TEXT:  
  5
  CONJECTURE GAMES PRESENTS: 
   
   
  UNE 
  the universal NPC emulator 
  revised 
   
   
  By Zach Best 
  Artwork by Matthew Vasey 
  
   
  2
  “Nothing happens unless first we dream.” –Carl Sandberg 
   
  “One day one of my little nephews came up to me and asked me if the equator was a real 
  line that went around the Earth, or just an imaginary one.  I had to laugh.  Laugh and laugh.  
  Because I didn’t know, and I thought that maybe by laughing he would forget what he asked 
  me.”  –Jack Handey 
   
   
   
   
   
   
   
   
   
   
  Dedicated to Claire. 
  I hope your imagination will be as wild and large as the sea. 
   
   
   
   
   
   
   
   
   
   
  Written by Zach Best 
  Artwork by Matthew Vasey (digitaldemiurge@hotmail.com)  
  Published by Conjecture Games (www.conjecturegames.com) 
    
  Special Thanks to David Dankel, Matt Mooney, Aaron Zeitler, Keith Emery, and Scott 
  Rieger for playtesting, editing, and general commenting. 
  Very Special Thanks to my wife, Katie, who believes in me and supports me in every 
  way.  
   
  All text is © Zach Best (2007, 2014). All artwork is © Matthew 
  Vasey (2007) and used with permission.  The mention of or 
  reference to any company or product in these pages is not a 
  challenge to the trademark or copyright concerned. 
  
   
  3
   
   
   
   
   
  Table of Contents 
   
  What is UNE? pg. 4 
  Developer Notes pg. 5 
   
  NPC Creator pg. 6 
   
   
  -Examples pg. 9 
   
  NPC Interaction Emulator pg. 11 
   
   
  -Examples pg. 13 
   
  Appendix I - Tables pg. 14 
  Appendix II – UNE Tutorial, the Rivals, pg. 17 
   
  -Example, pg. 18
  
   
  4
  What is UNE? 
  UNE is a supplement for any pen and 
  paper roleplaying game to help facilitate the 
  creation and playing of a non-player 
  character (“NPC”) to something  with the 
  depth of a true character.  
  UNE is universal.  It was designed to be 
  run with every standing genre in tabletop 
  roleplaying.  Some terms must bend a little 
  more depending on a genre.  The terms are 
  not definite answers that restrict 
  possibilities; they are ideas to get the 
  creative juices flowing. 
  UNE is focused on the NPC aspect of a 
  game.  With UNE, a simple NPC can 
  become a true character in the story with 
  just a few die rolls, and UNE can give that 
  NPC direction of purpose for itself, towards 
  characters, and even for the story as a 
  whole. 
  UNE is an emulator.  It can be used 
  without a GM, and some of the best results 
  may occur when a whole group of players 
  uses it.   
   
  When to use UNE 
  The supplement should be used when 
  the game is stuck on “who?”   
  This typically arises is when a player 
  wishes to have her player character (“PC”) 
  interact with an NPC that was created as a 
  prop.   
  A neighbor steps outside as a PC is 
  about to break into a home to reflect an 
  increased difficulty to the breaking and 
  entering action.  As a prop the neighbor 
  serves merely to deter the PC or increase the 
  challenge difficulty.  What happens when 
  the PC engages with the neighbor with guile 
  instead of stealth.  Is the neighbor brash?  
  Will the he run inside if threatened?  Is he 
  friendly enough to share a smoke with a 
  stranger?  What if the PC escalates the 
  situation? 
  Other examples: a merchant of whom a 
  PC requests an abnormal favor, a waitress 
  used as an information delivery prop with 
  whom a PC starts to flirt, or an enemy that 
  is interrogated with unforeseen questions. 
  Undeveloped NPC’s can also occur when 
  a player wishes his PC to seek out a general 
  NPC he just “created.”  A player decides his 
  PC knows somebody, or at least knows they 
  exist, and seeks them out.  The problem 
  occurs when the PC starts interacting 
  (usually requesting something) with the 
  NPC.  A well-rounded NPC contact can add 
  more depth to the interaction than a 
  mechanical die roll. 
  Many skilled GM’s develop NPC depth 
  and information on the fly.  However, even 
  the best GM’s can get stuck in an adversarial 
  or cliché rut.  An adversarial creation makes 
  the NPC as antagonistic as possible to create 
  a challenge or force direction.  A clichéd 
  NPC will be born from the first idea that 
  pops into mind, and it often will stem from 
  archetypes of recent media. 
  UNE will give any shallow NPC a whole 
  new meaning and depth.  UNE can also be 
  used as an overlay when the NPC concept is 
  pretty much solidified, and some extra ideas 
  will create a more fully-fleshed out character. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5
  Developer Notes on UNE 
   
  Know Your Puppet  
  An NPC is a puppet of either the GM, 
  the solo player, or a collaborative table. The 
  better known the puppet is the better the 
  puppetmaster(s) can control it. The more 
  depth the NPC has the more it feels like an 
  actual actor in the game. A deep NPC feels 
  like it can walk on its own, without strings. 
  In roleplaying, either as a player or GM, 
  the question is what would the character do. 
  What would the barkeep do if offered a 
  bribe? What would the prince do if his 
  historic rise to power is mentioned? What 
  would a handler do if asked to do something 
  off the books? 
  In a game where the GM has a clear 
  sense of direction the NPC can be used as a 
  prop in the sense that it doesn’t matter what 
  was written down about the NPC in the GM 
  notes. What matters is how to get the story 
  going where the GM intends it to go. 
  In a GM-less game or one where the GM 
  is freeforming, the use of an NPC as a prop 
  has less story merit. The use of an NPC as 
  an actual character, on the other hand, will 
  produce greater scenes. 
   
  Context, Context, Context! 
  UNE is nothing without context. The 
  more context available to use when 
  determining UNE’s outcomes the better the 
  final NPC. How does this relate to the game 
  and setting? How does this relate to the 
  current circumstances? How does this relate 
  to the other UNE results? Those three 
  questions should be asked if a term doesn’t 
  feel right. 
  Always fall back to interpreting the words 
  heavily in context of the game. In Vampire: 
  the Requiem a serf might be a blood doll and 
  a thug might be a ghoul. In Godlike a crone 
  could be a Polish yenta and a bum could be a 
  prisoner of war.  A sorcerer in Stars Without 
  Number might be a theoretical astrophysicist 
  who makes gadgets out of those theories. Use 
  the gravity of the game!
   
