TEXT: CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
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  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  By Gray Walsh
  
  3
  CONTENTS
  INTRODUCTION                                                                                                            4
  NPC GENERATOR                                                                                                       5
  USING THE GENERATOR                                                                                                                                                              5
  NPC GENERATOR                                                                                                                                                                                  5
  INTERPRETING THE RESULTS                                                                                                                                                8                
  DEVELOPING YOUR NPC                                                                                                                                                            9
  MOTIVATION & ENVIRONMENT                                                                                                                                     10
  CHARACTER TRAITS                                                                                                                                                                 10
  UNUSUAL CHARACTER TRAITS                                                                                                                                  11
  NPC NAME GENERATOR                                                                                                                                                      12                                                
  NPC COMBAT                                                                                                                                                                                            13                                                    
  MOVEMENT & HEALTH                                                                                                                                                             13
  WEAPONS                                                                                                                                                                                               13
  COMBAT MODIFIERS                                                                                                                                                                   13
  LOOT                                                                                                                                                                                                                14
  NPC CHARACTER PROFILE                                                                                                                                                     15
  NPC INTERACTION EMULATOR                                                            16 
  USING THE EMULATOR                                                                                                                                                                16
  NPC INTERACTION EMULATOR                                                                                                                                         17        
  INTERPRETING THE RESULTS                                                                                                                                             19  
  INTERACTION TYPE                                                                                                                                                                       20                                                      
  CREATURE GENERATOR                                                                                 21
  USING THE GENERATOR                                                                                                                                                             21
  CREATURE GENERATOR                                                                                                                                                            21
  CREATURE TRAITS                                                                                                                                                                          22
  INTERACTION                                                                                                                                                                                         23
  CREATURE NAME GENERATOR                                                                                                                                      24 
  CREATURE COMBAT                                                                                                                                                                     25 
  MOVEMENT & HEALTH                                                                                                                                                           25
  COMBAT MODIFIERS                                                                                                                                                                 25
  LOOT                                                                                                                                                                                                              26
  CREATURE CHARACTER PROFILE                                                                                                                               27
  QUICK REFERENCE                                                                                              28
  CHARACTER SHEET                                                                                            29
  
  4
  INTRODUCTION
  Most NPCs are pretty one dimensional. Not that there’s 
  anything wrong with that; the majority of the time they 
  are there to link scenes and themes together, introduce 
  new story elements and move the adventure onwards. 
  And the GM has enough to think about without ﬂ eshing 
  out a fully formed character whose sole purpose is to 
  deliver a threatening message to the PCs in a dimly 
  lit bar from a shady crime lord across town. However, 
  a memorable NPC with her own personality and 
  eccentricities can enrich an adventure just as much as a 
  cool location or weird artifact, with the added bonus that 
  they can pop up again and again. In real life, a bartender 
  isn’t just a bartender; she has hobbies and interests and a 
  family and friends that have very little to do with serving 
  drinks behind a bar. Sure, you can just order a drink 
  and go and sit down, but if you stop and talk for awhile, 
  you will ﬁ nd that her hobbies, interests, quirks, and 
  personality will inevitably creep into the conversation 
  regardless of the topic.
  The NPC generator creates the options to introduce 
  those extra elements into your character. You can use 
  as many or as few as you like - from just establishing a 
  profession and a level, all the way up to their motivations, 
  traits, natural environment, which conversational topics 
  they are most focused on, mood, name and even combat, 
  if that’s what’s required.
  We will use the following tables to build a NPC in 
  stages by rolling a die multiple times, referencing the 
  columns to determine the results, then using the art of 
  interpretation to develop the character in a way that 
  ﬁ ts your scene. Feel free to skip a roll or column - if you 
  already know that your character will just be a bartender, 
  it makes little sense to roll to ﬁ nd out if she is also a chef 
  or a scientist, although this could make for an interesting 
  character. However, when you are walking along the 
  street in real life and you stop to talk to someone, you 
  have no idea what they do for a living, or what their 
  hobbies or interests are. If your task is to deliver a letter 
  and you don’t know where the post box is, the person you 
  stop to ask is just as likely to be a doctor as an architect. 
  The chances of them being a postman are, in fact, pretty 
  slim. This is the purpose of the NPC generator - to 
  enable you to create a wide range of NPCs with different 
  backgrounds for use in everyday situations that you 
  can use again and again, and who have the potential to 
  surprise both the GM and the PCs.
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
  5
  NPC GENERATOR
  1
  Outspoken
  Gypsy
  Conquer
  Freedom
  2
  Addicted
  Witch
  Plunder
  Hardship
  3
  Conformist
  Merchant
  Steal
  Success
  4
  Rational
  Adept
  Create
  Failure
  5
  Rebellious
  Pauper
  Pursue
  Redemption
  6
  Renowned
  Scholar
  Explain
  Magic
  7
  Philosophical
  Business Person
  Realise
  Knowledge
  8
  Spiritual
  Trader
  Seek
  Pleasure
  9
  Superﬂ uous
  Fighter
  Produce
  Drugs
  10
  Religious
  Priest
  Guard
  Lust
  11
  Loveable
  Noble-born
  Attempt
  Pride
  12
  Passionate
  Tramp
  Possess
  Happiness
  13
  Youthful
  Gambler
  Help
  Love
  14
  Elderly
  Student
  Control
  Prosperity
  15
  Miserly
  Scientist
  Support
  Modesty
  16
  Afﬂ uent
  Astrologer
  Advise
  Fame
  17
  Greedy
  Chef
  Obtain
  Notoriety
  18
  Helpful
  Fixer
  Attempt
  Strength
  19
  Kindly
  Informant
  Inform
  Weakness
  20
  Generous
  Soldier
  Balance
  Humility
  21
  Flamboyant
  Law Enforcer
  Enjoy
  Greed
  22
  Wicked
  Judge
  Smash
  Revenge
  23
  Thoughtful
  Thief
  Watch
  Family
  24
  Pessimistic
  Smuggler
  Travel
  Friendship
  NPC GENERATOR
  NPC GENERATOR
  Result 1d100
  Descriptor (Roll 1)
  Type (Roll 2)
  Focus A (Roll 3) 
  Focus B (Roll 4)
  USING THE GENERATOR
  To be consistent with your chosen Cypher System setting, 
  it helps to think of the ﬁ rst stage of NPC creation in the 
  same way as you would when building your own Cypher 
  System PC - as an adjective noun who verbs. So, before we 
  get on to how to effectively interpret the results, let’s 
  use the below table to establish who our character is. To 
  do this, ﬁ rst roll a d100 and reference the ﬁ rst column. 
  This is your NPC descriptor. Using a 1d100 (or 2d10s), 
  a roll result of 40, for example, will give you a character 
  descriptor of ‘Unpredictable’. Repeat the process for the 
  second column to determine your NPC type. A roll of 73, 
  for example, results in ‘Bounty Hunter’. To arrive at our 
  character focus, we repeat the process for columns 3 
  and 4 and combine the results. A roll of 98 for column 3 
  results in ‘Warp’, and a roll or 86 for column 4 results in 
  ‘Direction’. Finally, repeat this last stage again, combining 
  the results of columns 3 and 4, to arrive at a second NPC 
  focus: 27: Entertain  64: Competition. You can repeat this 
  last stage as often as you wish, however, starting with 
  two foci creates a sound base on which you can build 
  your NPC, and you can always add more later on as you 
  develop your NPC further.
  By using the generator in this fashion, we have created 
  the following base for the our NPC: An unpredictable 
  bounty hunter who warps direction and entertains 
  competition. We will get into possible ways to interpret 
  these results in the following section, but for now, go 
  ahead and create a NPC base of your own.
  
