td>
<td>976 Warm Hearted</td>
<td></td>
</tr>
<tr>
<td>310 Fierce</td>
<td>644 Persevering</td>
<td>977 Wary</td>
<td></td>
</tr>
<tr>
<td>311 Fiery</td>
<td>645 Persistent</td>
<td>978 Wasteful</td>
<td></td>
</tr>
<tr>
<td>312 Fighter</td>
<td>646 Persuasive</td>
<td>979 Weak</td>
<td></td>
</tr>
<tr>
<td>313 Filthy</td>
<td>647 Pert</td>
<td>980 Weary</td>
<td></td>
</tr>
<tr>
<td>314 Fine</td>
<td>648 Perverse</td>
<td>981 Weird</td>
<td></td>
</tr>
<tr>
<td>315 Finicky</td>
<td>649 Pessimistic</td>
<td>982 Well Grounded</td>
<td></td>
</tr>
<tr>
<td>316 Flagging</td>
<td>650 Petty</td>
<td>983 Whimsical</td>
<td></td>
</tr>
<tr>
<td>317 Flakey</td>
<td>651 Petulant</td>
<td>984 Wholesome</td>
<td></td>
</tr>
<tr>
<td>318 Flamboyant</td>
<td>652 Philanthropic</td>
<td>985 Wicked</td>
<td></td>
</tr>
<tr>
<td>319 Flashy</td>
<td>653 Picky</td>
<td>986 Wild</td>
<td></td>
</tr>
<tr>
<td>320 Fleeting</td>
<td>654 Pious</td>
<td>987 Willing</td>
<td></td>
</tr>
<tr>
<td>321 Flexible</td>
<td>655 Pitiful</td>
<td>988 Wise</td>
<td></td>
</tr>
<tr>
<td>322 Flighty</td>
<td>656 Placid</td>
<td>989 Wishy Washy</td>
<td></td>
</tr>
<tr>
<td>323 Flippant</td>
<td>657 Plain</td>
<td>990 Withdrawn</td>
<td></td>
</tr>
<tr>
<td>324 Flirty</td>
<td>658 Playful</td>
<td>991 Witty</td>
<td></td>
</tr>
<tr>
<td>325 Flustered</td>
<td>659 Pleasant</td>
<td>992 Worldly</td>
<td></td>
</tr>
<tr>
<td>326 Focused</td>
<td>660 Pleasing</td>
<td>993 Worried</td>
<td></td>
</tr>
<tr>
<td>327 Foolish</td>
<td>661 Plotting</td>
<td>994 Worthless</td>
<td></td>
</tr>
<tr>
<td>328 Forceful</td>
<td>662 Plucky</td>
<td>995 Wretched</td>
<td></td>
</tr>
<tr>
<td>329 Forgetful</td>
<td>663 Polite</td>
<td>996 Xenophobic</td>
<td></td>
</tr>
<tr>
<td>330 Forgiving</td>
<td>664 Pompous</td>
<td>997 Young</td>
<td></td>
</tr>
<tr>
<td>331 Formal</td>
<td>665 Poor</td>
<td>998 Youthful</td>
<td></td>
</tr>
<tr>
<td>332 Fortunate</td>
<td>666 Popular</td>
<td>999 Zany</td>
<td></td>
</tr>
<tr>
<td>333 Foul</td>
<td>667 Positive</td>
<td>1000 Zealot</td>
<td></td>
</tr>
<tr>
<td colspan="3">334 Frank</td>
</tr>
</tbody>
</table>
<div style="margin-top: 2em; vertical-align: text-bottom;"><a href="http://www.roleplayingtips.com/downloads/npc-personality-traits.xls"><img class="alignleft size-full wp-image-909" style="border: none;" title="excel_icon" src="http://www.roleplayingtips.com/wpcms/wp-content/uploads/excel_icon.gif" alt="Excel file download" width="40" height="40" /></a><br />
<a href="http://www.roleplayingtips.com/downloads/npc-personality-traits.xls">Download Chad&#8217;s traits list as an Excel file.</a></div>
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