   
   
  The Rule of Negative Inference  
  Some terms will have to be thrown out.  
  The conflict between the preconceptions or 
  other rolled terms will be too great to utilize 
  them in such a way that the fun of the game 
  continues.   
  It is always better to keep moving 
  forward than to spend a gross amount of 
  time trying to reconcile some terms.  
  However, it is beneficial to ask when paring 
  down terms “why does this term not work?”  
  This will not only strengthen your NPC 
  concept, but it may also provide more depth 
  to the preconceptions and terms that are left 
  on the table.  
  UNE was designed to have most 
  characteristics be as complementary as 
  possible. Coming upon a hermit that has 
  lived in the swamp for thirty years, and then 
  rolling “drifter” may cause a few problems.  
  The idea is to use the rolled terms as a 
  broadly interpreted overlay to color the pre-
  conceived NPC. The “drifter” swamp hermit 
  could be one who lives in a houseboat 
  floating around the swamp.  If “drifter” just 
  doesn’t feel right then reinforce the fact that 
  the hermit is a permanent denizen of the 
  swamp, and move along. 
   
   
  Story Creation 
  One of the easiest ways to create an 
  adventure is to create numerous NPC’s and 
  then make a tangled web between them all.  
  Have the players sort out who is right, who 
  wins, etc.  UNE works well for this GM 
  exercise because it eliminates much of the 
  time consuming applications of character 
  creation.  The results (and gameplay) may 
  work out surprisingly well, even when little 
  time can be given to adventure/story 
  creation. Check out conjecturegames.com 
  for tutorials on using UNE to create 
  adventure. 
   
  
   
  6
  NPC Creator 
  The NPC Creator is used to create or refine existing NPCs.  One of the strongest core 
  concepts to a person is “what do you do?” The NPC Modifier and NPC Noun combine to name 
  the NPC. 
  The second half of the NPC Creator is to form motivations for the NPC. It exists to further 
  push the boundaries of the NPC. For example, a “fair judge” is a fairly vanilla NPC, but when it 
  gets the motivation to “persecute old religions” that judge starts getting some nice, rough edges. 
   
  0. Determine any pre-conceived facts. If there are any concrete ideas about the NPC that 
  must remain, now is the time to jot them down. 
   
  1. Determine what the NPC is.  Roll a d100 (or 2 d10’s with one d10 being the 10’s) to obtain 
  an NPC Modifier from Table 1.  Roll a d100 to obtain an NPC Noun from Table 2.  Combine the 
  two as if forming a simple sentence to describe the NPC.  For example if a 21 is rolled followed 
  by a 45, the combination would read “Inept Actor.”  If some facts about the NPC are previously 
  known, merely use what works and discard what does not.     
   
  Table 1: NPC Modifier 
  1 
  superfluous 
  21 
  inept 
  41 
  pleasant 
  61 
  lethargic 
  81 
  jovial 
  2 
  addicted 
  22 
  banal 
  42 
  insensitive 
  62 
  defiant 
  82 
  shrewd 
  3 
  conformist 
  23 
  logical 
  43 
  titled 
  63 
  obnoxious 
  83 
  liberal 
  4 
  nefarious 
  24 
  subtle 
  44 
  inexperienced 
  64 
  insightful 
  84 
  compliant 
  5 
  sensible 
  25 
  reputable 
  45 
  prying 
  65 
  tactless 
  85 
  destitute 
  6 
  untrained 
  26 
  wicked 
  46 
  oblivious 
  66 
  fanatic 
  86 
  conniving 
  7 
  romantic 
  27 
  lazy 
  47 
  refined 
  67 
  plebeian 
  87 
  careful 
  8 
  unreasonable 
  28 
  pessimistic 
  48 
  indispensable 
  68 
  childish 
  88 
  alluring 
  9 
  skilled 
  29 
  solemn 
  49 
  scholarly 
  69 
  pious 
  89 
  defective 
  10 
  neglectful 
  30 
  habitual 
  50 
  conservative 
  70 
  uneducated 
  90 
  optimistic 
  11 
  lively 
  31 
  meek 
  51 
  uncouth 
  71 
  inconsiderate 
  91 
  affluent 
  12 
  forthright 
  32 
  helpful 
  52 
  willful 
  72 
  cultured 
  92 
  despondent 
  13 
  idealistic 
  33 
  unconcerned 
  53 
  indifferent 
  73 
  revolting 
  93 
  mindless 
  14 
  unsupportive 
  34 
  generous 
  54 
  fickle 
  74 
  curious 
  94 
  passionate 
  15 
  rational 
  35 
  docile 
  55 
  elderly 
  75 
  touchy 
  95 
  devoted 
  16 
  coarse 
  36 
  cheery 
  56 
  sinful 
  76 
  needy 
  96 
  established 
  17 
  foolish 
  37 
  pragmatic 
  57 
  naive 
  77 
  dignified 
  97 
  unseemly 
  18 
  cunning 
  38 
  serene 
  58 
  privileged 
  78 
  pushy 
  98 
  dependable 
  19 
  delightful 
  39 
  thoughtful 
  59 
  glum 
  79 
  kind 
  99 
  righteous 
  20 
  miserly 
  40 
  hopeless 
  60 
  likable 
  80 
  corrupt 
  100 
  confident 
   
  
   
  7
   
  Table 2: NPC Noun 
  1 
  gypsy 
  21 
  missionary 
  41 
  villager 
  61 
  mediator 
  81 
  performer 
  2 
  witch 
  22 
  outcast 
  42 
  magus 
  62 
  crook 
  82 
  magister 
  3 
  merchant 
  23 
  mercenary 
  43 
  conscript 
  63 
  civilian 
  83 
  serf 
  4 
  expert 
  24 
  caretaker 
  44 
  worker 
  64 
  activist 
  84 
  brute 
  5 
  commoner 
  25 
  hermit 
  45 
  actor 
  65 
  hero 
  85 
  inquisitor 
  6 
  judge 
  26 
  orator 
  46 
  herald 
  66 
  champion 
  86 
  lord 
  7 
  ranger 
  27 
  chieftain 
  47 
  highwayman 
  67 
  cleric 
  87 
  villain 
  8 
  occultist 
  28 
  pioneer 
  48 
  fortune-hunter 
  68 
  slave 
  88 
  professor 
  9 
  reverend 
  29 
  burglar 
  49 
  governor 
  69 
  gunman 
  89 
  servant 
  10 
  thug 
  30 
  vicar 
  50 
  scrapper 
  70 
  clairvoyant 
  90 
  charmer 
  11 
  drifter 
  31 
  officer 
  51 
  monk 
  71 
  patriarch 
  91 
  globetrotter 
  12 
  journeyman 
  32 
  explorer 
  52 
  homemaker 
  72 
  shopkeeper 
  92 
  sniper 
  13 
  statesman 
  33 
  warden 
  53 
  recluse 
  73 
  crone 
  93 
  courtier 
  14 
  astrologer 
  34 
  outlaw 
  54 
  steward 
  74 
  adventurer 
  94 
  priest 
  15 
  duelist 
  35 
  adept 
  55 
  polymath 
  75 
  soldier 
  95 
  tradesman 
  16 
  jack-of-all-trades 
  36 
  bum 
  56 
  magician 
  76 
  entertainer 
  96 
  hitman 
  17 
  aristocrat 
  37 
  sorcerer 
  57 
  traveler 
  77 
  craftsman 
  97 
  wizard 
  18 
  preacher 
  38 
  laborer 
  58 
  vagrant 
  78 
  scientist 
  98 
  beggar 
  19 
  artisan 
  39 
  master 
  59 
  apprentice 
  79 
  ascetic 
  99 
  tradesman 
  20 
  rogue 
  40 
  ascendant 
  60 
  politician 
  80 
  superior 
  100 
  warrior 
   
  2.  (Optional) Find the NPC Power Level. Determine the randomness level (“R-level”) of 
  the scene by assigning a numeric value ranging from orderly to chaotic.  The  R-level can also 
  represent a difficulty level where the higher the R-level the harder the challenges.  Roll a d100 to 
  determine the NPC’s power level relative to that of the PC’s using Table 3.  For example if the R-
  level is Disarray and a 76 is rolled, the NPC will be Slightly Stronger than the PC’s. 
   
