NPCs and adversaries in Void Pirates are built exactly like player characters using the full core NOVACore rules—no shortcuts, no new mechanics, no separate NPC stats. This keeps everything 100% consistent: 3d6 Action Rolls, Target Numbers, Attribute Modifiers, Skill Rank Modifiers, Gravity Rating Modifiers, Armor Value soak, wound penalties, critical hits/fumbles, cyber/bio effects, and Party Challenge Rating (PCR) scaling.The template below lets you create any NPC in 3–5 minutes once you’re familiar with it. Use it for grunts, bosses, pirate rivals, corporate guards, Luyten marines, black-market dealers, or anything else.Step-by-Step Creation
- Choose Threat Level
This sets the NPC’s “effective level” for PCR contribution and stat scaling: Threat LevelEffective LevelPCR ContributionTypical Role & StatsGrunt / MookLevel 1+1Basic cannon fodder; low HP, Rank 1–2 skillsOperatorLevel 2–3+2 to +3Competent pirate/mercenary; Rank 2–3 skillsElite / VeteranLevel 4–5+4 to +5Boss, squad leader, elite marine; Rank 3–5 skills- PCR total = sum of all NPC effective levels (add to crew PCR for encounter difficulty).
- Scale HP, skills, and gear accordingly (see below).
- Roll or Assign Attributes
Roll 3d6 for each of the 5 attributes (STR, AGL, INT, HLTH, PER) — or pick values for speed.- Apply permanent Gravity Rating (GR) modifiers (core GR table).
- Max 2 attributes may be increased by +1 each at creation (costs 12 XP each, but ignore XP cost for NPCs — just do it).
- AtMod = final score ÷ 3 (round up), e.g., 15 → +5.
- Choose Gravity Rating (GR)
Use the core GR table and GRM (Gravity Rating Modifier) exactly as written for players:- Floater (0–0.2G) → fragile, high INT, poor STR/HLTH
- Hopper (0.4–0.6G) → agile, balanced
- Brick (0.8–1.2G) → standard, socially adept
- Stomper (1.6G+) → tanky, high STR/HLTH, poor AGL
- LNC NPCs always use Floater GRM (brain optimal in zero-G).
- Apply GRM to every Action Roll (core rule).
- Calculate Health Points (HP)
Max HP = final Health (HLTH) × 2 (same as players).- Wound penalties apply exactly as core: 50% HP → None
25–50% → –2 to all AR
10–24% → –5 to all AR
<10% → –10 to all AR
- Wound penalties apply exactly as core: 50% HP → None
- Pick 3–5 Key Skills (with Ranks)
Use core Average/Difficult Skill Rank Modifier (SRM) rules: Threat LevelTypical RanksSRM ExamplesGrunt1–2Ranged Combat +1–2, Endurance +1–2Operator2–3Ranged/Melee +2–3, Piloting +2–3Elite3–5Gunnery/Tactics +5–9 (Difficult), Stealth +5–9- Physical skills use vessel/mech AtMod if plugged in (LNC).
- Mental/social use personal INT/PER.
- Add Gear, Cyber, Body Suit, or Vessel
Pull from core Extended Gear List:- Weapons: Use listed damage (e.g., 9mm = 2d6, Vibro-Short Sword = 3d6 vorpal)
- Armor: AV stacks (max personal total 12); mech/ship AV separate
- Cyber/Bio: Use core installation TNs (TN 18 Medicine) and effects
- Body Suits: Use core suit rules (XO-SKEL, Armored Vacuum Suit, etc.)
- Vessel (LNC only): Light Scout Walker Mech (free starting) or upgraded
- Special Rules (if applicable)
- Psionics: Only if final INT ≥ 16 (rare). Roll 1d20 (19–20 = potential), PSI 3d6, 2 free Rank 1 Talents (Difficult).
- LNC: Use core LNC rules (Brain HP 5, vessel override, 1-hour battery limit when ejected).
- Group Tactics: Squads of 4–6 grunts = +1–2 effective PCR total.
- Combat Summary Block
Write this quick-reference block for fast play at the table:Name – GR – Threat Level (Effective Level X, PCR +Y)
Attributes | HP | Key Skills | Gear / Cyber / Vessel | AR Notes | Special
STR __ (+) | AGL __ (+) | INT __ (+) | HLTH __ (+) | PER __ (+) | __ / __ | Melee __ (+), Ranged __ (+), Piloting __ (+), etc. | [list weapons, AV, cyber effects] | 3d6 + AtMod + SRM + GRM + AdMods | [psionics, LNC, squad bonus, etc.]
