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Thread: A Narrator's Guide To Creating Non-player Characters

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    A Narrator's Guide To Creating Non-player Characters

    This is the beginning of the Unofficial Lord Of The Rings Roleplaying Game Supplement: A Narrator's Guide To Creating Non-player Characters (referred to, for ease of use, as The NPC Guide).

    Following are some sample entries. If all goes well, this might get completely made. If not, at least it's got a few hopefully helpful entries!

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    Scholar

    Typical Role: Facilitator

    Use In Your Chronicle: Intellectuals are a very common sight all across Middle-earth, and in most every game; whether they stay in one place or travel themselves.

    The usual task that a scholar plays in a chronicle is to provide the characters with information or mental aid. They both support them and push them on.

    Plot twists tend to begin in connection with loremasters. For example, one story-arc might be comprised of a quest to find a loremaster so that the party can gain exclusive information; and the result of attaining this information might result in a totally different story-arc.

    But not every scholar is helpful; some are evil, either bluntly through giving information to the Enemy or withholding it from those who really need it, or clandestinely, by providing ‘facts’ that are false in reality.

    Building The Personality: Some scholars are seen as eccentric; or perhaps just considered odd by ‘ordinary’ folk. Since loremasters often spend their time studying indoors, rather than working out of doors, they tend to be physically lacking (at least compared to most denizens of Middle-earth).

    They may be kind and considerate or they may be stern and overbearing; this is usually based off of their experiences, their nature, and the role they are to play in your chronicle.

    Scholars differ largely from one to the next, but one characteristic is universal among any intellectual worthy of the name: wisdom. Whether it is the insight of Denethor, the knowledge of Gandalf, or Master Elrond’s renowned, all-encompassing acumen, pronounced sagacity is a trait common to all such men, though found in widely varying forms.

    Building Pre-game Stats: For a full character sheet make a 0-advancement character, but do the following during character generation:

    1) Use the Pick Method, but just distribute 42 Attribute picks as you wish, and ignore the extra 8 Attribute picks.
    2) Skip the last 5 free picks.
    3) Give him 0 Courage (a Man will have 1 Courage from Dominion of Man).

    If you do not wish to take the time to do this, you may either use the Sample Stats below or you may make a summary character sheet.

    For a summary character sheet, you should list only the attributes, reactions, and skills that are most likely to be used in your chronicle.

    When using this method and you do not have the appropriate attribute for a skill (for example, you have Persuade but have not listed the Bearing) assume a modifier of +0.

    The most used attributes for a guard would probably be Bearing, Perception, and Wits. Reactions would be Willpower and Wisdom. Skills would be Debate, Healing, Inquire, Insight, Language, Lore, and Persuade. Any of the other attributes, reactions, and skills might be needed, depending on what you plan his impact on the plot to be.

    Sample Stats for a Scholar:

    Lôrwen (translated from Sindarin as Dream Maiden)
    Race: Elf (Noldor)
    Racial Abilities: The Art, Comfort, Elven Form, Elven-sense, Elven-sleep, Farsightedness, Ghost-scorn, Inner Light, Lightfootedness, Noldorin Lore, Swift Healing
    Attributes: Bearing 10 (+2), Nimbleness 5 (+0), Perception 8 (+1)*, Strength 7 (+0), Vitality 8 (+1), Wits 10 (+2)*
    Reactions: Stamina +1, Swiftness +1, Willpower +2, Wisdom +2*
    Order: Loremaster
    Order Abilities: Secretive
    Advancements: 0
    Skills: Appraise (Plants) +1, Armed Combat: Clubs (Staff) +1, Craft: Cooking +2, Debate +2, Healing (Herbal Remedies) +1, Inquire (Conversation) +1, Insight +4, Language: Quenya +6, Language: Sindarin +6, Language: Westron +5, Lore: Herbs (Remedies) +6, Lore: History (Eriador) +4, Lore: Race (Elves) +5, Lore: Realm (Eriador) +5, Observe (Sense Power) +1, Perform (Tell Story) +2, Persuade (Oratory) +2, Run +1, Weather-sense +1
    Edges: Eloquent, Wise
    Flaws: Proud
    Health: 8
    Courage: 1
    Renown: 0
    *: Favoured attribute or reaction

    Sample Description: Lôrwen is a Noldorin scholar, who travels many miles across all of Middle-earth; healing the sick and hurt, advising leaders both great and minor, debating with the wise and the simple, and meditating on the beauty and joy to be found in the world.