  (Optional) Table 3: NPC Power Level 
  R-level 
  Much 
  Weaker 
  Slightly 
  Weaker 
  Comparable 
  Slightly 
  Stronger 
  Much 
  Stronger 
  Order (1) 
  1-2 
  3-10 
  11-90 
  91-98 
  99-100 
  Calm (2) 
  1-4 
  5-15 
  16-85 
  86-96 
  97-100 
  Standard (3) 
  1-5 
  6-20 
  21-80 
  81-95 
  96-100 
  Disarray (4) 
  1-8 
  9-25 
  26-75 
  76-92 
  93-100 
  Chaos (5) 
  1-12 
  13-30 
  31-70 
  71-88 
  89-100 
   
  3. Determine the NPC’s Motivations. Roll a d100 for an NPC Motivation Verb in Table 4, 
  and roll a d100 for an NPC Motivation Noun from Table 5.  Combine the two as if to form a 
  simple sentence. Repeat this two more times.  If the second or third rolled NPC Motivation 
  Noun is in the same column as a previously rolled Motivation noun, discard the roll and re-roll.  
  For example, the first roll is a 24 followed by a 94, giving “Chronicle Animals.”  The second 
  roll is a 60 followed by a 7, giving “Account Opulence.”  The final roll is a 21 followed by an 89. 
  However 89 is in the same column as the previously rolled 94. Therefore that NPC Motivation 
  Noun must be re-rolled.  NPC Motivation Verb rolls never have to be re-rolled based on column.
  
   
  8
   
  Table 4: NPC Motivation Verb 
  1 
  advise 
  21 
  shepherd 
  41 
  take 
  61 
  work 
  81 
  manage 
  2 
  obtain 
  22 
  abuse 
  42 
  discover 
  62 
  accompany 
  82 
  suppress 
  3 
  attempt 
  23 
  indulge 
  43 
  deter 
  63 
  offend 
  83 
  proclaim 
  4 
  spoil 
  24 
  chronicle 
  44 
  acquire 
  64 
  guide 
  84 
  operate 
  5 
  oppress 
  25 
  fulfill 
  45 
  damage 
  65 
  learn 
  85 
  access 
  6 
  interact 
  26 
  drive 
  46 
  publicize 
  66 
  persecute 
  86 
  refine 
  7 
  create 
  27 
  review 
  47 
  burden 
  67 
  communicate 
  87 
  compose 
  8 
  abduct 
  28 
  aid 
  48 
  advocate 
  68 
  process 
  88 
  undermine 
  9 
  promote 
  29 
  follow 
  49 
  implement 
  69 
  report 
  89 
  explain 
  10 
  conceive 
  30 
  advance 
  50 
  understand 
  70 
  develop 
  90 
  discourage 
  11 
  blight 
  31 
  guard 
  51 
  collaborate 
  71 
  steal 
  91 
  attend 
  12 
  progress 
  32 
  conquer 
  52 
  strive 
  72 
  suggest 
  92 
  detect 
  13 
  distress 
  33 
  hinder 
  53 
  complete 
  73 
  weaken 
  93 
  execute 
  14 
  possess 
  34 
  plunder 
  54 
  compel 
  74 
  achieve 
  94 
  maintain 
  15 
  record 
  35 
  construct 
  55 
  join 
  75 
  secure 
  95 
  realize 
  16 
  embrace 
  36 
  encourage 
  56 
  assist 
  76 
  inform 
  96 
  convey 
  17 
  contact 
  37 
  agonize 
  57 
  defile 
  77 
  patronize 
  97 
  rob 
  18 
  pursue 
  38 
  comprehend 
  58 
  produce 
  78 
  depress 
  98 
  establish 
  19 
  associate 
  39 
  administer 
  59 
  institute 
  79 
  determine 
  99 
  overthrow 
  20 
  prepare 
  40 
  relate 
  60 
  account 
  80 
  seek 
  100 
  support 
   
  Table 5: NPC Motivation Noun 
  1 
  wealth 
  21 
  the wealthy 
  41 
  dreams 
  61 
  gluttony 
  81 
  advice 
  2 
  hardship 
  22 
  the populous 
  42 
  discretion 
  62 
  lust 
  82 
  propaganda 
  3 
  affluence 
  23 
  enemies 
  43 
  love 
  63 
  envy 
  83 
  science 
  4 
  resources 
  24 
  the public 
  44 
  freedom 
  64 
  greed 
  84 
  knowledge 
  5 
  prosperity 
  25 
  religion 
  45 
  pain 
  65 
  laziness 
  85 
  communications 
  6 
  poverty 
  26 
  the poor 
  46 
  faith 
  66 
  wrath 
  86 
  lies 
  7 
  opulence 
  27 
  family 
  47 
  slavery 
  67 
  pride 
  87 
  myths 
  8 
  deprivation 
  28 
  the elite 
  48 
  enlightenment 
  68 
  purity 
  88 
  riddles 
  9 
  success 
  29 
  academia 
  49 
  racism 
  69 
  moderation 
  89 
  stories 
  10 
  distress 
  30 
  the forsaken 
  50 
  sensuality 
  70 
  vigilance 
  90 
  legends 
  11 
  contraband 
  31 
  the law 
  51 
  dissonance 
  71 
  zeal 
  91 
  industry 
  12 
  music 
  32 
  the government 
  52 
  peace 
  72 
  composure 
  92 
  new religions 
  13 
  literature 
  33 
  the oppressed 
  53 
  discrimination 
  73 
  charity 
  93 
  progress 
  14 
  technology 
  34 
  friends 
  54 
  disbelief 
  74 
  modesty 
  94 
  animals 
  15 
  alcohol 
  35 
  criminals 
  55 
  pleasure 
  75 
  atrocities 
  95 
  ghosts 
  16 
  medicines 
  36 
  allies 
  56 
  hate 
  76 
  cowardice 
  96 
  magic 
  17 
  beauty 
  37 
  secret societies 
  57 
  happiness 
  77 
  narcissism 
  97 
  nature 
  18 
  strength 
  38 
  the world 
  58 
  servitude 
  78 
  compassion 
  98 
  old religions 
  19 
  intelligence 
  39 
  military 
  59 
  harmony 
  79 
  valor 
  99 
  expertise 
  20 
  force 
  40 
  the church 
  60 
  justice 
  80 
  patience 
  100 
  spirits 
   
  4. Combine all the terms to create an NPC.  The creator should now have a rough sentence 
  describing the qualities of the NPC.  For example:  A corrupt recluse, slightly stronger than the 
  party, guards moderation, abuses pleasure, and communicates prosperity.  The next step is to 
  decide the why or how for each term.  The examples that follow will expand on this process.  
  Having context is the best way to determine how the created sentence will generate an NPC.  Try 
  to link the terms not only to the overall game or setting, but also to the story, campaign, 
  chronicle, or adventure itself.
  