Ready-to-Use Example NPCsExample 1: Stomper Bodyguard “Crush”
Stomper – Operator (Level 3, PCR +3) Attributes: STR 15 (+5), AGL 11 (+4), INT 10 (+4), HLTH 14 (+5), PER 9 (+3)
HP: 28
Key Skills: Melee Rank 3 (+5 Difficult), Unarmed Rank 3 (+5), Intimidate Rank 2 (+3), Endurance Rank 2 (+3)
Gear/Cyber: Vibro-Short Sword (3d6+1 vorpal), Tactical Vest (AV 4/0), Combat Roids (active: +1 STR), Reinforced Gloves (+1 Melee)
AV total: 4 Physical / 0 Energy
Key ARs: Melee 3d6 +5 STR +5 SRM + GRM (see table)
Damage: 3d6+1 +1 (gloves) +1 (roids)
GRM: +2 in 1.6G+, –1 in Zero-G
Notes: Always in XO-SKEL Suit (+1 GRM). Point-blank +2. Critical 18 = limb sever.
Typical encounter: 2–4 guarding a corporate exec or pirate captain.Example 2: Neuro-Core Torture Bot (Torq Model)
Torq – LNC (Floater GRM) – Elite (Level 5, PCR +5) Brain stats: INT 17 (+6), PER 8 (+3)
Brain HP: 5 (jar AV 12/6)
Vessel: Custom “Torq Rig” (stationary torture drone/mech, counts as Light Mech vessel)
Vessel stats override physical actions: STR equiv. 14 (+5), AGL 13 (+5), HP 180, AV 18/9 (Cerametal + Force Field)
Skills (vessel uses): Gunnery/Tactics Rank 4 (+7), Medicine (torture) Rank 4 (+7), Intimidate Rank 5 (+9), Computer Rank 3 (+5)
Integrated Gear (core cyber/bio):
- Retractable Claw Extensions (1d6+1 slashing)
- Adrenal Implant (reverse: forces +2 pain on target, TN 18 HLTH or stunned)
- Pain Editor (ignores own wound penalties)
- Neural Lace + Neural Stabilizer (forces psionic feedback on victims: +2 to opposed Intimidate)
Weapons: Integrated Electro-Short Sword (2d6+1 +1d6 Shock) + Plasma Cutter (3d6 energy, ignores half AV)
Key ARs (plugged-in): - Torture/Intimidate: 3d6 +6 INT +9 SRM +2 AdMod (neural amp)
- Attack: 3d6 +5 AGL +7 SRM
Special: - Ejectable brain jar (1 Action).
- “Scream Protocol”: Once per combat, forces all within 10m to opposed PER AR TN 18 or –2 all ARs for 1d3 rounds (mental strain).
- Maintenance: Monthly Engineering TN 15 or –2 all ARs.
Typical use: Bolted to a pirate ship’s brig or black-site interrogation room. One Torq can break an entire captured crew.
Generalized Quick Generators (60 seconds)
Rival Pirate Crew (add 1–2 per PCR point)
- GR: Floater (scout) / Hopper (boarder) / Brick (captain) / Stomper (muscle)
- Key Skills: Ranged Combat 2–4, Piloting 2–3, Streetwise 3
- Gear: SMG or Laser Carbine + Armored Vacuum Suit + 1 random cyber (roll d6 on cyber list)
- Special: Always have 1d4 grenades and a grapnel launcher.
Generic Soldier (Corporate/Military Grunt – scale by squad size)
- GR: Brick or Stomper
- Key Skills: Ranged Combat 3, Tactics 2, Endurance 2
- Gear: Light Machinegun (3d6+1), Tactical Vest + Combat Helmet (AV 6/1 total), Combat Roids
- AV: 6/1
- Notes: +2 cover bonus when in formation. Squad of 4–6 = PCR +2 total.
Law Enforcement (Luyten Patrol / Station Security)
- GR: Brick (standard) or Hopper (zero-G response)
- Key Skills: Ranged Combat 3, Perception 3, Intimidate 2, Computer 2
- Gear: Rail Pistol (2d6+2), Energy Shield Belt (absorbs 10 dmg), Neural Interface Port (+2 Computer), Stun Gun
- Special: Call reinforcements on partial success (next round +2 more officers).
- Elite version: Add Reflex Booster Implant (+1 Initiative) and Enhanced Ocular Implants (+2 Perception).
Improvised NPC Ideas (plug into template in seconds)
- Void Scavenger Gang Leader: Hopper, Level 3, high Salvage/Stealth, Heavy Labor Exo-Suit, EMP grenades. Loves ambushing derelicts.
- Luyten Empire Marine Squad: 4× Stomper grunts + 1 Brick sergeant with Cortical Neural Mesh. Use ship AV soak rules if boarding.
- Derelict Horror (psionic mutant): Floater GR, PSI 15, Telekinesis + Mind Shield talents. No gear – pure psychic threat.
- Corporate Hacker Drone Operator: LNC in a hovering recon drone (AGL 15 vessel), max Computer/Electronics, ECM Jammer pod.
This template ensures every NPC is mechanically identical to player characters — fair, balanced, and instantly compatible with core NOVACore rules. Use it to populate the Cradle with consistent threats in minutes.