    When a particularly enthralling location captures her heart she may rest there for years at a time, but the wanderlust always returns with a renewed intensity.

    Though both thoughtful and caring, she is also nearly always in a dreamy state of mind. She will not be hurried either, and will think long and hard on any choices before her. Many impatient persons find this to be infuriating, but those who are wiser recognize it as one of her greatest qualities.

    She does not fancy politics, but if a matter of that nature is put to her then she will deliberate on it for the sake of those involved. Although people and life are very important to her, it is still the animals and plants that she most loves. Most events which she takes part in are directly relevant to protecting nature.

    Lôrwen does not carry any weapons, save her stout quarter-staff; but that is more an aid for the journey then a weapon.

    A band - fashioned of hithlain and adorned with a shining jewel, like unto a star - is bound about her brow. It is an heirloom of her family, and the dearest of all her few possessions.

    The sea does not call her too strongly, for she loves the land of Middle-earth. Sauron’s shadow is long however, and may threaten the survival of her home; she will do much to halt the advance of darkness if called on.

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    Outlaw

    Typical Role: Antagonist

    Use In Your Chronicle: Even in the midst of civilized and well-guarded Gondor, and especially in half-deserted lands such as Eriador, dangerous criminals are to be found who may hamper player characters; either directly (attacks on the party) or indirectly (attacks on locals).

    The easiest use for bandits is to have them attack the party, to either distract, wound, or stress-out the characters, but they can be used in much more sophisticated ways as you see fit. Such intricacies include having to capture fugitives without killing them, defeating a large force of brigands through cunning, and escaping from an outlaw hideout.

    Outlaws are nearly always evil; if not actually evil, then almost always at least possessed with questionable morals. However, some times good people are forced to become outlaws, such as in the well-known stories of Robin Hood and the Black Arrow or, for an example from Tolkien’s works, Beren’s group of bandits in the Silmarillion. In this way, characters might find unexpected aid where they anticipated a hard fight. The possibilities in this state of affairs are both endless and exciting.

    Building The Personality: Outlaws tend to be blunt, crude, rough, mean-tempered, and pitiless. As said above, it’s very rare that an outlaw is even slightly respectable, but it does happen.

    The amount of wits (or lack thereof) that brigands own is of a notoriously low standard. The average bandit knows how to gut an opponent, and that’s about all he knows (and also about all he needs to know). Some stand out with a bit higher intelligence; these usually dominate the others.

    Oftentimes a bandit’s personality doesn’t have to be developed much, if at all, especially if the only part he plays is in a quick little combat.

    Building Pre-game Stats: For a full character sheet make a 0-advancement character, but do the following during character generation:

    1) Use the Pick Method, but just distribute 42 Attribute picks as you wish, and ignore the extra 8 Attribute picks.
    2) Skip the last 5 free picks.
    3) Give him 0 Courage (a Man or Captain will have 1 Courage from Dominion of Man).

    If you do not wish to take the time to do this, you may either use the Sample Stats below or you may make a summary character sheet.

    For a summary character sheet, you should list only the attributes, reactions, and skills that are most likely to be used in your chronicle.

    When using this method and you do not have the appropriate attribute for a skill (for example, you have Persuade but have not listed the Bearing) assume a modifier of +0.

    The most used attributes for an outlaw would probably be Nimbleness, Perception, and Strength. Reactions would be Stamina, Swiftness, Willpower, Defense, and Health. Skills would be various athletic skills, various Combat skills, Observe, and Stealth. Any of the other attributes, reactions, and skills might be needed, depending on what you plan his impact on the plot to be.

    Sample Stats for an Outlaw:

    Eddy Blackthorn
    Race: Man (Middle Man)
    Racial Abilities: Adaptable, Dominion of Man, Skilled
    Attributes: Bearing 5 (+0), Nimbleness 8 (+1), Perception 8 (+1), Strength 8 (+1)*, Vitality 9 (+1)*, Wits 6 (+0)
    Reactions: Stamina +3, Swiftness +1*, Willpower +0, Wisdom +1
    Order: Rogue
    Order Abilities: Sanctuary
    Advancements: 0
    Skills: Armed Combat: Clubs (Mace) +4, Climb +3, Conceal (Hide Treasure) +2, Craft: Cooking +1, Jump +1, Language: Westron +4, Legerdemain (Pick-pocket) +1, Lore: History (Men) +4, Lore: Race (Men) +4, Lore: Realm (Eriador) +6, Observe (Hear) +2, Ranged Combat: Thrown Objects (Dagger) +3, Run +2, Search +1, Stealth (Hide) +3, Survival (Hills) +3
    Edges: Furtive, Wary
    Flaws: Reckless
    Health: 10
    Courage: 1
    Renown: 0
    *: Favoured attribute or reaction

    Sample Description: Eddy Blackthorn is an outlaw in every sense of the word. From an early age, the people of his hometown of Bree shunned him for his radical ideas. Nearly every prank in the village was the work of his imaginative mind. He was finally banished after he was caught firing a home.