   
  9
  Completely Random NPC Creator Examples: 
   
  The Neighboring King 
  The setting is in a generic fantasy RPG. Allusions have been made about a neighboring 
  kingdom, and I want to roll up the ruler of that realm. The kingdom will then mirror the ruler. 
   
  Step 0: The only fact I know is that the NPC is a king of a nearby kingdom.  
   
  Step 1: Rolled 4 on the NPC Modifier table to get “nefarious”, and rolled 87 on the NPC Noun 
  table to get “officer”. 
   
  In contemporary times this could easily be a general who rose to power with a military coup. 
  While not as standard in a generic fantasy game with birthrights, noble houses, etc., it would 
  make for an interesting neighboring kingdom. This king is well known for his atrocities in his 
  rise to power through the kingdom’s military. 
   
  Step 2: As we know the king is powerful, this step will be skipped. 
   
  Step 3a: The first motivation is rolled for (3) “attempt” and (9) “success” from Tables 4 and 5. 
   
  Words can make the difference. As the king, this man has achieved the success of rising to 
  power through the military, staging a coup, and becoming king. This might be enough to fill the 
  role of the first motivation. I decide to go beyond so that the king is still motivated to “attempt 
  success”. The king is still figuring out how to rule a kingdom, which would make the king’s rise 
  to power a more recent event. 
   
  Step 3b: The second motivation is rolled for (70) “develop” and a 10 is rolled for the 
  motivation noun, but because the step 3a motivation noun roll of 9 and the newly-rolled 10 are 
  in the same column, the latter is re-rolled to (44) “freedom”. The second motivation is “develop 
  freedom”. 
   
  We have a “nefarious king”, but that doesn’t mean we need to make a completely evil 
  character. Perhaps the reason for all the atrocities is that the “nefarious king” is actually a lesser 
  evil to the previous ruler. This is where context of the game world would come in handy to point 
  to that greater evil, but for now I will add that the king’s rise to power was paved with good 
  intentions. 
   
  Step 3c: The third motivation is rolled for (13) “distress” and (95) “ghosts”. Note that the first 
  and third NPC Motivation Verbs came from the same column.  This does not require a re-roll, 
  as a re-roll is required only if successive NPC Motivation Nouns are from the same column. 
   
  “Distress ghosts” can go two ways, and my gut reaction is I want the king to have an Achilles’ 
  heel. The first interpretation is that the king is making a ghostly being pretty unhappy. I could 
  easily think that the king is dancing on some graves. It is more interesting, to me, if the king is in 
  distress over the ghosts of his past rise to power. Perhaps in the fantasy game they are real 
  ghosts, but it could be just as likely that they are his personal or mental ghosts.
  
   
  10
   
  The Handler 
   
  In many detective or spy games there will be a point-of-contact for the players. This person 
  is usually the key to initiating adventures and acts as a go-between from the players to whatever 
  agency or powerful entity has the players acting. I’ve gone the “man in black” handler far too 
  often, and I want to see if UNE can break my stereotypical go-to. 
   
  Step 0: This character is a handler for the characters. She works directly for the FBI. 
    
  Step 1: The dice are rolled and the NPC modifier is (64)  “insightful” and the NPC noun is (44)  
  “worker”. 
   
  This isn’t that stereotype breaking, but it does start to get the juices flowing. “Worker” 
  further amplifies her role as a handler. She does her job. Perhaps “insightful” tweaks it a little bit 
  by making her see the PC’s side of things as well as the agency’s. 
   
  Step 2: At an R-level of Standard (3), she is (18) slightly weaker than the party. 
   
  Step 3a: The first motivation is rolled to be (93) execute (4) resources. 
  Step 3b: The second motivation is rolled to be is (60) account (21) the wealthy. 
  Step 3c: The third motivation is rolled to be (1) advise (64) greed. 
   
  Instead of fleshing out the NPC step-by-step as in The Neighboring King example, in this 
  example I will roll and interpret all the motivations at once.  
  The motivation to “execute resources” could mean the PC’s as assets or it could mean the 
  agency’s resources. Either way this might edge her to in an accountant-type direction.  This can 
  kind of tie in to “account the wealthy”. She keeps tabs on money. With “advise greed” I kind of 
  have an idea where this is going. I’ll smash three stereotypes together to see if she can’t become 
  a bit more interesting. She is going to be a well-informed handler with a bookish nature that 
  came from a close, wealthy family. 
  This won’t change her role as “quest giver” for the characters, but now I can drop in things 
  that gave her more dimensions. She is very strict with any resource requests, including post-
  adventure resources (“where is the ordinance?”), she can explain things on the agency’s behalf 
  without such a stonewall, and she might be distracted at times dealing with her rich family, who 
  might also need handling.  
   
   
   
   
   
  For more UNE Examples check out conjecturegames.com! 
   
   
  
   
  11
  NPC Interaction Emulator 
   
  NPC Mood  
  The NPC Mood module is used to determine the NPC’s mood in the scene. It can be used to 
  add some twists to the game. If a friendly NPC turns up very guarded to the PC’s all of the 
  sudden there is likely something going on. 
  The most important thing to ask when given a surprising roll is “why?” A spy handler that is 
  “forthcoming” one day and only “sociable” could be explained with personal life, situation of the 
  mission, etc., but when the spy handler becomes “cautious” around the PC’s, something must be 
  up. 
  The NPC Mood module also puts immediate spin on any blander neutral character. A neutral 
  barkeep being neutral can be rather boring. A barkeep being overly friendly or overly cautious to 
  the PC’s can flavor the world a bit better. Perhaps there is nothing to it but the PC’s reputation 
  having already reached the barkeep. Perhaps it’s just the barkeep’s prejudices. Either way the 
  game gets a tad more colorful. 
   
  1. Determine the NPC Relationship to the speaking character.  This is the long term 
  variable between the PC and the NPC.  It should rarely change from use to use unless major in-
  game effects occur between the NPC and the PC.  That is not to say an NPC cannot go from 
  neutral to hostile in the course of the scene; only that this change should be strongly justified in 
  game. 
   
