NPCs ∞
NPCs ∞
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Generic NPCs —
Mod NPCs
∞ Summary ∞
The planet's population are either fluxdrifts from off-world (like you) or fluxborn, those birthed on the Diadem. Fluxborn all have fluxdrifts somewhere up the family tree. Families don't go back further than 5 generations; the average is 2-3. First-generation fluxdrifts could be as green as you, having arrived just weeks ago, or they might've been here a few decades. Some could even arrive after you once you've been around long enough.
The majority are human and/or human-shaped. Some have unusual abilities or magic—though they might hide it. A few are vampires or werewolves (they might hide this, too). Occasionally, you'll spot subtle features such as elf-like ears, unnaturally colored eyes or hair, or forked tongues. Less common are prominent features like a tail or horns. A very rare handful are visibly inhuman aliens or beast forms. These guys stick out like a sore thumb. Knowledge ranges from modern Earth to far-off lands. Somebody might get your Simpsons reference; somebody else might not. No one is consistent in "lore." Everybody's a bit of a different take on similar themes. Many carry a weapon, though some distinctly don't. Before you consider them easy targets, it might be best to ask yourself why someone might walk around unarmed in such a dangerous place.
Most speak Common, or English, to varying degrees. A large portion call it English out of habit. Others speak it fluently but call it something else. You'll also catch a wide variety of other languages and accents, some of which you won't recognize. Names follow a similar varied pattern.
The majority are human and/or human-shaped. Some have unusual abilities or magic—though they might hide it. A few are vampires or werewolves (they might hide this, too). Occasionally, you'll spot subtle features such as elf-like ears, unnaturally colored eyes or hair, or forked tongues. Less common are prominent features like a tail or horns. A very rare handful are visibly inhuman aliens or beast forms. These guys stick out like a sore thumb. Knowledge ranges from modern Earth to far-off lands. Somebody might get your Simpsons reference; somebody else might not. No one is consistent in "lore." Everybody's a bit of a different take on similar themes. Many carry a weapon, though some distinctly don't. Before you consider them easy targets, it might be best to ask yourself why someone might walk around unarmed in such a dangerous place.
Most speak Common, or English, to varying degrees. A large portion call it English out of habit. Others speak it fluently but call it something else. You'll also catch a wide variety of other languages and accents, some of which you won't recognize. Names follow a similar varied pattern.
When crafting Generic NPCs for personal use, keep the above in mind.
Generic NPCs
Generic NPCs are setting-specific categories that players can make up individual NPCs for based on the written guidelines. On top of these, players can create the usual, like bartenders, window cleaners, the guy who yells at clouds — anything that fits into the game's setting.
Enforcers
All Strongholds
Primarily found in Panorama, Enforcers are the cops of the Diadem. Their job is to maintain order even if that means ignoring the darker side of things. You'll come across a few who're genuinely self-sacrificing, but most folks will tell you that if it's justice you're after, you won't get that from the Enforcers. The system's just not there for it. On the other hand, they'll help you out of a tight spot if it benefits them or they like you. Bribes, favors, and deals are common. On the whole, Enforcers are a varied bunch. Some are cruel, some are apathetic, and some are genuinely trying their best. Enforcers answer to Chief Brunswick.
Junkers
Scrapyard
Junkers can find you standard parts for your vehicle. Just put in an order. They've got deals with raiders, looters, and mechanics to get any ride fixed up and ready how the customer wants. A number are fluxdrifts who have a history on planets where engineering is as or more advanced than what tends to land in the Diadem. Careful observers might notice some have abilities that help them finagle machines. Most are fair about prices, but you'll find a few swindlers in the bunch.
Raiders
The Fringes
Raiders aren't a singular entity nor one organized group. It's the collective term for people who scout the diffusion zones for fluxdrifts to run down and loot, murder, or both. Their numbers and skills vary from the incredibly stupid to the exceptionally dangerous. You won't know which is which until you tangle with them. Some roam in groups; others are lone predators. You can make enemies of them. You can make friends with them. If you handle yourself well, you might walk away with a contract or a deal...but that'll take a bit of plotting.