    He did admirably on his own in the wild, surviving on his wits and athletic ability. For the first time in his life, he thought seriously of everything he had done and what he was heading towards, and arrived at the decision that he would go back with a change of heart.

    But the doors of Bree were shut tight behind him; the town officials would never let him return. With a heavy heart he set back out for the hills.

    The next several years he spent building both a lair and a gang to inhabit it. All over the countryside, ‘Eddy and the Muggers’ were cursed and spoken of in angry tones. But in reality, the band never killed unless they needed to (by order of Eddy), and for the most part stole only what they required, and that usually from travelers as opposed to locals.

    For this reason, no posse ever set out on an earnest manhunt for the brigands. Even if they had, success would have been doubtful, as the bandits’ hideout was concealed extremely well.

    Eddy and the criminals that accompany him still roam the land, and it is not entirely clear whether this is a definite unpleasantry; for although travelers are certainly laid up now and then, it is also possible that enemies attempting to invade Eriador might find that they have a sizable and well-trained guerilla force on their hands.

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    Innkeeper (or Tavern Proprietor)

    Typical Role: Motivator

    Use In Your Chronicle: An inn or tavern is often a refuge for a tired party, worn from travel, combat, and the usual exertions of a heroic quest.

    They also serve to offer your players new plot hooks, motivating them to new adventures of epic proportions. This hook may come from the innkeeper himself, or from one of the chaps lounging around.

    Inns and taverns may be found all over Middle-earth, but particularly in Eriador, and also Gondor and Dale.

    It’s unusual for an innkeeper to act in the capacity of a complicator or antagonist, but not beyond their scope. One evil example would be of a tavern owner who allows a local gang to hold secret meetings in the back room of his tavern. Those running an inn or tavern are also in an excellent position to gather news, and thus may be active as spies.

    Building The Personality: Innkeepers tend to be friendly, talkative, and humorous; but at the same time they can drive a hard bargain, and are very competent on their own ground.

    Many of them are a little queer or mysterious in some way; they may be quirky, odd-looking, eccentric, or they may have a shadowy or troubled past from which they have now moved on.

    Building Pre-game Stats: For a full character sheet make a 0-advancement character, but do the following during character generation:

    1) Use the Pick Method, but just distribute 42 Attribute picks as you wish, and ignore the extra 8 Attribute picks.
    2) Skip the last 5 free picks.
    3) Give him 0 Courage (a Man will have 1 Courage from Dominion of Man).

    If you do not wish to take the time to do this, you may either use the Sample Stats below or you may make a summary character sheet.

    For a summary character sheet, you should list only the attributes, reactions, and skills that are most likely to be used in your chronicle.

    When using this method and you do not have the appropriate attribute for a skill (for example, you have Persuade but have not listed the Bearing) assume a modifier of +0.

    The most used attributes for an innkeeper would probably be Bearing, Perception, and Wits. Reactions would be Willpower and Wisdom. Skills would be various Craft skills, Debate, various Lore skills, Observe, and Persuade. Any of the other attributes, reactions, and skills might be needed, depending on what you plan his impact on the plot to be.

    Sample Stats for an Innkeeper or Tavern Proprietor:

    ‘Creak’ the Innkeeper
    Race: Man
    Racial Abilties: Adaptable, Dominion of Man, Skilled
    Attributes: Bearing 7 (+0), Nimbleness 5 (+0), Perception 8 (+1)*, Strength 6 (+0), Vitality 10 (+2), Wits 8 (+1)*
    Reactions: Stamina +2*, Swiftness +1, Willpower +3, Wisdom +1
    Order: Craftsman
    Order Abilities: Place of Trade (Inn or tavern)
    Advancements: 0
    Skills: Appraise (Food) +2, Craft: Innkeeping +6, Craft: Brewing +4, Craft: Baking +3, Debate (Bargain) +3, Games (Riddles) +1, Language: Westron +4, Lore: History +2, Lore: Local Gossip +2, Lore: Race +2, Lore: Realm +4, Observe (Hear) +1, Perform (Tell Stories) +2, Persuade (Fast Talk) +2, Run +1
    Edges: Hoard (inn’s contents), Friends (town folk), Wakefulness
    Flaws: Rival (another innkeeper)
    Health: 10
    Courage: 1
    Renown: 0
    *: Favoured attribute or reaction