  2. Determine the NPC Conversation Mood to the speaking character. Roll a d100 to 
  determine the NPC’s current conversation mood.  
   
   
   
  Table 6: NPC Conversation Mood 
    NPC 
  Relationship 
  loved 
  1 
  2-6  
  7-16  
  17-31  
  32-70  
  71-85  
  86-100  
  friendly 
  1-2 
  3-8  
  9-20  
  21-40  
  41-76  
  77-89  
  90-100  
  peaceful 
  1-3 
  4-11  
  12-25  
  26-55  
  56-82  
  83-93  
  94-100  
  neutral 
  1-5 
  6-15  
  16-30  
  31-60  
  71-85  
  86-95  
  96-100  
  distrustful 
  1-7 
  8-18 
  19-46 
  47-76 
  77-90  
  91-97 
  98-100  
  hostile 
  1-11 
  12-24 
  25-61 
  62-81 
  82-93  
  94-98 
  99-100 
  hated 
  1-15  
  16-30  
  31-69 
  70-84 
  85-94 
  95-99 
  100 
   
  withdrawn 
  guarded 
  cautious 
  neutral 
  sociable 
  helpful 
  forthcoming 
  NPC Conversation Mood 
   
  NPC Importance  
  This emulator should be used when you have no idea what the NPC will want to talk about. It 
  gives the NPC’s raison d’être, the actor’s reason for being in the story.  This emulator can be 
  used to help figure out why the NPC appeared, or what purpose that NPC will bring.  Instead of 
  dealing with binary responses using the NPC Response module, you can use the NPC Discussion 
  module to quickly focus the conversational aspect of the NPC. 
   
  1. Determine the NPC Bearing.   The NPC Bearing is how the NPC regards the focus of the 
  discussion.  If there are enough facts to do so, choose the demeanor of the NPC from the top of 
  Table 7.  Otherwise roll a d100 or d8 to determine the demeanor.  After a demeanor has been 
  determined, roll a d10 or d100 to find the NPC Bearing using Table 7.   
   
   
   
   
   
  
   
  12
  Table 7: NPC Bearing 
   
  scheming 
  insane 
  friendly 
  hostile 
  1-12 (1) 
  13-24 (2) 
  25-36 (3) 
  37-49 (4) 
  1-10 (1) 
  intent 
  madness 
  alliance 
  death 
  11-20 (2) 
  bargain 
  fear 
  comfort 
  capture 
  21-30 (3) 
  means 
  accident 
  gratitude 
  judgment 
  31-40 (4) 
  proposition 
  chaos 
  shelter 
  combat 
  41-50 (5) 
  plan 
  idiocy 
  happiness 
  surrender 
  51-60 (6) 
  compromise 
  illusion 
  support 
  rage 
  61-70 (7) 
  agenda 
  turmoil 
  promise 
  resentment 
  71-80 (8) 
  arrangement 
  confusion 
  delight 
  submission 
  81-90 (9) 
  negotiation 
  façade 
  aid 
  injury 
  91-100 (10) 
  plot 
  bewilderment 
  celebration 
  destruction 
   
  inquisitive 
  knowing 
  mysterious 
  prejudiced 
  50-62 (5) 
  63-75 (6) 
  76-88 (7) 
  89-100 (8) 
  1-10 (1) 
  questions 
  report 
  rumor 
  reputation 
  11-20 (2) 
  investigation 
  effects 
  uncertainty 
  doubt 
  21-30 (3) 
  interest 
  examination 
  secrets 
  bias 
  31-40 (4) 
  demand 
  records 
  misdirection 
  dislike 
  41-50 (5) 
  suspicion 
  account 
  whispers 
  partiality 
  51-60 (6) 
  request 
  news 
  lies 
  belief 
  61-70 (7) 
  curiosity 
  history 
  shadows 
  view 
  71-80 (8) 
  skepticism 
  telling 
  enigma 
  discrimination 
  81-90 (9) 
  command 
  discourse 
  obscurity 
  assessment 
  91-100 (10) 
  petition 
  speech 
  conundrum 
  difference 
   
  2.  Determine the NPC Focus.  Roll d100 to find the NPC focus of the conversation using 
  Table 8.  If  possible the NPC Focus should be regarded as pertaining to the PC of the player 
  rolling, the PC that will be speaking, or the party members in general.  It may be helpful to put 
  the word “PC’s” or “your” in front of the NPC Focus if there is a question.  It is also helpful to 
  narrow the NPC Focus.  If “last story” was rolled figure out what the last story was.  What 
  happened during the last story that made this NPC want to discuss it? 
   
  Table 8: NPC Focus 
  1-3 
  current scene 
  4-6 
  last story 
  7-9 
  equipment 
  10-12 
  parents 
  13-15 
  history 
  16-18 
  retainers 
  19-21 
  wealth 
  22-24 
  relics 
  25-27 
  last action 
  28-30 
  skills 
  31-33 
  superiors 
  34-36 
  fame 
  37-39 
  campaign 
  40-42 
  future action 
  43-45 
  friends 
  46-48 
  allies 
  49-51 
  last scene 
  52-54 
  contacts 
  55-57 
  flaws 
  58-60 
  antagonist 
  61-63 
  rewards 
  64-66 
  experience 
  67-69 
  knowledge 
  70-72 
  recent scene 
  73-75 
  community 
  76-78 
  treasure 
  79-81 
  the character 
  82-84 
  current story 
  85-87 
  family 
  88-90 
  power 
  91-93 
  weapons 
  94-96 
  previous scene 
  97-100 
  enemy 
   
  3.  Combine the NPC Bearing and NPC Focus to determine the basis of the NPC 
  Discussion.  The words should be combined as in a simple sentence; for example, “the insane 
  NPC speaks of madness regarding the PC’s allies.”  That sentence will be the substance of what 
  the NPC will want to discuss. 
  
   
  13
  Completely Random NPC Importance module Story Hooks : 
   
  The Neighboring King 
   
  Using the example from above, if the party meets with the neighboring king, a nefarious kind of 
  guy, encounters will likely be “distrustful” or worse on the NPC relationship scale. NPC 
  conversation mood is much more dynamic. 
   
  Regale Me! [NPC Bearing (27/43) happiness (friendly); NPC focus (64) experience] – the king 
  has heard of the party’s legend, and he wants to be entertained (and distracted) by some of the 
  PC’s adventures. Change his mood if he hears of any oppression. 
   
  Steep Toll [NPC Bearing (52/35) demand (inquisitive);  NPC focus (78) treasure] – the new 
  kingdom’s government needs funds, and the party may have inadvertently “crossed” borders. 
  This may provide a good encounter to introducing the neighboring kingdom. The king could also 
  force the PC’s to find some lost treasure. 
   
