Discussion:
updated online GURPS NPC Generator
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Andrew Yinger
2003-12-14 00:51:30 UTC
Permalink
Hi,

I have an updated version of my GURPS NPC Generator available online. I
have made a ton of changes to many of the NPC classes, as well as adding
some new ones. Also, I recently added support for sending randomly
generated NPC's via e-mail.

Currently, there is built-in support for multiple genres, including:
cyberpunk, fantasy, WWII, cabal, undead, martial-arts, and others.

Here is the URL: http://ayinger.no-ip.info/NPCGen/NPCGen

Let me know what you think!

Regards,

Andrew Yinger
Dirk Collins
2003-12-14 01:16:04 UTC
Permalink
Post by Andrew Yinger
Hi,
I have an updated version of my GURPS NPC Generator available online.
cyberpunk, fantasy, WWII, cabal, undead, martial-arts, and others.
Here is the URL: http://ayinger.no-ip.info/NPCGen/NPCGen
Let me know what you think!
Ohhhhh! Sweet!

100 point characters seem to have too many skills and stats in the
18+ range I would think, and uh...

The picture of the "human" in the character sheet should be
centered, in light grey (kind of like a watermark so that the
player can draw a specific illustration over the outlines) and
about 75% of the size of the window it is in to allow for larger
than human sized weapons like polearms to be featured in the
character illustration.

The variety of character classes is awesome, and the manner of
presentation and detail well executed to the point of being
stunningly good!

Well Done! I really need to see how this works so I can add
GURPS: Alpha Centauri NPC characters to the generator as well.

With Regards,
Dirk Collins
Andrew Yinger
2003-12-14 04:02:58 UTC
Permalink
i'm glad you liked it.
Post by Dirk Collins
100 point characters seem to have too many skills and stats in the
18+ range I would think, and uh...
you mean relative power? relative power is not the same as 'point value'.
see: http://ayinger.no-ip.info/readme#_TocRelativePower

the following is a useful guideline for relative power:

1 - pathetic and weak
25 - significantly below average
50 - average
75 - significantly above average
100 - god-like

and, of course, some NPC classes are inherently more powerful than others
(e.g., the 'Death Knight' and 'Demigod' NPC classes).
Post by Dirk Collins
The picture of the "human" in the character sheet should be
centered, in light grey (kind of like a watermark so that the
player can draw a specific illustration over the outlines) and
about 75% of the size of the window it is in to allow for larger
than human sized weapons like polearms to be featured in the
character illustration.
yeah, i just grabbed the image from an old hit location program of mine. if
you would like to point me to another generic picture of similar dimensions,
i am open to suggestions.
Post by Dirk Collins
Well Done! I really need to see how this works so I can add
GURPS: Alpha Centauri NPC characters to the generator as well.
i'm glad you are interested in making an NPC class of your own; i
specifically designed the program to make it simple to create new NPC
classes. for a good overview of how the program works, see:
http://ayinger.no-ip.info/readme#_Toc29713914

for an intro on how to create your own NPC classes, see:
http://ayinger.no-ip.info/readme#_Toc29713925

you can look at the XML NPC template files from the NPC Generator home page
(near the bottom):
http://ayinger.no-ip.info

i find it useful to use the windows version to test out my new NPC classes:
http://ayinger.no-ip.info/zip/NPCGen.zip

also, if you want to give me a rough guideline on a typical Alpha Centauri
NPC, i can quickly draft some XML (it's actually quite easy) to get you
started.

regards,
andrew yinger
Wrathchild
2003-12-14 07:01:29 UTC
Permalink
I have only one request:

Please say "Templates" ... not ... "Classes"

[seeing evil flashbacks]

;-)
--
Wrath
------------------
" Why oh why didn't I take the blue pill ... "
Post by Andrew Yinger
i'm glad you liked it.
Post by Dirk Collins
100 point characters seem to have too many skills and stats in the
18+ range I would think, and uh...
you mean relative power? relative power is not the same as 'point value'.
see: http://ayinger.no-ip.info/readme#_TocRelativePower
1 - pathetic and weak
25 - significantly below average
50 - average
75 - significantly above average
100 - god-like
and, of course, some NPC classes are inherently more powerful than others
(e.g., the 'Death Knight' and 'Demigod' NPC classes).
Post by Dirk Collins
The picture of the "human" in the character sheet should be
centered, in light grey (kind of like a watermark so that the
player can draw a specific illustration over the outlines) and
about 75% of the size of the window it is in to allow for larger
than human sized weapons like polearms to be featured in the
character illustration.
yeah, i just grabbed the image from an old hit location program of mine.
if
Post by Andrew Yinger
you would like to point me to another generic picture of similar dimensions,
i am open to suggestions.
Post by Dirk Collins
Well Done! I really need to see how this works so I can add
GURPS: Alpha Centauri NPC characters to the generator as well.
i'm glad you are interested in making an NPC class of your own; i
specifically designed the program to make it simple to create new NPC
http://ayinger.no-ip.info/readme#_Toc29713914
http://ayinger.no-ip.info/readme#_Toc29713925
you can look at the XML NPC template files from the NPC Generator home page
http://ayinger.no-ip.info
http://ayinger.no-ip.info/zip/NPCGen.zip
also, if you want to give me a rough guideline on a typical Alpha Centauri
NPC, i can quickly draft some XML (it's actually quite easy) to get you
started.
regards,
andrew yinger
Wolfie
2003-12-14 04:34:48 UTC
Permalink
I have tried it out.

It has some nice looks and seems to work alright.

Why are Hits not equal to HT when there are no advantages or disadvantages
modifying them? And a point total would be nice too.
Andrew Yinger
2003-12-14 04:57:20 UTC
Permalink
Post by Wolfie
Why are Hits not equal to HT when there are no advantages or disadvantages
modifying them? And a point total would be nice too.
i am using Compendium I rules for hits/fatigue. also, some
advantages/disadvantages are implicit -- namely, those that affect what i
call 'secondary stats'. for example, vision is based off IQ, but often
deviates slightly from that (as it does in reality). (incidentally, i think
there is a pyramid article on this out there...)

in any case, it is easy enough to define an NPC class that does not use
these rules, but is more like classic GURPS, where, for example, IQ = vision
= will = hearing, etc., and then advantages such as strong-will, alertness,
modify the secondary stats.

regards,
andrew
Bill Seurer
2003-12-14 16:15:29 UTC
Permalink
Post by Andrew Yinger
Post by Wolfie
Why are Hits not equal to HT when there are no advantages or disadvantages
modifying them? And a point total would be nice too.
i am using Compendium I rules for hits/fatigue. also, some
advantages/disadvantages are implicit -- namely, those that affect what i
call 'secondary stats'. for example, vision is based off IQ, but often
deviates slightly from that (as it does in reality). (incidentally, i think
there is a pyramid article on this out there...)
in any case, it is easy enough to define an NPC class that does not use
these rules, but is more like classic GURPS, where, for example, IQ = vision
= will = hearing, etc., and then advantages such as strong-will, alertness,
modify the secondary stats.
You really should make it standard with the "options" as, well, options.
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