A generator that generates NPCs based on json configs using the specified rank and role.
See configs/ranks.xlsl
for balance details.
Generated:
-
Stats
Stats are generated based on the list of stats for each role for a street rat from the rulebook: a random set is selected and scaled according to the rank. The lowest rank has a stat sum of 30, the highest has a stat sum of 80.
-
Skills
Skills are generated based on the list of skills for the role for a street rat from the rulebook: the list is taken and scaled according to rank. The lowest rank has a skill sum of 35, the highest has a skill sum of 115.
Science and Martial Arts skills are generated without clarification, the user has to choose the required one themselves.
-
Cyberware
Cyberware is generated based on a list of cyberware unique to each role and a purchase budget that is determined by rank. The generator will attempt to buy dependent cyberware and paired cyberware. If a cyberware has modifiers, they will be added to stats/skills.
-
Armor
If armor or shields are generated in cyberware, they will be added. Otherwise, the generator will try to buy armor according to the maximum SP specified for the role. For example, media will be satisfied with Kevlar, while solo will try to buy Metalgear. If the budget is not enough, the generator will try to buy a cheaper armor. A body armor is generated with priority.
-
Weapon
If a weapon was generated in the cyberware, it will be added. If there was no weapon preferred by the role among these cyberware, it will be generated according to the budget. The main weapon will be generated with priority.
All long-range weapons are generated unloaded, the user must select the required ammunition, subtract the amount of ammunition in the inventory and insert it into the weapon.
-
Ammunition for selected weapons and grenades
Some amount of basic ammunition will always be added. Further grenades and improved ammunition will be added according to role preference as long as there is enough money.
-
Equipment
Different tools will be generated that best suit the selected role. The tools will not replicate cyberware with similar functionality.
-
Drugs
If Airhypo was generated in the equipment, drugs will be generated that depend on the role of the NPC. For example, a solo will prefer Berserker, a netrunner - Sixgun, and a rockerboy will prefer Prime Time.
-
Different junk for the entourage
Various items that have no practical use and are intended to add realism to the contents of pockets. Some of them can be used by gamemaster for spontaneous stories (photo, letter, corporate business card), hiding places (key to safe, note). Most of them are worthless, but expensive items like a gold chain can be found.
You may be a netrunner and not need such explanations, but not everyone here knows their way around a computer, choom!
This is a console application, which means that you need to do the following to get a sensible result:
- On the right side of the github page there is a releases section, open the last one.
- Download
cp_red_npc_generator.zip
, unzip it anywhere you want. - Open Explorer where the
cp_red_npc_generator.exe
file is, type "cmd" in the address bar and press Enter. - Now you should see a command prompt opened in the right directory where you can type commands from examples.
Try this for starters:cp_red_npc_generator.exe --rank=captain --role=solo
.
Here is the full list of available arguments and their explanation. Calling cp_red_npc_generator.exe
without any
arguments will generate a solo with a captain rank.
usage: cp_red_npc_generator.exe
[-h]
[--rank {private,corporal,lieutenant,captain,lieutenant_colonel,lieutenant_general,general}]
[--role {rockerboy,solo,netrunner,tech,medtech,media,exec,lawman,fixer,nomad,civilian}]
[--seed SEED] [--flat | --no-flat]
[--log-level {CRITICAL,FATAL,ERROR,WARN,WARNING,INFO,DEBUG,NOTSET}]
[--use-borgware | --no-use-borgware]
options:
-h, --help show this help message and exit
--rank {private,corporal,lieutenant,captain,lieutenant_colonel,lieutenant_general,general}
A measure of the development of a given NPC, where
private is an unskilled and unknown newcomer, and
general is a world-class character. Rank determines
how advanced an NPC's skills are and how cool his
equipment is.
--role {rockerboy,solo,netrunner,tech,medtech,media,exec,lawman,fixer,nomad,civilian}
An occupation the NPC is known by on The Street.
`civilian` means that this is just a regular human.
The role can determine the equipment and the direction
of the NPC's skills. The default value is `solo`.
--seed SEED A number for a random engine. The same seed will
always give the same result when the other arguments
are unchanged. The default is 0, which means "use unix
epoch".
--flat, --no-flat If specified, don't use columns. Easier for editing
and copy-pasting, but takes much more space.
--log-level {CRITICAL,FATAL,ERROR,WARN,WARNING,INFO,DEBUG,NOTSET}
Logging level. Default is INFO.
--use-borgware, --no-use-borgware
If specified, allow borgware. Usually you don't want
the regular mooks to use that cool stuff.