  Ex-National Treasures [NPC Bearing (74/15) effects (knowing); NPC focus (22) relics] – a lot of 
  the kingdom’s past has been dumped into the treasury (otherwise bare), which includes a 
  MacGuffin the PC’s need. The king will gladly unload any of this “worthless” junk for a steep fee, 
  but the PC’s might stir up some of the past in obtaining the relic they need. 
   
   
  The Handler 
   
  The other example involves the detective/superhero PC’s handler that was created above. The 
  NPC Binary Response table will usually be on the good half since she is clearly an ally. 
   
  Family Issues [NPC Bearing (43/61) resentment (hostile); NPC focus (90) power] – the handler 
  started working for the FBI to escape her planned, rich life. Her family wields a lot of power and 
  is making her rise in the FBI troublesome.
   
  Mishandled [NPC Bearing (43/61) chaos (insane); NPC focus (46) allies] – the handler just 
  doesn’t handle the PC’s wackjob group; she also handles a few other groups of operatives. 
  Usually all the assets are carefully allocated and managed, but somehow there has been a mixup. 
  Either the PC’s lost some equipment or another team did. 
   
  Ceremonial [NPC Bearing (43/61) promise (friendly); NPC focus (75) community] - for a job 
  well done, the PC’s have earned a medal of honor. Unfortunately, the FBI doesn’t want any more 
  ties than it already has to the PC’s group. As a running joke, the handler might be bringing this 
  up quite often.
   
  For more UNE Examples check out conjecturegames.com! 
  
   
  14
  Appendix I: Tables
  Table 1: NPC Modifier 
  1 
  superfluous 
  21 
  inept 
  41 
  pleasant 
  61 
  lethargic 
  81 
  jovial 
  2 
  addicted 
  22 
  banal 
  42 
  insensitive 
  62 
  defiant 
  82 
  shrewd 
  3 
  conformist 
  23 
  logical 
  43 
  titled 
  63 
  obnoxious 
  83 
  liberal 
  4 
  nefarious 
  24 
  subtle 
  44 
  inexperienced 
  64 
  insightful 
  84 
  compliant 
  5 
  sensible 
  25 
  reputable 
  45 
  prying 
  65 
  tactless 
  85 
  destitute 
  6 
  untrained 
  26 
  wicked 
  46 
  oblivious 
  66 
  fanatic 
  86 
  conniving 
  7 
  romantic 
  27 
  lazy 
  47 
  refined 
  67 
  plebeian 
  87 
  careful 
  8 
  unreasonable 
  28 
  pessimistic 
  48 
  indispensable 
  68 
  childish 
  88 
  alluring 
  9 
  skilled 
  29 
  solemn 
  49 
  scholarly 
  69 
  pious 
  89 
  defective 
  10 
  neglectful 
  30 
  habitual 
  50 
  conservative 
  70 
  uneducated 
  90 
  optimistic 
  11 
  lively 
  31 
  meek 
  51 
  uncouth 
  71 
  inconsiderate 
  91 
  affluent 
  12 
  forthright 
  32 
  helpful 
  52 
  willful 
  72 
  cultured 
  92 
  despondent 
  13 
  idealistic 
  33 
  unconcerned 
  53 
  indifferent 
  73 
  revolting 
  93 
  mindless 
  14 
  unsupportive 
  34 
  generous 
  54 
  fickle 
  74 
  curious 
  94 
  passionate 
  15 
  rational 
  35 
  docile 
  55 
  elderly 
  75 
  touchy 
  95 
  devoted 
  16 
  coarse 
  36 
  cheery 
  56 
  sinful 
  76 
  needy 
  96 
  established 
  17 
  foolish 
  37 
  pragmatic 
  57 
  naive 
  77 
  dignified 
  97 
  unseemly 
  18 
  cunning 
  38 
  serene 
  58 
  privileged 
  78 
  pushy 
  98 
  dependable 
  19 
  delightful 
  39 
  thoughtful 
  59 
  glum 
  79 
  kind 
  99 
  righteous 
  20 
  miserly 
  40 
  hopeless 
  60 
  likable 
  80 
  corrupt 
  100 
  confident 
   
  Table 2: NPC Noun 
  1 
  gypsy 
  21 
  missionary 
  41 
  villager 
  61 
  mediator 
  81 
  performer 
  2 
  witch 
  22 
  outcast 
  42 
  magus 
  62 
  crook 
  82 
  magister 
  3 
  merchant 
  23 
  mercenary 
  43 
  conscript 
  63 
  civilian 
  83 
  serf 
  4 
  expert 
  24 
  caretaker 
  44 
  worker 
  64 
  activist 
  84 
  brute 
  5 
  commoner 
  25 
  hermit 
  45 
  actor 
  65 
  hero 
  85 
  inquisitor 
  6 
  judge 
  26 
  orator 
  46 
  herald 
  66 
  champion 
  86 
  lord 
  7 
  ranger 
  27 
  chieftain 
  47 
  highwayman 
  67 
  cleric 
  87 
  villain 
  8 
  occultist 
  28 
  pioneer 
  48 
  fortune-hunter 
  68 
  slave 
  88 
  professor 
  9 
  reverend 
  29 
  burglar 
  49 
  governor 
  69 
  gunman 
  89 
  servant 
  10 
  thug 
  30 
  vicar 
  50 
  scrapper 
  70 
  clairvoyant 
  90 
  charmer 
  11 
  drifter 
  31 
  officer 
  51 
  monk 
  71 
  patriarch 
  91 
  globetrotter 
  12 
  journeyman 
  32 
  explorer 
  52 
  homemaker 
  72 
  shopkeeper 
  92 
  sniper 
  13 
  statesman 
  33 
  warden 
  53 
  recluse 
  73 
  crone 
  93 
  courtier 
  14 
  astrologer 
  34 
  outlaw 
  54 
  steward 
  74 
  adventurer 
  94 
  priest 
  15 
  duelist 
  35 
  adept 
  55 
  polymath 
  75 
  soldier 
  95 
  tradesman 
  16 
  jack-of-all-trades 
  36 
  bum 
  56 
  magician 
  76 
  entertainer 
  96 
  hitman 
  17 
  aristocrat 
  37 
  sorcerer 
  57 
  traveler 
  77 
  craftsman 
  97 
  wizard 
  18 
  preacher 
  38 
  laborer 
  58 
  vagrant 
  78 
  scientist 
  98 
  beggar 
  19 
  artisan 
  39 
  master 
  59 
  apprentice 
  79 
  ascetic 
  99 
  tradesman 
  20 
  rogue 
  40 
  ascendant 
  60 
  politician 
  80 
  superior 
  100 
  warrior 
   
  (Optional) Table 3: NPC Power Level 
  R-
  level 
  Much 
  Weaker 
  Slightly 
  Weaker 
  Comparable 
  Slightly 
  Stronger 
  Much 
  Stronger 
  1 
  1-2 
  3-10 
  11-90 
  91-98 
  99-100 
  2 
  1-4 
  5-15 
  16-85 
  86-96 
  97-100 
  3 
  1-5 
  6-20 
  21-80 
  81-95 
  96-100 
  4 
  1-8 
  9-25 
  26-75 
  76-92 
  93-100 
  5 
  1-12 
  13-30 
  31-70 
  71-88 
  89-100 
  