  6
  NPC GENERATOR
  Result 1d100
  Descriptor (Roll 1)
  Type (Roll 2)
  Focus A (Roll 3) 
  Focus B (Roll 4)
  25
  Practical
  Innkeeper 
  Waste
  Faith
  26
  Jolly
  Inventor
  Transport
  Wealth
  27
  Cheerful
  Artist
  Entertain
  Loyalty
  28
  Miserable
  Sorcerer
  Punish
  Laziness
  29
  Liberal
  Wizard
  Invite
  Diligence
  30
  Charming
  Mage
  Fix
  Optimism
  31
  Mean
  Psychic
  Break
  Law
  32
  Inquisitive
  Shaman
  Analyse
  Technology
  33
  Pious
  Historian
  Handle
  Communications
  34
  Forthright
  Archaeologist
  Fly
  Weapons
  35
  Flippant
  Librarian
  Terrify
  Cargo
  36
  Dependable
  Doctor
  Calculate
  Resources
  37
  Conﬁ dent
  Druid
  Trade
  Truth
  38
  Sensible
  Hero
  Pedal
  Lies
  39
  Wild
  Telepath
  Pretend
  Religion
  40
  Unpredictable
  Farmer
  Memorize
  Art
  41
  Notorious
  Landowner
  Provide
  Children
  42
  Famous
  Maid
  Wreck
  Existence
  43
  Infamous
  Assassin
  Hope
  Amusement
  44
  Seductive
  Vet
  Strengthen
  Society
  45
  Paranoid
  Bartender
  Guide
  Creation
  46
  Logical
  Engineer
  Licence
  Universe
  47
  Mystical
  Craftsman
  Preserve
  Cult
  48
  Diligent
  Shape Shifter
  Program
  Committee
  49
  Carefree
  Spectre
  Question
  Industry
  50
  Evil
  Government Ofﬁ cial
  Battle
  Beasts
  51
  Ethical
  Captain
  Scatter
  Creatures
  52
  Kindly
  Pilot
  Compare
  Life
  53
  Conniving
  Servant
  Destroy
  Contraband
  54
  Conning
  Sergeant
  Burn
  Justice
  55
  Deceitful
  Automaton
  Boast
  Injustice
  56
  Optimistic
  Peace-keeper 
  Organise
  Debt
  57
  Corrupt
  Murderer
  Make
  Patience
  58
  Loyal
  Explorer
  Observe
  Harmony
  59
  Petty
  Messenger
  Hover
  Authority
  60
  Zealous
  Performer
  Welcome
  Allies
  61
  Overbearing
  Nomad
  Uncover
  Regret
  62
  Timid
  Hermit
  Complete
  Myths
  63
  Stubborn
  Royalty
  Cheat
  Doubt
  64
  Unruly
  Comedian
  Hunt
  Competition
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
  7
  NPC GENERATOR
  NPC GENERATOR
  Result 1d100
  Descriptor (Roll 1)
  Type (Roll 2)
  Focus A (Roll 3) 
  Focus B (Roll 4)
  65
  Romantic
  Fisherman
  Learn
  Change
  66
  Disdainful
  Crime Lord
  Accept
  Liberation
  67
  Amiable
  Celebrity
  Tame
  Submission
  68
  Comedic
  Agent
  Live
  Health
  69
  Lazy
  Adventurer
  Encourage
  Conﬁ dence
  70
  Indifferent
  Cleric
  Delight
  Acceptance
  71
  Scholarly
  Musician
  Expand
  Company
  72
  Idiotic
  Bodyguard
  Collect
  Elite
  73
  Conservative
  Bounty Hunter 
  Deceive
  Meek
  74
  Skilled
  Automaton
  Admire
  Worthy
  75
  Adventurous
  Brothel Owner
  Deliver
  Equipment
  76
  Bohemian 
  Rebel
  Fulﬁ l
  Representative
  77
  Possessive
  Enchanter
  Notice
  Academia
  78
  Jealous
  Necromancer
  Inject
  Beauty
  79
  Crazy
  Prostitute
  Wander
  Delight
  80
  Nefarious
  Preacher
  Divide
  Pain
  81
  Ostentatious
  Hacker
  Unite
  Assistance
  82
  Gregarious
  Pirate
  Settle
  News
  83
  Gratuitous
  Sage
  Tempt
  Visions
  84
  Gluttonous
  Athlete
  Save
  Discovery
  85
  Alcoholic
  Outcast
  Order
  Government
  86
  Meddling
  Refugee
  Reject
  Direction
  87
  Overruling
  Mercenary
  Dress
  Growth
  88
  Dominant
  Outlaw
  Discover
  Voyage
  89
  Submissive
  Tradesman
  Surround
  Language
  90
  Serious
  Guru
  Continue
  Music
  91
  Hilarious
  Money Lender
  Pick
  Distribution
  92
  Practical
  Shop Owner
  Trace
  Contract
  93
  Whimsical
  Zealot
  Spy
  Sensuality
  94
  Deadly
  Weapons Expert
  Listen
  Anger
  95
  Dull
  Martial Artist
  Examine
  Pride
  96
  Smooth
  Genius
  Conjure
  Theories
  97
  Cool
  Wizard
  Administer
  Conspiracy
  98
  Dangerous
  Mutant
  Warp
  Charity
  99
  Cultured
  Extra Terrestrial
  Bend
  Medicine
  100
  Idealistic
  Henchman
  Twist
  Wellbeing
  
  8
  LATERAL VERSUS LITERAL
  In the previous section we created an unpredictable 
  bounty hunter who warps direction and entertains 
  competition. So how do we go about interpreting this in a 
  way that creates a memorable or even usable NPC?
  The ﬁ rst stage is to view your NPC’s focus as an 
  underlying condition of their personality; one they may 
  or may not be entirely conscious of. We all have underling 
  foci but very few of us will introduce ourselves as ‘Hi, I’m 
  an unpredictable bounty hunter who warps direction 
  and entertains competition.’ You would know that you 
  were a bounty hunter, and probably aware that you were 
  competitive to some degree in a particular area, but the 
  ﬁ ner details may be something derived from external 
  observation rather than a conscious decision on your 
  part.
  The next stage is to ask yourself ‘How can this 
  particular focus work in the context of the NPC’s 
  descriptor and type?’. Unless you have lucked out and 
  rolled a perfect NPC combination, the results may not be 
  immediately obvious. You may even be thinking ‘What am 
  I supposed to do with this? It doesn’t even make sense.’
  In a situation like this, it helps to use a process of 
  elimination and a combination of lateral and literal 
  thinking. Let’s take a closer look at our bounty hunter. 
  Her ﬁ rst focus is ‘Warps Direction.’ What does that mean? 
  Well, if we take the literal approach, it could mean just 
  that: perhaps she has some kind of talent that enables 
  her to bend space in any way she see ﬁ t. In this case 
  it could be a fairly interesting concept, but using this 
  literal approach might not work as well if you happen to 
  roll ‘Hovers Worthy’. Let’s take a more lateral approach 
  and look at how ‘Warps Direction’ could tie into what 
  else we know about her so far. We know that she is a 
  bounty hunter, and that she is unpredictable. Perhaps 
  her unpredictability is not so much a personality trait, 
  but a professional choice. Let’s also assume that, as a 
  bounty hunter, professional hazards include other bounty 
  hunters observing her actions and moving in to snatch the 
  loot after she has done all the hard work. In a profession 
  such as hers, it literally pays to be unpredictable. So, 
  in the context of what we know about her, ‘Warps 
  Direction’ could mean that she is a master of covering 
  her tracks in an unpredictable fashion, or perhaps she 
  uses misdirection so that any attempts to track her 
  movements inevitably lead to dead ends. This feels much 
  more naturally  in line with her profession than if she 
  literally just ‘Warps Direction’.
  How should we approach her second focus: ‘Entertains 
  Competition’? Literally could mean just that: either her 
  INTERPRETING THE RESULTS
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  competition ﬁ nds her entertaining, or she has a habit of 
  wining and dining her competitors as a way of gathering 
  information. A more lateral approach could mean she’s 
  entertained by competition, maybe a high stakes gambler 
  that generates extra income by betting on being the one 
  who bags the bounty. Perhaps she is entertained by her 
  competitor’s attempts to predict her movements, fuelling 
  her to create more and more elaborate false leads for 
  them to chase. I feel this last one ties nicely in with our 
  NPC, so I’m going to go with it. As you can see, by relating 
  a NPC’s focus to their descriptor and type, all kinds 
  of possibilities begin to open up. And if you are really 
  struggling? Well, it only takes a minute to roll a new NPC.
  Once you have ﬂ eshed out the base details of your 
  NPC you can establish their level by rolling a 1d10 and 
  move onto the next step, or you might want to use the 
  information to create a background for your NPC. I have 
  chosen to create a background and have arrived at the 
  following:
  EXAMPLE
  BASE
  An unpredictable bounty hunter who warps direction 
  and entertains competition.
  BACKGROUND
  Bounty hunters are, by nature, tricky customers. 
  It comes with the territory. Turn your back for two 
  seconds and some other hunter’s gonna be tapping 
  your catch like a shark on a guppy. Not this one’s 
  bounty; she’s switched on, with the volume up and 
  dials permanently tuned to high alert. Think you 
  can track her steps? Think again. Sure, she’ll have 
  you believing you’re with her all the way, almost 
  within reach, but just as you’re rubbing your hands 
  together, anticipating all that juicy, easy money, 
  she’s in another town, another city. Hell, for all you 
  know she could be in another galaxy. And when 
  you arrive, when you think you have her, don’t be 
  surprised to ﬁ nd a little present instead. She delights 
  in that. Perhaps it’s just a little note thanking you 
  for your game, but better luck next time, or maybe 
  it’s something more serious, like life threateningly 
  serious. Only one way to ﬁ nd out, but don’t say you 
  wasn’t warned.
  
