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Referee Characters

In most cases, no special care is required for non-player characters, foes, or adverse circumstances. The players decide what the Wardens do, the Referee decides what the world does, and when necessary see the rules for risk and dice.

An NPC is generally defined by a brief high concept, like “frustrated farmer” or “dungeon merchant.” This should guide their actions, opinions, and capabilities.

Foes

When characters come into direct and purposeful opposition, then we zoom in to those NPCs. What threats do they pose to the Wardens? They may threaten to directly stop the Wardens (Violet (the loyal bodyguard) extends a gauntleted fist to block your approach to her master) or otherwise frustrate their efforts (Evan (the town elder) doesn’t prevent the Wardens from carrying out their investigation, but he does badger them with questions as they proceed.)

Some characters, especially monsters, may have specific pre-defined threats (a dragon may have “fire-breath”, “shredding claws”, and “buffeting wings”). Others can be improvised on the fly.

Sometimes it makes sense for an NPC to make a threat roll (usually when threatened by a Warden). At base, an average person has 0d for their actions; a threatening person or monster has 1d; escalate further as necessary (but save 3d or 4d for truly elite foes, and probably stop there). If their high concept applies, add 1d (a “lonesome trapper” can be assumed to have some skill with fishing, a “neurotic quartermaster” probably knows their way around a sextant). If they’re specialized in this action specifically, add another 2d instead (a “grizzled sniper” lining up a shot, a “gregarious miner” breaking apart stone).

For most NPCs, see Harm when they’re injured. Stronger characters should have Guard (generally no more than four) and may have Armor as appropriate. Generally don’t bother tracking NPC injuries. If they have special abilities, treat those as health instead and cross them out as they’re wounded.

Convincing Someone

When a Warden wants to get someone to do something or to change their mind, first consider whether there’s any risk at all. If a Warden has airtight evidence or reasoning, or they’re asking for something that the other person is perfectly happy to give, then dice need not get involved.