When I am prepping a Traveller game to run at home or a convention, I will always take the time to stat up an NPC and come up with a full backstory. This way, I always have consistent skills, the right number of dice for weapons damage and the exact equipment the character should have. This should be part of any good GM’s prep before running a game. Yet when the players catch me off guard and I have to have a Traveller character on the fly, I don’t bother looking in any books. I just remember these simple rules:
1) Pick a Theme
This may seem obvious, but it must be stated upfront: have a theme for the NPC. If I don’t, I quickly have NPCs that are good at everything. To combat this, I pick a theme and I stick to that theme for the character. It can be as simple as “doctor” or as complex as “down on their luck stock trader who took up painting.” Either way, their theme is pretty simple as it only needs to get me through the game session so I can stat them out fully (should the NPC survive that long). That theme dictates what skills, characteristics, and other bonuses the person should and should not have.
2) Bonus Tree from Competent to Incompetent
In much the same way that the difficulty goes up or down depending on how difficult any particular challenge is, I keep a ladder in my head of what bonus to add to any roll. Here’s what I use:
Bonus | When To Use | How Many Skills |
+4 | Exceptional | Max 1 |
+2 | Professional | 1-3 |
+1 | Above Average | 2-4 |
+0 | Average | 3-6 |
–1 | Below Average | 4-8 |
–3 | Never Exposed Before | All the Rest |
Take the Doctor for a second. For an exceptional brain surgeon, I’d give them a +4 Medic, but for your average family doctor, their Medic would be +2. Related skills like Science (biology) and Admin would be +2. If the subject of art came up like if the doctor was talking to the stock trader, I could assume the doctor took an art history class in college for fun so is not a complete noob at it and would get a –1.
The down on their luck stock trader, well that person is down on their luck because they are not all that skilled at it to begin with. So I would give them a +1 in Broker, Carouse, and Gambler, +0 in Admin, Art, Persuade, and Streetwise.
Even then, I wouldn’t write these numbers down. This is just what I’d assume based based on the theme. If, by the end of the session, it looked like the NPC would return, I would write down those stats after the game while it was still fresh in my mind so I had it for next time.
3) Weapons and Armor
While I can fudge weapons and armor in a pinch, I pretty much keep these stats on a sheet close by.
User | Armor Bonus | Weapon Damage |
Military | +15 | 5D+3 Zero-G or 4D, AP 5, Auto 3 |
Police | +10 | 3D Stun, Zero G or 3D, AP 3, Auto 2 |
Survivalist | +8 | 3D, Auto 3 |
Paranoid | +3 | 3D-3 or 2D Melee, Stun |
Stealth | +1 | 2D Body |
Unprepared/Civilian | +0 | 1D unarmed |
Like I said, I keep this with me. Even if I remember what the police officer’s weapons and armor is, that doesn’t mean that the players will strip them of it after knocking the person out and then they are left with being an unprepared/civilian entry. This little preparation makes running a game quick and easy for when (not if) the players run the game off the rails.
If you really want to be prepared for any name you could possibly need, get yourself the d66 Compendium and its sequel, the D66 Compendium 2. Both are available at in Print and PDF at DriveThruRPG/RPGNow. Order your copy today.