  9
  Developing your NPC
  CREATING DIMENSION
  So, you have rolled a character, created some background 
  and are good to go, right? Of course. You were ready to 
  go as soon as you rolled your base elements. However, by 
  using a combination of literal and lateral interpretation 
  of those initial results, we demonstrated how they can 
  be used to create a character that is a little less one 
  dimensional, and who has the potential to be used in 
  more than one scenario. But, is there anything more we 
  can do to add colour to our NPC?
  In real life, people are much more than what they do. 
  Their background and focus in life are usually amongst 
  the ﬁ rst things you learn about them, however, people 
  come with a whole range of emotions, eccentricities 
  and ways of interacting with the world that make 
  them unique. For example, you may know a talented or 
  unpredictable artist, but what drives them? Perhaps they 
  are generally unpredictable and grumpy, or unpredictable 
  and driven by recognition. Maybe they have a lucky 
  paintbrush they can’t be without. Where do they come 
  from? Are they approachable, or does every interaction 
  feel like a lecture? These are the things that separate a 
  person from the rest of the world, and this section will 
  focus on adding these unique elements to our NPC.
  MOTIVATION, ENVIRONMENT & TRAITS
  The following tables will focus on establishing our NPC’s 
  general motivation, where they are from and any traits 
  or eccentricities they might have. As with everything 
  else in this guide, these choices are entirely optional and 
  are included so that you can develop your NPC to the 
  level you require.
  When it comes to establishing character traits, feel 
  free to use as many or as few as you like. There is also an 
  extra table of unusual character traits for use if you want 
  to include something quirky about your NPC, though 
  this is entirely optional.
  As with the previous table, simply roll the required die 
  and reference the corresponding column to arrive at the 
  result. 
  DEVELOPING YOUR NPC
  
  10
  MOTIVATION & ENVIRONMENT
  1
  Knowledge
  Town
  2
  Power
  City
  3
  Exploration
  Wilderness
  4
  Adventure
  Farmland
  5
  Murder
  Sea
  6
  Money
  Desert
  7
  Security
  Underground
  8
  Revenge
  Woodland
  9
  Redemption
  Jungle
  10
  Protection
  Tribal
  11
  Fame
  Nomad
  12
  Information
  Mountains
  13
  Validation
  Arctic
  14
  Notoriety 
  Islander
  15
  Freedom
  River Dweller
  16
  Networking
  Ubiquitous
  17
  Destruction
  Empire
  18
  Political
  Marshland
  19
  Honour
  Hill Dweller
  20
  Business
  Plain Dweller
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  Result 1d20
  Motivation (Roll 1)
  Environment (Roll 2)
  CHARACTER TRAITS
  1
  Has a photographic memory.
  2
  Has an eye for the ﬁ ne details that tend to go unnoticed by others.
  3
  Has a tendency to fall in love when shown attention.
  4
  Wears an enormous amount of jewellery.
  5
  Only wears black.
  6
  Has a noticeable scar on a part of their body.
  7
  Suffers from hallucinations.
  8
  Constantly ﬁ dgets with anything that's around at the time.
  9
  Cannot sit still for any length of time and always has to be busy.
  10
  Is a workaholic and has little interest in anything else.
  11
  Absorbs information at an alarming rate - has even been known to read two books at the same time.
  12
  Verges on paranoia and believes others are constantly monitoring their movements.
  13
  Can't function unless slightly high and refers to their addiction as a 'friendly haze'.
  14
  Tends to prefer their own company, although not necessarily a loner.
  15
  Seldom speaks and refuses to engage in small talk.
  Result 1d20
  Character Trait
  
  11
  NPC TRAITS
  CHARACTER TRAITS
  Result 1d20
  Character Trait
  16
  Can go for days without sleep.
  17
  Other people have a tendency to open up to them immediately.
  18
  Extremely punctual and does not take kindly to others wasting their time.
  19
  Takes great interest in the wellbeing of others and remembers everything about their friends.
  20
  Always has time for the seemingly unimportant things in life.
  UNUSUAL CHARACTER TRAITS
  1
  Consults a tiny automaton in their top pocket before answering any questions.
  2
  Randomly speaks in a cartoon-like voice that sounds nothing like their actual voice.
  3
  Has facial tattoos that express emotion.
  4
  Starts uncontrollably sneezing when nervous.
  5
  Obsessed with gazing into a hand mirror that doesn't exist.
  6
  Insists there has been a mix up in time and yesterday will appear again tomorrow.
  7
  Has a nervous tick that forces them to punctuate their sentences with clicks and whistles.
  8
  Wears a metal hat at all times to prevent alien mind invasions.
  9
  Is able to read the minds of small animals.
  10
  Refuses to drink out of any glass or cup that doesn't have a handle.
  11
  Has a missing hand, but is somehow able to pick things up as though it was still there.
  12
  Has a long beard which writhes around like worms.
  13
  Has two mouths in the place of eyes, but all speech seems to emanate from their nose. 
  14
  Has ﬁ ne metal strands for hair that, when pulled tight, can be strummed like a musical instrument.
  15
  Believes that raccoons created the Universe.
  16
  Has a magnetic ﬁ eld around them, causing small metal objects to stick to them.
  17
  A small ﬂ ame ﬂ ickers from their right thumb at all times.
  18
  Causes plants to wither and die whenever they are within short range.
  19
  Their reﬂ ection and shadows only appear upside down.
  20
  Expresses emotion in mathematical equations.
  Result 1d20
  Character Trait
  
  12
  NAME GENERATION
  By now, if you have elected to follow all the steps, 
  your NPC will have a base consisting of a descriptor, a 
  character type, two character foci, a background, general 
  motivation, a level, a place of origin (environment), 
  character traits and an unusual character trait, if you 
  have decided to include one. Now it’s time to give our 
  character a name. 
  The table below includes four columns of syllables that 
  you can string together to create a name for your NPC. 
  There are several ways in which you can do this, and do 
  not feel that you are limited to creating NPCs with four 
  syllable names. You may choose to create a NPC with 
  a ﬁ rst name and a last name consisting of two syllables 
  each, or a single name consisting of three syllables. Or, 
  you may choose to use multiple syllables from the same 
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  NPC NAME GENERATOR
  1
  luc
  pri
  ria
  do
  2
  lev
  fer
  me
  liel
  3
  bry
  tal
  vo
  lo
  4
  mat
  col
  de
  ni
  5
  cal
  tav
  le
  ma
  6
  mas
  nel
  ti
  nos
  7
  nav
  sep
  ge
  la
  8
  oct
  sar
  ni
  ry
  9
  lay
  ren
  ros
  id
  10
  jac
  ler
  co
  ter
  11
  con
  tor
  ti
  as
  12
  ky
  mar
  li
  io
  13
  eve
  ver
  en
  ah
  14
  des
  aya
  ar
  an
  15
  jo
  una
  les
  ert
  16
  cay
  lex
  ra
  ia
  17
  ne
  chi
  ba
  et
  18
  raf
  ade
  mi
  ly
  19
  nic
  ett
  at
  el
  20
  ben
  ito
  des
  in
  Result 1d20
  Column 1
  Column 2
  Column 3 
  Column 4
  column. My preferred method - and the one I am going to 
  use for our bounty hunter - is to create a ﬁ rst name and 
  a last name, both consisting of two syllables. However, 
  as I would like to let fate decide, I am going to roll a 1d4 
  to determine which column to use for each syllable, then 
  roll a 1d20 to determine which syllable should be used 
  from the resulting column.
   My ﬁ rst 1d4 roll is 1, indicating that I should use 
  column 1, and my ﬁ rst 1d20 roll is 14. This results in the 
  syllable ‘des’. Roll 2: 1d4=2, 1d20=14. Syllable 2=aya. Roll 
  3: 1d4=2, 1d20=8. Syllable 3=sar. Roll 4: 1d4=2, 1d20=9. 
  Syllable 4=ren. Stringing all the results together, I learn 
  that our bounty hunter’s name is Desaya Sarren.
  