    Sample Description: This innkeeper, who goes by the name of Creak, is a weather-beaten man, his looks worn beyond his years. He operates an inn within the fifth circle of Minas Tirith.

    Half the teeth in the left side of his mouth are missing or broken, and this makes his speech rather distorted (it does not really affect the ease at which others may understand him, but it is definitely quite noticeable).

    A scar runs down his right forearm; this has led to many rumors that he once fought for the King in times long gone past, but he has never told anyone of it’s meaning. The truth behind it is that he once was part of a smuggling gang, and this was it’s mark; but settled down later in life, slightly prosperous from his many adventures and close scrapes, and now runs this inn.

    Outwardly stolid, he never shows much emotion. But he has a habit, that others may subconsciously notice, of scratching his scarred arm when he is angered.

    It might be wondered by some as to why he runs an inn, if he has accumulated a sizable fortune in life. Perhaps the answer lies in the swarthy strangers who sometimes visit him...

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    Guard (Free Peoples)

    Typical Role: Complicator

    Use In Your Chronicle: Middle-earth is not a carefree land. It’s inhabitants tend to be suspicious of foreigners and trespassers.

    Thus, there are guards to be found anywhere and everywhere; from the Guardians of the White Tree in Minas Tirith to the Bounders of the Shire, from the Elf archers of Lorien to the Dwarves of Erebor, nearly every land is protected regularly by wary warriors.

    In order to complete their many exploits, a party of heroes must travel from land to land. Entering these can sometimes prove difficult, as many parties are composed of dangerous-looking individuals.

    It may take convincing, bribing, threatening, or indeed brute force to get past a guard. This depends not only on what the characters wish to do, but what the guard is like. This gives the Narrator many opportunities to create guards of varying attitudes and strengths.

    Building The Personality: A guard’s nature relies heavily on how you are using him in your chronicle. He may be wary, observant, and witty; alternatively, he might be lax, unobservant, and dull-witted. It depends on what his role is in your story.

    The role of most guards is to make it more difficult for the party to enter a designated area. This must usually be done through cunning, and if there is combat then it should be bloodless, as the guards are usually just misguided, not evil.

    Most guards are pointedly suspicious, but this is not always the case. They will usually search characters and their baggage or transport, and the players must use their own wit, the character’s skill, or a combination of the two, in order to pass through. The encounter may not be a search at all, but might consist of having to convince the guards to let you by.

    Building Pre-game Stats: For a full character sheet make a 0-advancement character, but do the following during character generation:

    1) Use the Pick Method, but just distribute 42 Attribute picks as you wish, and ignore the extra 8 Attribute picks.
    2) Skip the last 5 free picks.
    3) Give him 0 Courage (a Man or Captain will have 1 Courage from Dominion of Man).

    If you do not wish to take the time to do this, you may either use the Sample Stats below or you may make a summary character sheet.

    For a summary character sheet, you should list only the attributes, reactions, and skills that are most likely to be used in your chronicle.

    When using this method and you do not have the appropriate attribute for a skill (for example, you have Persuade but have not listed the Bearing) assume a modifier of +0.

    The most used attributes for a guard would probably be Bearing, Strength, and Nimbleness. Reactions would be Swiftness, Willpower, Wisdom, Defense, and Health. Skills would be various Combat skills, Debate, Insight, Observe, Persuade, and Search. Any of the other attributes, reactions, and skills might be needed, depending on what you plan his impact on the plot to be.