Private (the lowest rank, punching dolls for the initial characters)
Input:cp_red_npc_generator.exe --rank=private --role=solo
Possible output:
Has items total worth of 272
Stats: Conditions:
[4] INT HP: 25/25 (Seriously Wounded: 13)
[4] REF TraumaTeam status: NONE
[3] DEX Can evade bullets: False
[2] TECH No intangible obscurement penalties: False
[3] COOL Has flashes of light protection: False
[3] WILL Has ears protection: False
[3] LUCK Has breath protection: False
[3] MOVE
[3] BODY
[3] EMP
Skills:
Education Technique Social
[4(INT)=4] Accounting [2(TECH)=2] AirVehicleTech [3(COOL)=3] Bribery
[4(INT)=4] AnimalHandling [2(TECH)=2] BasicTech [3(EMP)+2=5] Conversation
[4(INT)=4] Bureaucracy [2(TECH)=2] Cybertech [3(EMP)+2=5] HumanPerception
[4(INT)=4] Business [2(TECH)=2] Demolitions [3(COOL)+3=6] Interrogation
[4(INT)=4] Composition [2(TECH)=2] ElectronicsSecurityTech [3(COOL)+2=5] Persuasion
[4(INT)=4] Criminology [2(TECH)+3=5] FirstAid [3(COOL)=3] PersonalGrooming
[4(INT)=4] Cryptography [2(TECH)=2] Forgery [3(COOL)=3] Streetwise
[4(INT)=4] Deduction [2(TECH)=2] LandVehicleTech [3(COOL)=3] Trading
[4(INT)+2=6] Education [2(TECH)=2] PaintDrawSculpt [3(COOL)=3] WardrobeStyle
[4(INT)=4] Gamble [2(TECH)=2] Paramedic Body
[4(INT)=4] LibrarySearch [2(TECH)=2] PhotographyFilm [3(DEX)+2=5] Athletics
[4(INT)+2=6] LocalExpertYourHome [2(TECH)=2] PickLock [3(DEX)=3] Contortionist
[4(INT)+3=7] Tactics [2(TECH)=2] PickPocket [3(DEX)=3] Dance
[4(INT)=4] WildernessSurvival [2(TECH)=2] SeaVehicleTech [3(WILL)=3] Endurance
[4(INT)+2=6] LanguageStreetslang [2(TECH)=2] Weaponstech [3(WILL)+3=6] ResistTortureDrugs
[4(INT)=4] Science Awareness [3(DEX)+2=5] Stealth
Fighting [3(WILL)+2=5] Concentration Ranged_Weapon
[3(DEX)+2=5] Brawling [4(INT)=4] ConcealRevealObject [4(REF)=4] Archery
[3(DEX)+3=6] Evasion [4(INT)=4] LipReading [4(REF)+3=7] Autofire
[3(DEX)=3] MartialArts [4(INT)+3=7] Perception [4(REF)+3=7] Handgun
[3(DEX)+3=6] MeleeWeapon [4(INT)=4] Tracking [4(REF)=4] HeavyWeapons
[4(REF)=4] Initiative Control [4(REF)+3=7] ShoulderArms
Performance [4(REF)=4] DriveLandVehicle
[3(COOL)=3] Acting [4(REF)=4] PilotAirVehicle
[2(TECH)=2] PlayInstrument [4(REF)=4] PilotSeaVehicle
[4(REF)=4] Riding
Armor: Ranged weapons:
Head: Leathers [20eb (everyday), SP=4/4] [7] Chadran Arms "City Reaper" (Heavy SMG) [50eb (costly), poor, Damage=3d6, ROF=1, Mag=/40 ()]
Body: Leathers [20eb (everyday), SP=4/4] Melee weapons:
[6] Two-handed sword (Heavy Melee Weapon) [50eb (costly), poor, Damage=3d6, ROF=2]
[5] Brawling [Damage=1d6, ROF=2]
Inventory:
Ammo Equipment / Drugs Junk
[1] Grenades (Armor-Piercing) [100eb (premium)] [1] Flashlight [20eb (everyday)] [47] Eddies [1eb (cheap)]
[80] Bullets (Basic) [1eb (cheap)] [1] Prayer Beads [10eb (cheap)]
[1] Poker Chip
[1] Fake ID
[1] Zip Ties
[1] Child’s drawing
Captain (equivalent of the players' starting characters)
Input:cp_red_npc_generator.exe --rank=captain --role=solo
Possible output:
Has items total worth of 1662
Stats: Conditions:
[7] INT HP: 40/40 (Seriously Wounded: 20)
[8] REF TraumaTeam status: NONE
[6] DEX Can evade bullets: True (REF >= 8)
[3] TECH No intangible obscurement penalties: False
[6] COOL Has flashes of light protection: False
[6] WILL Has ears protection: False
[7] LUCK Has breath protection: True (Anti-Smog Breathing Mask)
[5] MOVE
[6] BODY
[5] EMP
Skills:
Education Technique Social
[7(INT)=7] Accounting [3(TECH)=3] AirVehicleTech [6(COOL)=6] Bribery
[7(INT)=7] AnimalHandling [3(TECH)=3] BasicTech [5(EMP)+2=7] Conversation
[7(INT)=7] Bureaucracy [3(TECH)=3] Cybertech [5(EMP)+2=7] HumanPerception
