NPCs
Edit tabs/npcs.json.
Required Fields
| Field | Requirement |
|---|---|
name |
Must match object key exactly |
type |
Use existing npcType when it fits, otherwise "" for unique NPCs |
currentLocation |
Use a fitting existing location, or invent one. Matching ignores casing and whitespace. "" keeps the NPC off-stage until a trigger places them |
currentArea |
"" means somewhere in this location: the NPC can appear in any area there. Set an area only when the NPC should be pinned to it; in a location with areas, treat a blank currentArea as an explicit choice |
gender |
Always set - aim for distribution: 40% male, 40% female, 20% non-binary |
basicInfo |
Three-sentence structure (see format below) |
personality |
Four traits using personality psychology (see format below) |
hiddenInfo |
Full paragraph - mix of narrative secrets and gameplay-useful information |
abilities |
At least five abilities + fighting style summary (see format below) |
tier |
Always set to mythic for combat NPCs (determines intent complexity) |
level |
Always set to 1 or higher - each level adds +2 to an NPC's base damage (see guidelines below). Omitting it or setting 0 means the NPC scales from the party's level when first seen |
hpMax |
Always set - see HP guidelines below. Used exactly as written |
known |
Always set to true |
voiceTag |
Voice tag for speech synthesis (see voice-previews) |
Conditional Fields
| Field | When to Include |
|---|---|
faction |
Only for major plot-relevant faction membership |
relationship |
Set -100 to 100 to fix the starting attitude toward the player (0 is genuinely Neutral). Omit to let the AI infer it from the rest of the record on the NPC's first scene |
aliases |
Include when NPC is commonly referred to by title, epithet, or nickname in the story (e.g. "the captain", "Reed"). Only list exact strings the narrator or other NPCs would literally speak — these are matched verbatim during dialogue speaker attribution |
properName |
Set when an NPC starts under a placeholder name (e.g. "Hooded Stranger") but has a true identity revealed later. name is the current display name; properName is the true name. The identity counts as revealed once the two match — a reveal flips name to properName. Omit when the NPC is known from the start |
worldVoiceId |
Key from the world's worldVoices catalog. Overrides the generic voiceTag pick for this NPC. Include when the world defines a curated voice for the character |
vulnerabilities, resistances, immunities |
Damage types from combatSettings.damageTypes. Include only when the NPC should take modified damage from specific types; they union with the npcType's lists |
successBonus |
Only for NPCs that should roll better or worse than normal: 25 points shifts every roll one success tier; a negative value lets an NPC fumble |
damageModifier |
Percent change to outgoing damage (100 doubles it, -100 removes it). Only for NPCs whose hits should land harder or softer than level and tier imply |
damageReductionModifier |
Percent reduction to incoming damage (100 is true immunity). Only for unusually tough or untouchable NPCs |
portraitFocusX, portraitFocusY, portraitZoom |
Optional crop/focus adjustments for an authored portraitUrl. Focus x/y run 0..100 (defaults x 50, y 0: top-centered), zoom 100..300 (100 = no zoom). Generated portraits ignore these |
Never Include
Omit these fields (auto-set or unused):
visualDescription,visualTagsdetailType,hpCurrent,activeBuffscurrentCoordinates,embeddingId,embedding,portraitUrlstatus,lastSeenTicklastSeenLocation,lastSeenArea,playerNotesneedsDetailGeneration,deathXPAwardedhealthMultiplier
status is reset to "" by the engine. Near death, dying, and dead are a runtime incapacitation counter (1 = near death, 2 = dying, 3 = dead) that creators never set. To spawn an NPC already down, use hpMax: 0 with hpCurrent: 0 instead.
Naming
Avoid naming an NPC (key, name, or properName) allSceneNPCs, anySceneNPC, allPartyNPCs, or anyPartyNPC: these are reserved trigger selector tokens. Keys and display names match interchangeably (case-insensitively) and display names are not unique, so keep names unique when triggers or effects need precise targeting.
basicInfo Format
Three sentences covering role, appearance, and dress:
- One sentence about what they are
- One elaborate sentence about their appearance and species features in detail
- One short sentence about their clothes/equipment
Format: "A [gender] [species] [role]. [Build] with [hair], [eyes], [species features in detail]. Wears [X]."
personality Format
Four traits in this order, drawing from personality psychology trait vocabulary:
- Positive trait - a strength or virtue
- Neutral trait - a characteristic that's neither good nor bad
- Negative trait - a flaw or weakness
- Speaking style - how they talk (verbal patterns, tone, word choice)
Format: "Label: Explanation in under 10 words"
abilities Format
At least five appropriate abilities plus a fighting style summary.
Ability Descriptions
Format: "Ability Name: 3 sentence description of what it is and how it can be used."
Describe what the ability is, then list possibilities for how it can be used. Stay vague enough for creative interpretation but elaborate enough to inspire varied usage. Show flexibility - most abilities can be used offensively, defensively, or for utility depending on the situation.
fighting style Summary
The final entry summarizes their overall combat approach - longer and more detailed than individual abilities. Important: Include a literal \n before "fighting style" so it appears on its own line when displayed.
Format: "\nfighting style: [5 sentences covering how they fight]"
Include:
- How they combine and synergize their abilities
- Tactical preferences and engagement patterns
- Emotional tone and attitude in combat
- How their personality manifests when fighting
- How they adapt to different situations or opponents
level & hpMax Calculation
Players start with 100 HP and deal ~16 damage on success.
- level: Determines NPC damage. Each level adds +2 to base damage. Rough hits to down a 100 HP player:
100 ÷ (baseHit + 2 × level) - hpMax: Determines NPC survivability. Calculate hits to down NPC:
hpMax ÷ 16
hiddenInfo Guidelines
Write a full paragraph with maximum variety. No formula - be creative.
Mix different types of secrets:
- Personal history and backstory
- Fears, desires, and contradictions
- Connections to other NPCs or factions
- Knowledge of locations, treasures, or dangers
- Skills or abilities not immediately apparent
- Plans, schemes, or hidden agendas
Both narrative depth AND gameplay-useful information should be included.
Schema
interface NPC {
name: string
properName?: string
type: string
currentLocation: string
currentArea: string
tier?: 'trivial' | 'weak' | 'average' | 'strong' | 'elite' | 'boss' | 'mythic'
gender?: string
faction?: string
relationship?: number
basicInfo?: string
hiddenInfo?: string
personality?: string[]
abilities?: string[]
aliases?: string[]
level?: number
hpMax?: number
healthMultiplier?: number
known?: boolean
voiceTag?: string
worldVoiceId?: string
portraitFocusX?: number
portraitFocusY?: number
portraitZoom?: number
vulnerabilities?: string[]
resistances?: string[]
immunities?: string[]
successBonus?: number
damageModifier?: number
damageReductionModifier?: number
}
Species Ability Inheritance
When creating an NPC with a species type, the NPC should inherit the 3 species skills from the corresponding trait as abilities:
- Look up the species in
tabs/traits.json - Copy those skill names and descriptions into the NPC's
abilitiesarray - Add additional unique abilities specific to that individual
- Add the
\nfighting style:summary
See Species Consistency Rules for the full requirements.
Reference
For detailed documentation, see npcs-reference.md.