    Sample Stats for a Guard (Free Peoples):

    Marcho Hardback the Shirriff
    Race: Hobbit (Harfoot)
    Racial Abilities: Six Meals A Day, Small Folk, Soft-footed, Sure at the Mark, Tough as Old Tree-roots
    Attributes: Bearing 6 (+0), Nimbleness 10 (+2)*, Perception 8 (+1)*, Strength 5 (+0), Vitality 8 (+1), Wits 8 (+1)
    Reactions: Stamina +1, Swiftness +2, Willpower +1, Wisdom +1*
    Order: Warrior
    Order Abilities: Evasion
    Advancements: 0
    Skills: Armed Combat: Clubs (Staff) +2, Climb +1, Craft: Cooking +3, Craft: Woodcarving +1, Debate (Negotiate) +1, Games (Chess) +1, Inquire (Interrogation) +1, Intimidate (Power) +1, Language: Westron +4, Lore: Groups (Shirriffs) +5, Lore: History (Shire) +5, Lore: Race (Hobbits) +4, Lore: Realm (Shire) +6, Jump +1, Observe (Spot) +4, Ranged Combat: Thrown Items (Stones) +4, Run +2, Stealth (Shadow) +4
    Edges: Furtive, Keen-eyed
    Flaws: Dullard
    Health: 8
    Courage: 0
    Renown: 0
    *: Favoured attribute or reaction

    Sample Description: With a jaunty feather in his cap and a hefty quarter-staff in his hand, Marcho Hardback is truly a typical shirriff of the Shire.

    Though not renowned among Hobbits for either muscle or intellect, he is still distinguished as both perceptive and agile, and can hold his own in a fight.

    What he is notorious for is his habit of collecting and smoking dozens of pipes. Wherever he goes, he can be seen with a pipe (usually a different one then the time before). He loves to collect new pipes at any time; and will do nearly anything for an unusual specimen.

    Marcho is not a heavy drinker. All the same, he accepts any challenges to a drinking contest (in fact, he accepts almost any challenge), and most often he emerges victorious.

    The general view is that Marcho Hardback tends to fall asleep whenever he’s in a comfortable position. This is, in fact, not quite true; it is a fairly clever ploy by Marcho, as many may try to take advantage of his napping, but he watches them beneath half-closed eyelids.

    All in all, this Hobbit is fairly efficient, and with luck will easily hold his job until he retires at a late age.

  6. #6
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    Re: A Narrator's Guide To Creating Non-player Characters

    Originally posted by ben hur
    This is the beginning of the Unofficial Lord Of The Rings Roleplaying Game Supplement: A Narrator's Guide To Creating Non-player Characters (referred to, for ease of use, as The NPC Guide).
    Good idea, man.

    My suggestion would be, if you hadn't already considered it, to make sure the guide contains definitions for the roles you mentioned in the NPCs. Meaning, explain what a complicator, an antagonist, etc. do in the game and for you as a Narrator.

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    Re: Re: A Narrator's Guide To Creating Non-player Characters

    Originally posted by Ineti
    Good idea, man.

    My suggestion would be, if you hadn't already considered it, to make sure the guide contains definitions for the roles you mentioned in the NPCs. Meaning, explain what a complicator, an antagonist, etc. do in the game and for you as a Narrator.
    Thanks, and yep, I've already thought of explaining it (though that particular fact is drawn from the Core Book, in it's own section on creating NPCs, so theoretically the Narrator should already be aware of what it means). There is going to be an couple introductory sections before the big list of entries, and these will contain all sorts of tips on creating NPCs (hopefully a lot of you can help out with your own tips, since I'm quite inexperienced!).

    Also: in reality, I think that the Building Pre-game Stats section of each entry will be about half as long, as it will explain how to make a 'full character sheet' in the introductory sections, but each individual entry has that bit for the time being.

    It's all subject to change and improvement (as is anything I make ), so remember that suggestions are always absorbed diligently!

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    Moved to Tomes of the Wise.
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    "Doug, at the keyboard, his fingers bleeding" (with thanks to Moriarti)

    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

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    Ah, thanks Doug! Right after I posted I thought "Hmmm, maybe this should be moved..."

    By the way, what are the qualifications that a thread must pass to become a sticky thread? Does this one qualify? It probably doesn't, as the Fell Beastiary isn't a sticky thread, and I think that one is probably more helpful.

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    Trickster

    Typical Role: Complicator

    Use In Your Chronicle: The road is long and hard; friends are few and far between. Many travelers are off their guard after miles of hard marching, and will accept the companionship of any affable persons that they happen to meet.

    But there are many charlatans who know this fact well, and use it to their utmost advantage: swindling, fooling, bluffing and stealing from the unsuspecting passersby. These frauds do not attack openly but wear the guise of friendly folk, making it quite difficult to tell who is up, who is down, and who is chiseling on the side.