Runners
Panorama
Runners will deal you anything that's not exactly above-board but that Enforcers aren't cracking down on. Narcotics, stolen goods, blood (?), cheap (but questionable) ammo...you can nab all of these things with the caveat that the quality's not guaranteed. You can find Runners anywhere in the city if you know who to talk to. They're usually in the backrooms of diners, gambling dens, or pawn shops. They're also all around the streets. The rule is, if a Runner comes up to you, you probably don't want to buy from them. The ones carrying worthwhile goods are more elusive.
Mod NPCs
Mod NPCs are individual mod-controlled NPCs. They can be interacted with by request or they might show up in certain events. Each one serves a specific function to help get characters where they need to go.
Yom Crook
Scrapyard; Panorama
Note: These guys blend in when they're not in "uniform" so you'll only meet them when they want you to meet them.
The masked figure(s) who handle all loans. Typically, the loan is for a car but could be medical debt, weapons, or anything else. Yom Crook is never seen without a mask and a shark-painted car. Physical changes between each "Yom Crook" are apparent, suggesting that Yom Crook is a title assigned to multiple people. Their masks are not identical. They appear to be an organized group and have never forgotten a debt owed. Their rates are fair and they're surprisingly patient about repayments...within reason. Don't push your luck.
Ros Che
Panorama (The Sanctum)
Note: She's not impossible to meet, but hard to get to. Try making other connections first.
Panorama's Consul, its de facto leader. She took over 12 years ago at the age of 25 after mysteriously inventing a technology that improved Panorama's previously failing generators. Rivals and critics claim she's keeping this tech a secret to secure her power. She's rarely seen without her dog, Bee. She's known for collecting cosmic residue and other specimens from the diffusion zones, which she'll pay a good amount for. She's well-protected behind the Sanctum's walls; you won't get a face-to-face with her anytime soon. You'll have to get on the Chief's good side first.
Ror-Krath Brunswick
Panorama
Note: A stepping stone to the Consul. Avoid causing him problems or help him with his to earn brownie points. You'll need a good reason for a face-to-face...or a referral from the Purveyor.
The Chief of the Enforcers, and the Consul's lieutenant. He runs a tight ship. While he'll crack down on troublemakers, he'll overlook a lot to avoid disrupting Panorama's way of life. He seems to despise and admire in equal measure those who have a strong sense of justice. Quiet and firm, he'll appreciate it if you don't make his life any more complicated than it is. If you can make a good case for why bothering with you is more trouble than it's worth, he'll likely let your transgressions pass. On the flip side, if you can make a good case for why he should bother with something, he might be motivated to look into it for you. His underlings occasionally call him Rory, but never to his face.
Juniper Rune
Panorama (The Dome)
Note: She's pretty easy to find and open to chatting. If you need a name or a connection, she can point you in the right direction.
Despite her no-nonsense personality, Juniper is a welcoming and energetic host. Under her leadership, the Dome has blossomed into a thriving hub. She holds a high amount of respect among most of the populace. If you need a hand as a newcomer, she's a good first stop to make. Rumors say she's occasionally covered others' debts to save them from trouble, though Juniper will deny it. She won't let anybody take advantage of her, but she will stand up for the little guys.
"The Purveyor" / Kalen
Panorama
Note: Meet and greets are his business. If you're in search of a rare item or service for your goals, he'll give you an audience. With a lot of convincing, he might broker a meeting with the Chief.
Referred to simply as "the Purveyor" by most, Kalen has more connections than the Diadem has roads. Whatever specialized product or service you need, he can source it for you—and you won't have to pay him anything. Instead, like a broker, he takes a cut from the vendors for getting their business into your hands. His role keeps things smooth: sellers don't have to deal with potentially dangerous customers and customers know they're getting the best deal possible from a vetted source. Everybody wins. Charming and friendly, he's got a soft spot for fluxdrifts...and many develop a soft spot for him in return.
Felix Bjurstrom
Panorama; The Fringes
Note: He'll probably look for you or anybody who'll listen to his cosmic theories. He's your best bet if you want a lead on the diffusion zones.
A fluxdrift who came to the Diadem 30 years ago, he's a legend among storm chasers for his knowledge and notorious note-taking. He's dedicated to thriving in a world that was never his and hopes to help other fluxdrifts do the same. Though a bit of a rambler, his bombastic personality and enthusiasm for discovery are hard to resist. There's no hoarding knowledge with him. Whatever he's learned, he'll share freely—even if you didn't ask.
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