  13
  NPC COMBAT
  COMBAT MODIFIERS
  There may be instances when you wish to create a NPC 
  for use in combat. The below tables cover this with 
  options included for weapons, and modiﬁ ers for health, 
  movement and loot, and various types of defence and 
  attack modiﬁ ers. The defence and attack modiﬁ ers alter 
  the NPC’s level in a particular area. For example, if your 
  NPC is level 4 and a particular modiﬁ er increases your 
  NPC’s speed defence by 2 steps, the modiﬁ cation would 
  equate to: ‘Level 4 and makes speed defence rolls at level 
  6’.
  Once our combat modiﬁ ers are in place, we have all the 
  elements needed to create a full proﬁ le for our NPC.
  NPC COMBAT
  COMBAT MODIFIERS TO A MAXIMUM LEVEL OF 10
  1
  The NPC is able to read body language and can anticipate the PC's next move, making it an extremely 
  tricky opponent during combat. As a result the NPC's speed defence level, attack level and perception 
  level is increased by 1 step.
  2
  The NPC wears heavy armour. As a result, it has an armour rating of 3, but all speed defence task 
  difﬁ culties are increased by 1 step.
  3
  The NPC is adept at blending into crowds and disappearing into the shadows. As a result the NPC's 
  stealth level is increased by 2 steps
  4
  The NPC wears a hidden explosive vest. If the NPC's health level is reduced to 3 or below, The NPC 
  senses their life is in danger and an explosion is triggered, causing 6 points of damage to anyone within 
  short range. For the PCs to have prior knowledge of the explosive vest, they must make an intellect 
  defence roll equal or greater than the NPC's level.
  5
  The NPC carries a high pitched, sonic alarm which temporally deafens anyone within short range. As a 
  result, coordinated attacks against the NPC are harder. For this reason, the NPC's stealth and defence 
  levels are increased by 1 step.
  6
  The NPC is specialised in sleight of hand. If they happen to be carrying any piercing or slicing weapon 
  that can be used at short range, they inﬂ ict 1 extra point of damage. Speed defence tasks against the 
  NPC are increased by 2 levels.
  Result 1d20
  Combat Modiﬁ er
  WEAPONS
  1
  Knife
  2
  Daggers
  3
  Bow
  4
  Spear
  5
  Trident
  6
  Throwing Star
  7
  Shortsword
  8
  Longsword
  9
  Axe
  10
  Hammer
  11
  Blowdart
  12
  Spear
  13
  Knuckle Dusters
  14
  Grenades
  15
  Projectile shooter
  16
  Flame Thrower
  17
  Chainsaw
  18
  Psychic Blast 
  19
  Energy Balls
  20
  Razor Wire
  Result 1d20
  Weapon
  MOVEMENT & HEALTH
  1
  Short
  0 Points
  2
  Medium
  10 Points
  3
  Long
  20 Points
  4
  Short
  30 Points
  5
  Medium
  40 Points
  6
  Long
  50 Points
  Result 1d6
  Movement
  Health (level plus)
  
  14
  COMBAT MODIFIERS TO A MAXIMUM LEVEL OF 10
  Result 1d20
  Combat Modiﬁ er
  7
  The NPC is a master of deception and confusion. The difﬁ culty level of any intellect based attacks 
  against the NPC is increased by 2 steps.
  8
  The NPC wears a belt that, when activated, creates a forceﬁ eld around them increasing their defence 
  level of might based attacks by 1 step.
  9
  At some point in the past, the NPC has studied secret methods in metallurgy. As a result, they are able 
  to keep any slicing or piercing weapon as sharp as a razor without any blunting. If they are carrying 
  such a weapon, their attack level is increase by 1 step.
  10
  The NPC is able to control metal objects with their mind, rendering any metallic weapons used against 
  them useless. In addition, they are able to turn the attack back onto the PC, requiring the PC to make 
  an intellect defence roll. However, because of the extreme amount of concentration required for the 
  NPC to perform this, their intellect defence level is reduced  by 1 step.
  11
  The NPC is adept at mind over matter. As a result, their speed level is increased by 1 step.
  12
  The NPC can perform a secondary 'shadow attack' which is difﬁ cult to see. This increases their speed, 
  attack and stealth levels by 1 step. 
  13
  The NPC has a 'psychic mirror' and can reﬂ ect all intellect based attacks back on the attacker, 
  inﬂ icting intellect damage equal to its level. To have prior knowledge of this defence mechanism, the 
  PCs must make a successful intellect check equal to or greater than the NPC's level.
  14
  The NPC carries a canister of gas which, when released, creates an impenetrable layer of fog which 
  surrounds the NPC at short distance. The NPC takes this opportunity to put on a pair of special 
  goggles allowing them to see perfectly through the fog. As a result, their stealth level is increased by 2 
  steps. To prevent the NPC using this cannister, the PCs must make a successful speed defence roll at 
  the start of combat which is equal to or greater than the NPC's level .
  15
  The NPC has a hypnotic voice which causes the PC to sit down and place their weapon on the ground 
  for 1 round and causes 1 point of intellect damage. The PC must make a successful intellect defence 
  roll to resist the enchantment. The NPC's intellect level is increased by 1 step.
  16
  The NPC laughs while under attack, thus lowering the PC's morale during combat. As a result their 
  defence level is increased by 2 steps.
  17
  The NPC has 'guns of steel'. As a result, any attack the NPC makes with a melee weapon inﬂ icts 2 
  points extra damage.
  18
  The NPC has a genetic modiﬁ cation or condition that has made their skin like the hide of a large 
  creature. As a result, they have a natural armour rating of 2.
  19
  The NPC has mechanically enhanced vision that makes attacks appear as if they are happening in 
  slow motion. This increases their speed by 2 levels. As a result, the precision of their attacks is also 
  increased, inﬂ icting 1 extra point of damage.
  20
  The NPC wears a special type of armour that generates an electrical forceﬁ eld. If attacked with a 
  metallic or conductive weapon, the PC suffers an automatic 1 point of might damage. The NPC's might 
  defence level is increased by 1 step, however, the armour creates a static interference which reduces 
  the NPC's intellect defence level by 1 step.
  LOOT
  Result 1d6
  Loot
  1
  1d6 Cyphers
  2
  Artifact / Oddity
  3
  1d6 Currency
  4
  1d20 Currency
  5
  1d100 Currency
  6
  Roll again with X2 of above result 
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
  15
  An unpredictable bounty hunter who warps direction and 
  entertains competition.
  Character traits: Cannot sit still and always has to be busy. 
  Verges on paranoia and believes others are constantly 
  monitoring her movements.
  Motivation: Political
  Environment: Jungle
  Health: 18
  Damage Inﬂ icted: 6
  Movement: Short
  Modiﬁ cations:  Level 6. Defends intellect based attacks as 
  level 8.
  Combat: Desaya is a master of deception and confusion. 
  The difﬁ culty level of any intellect based attacks against 
  her is increased by 2 steps. Wields projectile shooters and a 
  longsword.
  BACKGROUND
  Bounty hunters are, by nature, tricky customers. It comes 
  with the territory. Turn your back for two seconds and some 
  other hunter’s gonna be tapping your catch like a shark on a 
  guppy. 
  Not Desaya’s bounty; she’s switched on, with the volume 
  up and dials permanently tuned to high alert. Some say it’s 
  paranoia, Desaya says that the only way to avoid detection 
  is to assume someone’s always trying to monitor your 
  every movement. Especially in the game she’s playing. It’s 
  high stakes, that’s for sure. Purely political. You want a 
  warlord found? A dictator or two taken down or brought in? 
  Desaya’s the girl for the job. For a price, of course.
  Think you can track her steps? Think again. She was raised 
  in the jungle and learned to cover those steps by the age of 
  three. That’s just the way it is in there: get careless or sit still 
  for a minute and you end up as some creature’s dinner. 
  Sure, she’ll have you believing you’re with her all the 
  way, almost within reach, but just as you’re rubbing your 
  hands together, anticipating all that juicy, easy money, she’s 
  in another town, another city. Hell, for all you know she 
  could be in another galaxy. And when you arrive, when you 
  think you have her, don’t be surprised to ﬁ nd a little present 
  instead. She delights in that. Perhaps it’s just a little note 
  thanking you for your game, but better luck next time, or 
  maybe it’s something more serious, like life threateningly 
  serious. Only one way to ﬁ nd out, but don’t say you wasn’t 
  warned.
  Loot: Desaya hides her loot well and rarely carries more 
  than 1d6 cyphers.
  DESAYA SARREN 
  6 (18)
  
