Professional Documents
Culture Documents
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CONTENTS
Rogues, miscreants and
vagabonds 3
Sad Albert - terrified town
guard
Selegren Wist - priest of
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Rogues, Miscreants
vagabonds
and
'Notable quotes.'
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BAD VICTOR - REALLY, REALLY BAD DRUNK
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BEGEN - BERSERKER AND BAWD
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BITTER PELE - THUG AND BULLY
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BLACK IVAN - BANDIT AND THUG
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ERIN SELENIS - ELVEN PROPHET AND ARTIST
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FEWICK LOWBROW - PRIEST OF THE HEARTSTONE
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FILTHY KONRAD - GUTTER PROPHET
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GARELOW SESSEN - PRIEST OF THE RED KING
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GOLLIN - OLD SOLDIER WITH A SECRET...
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GRAKK - GOBLIN BODYGUARD AND MERCENARY
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IVAN TESERIS - BOUNTY HUNTER
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LORD SENGEK - NOBLE WITH 'INTERESTING TASTES'
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MAGDA - WISE WOMAN AND SPY MISTRESS
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OLD ALBUS - HALFLING POACHER AND GOSSIP
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OTTO KEW - CIRCUS OWNER
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PELLON ORD - WIZARD AND VAGABOND
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RED KELORN - HUNTER AND RACONTEUR
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REVELA - ELVISH OUTCAST
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RUBUSS - BRAVO AND BULLY
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SAD ALBERT - TERRIFIED TOWN GUARD
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SELEGREN WIST - PRIEST OF THE THRICE BLESSED
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SHAV REED - VETERAN AND ADVENTURER
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SKERREW - RATMAN THIEF
'[chitter chitter].'
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SIMON THE FOX - CUTPURSE AND INFORMER
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SISTER GAVITA - AGGRESSIVE NUN OF THE RED KING
'Dead men are not rude. You are rude. I see the
solution.'
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STOUR STERNBROW - DWARVEN ALCHEMIST
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TERDICK - BUTCHER AND POISONER
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VORTIGEN HECH - FORGETFUL WATCHMAN
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HEY, WHAT IS THAT PERSON DOING? G
You can't even enjoy a quiet pint in peace... Roll
1d20.
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Defining statistics for
Non-Player Characters
Civilised non-player characters in Warlock can have
careers and skills which define them. To create
such denizens, the games master has a few things
to consider. The process is quick and can be done
'on the fly', so a lot of forward planning isn't
required. Note: this content is reproduced from
Warlock Compendium 2.
0-3 Amateur
4-8 Professional
9-13 Expert
14+ Master
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Then, the games master should pick one adventur- G
ing skill that represents the most iconic skill of
that career, for example large blade for a soldier
or bargain for a trader. That skill should be set
at a level of the career skill +3. A couple of
other skills that might feature in such a career
(for example intimidate for the soldier) should be
at the level of the career skill -1, and all oth-
er skills at the career skill level -3. Note that
these skills don't have to be the skill associated
with the career as defined for characters in the
main rules - the NPC may have had previous careers
and experience. The games master should feel free
to mix things up! Also, the games master should
feel free to change these rough 'rules of thumb'
- for example we only define a couple of skills at
career skill -1, not because the maths adds up, but
because it is easier that way!
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STAMINA
Community Stamina
Dwarf 15
Elf 15
Goblin 10
Human 15
Ratman 10
Persistent characters
In Warlock, it is expected that most foes faced in
combat will either surrender or flee as their stam-
ina nears zero. This is intentional, as murdering
people isn't something most civilised societies
will put up with. It also means that non-player
characters can be persistent - they can pop up
more than once in a campaign. It is much more in-
teresting to have that annoying thug you've dealt
with before reappear in a later session, nursing
a grudge at his treatment, than to just have one
of the player characters run him through the first
time they meet. After all, if the player characters
get a reputation as murderers, and it is not going
to be long before they all end up dead or in jail.
So the games master should give the players every
chance to show mercy and restraint. That way care-
fully crafted non-player characters will be around
a lot longer, and the imaginary world that the game
takes place in will be the richer and more believ-
able for it!
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Character maps
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Character mapping is a technique used by writers
who are preparing complex plots, such as novelists
and screenwriters. However, these ideas also work
for writing adventures and scenarios in roleplay-
ing games. Character maps are simple flow charts
that allow you to track interconnected relation-
ships between player and non-player characters in
your game, helping to build complexity into those
relationships and make them more 'real'. They also
allow you to introduce more secondary characters
while keeping track of everything, making for a
richer, more complex and more realistic game world.
The characters in this book already have some in-
terconnections, and by building a map you can keep
these linkages in mind as well, develop new inter-
actions, and effectively chart changing relation-
ships - roleplaying is a dynamic experience after
all, and relationships will change constantly. That
is part of the fun!
START SMALL
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MAKE NOTES
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LOOK AT THE PATTERN
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