For the Enceladus Research Facility in Gates of Despair Session 6, I didn’t want to pre-populate with NPCs. One of the players had already established that their character knew several people there, and I wanted them to have some creative control over that. Additionally, the facility had lots of places and it made more sense to have the inhabitants in different places.

Because of the nature of the facility, I intentionally biased the “Type” towards scientists, but in play you could tweak as needed (or just choose). I also wanted to have some sense of how to roleplay the character, as well as what their specialty might be (e.g. “oh hey, this Scientist is… a botanist. Annabelle, do you know this one?”)
Why write out a single key for a facility (dungeon) when you can do it once and cover future needs too? As an addendum: after creating this, I ran across a similar post on Uncanny Spheres that I will use in addition to this. Nice work, Ian!
Type
- 1-4: Scientist
- 5-6: Teamster
- 7-8: Marine
- 9-10: Android
Disposition
- Thoughtful
- Inquisitive
- Distracted
- Hurried
- Flustered
- Occupied
- Relaxed
- Irritable
- Suspicious
- Friendly
Scientist Skills
Also include any prerequisite skills
- Planetology
- Xenobiology
- Genetics
- Computers
- Cybernetics
- Physics
- Psychology
- Botany
- Artificial Intelligence
- Chemistry
Teamster Skills
All Teamsters have Zero-G and Jury Rigging. Also include any prerequisite skills. Roll twice.
- Heavy Machinery
- Mechanical Repair
- Scavenging
- Piloting
- Astrogation
- Engineering
- Asteroid Mining
- Explosives
- Rimwise
- Driving
Marine Skills
All Marines have Military Training and Firearms, plus one of:
- 1: Tactics
- 2: Gunnery
- 3-4: Explosives
- 5-6: Close Quarters Combat
- 7-8: Piloting
- 9: Command
- 10: First Aid
Android Skills
All Androids have Mathematics and Computers. If desired, roll once on any of the other class skill tables.
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