  16
  NPC INTERACTION EMULATOR
  USING THE EMULATOR
  What makes a person memorable? In real life a 
  character is much more than what they do or what their 
  background is. It’s entirely possible to meet people who 
  have travelled the world, yet bore you to tears whenever 
  they open their mouths. It is also possible to meet people 
  who have spent their entire lives sweeping the streets 
  in the same half mile they were born in, yet somehow 
  manage to charm and fascinate everyone who they come 
  into contact with. Often, it isn’t the topic of conversation 
  that a person chooses to talk about that makes them 
  interesting or memorable, it’s the way that they interact 
  with those around them. The emotion that they inject into 
  a conversation, or the way they seem to dance around the 
  topic in a series of regressions and references to other 
  subjects or personal obsessions, gives them a personality 
  that is unique. Have you ever met someone that, no 
  matter what the topic of conversation, they always 
  manage to relate it to their favourite band or movie? 
  Or loved ones? At one time or another, we’ve all heard 
  someone say something along the lines of ‘All that person 
  seems to do is talk about her children’. It might even be 
  annoying, but notice, right now, even as you read this, 
  how effortlessly you have managed to recall that person.
  It is possible to approach NPC interaction in the same 
  way, thus creating memorable encounters and enriching 
  your game enormously. Let’s say, for example, that your 
  PCs are in a busy bar and wish to gain information from 
  someone in order to further their adventure. You could 
  have a NPC that walks in and, with few nondescript 
  character traits, delivers the info in a stereotypical 
  fashion and leaves like a cardboard cut-out, never to be 
  seen again. This is, of course, ﬁ ne if that’s all you really 
  need. But what if that NPC seemed to project an air of 
  inadequacy about themselves, or seemed permanently 
  optimistic? Maybe an NPC has an underlying obsession 
  with a conspiring aristocracy that ﬂ avours their opinions 
  about everything in general, even though they are a 
  greengrocer and all you want to do is buy a bag of apples. 
  And, in addition to this, their whole conversational tone 
  seems to dance around events related to their parents, 
  which may or may not be relevant to your PC’s adventure. 
  Now you have a memorable NPC. This is much closer to 
  how people interact in real life and, just like in real life, 
  it’s up to your PCs to keep the conversation on track and 
  meaningful in a way that relates to their goals. 
  The emulator works like all the other tables in this 
  guide: by rolling a speciﬁ ed die and cross referencing the 
  results. And, like all the other tables, the results should 
  be taken as a guide to help spark creativity rather than 
  something that you rigorously adhere to. If something 
  doesn’t work for you, or you absolutely know what the 
  focus of the interaction will be, then omit it. If, however, 
  you are like me and like to leave everything to chance, it 
  can be a lot of fun.
  You can use the emulator to get a loose idea your NPC’s 
  interaction and improvise as you go along, adjusting the 
  tone as you take cues from your PCs. You can also use 
  the emulator to create more of a structured direction to 
  your NPC’s interaction, prior to engaging with your PCs. 
  This is particularly useful if you are planning to use the 
  NPC as a recurring character, as part of an adventure, or 
  to introduce side quests as part of a larger campaign. For 
  demonstration purposes, this is the method I will adopt. 
  EMULATOR BREAKDOWN
  The ﬁ rst column of the interaction emulator sets the 
  emotional tone of your NPC and has nothing to do with the 
  subject matter. Is the NPC happy, sad, excited, agitated 
  etc? It helps give the NPC a personality which will guide 
  your interaction. For example, a NPC who is distressed 
  over news of a murderer on the loose will more than likely 
  have quite a different type of personality than someone 
  who is elated by the same news. And, in turn, your PCs 
  will naturally have a different attitude towards them. 
  As with the previous section on NPC generation, I am 
  going to roll an interaction in real time and interpret the 
  results as we go along. For the ﬁ rst column, I have rolled 
  an 11 which means that the emotional tone of my NPC is 
  ‘Furious’.
  The second and third columns are our interaction 
  descriptors, which, when joined together, form a short 
  phrase. This is what our conversation with our NPC will 
  be about. It is at this stage that your PCs will decide to 
  either go along with the NPC’s topic of conversation, thus 
  opening up new avenues for adventure, or impose their 
  own topic of conversation on top of the NPC’s. For the 
  second column I roll a 19, giving me a result of ‘Secretive’, 
  and for the third column I roll a 15, resulting in ‘Supplies’. 
  The fourth column will tell us what the focus of the 
  interaction is about. Like the emotional tone column, this 
  can change the emphasis of the interaction descriptors 
  drastically. I roll a 55 which results in ‘Foreign’. Taking all 
  the roll results into account, the interaction emulator 
  has generated the following: ‘Furious, secretive supplies, 
  foreign.’ Before we get on to interpreting the results, go 
  ahead and roll an interaction.
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
  17
  NPC INTERACTION EMULATOR
  NPC INTERACTION EMULATOR
  Result 1d100
  Emotional Tone (Roll 1)
  Descriptor A (Roll 2)
  Descriptor B (Roll 3) 
   Focus (Roll 4)
  1
  Jovial
  Scheming
  Illusion
  Protagonist
  2
  Withdrawn
  Insane
  Trust
  Antagonist
  3
  Happy
  Crazy
  Magic
  Wealth
  4
  Amazed
  Malevolent
  Rumours
  Poverty
  5
  Foolish
  Defensive
  Fears
  Current Scene
  6
  Overwhelmed
  Biased
  Dreams
  Previous Scene
  7
  Angry
  Open
  Adversaries
  Current Events
  8
  Frustrated
  Friendly
  Leadership
  Previous Events
  9
  Peaceful
  Hostile
  Creatures
  Parents
  10
  Annoyed
  Prejudiced
  Weapons
  Children
  11
  Furious
  Aggressive
  Power
  Family
  12
  Proud
  Accusatory
  Food
  Friends
  13
  Anxious
  Welcoming
  Success
  Enemies
  14
  Grieving
  Questioning
  Failure
  Mutual Acquaintance 
  15
  Relieved
  Inquisitive
  Supplies
  Non Mutual 
  Acquaintance
  16
  Ashamed
  Cocky
  Plans
  History
  17
  Resentful
  Knowing
  Business
  Future
  18
  Bitter
  Sharing
  Technology
  Competitors
  19
  Hopeful
  Secretive
  Weather
  Partners
  20
  Sad
  Seductive
  Money
  Saints
  21
  Bored
  Reductive 
  Danger
  Sinners
  22
  Hurt
  Reasonable
  Evil
  Winner
  23
  Satisﬁ ed
  Mysterious
  Good
  Loser
  24
  Comfortable
  Focused
  Normality
  Strength
  25
  Inadequate
  Informative
  Ideas
  Weakness
  26
  Scared
  Deceitful
  Competition
  Last Action
  27
  Confused
  Manipulative
  Aristocracy
  Next Action
  28
  Insecure
  Honest
  Bureaucracy
  Rewards
  29
  Self-conscious
  Fake
  News
  Penalties
  30
  Content
  Genuine
  Drugs
  Truth
  31
  Inspired
  Senseless
  Freedom
  Lies
  32
  Shocked
  Careless
  Oppression
  Knowledge
  33
  Depressed
  Measured 
  Death
  Ignorance
  34
  Irritated
  Guarded
  Conspiracy
  Superiors 
  35
  Silly
  Boastful
  Art
  Inferiors
  36
  Determined
  Modest
  Emotions
  Religion
  37
  Jealous
  Humble
  Espionage
  Science
  38
  Stupid
  Insulting
  Treason
  Love
  39
  Disdain
  Complimentary
  Neglect
  Hate
  