   
  15
  Table 4: NPC Motivation Verb 
  1 
  advise 
  21 
  shepherd 
  41 
  take 
  61 
  work 
  81 
  manage 
  2 
  obtain 
  22 
  abuse 
  42 
  discover 
  62 
  accompany 
  82 
  suppress 
  3 
  attempt 
  23 
  indulge 
  43 
  deter 
  63 
  offend 
  83 
  proclaim 
  4 
  spoil 
  24 
  chronicle 
  44 
  acquire 
  64 
  guide 
  84 
  operate 
  5 
  oppress 
  25 
  fulfill 
  45 
  damage 
  65 
  learn 
  85 
  access 
  6 
  interact 
  26 
  drive 
  46 
  publicize 
  66 
  persecute 
  86 
  refine 
  7 
  create 
  27 
  review 
  47 
  burden 
  67 
  communicate 
  87 
  compose 
  8 
  abduct 
  28 
  aid 
  48 
  advocate 
  68 
  process 
  88 
  undermine 
  9 
  promote 
  29 
  follow 
  49 
  implement 
  69 
  report 
  89 
  explain 
  10 
  conceive 
  30 
  advance 
  50 
  understand 
  70 
  develop 
  90 
  discourage 
  11 
  blight 
  31 
  guard 
  51 
  collaborate 
  71 
  steal 
  91 
  attend 
  12 
  progress 
  32 
  conquer 
  52 
  strive 
  72 
  suggest 
  92 
  detect 
  13 
  distress 
  33 
  hinder 
  53 
  complete 
  73 
  weaken 
  93 
  execute 
  14 
  possess 
  34 
  plunder 
  54 
  compel 
  74 
  achieve 
  94 
  maintain 
  15 
  record 
  35 
  construct 
  55 
  join 
  75 
  secure 
  95 
  realize 
  16 
  embrace 
  36 
  encourage 
  56 
  assist 
  76 
  inform 
  96 
  convey 
  17 
  contact 
  37 
  agonize 
  57 
  defile 
  77 
  patronize 
  97 
  rob 
  18 
  pursue 
  38 
  comprehend 
  58 
  produce 
  78 
  depress 
  98 
  establish 
  19 
  associate 
  39 
  administer 
  59 
  institute 
  79 
  determine 
  99 
  overthrow 
  20 
  prepare 
  40 
  relate 
  60 
  account 
  80 
  seek 
  100 
  support 
   
  Table 5: NPC Motivation Noun 
  1 
  wealth 
  21 
  the wealthy 
  41 
  dreams 
  61 
  gluttony 
  81 
  advice 
  2 
  hardship 
  22 
  the populous 
  42 
  discretion 
  62 
  lust 
  82 
  propaganda 
  3 
  affluence 
  23 
  enemies 
  43 
  love 
  63 
  envy 
  83 
  science 
  4 
  resources 
  24 
  the public 
  44 
  freedom 
  64 
  greed 
  84 
  knowledge 
  5 
  prosperity 
  25 
  religion 
  45 
  pain 
  65 
  laziness 
  85 
  communications 
  6 
  poverty 
  26 
  the poor 
  46 
  faith 
  66 
  wrath 
  86 
  lies 
  7 
  opulence 
  27 
  family 
  47 
  slavery 
  67 
  pride 
  87 
  myths 
  8 
  deprivation 
  28 
  the elite 
  48 
  enlightenment 
  68 
  purity 
  88 
  riddles 
  9 
  success 
  29 
  academia 
  49 
  racism 
  69 
  moderation 
  89 
  stories 
  10 
  distress 
  30 
  the forsaken 
  50 
  sensuality 
  70 
  vigilance 
  90 
  legends 
  11 
  contraband 
  31 
  the law 
  51 
  dissonance 
  71 
  zeal 
  91 
  industry 
  12 
  music 
  32 
  the government 
  52 
  peace 
  72 
  composure 
  92 
  new religions 
  13 
  literature 
  33 
  the oppressed 
  53 
  discrimination 
  73 
  charity 
  93 
  progress 
  14 
  technology 
  34 
  friends 
  54 
  disbelief 
  74 
  modesty 
  94 
  animals 
  15 
  alcohol 
  35 
  criminals 
  55 
  pleasure 
  75 
  atrocities 
  95 
  ghosts 
  16 
  medicines 
  36 
  allies 
  56 
  hate 
  76 
  cowardice 
  96 
  magic 
  17 
  beauty 
  37 
  secret societies 
  57 
  happiness 
  77 
  narcissism 
  97 
  nature 
  18 
  strength 
  38 
  the world 
  58 
  servitude 
  78 
  compassion 
  98 
  old religions 
  19 
  intelligence 
  39 
  military 
  59 
  harmony 
  79 
  valor 
  99 
  expertise 
  20 
  force 
  40 
  the church 
  60 
  justice 
  80 
  patience 
  100 
  spirits 
   
   
   
   
   
   
   
   
   
  
   
  16
  Table 6: NPC Conversation Mood 
    NPC 
  Relationship 
  loved 
  1 
  2-6  
  7-16  
  17-31  
  32-70  
  71-85  
  86-100  
  friendly 
  1-2 
  3-8  
  9-20  
  21-40  
  41-76  
  77-89  
  90-100  
  peaceful 
  1-3 
  4-11  
  12-25  
  26-55  
  56-82  
  83-93  
  94-100  
  neutral 
  1-5 
  6-15  
  16-30  
  31-60  
  71-85  
  86-95  
  96-100  
  distrustful 
  1-7 
  8-18 
  19-46 
  47-76 
  77-90  
  91-97 
  98-100  
  hostile 
  1-11 
  12-24 
  25-61 
  62-81 
  82-93  
  94-98 
  99-100 
  hated 
  1-15  
  16-30  
  31-69 
  70-84 
  85-94 
  95-99 
  100 
   
  withdrawn 
  guarded 
  cautious 
  neutral 
  sociable 
  helpful 
  forthcoming 
  NPC Conversation Mood 
   
