NPCs and Gangs
NPCs suffer damage differently than PCs do, but that damage can scale according to how “hard,” skilled, trained or just plain dangerous the NPC is. For reference:
When an ordinary NPC suffers…
- 1-damage: cosmetic damage, pain, concussion, fear
- 2-damage: wounds, unconsciousness, bad pain, broken bones, shock, likely fatal
- 3-damage: 50-50 immediately fatal, otherwise terrible wounds, shock, death soon
- 4-damage: usually immediately fatal, sometimes mangled and ruined, waiting to die
- 5-damage and more: fatal and bodily destructive
When a “lieutenant”-grade NPC suffers damage, reduce the damage by 1 on the scale above for purposes of consequences only.
When a “captain”-grade NPC suffers damage, reduce the damage by 2 on the scale above for purposes of consequences only.
If a move indicates, you have a gang of about a dozen hardened folks. By default: 2-harm gang small 0-armor, and choose 2:
- Your gang consists of two dozen hardened folks. Medium instead of small
- Your gang is well armed.
- Your gang has combat armor.
- Your gang has access to specialized weaponry. Add 1 tag from the basic weapon list
- Your gang has access to extremely specialized weaponry. Add 1 tag from the basic weapon list,
+tech, and 1 tag from the tech weapon list. (Your gang also has regular weapons and can attack as though it has none of these tags).
- Your gang is self-sufficient.
And choose 1:
- Your gang is ill-supplied,
- Your gang is a pack of violent thugs.
- Your gang is loose-knit, with members coming and going as they choose.
- Your gang owes a significant debt to someone powerful.
- Your gang is lax about security and likes to drink and brag.
- Your gang is composed of members of a marginalized group.
- Your gang uses a lot of incidental tech.
If you advance your gang, either gain a new option from the first list, or remove the option from the second list.