  18
  NPC INTERACTION EMULATOR
  Result 1d100
  Emotional Tone (Roll 1)
  Descriptor A (Roll 2)
  Descriptor B (Roll 3) 
   Focus (Roll 4)
  40
  Joyous
  Tetchy
  Betrayal
  Intention
  41
  Suspicious
  Dishonest
  Pleasure
  Accident
  42
  Disgusted
  Smarmy
  Praise
  Hope
  43
  Lonely
  Arrogant
  Secrets
  Despair
  44
  Tense
  Sure
  History
  Day
  45
  Eager
  Hesitant
  Views
  Night
  46
  Lost
  Unsure
  Idiocy
  War
  47
  Terriﬁ ed
  Trusting
  Comfort
  Peace
  48
  Embarrassed
  Funny
  Judgement
  Discovery
  49
  Loving
  Sultry
  Mystery
  Loss
  50
  Trapped
  Smouldering
  Scepticism
  Hidden
  51
  Energetic
  Sexual
  Trade
  Revealed
  52
  Miserable
  Murderous
  Information
  Location
  53
  Uncomfortable
  Whispering
  Misdirection
  Map
  54
  Envious
  Gentle
  Reports
  Local
  55
  Motivated
  Calming
  Requests
  Foreign
  56
  Worried
  Challenging
  Work
  Unknown
  57
  Nervous
  Quiet
  Progress
  Known
  58
  Worthless
  Loud
  Associates
  Honour
  59
  Hostile
  Talkative
  Politics
  Slander
  60
  Agitated
  Detailed
  Sport
  Community
  61
  Restless
  Obsessive
  Science
  Treasure
  62
  Excited
  Boring
  Patrons 
  Allies
  63
  Elated
  Sleepy
  Debtors
  Campaign
  64
  Euphoric 
  Eager 
  Supporters
  Adventure
  65
  Despondent
  Flippant
  Harmony
  Goals
  66
  Proud
  Willing
  Prosperity
  Objectives
  67
  Inspired
  Hopeful
  Illness
  Tasks
  68
  Upset
  Bragging
  Health
  Gossip
  69
  Pessimistic
  Annoying
  Friends
  Hearsay
  70
  Shocked
  Far-fetched 
  Pride
  Network
  71
  Doubtful
  Unlikely
  Charity
  Good
  72
  Optimistic
  Unusual
  Intent
  Evil
  73
  Valued
  Drawl
  Formula
  Tidings
  74
  Smarmy
  Muddled
  Instruments
  Possibilities
  75
  Belligerent
  Misleading
  Equipment
  Obstacles
  76
  Ecstatic
  Suspicious
  Tools
  Workarounds
  77
  Underwhelmed
  Trusting
  Skills
  Tactics
  78
  Angst
  Nasty
  Legends
  Food
  79
  Unsettled
  Kindly
  Ghosts
  Drink
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
  19
  NPC INTERACTION EMULATOR
  Result 1d100
  Emotional Tone (Roll 1)
  Descriptor A (Roll 2)
  Descriptor B (Roll 3) 
   Focus (Roll 4)
  80
  Relaxed
  Nice
  Spirits
  Lodgings
  81
  Chilled
  Contradictory
  Vigilance
  A Player Character
  82
  Fearful
  Confusing
  Propaganda
  A Non Player 
  Character
  83
  Terriﬁ ed
  Clear
  Worship
  A Villain
  84
  Horriﬁ ed
  Firm
  Academia
  Weapons
  85
  Wistful
  Demanding
  Slavery
  Relics
  86
  Morose
  Stubborn
  Worries
  The World
  87
  Disappointed
  Reassuring
  Games
  Powers
  88
  Grateful
  Complaining
  Composure
  Flaws
  89
  Ambivalent
  Resisting
  Envy
  Oversight
  90
  Bereft
  Hypnotic
  Valour
  Errors
  91
  Zen
  Inspiring
  Greed
  A Missing Person
  92
  Gloomy
  Motivating
  Riddles
  Investment
  93
  Loving
  Neurotic
  Lust
  A Settlement
  94
  Abashed
  Assured 
  Beliefs
  Artifact
  95
  Bashful
  Convincing
  Religion
  Legalities
  96
  Positive
  Harmonious
  Contraband
  Logistics
  97
  Negative
  Concurrent
  Relics
  Contacts
  98
  Hopeful
  Voracious
  Structures
  Experience
  99
  Hysterical
  Vicious
  Property
  A Mission
  100
  Tranquil
  Conniving
  Ownership
  Employment
  INTERPRETING THE RESULTS
  My initial interpretation of the results rolled previously is 
  that my NPC is furious over secretive supplies regarding
  a foreign inﬂ uence. You can see that if the interaction 
  focus for column four had resulted in ‘Parents’, my initial 
  interpretation would have been very different.
  The next stage is to relate this back to the NPC you 
  have created. In this case, we will look at how this could 
  relate to Desaya, our bounty hunter. A conversation with 
  a furious, unpredictable, borderline paranoid bounty 
  hunter discussing secretive supplies could be quite 
  different than say, a jovial ﬁ sherman who consults a tiny 
  automaton in his top pocket.
  By using the same process of elimination, and literal 
  and lateral thinking as we did in the character generation 
  section, I have arrived at the following:
  EXAMPLE
  Roll Result: Furious, secretive supplies, foreign.
  INTERACTION
  Desaya, our NPC bounty hunter, is furious. A client 
  that she has accepted a contract from has arranged 
  for specialised equipment, relating to the job, to be 
  picked up from several locations. The equipment 
  has been assembled in multiple locations due to the 
  sensitive nature of the task, which must be carried 
  out in top secret. The target is a corrupt foreign 
  minister that has been linked to a drugs cartel 
  and the client wants him taken down. Desaya has 
  discovered that the equipment has been tampered 
  with. She suspects that she knows who has tampered 
  with the equipment, but due to her desire for 
  anonymity and to cover her movements at all times, 
  she wishes to engage the PCs services in supplying 
  the evidence whilst she takes care of some other 
  business.
  NPC INTERACTION EMULATOR
  
  20
  INTERACTION TYPE
  Once you have interpreted the results of the interaction 
  emulator, and have an overall idea of the direction the 
  NPC will take in the conversation, the rest is entirely up 
  to the GM and the PCs.  Maybe they will take the bait and 
  go on an adventure or side quest together, or perhaps the 
  PCs only wanted to know where to get something to eat, 
  but Desaya had links with one of the PCs and was trying 
  to buy their help.
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  Another thing that you can do to add dimension to your 
  conversation is to ask how your NPC  is interacting with 
  your PCs? Are they initially agreeable or argumentative? 
  This differs from their emotional tone, interaction 
  descriptor and focus in an important way. For example, 
  your NPC could be upset, but largely agreeable with your 
  PCs, or they could be extremely happy, yet disagree with 
  everything your PCs say. The ﬁ nal table in this section will 
  give you an indication on how to approach this.
  INTERACTION TYPE
  1
  Debate
  The NPC wishes to engage in a competitive two-way conversation with 
  the aim of winning over or convincing the PC that their view of the 
  subject matter is correct.
  2
  Dialogue
  The NPC wishes to engage in a cooperative two-way conversation with 
  the aim of exchanging information and strengthening relationships with 
  the PC.
  3
  Discourse
  The NPC wishes to engage in a cooperative one-way conversation with 
  the aim of delivering information to the PC.
  4
  Diatribe
  The NPC wishes to engage in a competitive one-way conversation with 
  the aim of expressing emotion, dominating those that disagree with them 
  and favouring those that share the same views.
  Result 1d4
  Interaction Type
  Description
  
  21
  CREATURE GENERATOR
  Creature Generator
  USING THE GENERATOR
  Creature generation works in the same way as NPC 
  generation: roll the indicated die and reference the 
  result against the relevant column. In the below table, 
  the ﬁ rst column gives you an indication of the type of 
  creature, which will be modiﬁ ed in a later table to give 
  your creature speciﬁ c traits that will make it unique. The 
  second column will tell you the creature’s motivation. 
  The third column is a guide the creature’s natural 
  environment, although in many cases there is no reason 
  why a naturally subterranean creature couldn’t be found 
  in a rocky environment, for example. The fourth column 
  gives an indication of the creature’s preferred method 
  of attack, which will again be modiﬁ ed in a later table to 
  make it unique to the creature. If you do not have an idea 
  of the level you wish the creature to be, or you’d like to let 
  fate decide, you can establish this now by rolling a 1d10. 
  CREATURE GENERATOR
  Result 1d20
  Type(Roll 1)
  Motivation (Roll 2)
  Environment (Roll 3) 
   Combat (Roll 4)
  1
  Humanoid
  Destruction
  Ubiquitous
  Punches and Kicks
  2
  Automaton
  Defence
  Tropical
  Suffocates
  3
  Reptilian
  Curiosity
  Temperate
  Crushes
  4
  Mammalian
  Hungers For Flesh
  Cold
  Poisonous Mandibles
  5
  Flying
  Craves Blood
  Woodland
  Whirring Blades
  6
  Insect
  Feeds on Life-force
  Grassland
  Dissolves Prey
  7
  Vaporous
  Consumes Brainwaves
  Urban
  Drains Energy
  8
  Ooze / Slime
  Curiosity
  Subterranean
  Razor Limbs
  9
  Mechanical
  Inexplicable
  Rocky
  Spits Acid
  10
  Plant
  Requires Host for 
  Reproduction
  Damp
  Paralysing Bite
  11
  Arachnid
  Live Flesh
  Fresh Water
  Vomits Explosives
  12
  Hound
  Feeds on Fear
  Salt Water
  Guns
  13
  Undead
  Collects Skulls
  Arctic
  Swords
  14
  Ghost
  Hatred
  Desert
  Knives
  15
  Chimera
  Territorial
  Rot and Waste
  Projectiles
  16
  Golem
  Protection
  Trans Dimensional
  Causes Desperation
  17
  Liquid
  Human Organs
  Dreams
  Disrupts Molecules
  18
  Alien
  Exploration
  Abandoned Ruins / 
  Settlements
  Blinding Light
  19
  Draconic
  Survival
  Darkness
  Stings
  20
  Elemental
  Self Modiﬁ cation
  Wastelands
  Sabre Toothed
  PUTTING IT TOGETHER
  Once you have rolled your results, you can begin to put 
  your creature together. As with the previous NPC section, 
  I am going to create a creature in real time. My roll results 
  are as follows: Column 1=13, column 2=9, column 3=20, 
  column 4=10. This results in: An undead creature with 
  inexplicable motives that dwells in wastelands and has a 
  paralysing bite. Rolling a 1d10 informs me that our undead 
  creature is level 5.
  Having established the base for our creature, we can 
  move on to the next section.
  