    If the party is becoming lazy with ease, you may insert a scene with a trickster to set them rightly on their guard. Or this may become a key story-arc, if the rascal makes away with an all-important possession of theirs, as the characters will have to track him down.

    Alternately, the party may be struggling to survive, and might be in a mood to accept help from nearly anyone. This can allow for some rather long-running side stories, as the players may allow the double-crosser to become quite dangerously involved in their plans.

    Building The Personality: Tricksters come in many forms; card players in taverns, merchants in a town or on the road, fellow travelers, even in a local position of power or seemingly as an ally.

    Though apparently quite pleasant, these scammers hide a callous and malevolent nature beneath the comely exterior, which can be sometimes seen clearly or felt subconsciously. As Frodo Baggins puts it, malicious cheats often “seem fairer and feel fouler”.

    Most are Evil to the core, or at least fairly wicked. Very seldom are they even moderately decent, and those who are usually have very immoral quirks.

    They are also almost never fighters. Some can wield a knife cleverly (especially to backstab), but most prefer the more subtle methods of pilfering and deceiving. Most avoid open combat at all costs.

    Building Pre-game Stats: For a full character sheet make a 0-advancement character, but do the following during character generation:

    1) Use the Pick Method, but just distribute 42 Attribute picks as you wish, and ignore the extra 8 Attribute picks.
    2) Skip the last 5 free picks.
    3) Give him 0 Courage (a Man will have 1 Courage from Dominion of Man).

    If you do not wish to take the time to do this, you may either use the Sample Stats below or you may make a summary character sheet.

    For a summary character sheet, you should list only the attributes, reactions, and skills that are most likely to be used in your chronicle.

    When using this method and you do not have the appropriate attribute for a skill (for example, you have Persuade but have not listed the Bearing) assume a modifier of +0.

    The most used attributes for a trickster would probably be Bearing, Perception, and Wits. Reactions would be Willpower and Wisdom. Skills would be Appraise, Conceal, Debate, Inquire, Legerdemain, Observe, Persuade, Search, and Stealth. Any of the other attributes, reactions, and skills might be needed, depending on what you plan his impact on the plot to be.

    Sample Stats for a Trickster:

    Toby Birchdown
    Race: Man (Middle Man)
    Racial Abilities: Adaptable, Dominion of Man, Skilled
    Attributes: Bearing 8 (+1)*, Nimbleness 8 (+1), Perception 8 (+1), Strength 7 (+0), Vitality 7 (+0), Wits 6 (+0)*
    Reactions: Stamina +0, Swiftness +1, Willpower +3*, Wisdom +1
    Order: Barbarian, rogue
    Order Abilities: Brew Poison 2 (sleeping drought), Lockpicking
    Advancements: 3
    Skills: Appraise (Silver) +2, Conceal (Hide Treasure) +2, Craft: Brewing +4, Debate (Bargain) +2, Guise +2, Language: Westron +4, Legerdemain (Open Lock) +5, Lore: Herbs +4, Lore: History (Men) +2, Lore: Race (Men) +4, Lore: Realm (Bree) +4, Observe (Spot) +1, Perform (Tell Story) +2, Persuade (Fast Talk) +4, Search +1, Stealth (Sneak) +4
    Edges: Furtive, Honey-tongued, Wary
    Flaws: Craven
    Health: 7
    Courage: 1
    Renown: 0
    *: Favoured attribute or reaction

    Sample Description: Traversing the hills around Bree, Toby Birchdown makes shady deals with unwary clients, conniving their valuables out of them.

    Calling himself Truthful Toby (a name that is far from the truth), the crook entices travelers to sample his goods – homemade beer, secretly drugged – and then robs silly the inactive customers. More knowledgeable folk have deemed him not Truthful by Shifty, and the name is much more common.

    A natural actor, Shifty appears in all guises and personalities, never seeming like the same man. He adapts his habits and look to each new role in splendid fashion.

    The law has, as yet, not caught up with Shady; somehow he slips out of every net. He is both pathetically weak and a thorough coward, and so is obviously in extreme fear of open combat. If they ever do seize him, not only will he not have the ability or gut to put up much of a fight, they will also surely hang him.

    Sleeping Drought: Type: Ingested; Onset: 20 minutes; Potency: +0; Treatment: +0; Effect: Victim sleeps for an hour; Secondary Effect: Victim sleeps for half an hour; Stages: 1.

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