   
  Table 7: NPC Bearing 
   
  scheming 
  insane 
  friendly 
  hostile 
  1-12 (1) 
  13-24 (2) 
  25-36 (3) 
  37-49 (4) 
  1-10 (1) 
  intent 
  madness 
  alliance 
  death 
  11-20 (2) 
  bargain 
  fear 
  comfort 
  capture 
  21-30 (3) 
  means 
  accident 
  gratitude 
  judgment 
  31-40 (4) 
  proposition 
  chaos 
  shelter 
  combat 
  41-50 (5) 
  plan 
  idiocy 
  happiness 
  surrender 
  51-60 (6) 
  compromise 
  illusion 
  support 
  rage 
  61-70 (7) 
  agenda 
  turmoil 
  promise 
  resentment 
  71-80 (8) 
  arrangement 
  confusion 
  delight 
  submission 
  81-90 (9) 
  negotiation 
  façade 
  aid 
  injury 
  91-100 (10) 
  plot 
  bewilderment 
  celebration 
  destruction 
   
  inquisitive 
  knowing 
  mysterious 
  prejudiced 
  50-62 (5) 
  63-75 (6) 
  76-88 (7) 
  89-100 (8) 
  1-10 (1) 
  questions 
  report 
  rumor 
  reputation 
  11-20 (2) 
  investigation 
  effects 
  uncertainty 
  doubt 
  21-30 (3) 
  interest 
  examination 
  secrets 
  bias 
  31-40 (4) 
  demand 
  records 
  misdirection 
  dislike 
  41-50 (5) 
  suspicion 
  account 
  whispers 
  partiality 
  51-60 (6) 
  request 
  news 
  lies 
  belief 
  61-70 (7) 
  curiosity 
  history 
  shadows 
  view 
  71-80 (8) 
  skepticism 
  telling 
  enigma 
  discrimination 
  81-90 (9) 
  command 
  discourse 
  obscurity 
  assessment 
  91-100 (10) 
  petition 
  speech 
  conundrum 
  difference 
   
  Table 8: NPC Focus 
  1-3 
  current scene 
  4-6 
  last story 
  7-9 
  equipment 
  10-12 
  parents 
  13-15 
  history 
  16-18 
  retainers 
  19-21 
  wealth 
  22-24 
  relics 
  25-27 
  last action 
  28-30 
  skills 
  31-33 
  superiors 
  34-36 
  fame 
  37-39 
  campaign 
  40-42 
  future action 
  43-45 
  friends 
  46-48 
  allies 
  49-51 
  last scene 
  52-54 
  contacts 
  55-57 
  flaws 
  58-60 
  antagonist 
  61-63 
  rewards 
  64-66 
  experience 
  67-69 
  knowledge 
  70-72 
  recent scene 
  73-75 
  community 
  76-78 
  treasure 
  79-81 
  the character 
  82-84 
  current story 
  85-87 
  family 
  88-90 
  power 
  91-93 
  weapons 
  94-96 
  previous scene 
  97-100 
  enemy 
   
  
   
  17
  Appendix II: Rivals (UNE Tutorial) 
   
  Every party should have rivals. Not enemies, that’s a give in. No, give the PC group some 
  good ol’ fashioned competition. Make the Knuckles to your player’s Sonic. The Malfoy to their 
  Potter.  The Pepsi to their Coke. Of course, the PC’s are in a party so make a party of rivals! 
  Regardless of the size of your player’s PC party, I would start the Rivals off with a party of 
  three. You can always add more, but three should be enough to give them each a personality to 
  drive the players up the wall. 
  Choose any context you want. If you are a GM then make some PC rivals for your RPG 
  group. If you don’t have any PC’s in mind choose your favorite setting from any medium (comic 
  book, movie, novel, etc.) and make off-screen rivals for your favorite characters. 
   
  Step 1: Grab three notecards or sheets of paper. On each notecard roll up an NPC with the 
  NPC Creator module. 
   
  Step 2: Determine the leader, the second, and the lackey. The leader should be a bit more 
  powerful than the average of your PC’s. The second should be about the same as the PC’s, and 
  the lackey should be weaker. 
   
  Step 3: Determine their average disposition towards each other by noting the NPC 
  Conversation Mood from Table 6.  This determines on average how helpful they are to each 
  other, or polite, or condescending, etc. 
   
  Step 4: Determine their usual bearing towards the party by rolling Table 7.  Table 8 might 
  help at this point, but a lot of Table 8 focuses on the current events surrounding the PC’s. 
   
   
  For more UNE Tutorials check out conjecturegames.com! 
   
   
  
   
  18
  Rivals Random Example 
   
  The players have created a fairly simple fantasy party with some melee, some thievery, some 
  wizardry, and some holiness. Here is a completely random rival party created per the instruction 
  above. 
   
  Step 1: 
  (1) A needy inquisitor who processes science, agonizes disbelief, and guides the populous. 
  (2) A fickle mercenary who communicates servitude, guards wealth, and reports the 
  oppressed.  
  (3) A refined master who executes spirits, works gluttony, and determines deprivation.  
   
  The refined master reminds me of a gentlemen torturer. Say if Dracula came up from his 
  basement of horrors, wiped his bloody hands clean, and then joined his guests for tea. “Executes 
  spirits” gives him a slight magic bent so I would make him a witch, sorcerer, or necromancer. I 
  would say he is in complete control of the rivals, and seems to have the uncanny ability to know 
  what the party is always lacking (“wouldn’t it be helpful if you had more rope”). His name is 
  Stoker. 
  The fickle mercenary reminds me of Bronn from The Song of Ice and Fire novel series. He’s 
  always poking fun at his position of being in service to the refined master, but he does his job 
  well. He also keeps tabs on the party (“the oppressed”) or possibly the refined master’s slaves or 
  household. His name is Bronn because I like Bronn. 
  The needy inquisitor definitely has that Doofenshmirtz feel (Phineas and Ferb). With the 
  motivations, I would modify inquisitor to some type of scientist instead of an actual NPC with 
  the Inquisitor class. This NPC is the rivals’ wild card. “Guides the populous” is the hardest 
  motivation to place, but it is possible that some of his inventions are well known across the land 
  (much to the PC’s chagrin). His name is Mirz. 
   
  Step 2: 
  I lay out my notecards. They seem apparent in terms of rival party status. The refined master 
  seems like the leader. The fickle mercenary seems like the second-in-command, and the needy 
  inquisitor sounds like the lackey. 
   
  Step 3:  
  Stoker is distrustful and cautious around Bronn. He knows that the mercenary could go 
  find a master with more coin at any time.  Stoker is peaceful and helpful to Mirz since he has 
  the needy scientist wrapped around his finger. Bronn is hostile and cautious towards Mirz 
  since Mirz is too much of a wildcard for Bronn’s replaceable position. I will stop there and just 
  say each reciprocates in kind.  To add another layer of complexity, Bronn’s attitude towards 
  Stoker, and so on, could be decided and rolled separately. 
   
  Step 4: 
  Stoker is usually telling (knowing) to the party. I would assume it is usually in a mocking 
  manner. 
  Bronn is usually compromising (scheming) to the party. Perhaps he could be ready to switch 
  allegiances, and is looking for an out. Perhaps he is trying to keep tabs on the PC's. 
  Mirz is usually chaotic (insane) to the party. I would say of the three he is the least aware 
  that he is a rival to anybody. 
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc U, V, W, X, Y, Z/UNE The Universal NPC Emulator 18.pdf