  22
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  CREATURE TRAITS
  The following table will establish our creature’s traits. As 
  with everything else, these choices are entirely optional 
  and are included so that you can develop your creature 
  to the level you require. When it comes to establishing 
  traits, feel free to use as many or as few as you like. 
  As with the previous table, simply roll the indicated die 
  and reference the corresponding column to arrive at the 
  result. Using a 1d20, I roll a 5 which adds the following 
  trait to our undead creature: The saliva of the creature is 
  a powerful hallucinogenic that is highly prized in shamanic 
  circles and amongst the more chemically adventurous of 
  individuals. 
  CREATURE TRAITS
  1
  The creature has six telescopic legs that rub together at the knee joints, producing a hypnotic rhythm 
  that it uses to attract a mate.
  2
  Dark liquid oozes from its eyes and gathers in puddles around the creature. The liquid disappears 
  within a few minutes, but has a corrosive effect on the surrounding environment. These tell-tale signs 
  are often used to track the creature.
  3
  The creature carries its young in sacks that are evenly distributed around its body.
  4
  The creature has a transparent abdomen in which the sun setting over an ocean in another land or 
  dimension can be seen at all times.
  5
  The saliva of the creature is a powerful hallucinogenic that is highly prized in shamanic circles and 
  amongst the more chemically adventurous of individuals. 
  6
  The creature is able to mimic the sound of anything it hears and often strings sounds together to 
  create complex audio landscapes that enchant the listener.
  7
  The thought patterns of the creature can be seen as colourful waves of energy that swirl around its 
  head.
  8
  The creature has horns made of light which change colour depending on its mood.
  9
  The creature is able to throw its voice so that it sounds as though it is emanating from blades of grass, 
  ﬂ owers and other foliage. 
  10
  When nervous, the creature retracts it head and neck into its upper torso.
  11
  When angry, the creature breathes a swarm of ﬂ ies that immediately turn into pinpricks of coloured 
  lights which pop in soothing musical tones.
  12
  A dark cloud follows the creature around wherever it goes, hovering about three feet above its head.
  13
  The creature has two hands on the side of its body, with moss covered ﬁ ngers that trail up to three 
  metres behind it.
  14
  The creature’s head is not attached to its body, and has six stick-like legs which it uses to follow the 
  creature closely wherever it goes.
  15
  The creature is covered in dark spots which periodically open like hatches, allowing beetle-like insects 
  to take to the air and gather food.
  16
  The creature has a human face which alters appearance to look like the last person it was in contact 
  with.
  17
  The creature has four delicate wings which, when extended, have ever changing patterns of the 
  cosmos dancing across their surface.
  18
  The creature changes colour to the rhythm of the waxing and waning moon. From black with a chink of 
  silver, to fully silver, then back to black, over a 28 day period.
  19
  The creature has a hollow tail ﬁ lled with a liquid that, when consumed, creates the ability to see 
  through time.
  20
  The creature's vital organs exist in a parallel universe, thus keeping it safe from total destruction. 
  When defeated or killed, the creature is able to slowly fashion another body from the nutrients and 
  minerals in the surrounding environment. 
  Result 1d20
  Creature Trait
  
  23
  CREATURE INTERACTION
  INTERACTION
  The following interaction table will give you an indication 
  of how your creature communicates. For our undead 
  creature, I roll a 6, which generates the following result: 
  Exhales clouds of coloured gas that form words and pictures 
  which can be deciphered as a level 7 intelligence task if the PC 
  has a related skill.
  INTERACTION
  1
  Telepathic communication is possible if the creature is intrigued enough. It is most likely to be 
  receptive if the PC has some kind of unusual physical attribute. This assumes that the PC also has 
  telepathic abilities. 
  2
  The creature does not use spoken language, however communication is possible through gesture and 
  body language.
  3
  Concerned only with feeding.
  4
  Communicates using piercing sounds that are likely to deafen anyone that attempts to engage with it.
  5
  Creature is fond of objects and is likely to bargain with the PCs if they have something of interest that 
  relates to its natural environment.
  6
  Exhales clouds of coloured gas that form words and pictures which can be deciphered as a level 7 
  intelligence task if the PC has a related skill.
  7
  Communication is possible but can be deceptive as the creature agrees with whatever the PCs are 
  saying, even whilst it is devouring them.
  8
  Creature is only interested in destruction.
  9
  Creature ﬁ nds all types of interaction extremely depressing and will begin to weep acid if any 
  conversation is attempted.
  10
  Creature is passive and will spend hours engaged in deep conversation about the nature of the 
  universe.
  11
  The creature regards any attempt at communication as an opportunity to study potential weaknesses. 
  It is an extremely fast learner and any attempt at a repeat mode of attack will inﬂ ict one point less 
  damage per round.
  12
  The creature is hostile towards any attempts at communication and wears a necklace threaded with 
  the tongues of everyone who has tried to engage in conversation with it.
  13
  Extremely timid and wary of all interaction. However, can be trained at a level 4 intellect task to mimic 
  all PC movements.
  14
  Creature does not have the ability to speak and no meaningful way of communication with it has been 
  discovered.
  15
  Creature is extremely hostile, but can be calmed to the point of submission if played music. If a PC 
  has musical ability or an instrument, they can attempt a level 5 intellect task. If the creature likes the 
  music, it will become docile. If the creature does not like the music, its hostility is increased and it 
  inﬂ icts one point extra damage per round.
  16
  Creature understands all languages and will use any sharp object to carve its responses in the ﬂ esh of 
  its victims.
  17
  Creature has a tendency to demonstrate its strength and can easily be trained to carry heavy goods as 
  a way to gain PC approval.
  18
  Creature communicates telepathically across time rendering most attempts at conversation futile. It 
  is quite possible that the PC attempting to communicate with the creature received a response from it 
  the previous week. 
  19
  Creature survives on instinct alone and is only interested in attack.
  20
  Concerned only with killing.
  Result 1d20
  Method of Interaction
  
  24
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  NAME GENERATION
  The table below includes three columns of single and 
  multiple syllables that you can string together to create 
  a name for your creature. There are several ways in 
  which you can do this, and do not feel that you are limited 
  to creating creatures with only one option from each 
  column. You may choose to create a creature with a ﬁ rst 
  CREATURE NAME GENERATOR
  1
  barr
  es
  akk
  2
  bal
  en
  akle
  3
  dam
  al
  deya
  4
  hed
  se
  esha
  5
  hep
  on
  pter
  6
  kre
  po
  ka
  7
  tre
  sa
  teka
  8
  bann
  ria
  nos
  9
  maji
  me
  tarr
  10
  shel
  vo
  peth
  11
  nia
  di
  rth
  12
  hed
  a
  an
  13
  dae
  mi
  ark
  14
  lis
  at
  mon
  15
  ko
  to
  gon
  16
  barr
  gen
  ant
  17
  tam
  esh
  isha
  18
  kar
  ra
  tok
  19
  rev
  sa
  tel
  20
  orn
  da
  iren
  Result 1d20
  Column 1
  Column 2
  Column 3 
  name and a last name consisting of two syllables each, 
  or a single name consisting of three syllables etc. Or, 
  you may choose to use multiple options from the same 
  column. Having decided  to create a name for our undead 
  creature using one option from each column, I roll the 
  following: Column 1=6, column 2=7, column 3=14. 
  Stringing all the results together, I learn that our undead 
  creature is a Kresamon.
  
  25
  CREATURE COMBAT
  CREATURE COMBAT
  The below tables include modiﬁ ers for health, movement 
  and loot, and various types of defence and attack. The 
  defence and attack modiﬁ ers alter the creature’s level 
  in speciﬁ c areas. For example, if your creature is level 4 
  CREATURE COMBAT
  and a particular modiﬁ er increases your creature’s speed 
  defence by 2 steps, the modiﬁ cation would equate to: 
  ‘Level 4 and makes speed defence rolls at level 6’.
  Once our combat modiﬁ ers are in place, we have all the 
  elements needed to create a full proﬁ le for our creature.
  COMBAT MODIFIERS TO A MAXIMUM LEVEL OF 10
  1
  The creature is able to read body language and can anticipate the PC's next move, making it an 
  extremely tricky opponent during combat. As a result, the creature's speed defence level, attack level 
  and perception level is increased by 1 step.
  2
  The creature has chameleon like abilities and is able to camouﬂ age itself in any environment, 
  increasing its stealth by 2 steps. To prevent the creature from blending with its environment, the 
  player must make a speed attack roll. If unsuccessful the creature will inﬂ ict 1 extra point of damage 
  per round.
  3
  The creature has a heavy outer layer of armour that repels all traditional weapons. However, it is 
  particularly sensitive to intellect based attacks. As a result, it has an armour rating of 2, but all speed 
  and intellect defence task difﬁ culties are increased by 1 step.
  4
  The creature is able to absorb light making it difﬁ cult to see even in bright sunlight. As a result, its 
  stealth is increased by 2 steps.
  5
  The creature is covered in slowly revolving eyes that hypnotise the PC, increasing the difﬁ culty of all 
  types of attack by 1 step. Its perception level is also increased by 2 steps.
  6
  The creature has a natural health modiﬁ er of plus 5. If the creature's health level is reduced to 3 or 
  below it will explode, causing poisonous barbs to penetrate all armour and lodge themselves in the 
  PC's ﬂ esh. For the next 24 hours, the PC must make a successful might defence roll once every 4 hours 
  equal to or greater than the creature's level. Each failed roll results in 1 point of might damage until 
  the poison has worked its way out of the PC’s system.
  7
  Although during battle the creature is extremely hostile, it emits a high pitched sound like a crying, 
  wounded baby during each round of attack, causing despair in the PC and making extra attack effort 
  impossible. This also increases the creature's defence level by 1 step. 
  Result 1d20
  Combat Modiﬁ er
  MOVEMENT & HEALTH
  1
  Short
  0 Points
  2
  Medium
  10 Points
  3
  Long
  20 Points
  4
  Short
  30 Points
  5
  Medium
  40 Points
  6
  Long
  50 Points
  Result 1d6
  Movement
  Health (level plus)
  
  26
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  COMBAT MODIFIERS TO A MAXIMUM LEVEL OF 10
  Result 1d20
  Combat Modiﬁ er
  8
  If the creature is pierced, a poisonous gas escapes from its body, causing 1 extra point of damage per 
  round. The creature's form is also obscured by the escaping gas, increasing it's stealth level by 2 steps. 
  To have prior knowledge of this particular defence mechanism, the players must make a successful 
  intellect check equal to or greater than the creature's level.
  9
  The creature has three minds through which it can shift any thought pattern at leisure. As a result, its 
  intellect defence level is increased by 2 steps.
  10
  The creature is able to dissolve all metallic objects it comes into contact with. As a result, metal 
  weapons have no effect on the creature, but it defends intellect based attacks at 1 level lower.
  11
  Under attack, the creature is able to grow extra limbs at leisure, suited to its form and environment, 
  which it uses for escape. As a result, its speed defence level is increased by 2 steps.
  12
  The creature has a 'psychic mirror' and can reﬂ ect all intellect based attacks back on the attacker, 
  inﬂ icting intellect damage equal to its level. To have prior knowledge of this defence mechanism, the 
  players must make a successful intellect check equal to or greater than the creature's level.
  13
  The creature can perform a secondary 'shadow attack' which is difﬁ cult to see. This increases its 
  speed, attack and stealth levels by 1 step. 
  14
  The creature surrounded by an energy shield which has an armour rating of 4 against all might attacks.
  15
  If pierced, the creature emits light rays which the PC must dodge with a speed roll equal to the 
  creature's level. Failure results in the light rays burrowing into any exposed area of the PC's skin 
  causing light worms to eat away at the PC's ﬂ esh, inﬂ icting 2 extra points of might damage.
  16
  Every time an even number is rolled, the creature momentarily turns invisible and the attack fails. 
  Overall, regardless of the roll, this increases the creature's stealth and speed levels by 2 steps.
  17
  The creature emits a high pitched sonic blast when under attack. As a result, it's defence level is 
  increased by one step and the difﬁ culty of all intellect based attacks are increased by 1 step.
  18
  Once the creature's health has reduced by half, the creature has the ability to make a level 2 clone of 
  itself which the PC must make a might based defence roll against. Failure inﬂ icts 3 points of damage. 
  The PCs must destroy the clone before any further attacks can be made on the creature.
  19
  The creature laughs while under attack, thus lowering the PC's morale during combat. As a result, its 
  defence level is increased by 2 steps.
  20
  The creature  has a long, lightning-fast tongue and will attempt to lick the PC during combat. If the PC 
  fails a speed defence roll they become paralysed for 1 round. The player may attempt a might based 
  defence roll to shake it off. As a result, the creature’s speed level is increased by 2 steps. 
  LOOT
  Result 1d6
  Loot
  1
  1d6 Cyphers
  2
  Artifact / Oddity
  3
  1d6 Currency
  4
  1d20 Currency
  5
  1d100 Currency
  6
  Roll again with X2 of above result 
  
  27
  An undead creature with inexplicable motives that dwells in 
  wastelands and has a paralysing bite.
  Character traits: The saliva of a Kresamon is a powerful 
  hallucinogenic that is highly prized in shamanic circles and 
  amongst the more chemically adventurous of individuals. 
  Motivation: Inexplicable
  Environment: Wastelands
  Health: 15
  Damage Inﬂ icted: 5
  Movement: Medium
  Modiﬁ cations:  Level 5. Speed attacks at level 7.
  Combat: A Kresamon has a long, lightning-fast tongue and 
  will attempt to lick the PC during combat. If the PC fails a 
  speed defence roll they become paralysed for 1 round. The 
  player may attempt a might based defence roll to shake it 
  off. As a result, the Kresamons speed level is increased by 2 
  steps. If the PC fails a might defence roll whilst paralysed, 
  the Kresamon will attack with a paralysing bite, which 
  prevents might based attacks for a further round.
  Interaction: A Kresamon exhales clouds of coloured gas 
  that form words and pictures which can be deciphered as a 
  level 7 intelligence task if the PC has a related skill.
  Loot: A Kresamon hordes the loot of its victims and can 
  usually be found with 1d100 currency hidden nearby.
  KRESAMON 
  5 (15)
  
  28
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  NPC AND CREATURE GENERATOR QUICK REFERENCE
  NPC CREATION
  • 
  Roll a 1d10 to determine you NPC’s level
  • 
  Generate a descriptor, character type and two foci 
  (pg 5)
  • 
  Create NPC motivation and environment (pg 10)
  • 
  Add character traits as required (pg 10)
  • 
  Optionally add an unusual character trait (pg 11)
  • 
  Generate a name for your NPC (pg 12)
  NPC COMBAT
  • 
  Determine your NPC’s movement and optional 
  health modiﬁ er (pg 13)
  • 
  Establish which weapons your NPC carries (pg 13)
  • 
  Add combat modiﬁ ers to your NPC (pg 13)
  • 
  Determine the loot your NPC carries (pg 14)
  NPC INTERACTION
  • 
  Generate an emotional tone, subject descriptors and 
  interaction focus (pg 17)
  • 
  Determine the interaction type (pg 20)
  CREATURE CREATION
  • 
  Roll a 1d10 to determine your creature’s level
  • 
  Generate a creature type, motivation, environment, 
  and general method of combat (pg 21)
  • 
  Add creature traits as required (pg 22)
  • 
  Establish a method in which your creature interacts 
  (pg 23)
  • 
  Generate a name for you creature (pg 24)
  CREATURE COMBAT
  • 
  Determine your creature’s movement and optional 
  health modiﬁ er (pg 25)
  • 
  Add combat modiﬁ ers to your creature (pg 25)
  • 
  Determine the loot your creature carries (pg 26)
  Create a NPC or creature in just a few minutes using the following steps: 
  
  CHARACTER SHEET
  
  CYPHER SYSTEM NPC AND CREATURE GENERATOR
  
  THE CHAOS CYPHER SYSTEM GAME MASTER EMULATOR IS 
  AVAILABLE AT DRIVETHRURPG.COM 
  @realmweavergames
  fb.com/realmweavergames
  
SOURCE: textdata/thevault/Cypher System/3rd Party/Chaos - Cypher System NPC and Creature Generator [2018].pdf