[7(INT)=7] Business [3(TECH)=3] Demolitions [6(COOL)+6=12] Interrogation
[7(INT)=7] Composition [3(TECH)=3] ElectronicsSecurityTech [6(COOL)+2=8] Persuasion
[7(INT)=7] Criminology [3(TECH)+6=9] FirstAid [6(COOL)=6] PersonalGrooming
[7(INT)=7] Cryptography [3(TECH)=3] Forgery [6(COOL)=6] Streetwise
[7(INT)=7] Deduction [3(TECH)=3] LandVehicleTech [6(COOL)=6] Trading
[7(INT)+2=9] Education [3(TECH)=3] PaintDrawSculpt [6(COOL)=6] WardrobeStyle
[7(INT)=7] Gamble [3(TECH)=3] Paramedic Body
[7(INT)=7] LibrarySearch [3(TECH)=3] PhotographyFilm [6(DEX)+2=8] Athletics
[7(INT)+2=9] LocalExpertYourHome [3(TECH)=3] PickLock [6(DEX)=6] Contortionist
[7(INT)+6=13] Tactics [3(TECH)=3] PickPocket [6(DEX)=6] Dance
[7(INT)=7] WildernessSurvival [3(TECH)=3] SeaVehicleTech [6(WILL)=6] Endurance
[7(INT)+2=9] LanguageStreetslang [3(TECH)=3] Weaponstech [6(WILL)+6=12] ResistTortureDrugs
[7(INT)=7] Science Awareness [6(DEX)+2=8] Stealth
Fighting [6(WILL)+2=8] Concentration Ranged_Weapon
[6(DEX)+2=8] Brawling [7(INT)=7] ConcealRevealObject [8(REF)=8] Archery
[6(DEX)+6=12] Evasion [7(INT)=7] LipReading [8(REF)+6=14] Autofire
[6(DEX)=6] MartialArts [7(INT)+6=13] Perception [8(REF)+6=14] Handgun
[6(DEX)+6=12] MeleeWeapon [7(INT)=7] Tracking [8(REF)=8] HeavyWeapons
[8(REF)=8] Initiative Control [8(REF)+6=14] ShoulderArms
Performance [8(REF)=8] DriveLandVehicle
[6(COOL)=6] Acting [8(REF)=8] PilotAirVehicle
[3(TECH)=3] PlayInstrument [8(REF)=8] PilotSeaVehicle
[8(REF)=8] Riding
Cyberware:
Auditory System [1/1] Shoulders [1/2] Fashionware [1/7]
Cyberaudio Suite [500eb] [1/3] Big Knucks [100eb] Biomonitor [100eb]
Radio Communicator [100eb] Internal Cyberware [1/7]
Bodyweight AutoInjector [100eb]
Armor: Ranged weapons:
Head: Light Armorjack [100eb (premium), SP=11/11] [14] Chadran Arms "City Reaper" (Heavy SMG) [100eb (premium), standard, Damage=3d6, ROF=1, Mag=/40 ()]
Body: Light Armorjack [100eb (premium), SP=11/11] Melee weapons:
[8] Brawling [Damage=2d6, ROF=2]
[12] Big Knucks [100eb (premium), Damage=2d6, ROF=2]
Inventory:
Ammo Equipment / Drugs Junk
[1] Grenades (Armor-Piercing) [100eb (premium)] [1] Berserker [100eb (premium)] [422] Eddies [1eb (cheap)]
[80] Bullets (Basic) [1eb (cheap)] [1] Handcuffs [50eb (costly)] [1] Cheap Cigar [20eb (everyday)]
[1] Grenades (Teargas) [50eb (costly)] [1] Anti-Smog Breathing Mask [20eb (everyday)] [1] Pack of Cigarettes [20eb (everyday)]
[1] Chopsticks
[1] Class Schedule for Night City University
General (Adam Smasher)
Input:cp_red_npc_generator.exe --rank=general --role=solo --use-borgware
Possible output:
Has items total worth of 33282
Stats: Conditions:
[6] INT HP: 65/65 (Seriously Wounded: No, Pain Editor)
[8-4(Body: Metalgear)=4] REF TraumaTeam status: EXECUTIVE
[8-4(Body: Metalgear)=4] DEX Can evade bullets: False
[5] TECH No intangible obscurement penalties: False
[8] COOL Has flashes of light protection: True (Kiroshi OptiShield)
[8] WILL Has ears protection: True (Level Damper)
[8] LUCK Has breath protection: True (Mini Air Supply Cyberfinger)
[8-4(Body: Metalgear)=4] MOVE
[8+2(Grafted Muscle and Bone Lace)+4(Implanted Linear Frame ß (Beta))=14] BODY
[0] EMP
Skills:
Education Technique Social
[6(INT)=6] Accounting [5(TECH)=5] AirVehicleTech [8(COOL)=8] Bribery
[6(INT)=6] AnimalHandling [5(TECH)=5] BasicTech [0(EMP)+3=3] Conversation
[6(INT)=6] Bureaucracy [5(TECH)=5] Cybertech [0(EMP)+3=3] HumanPerception
[6(INT)=6] Business [5(TECH)=5] Demolitions [8(COOL)+8=16] Interrogation
[6(INT)=6] Composition [5(TECH)=5] ElectronicsSecurityTech [8(COOL)+3=11] Persuasion
[6(INT)=6] Criminology [5(TECH)+8=13] FirstAid [8(COOL)=8] PersonalGrooming
[6(INT)=6] Cryptography [5(TECH)=5] Forgery [8(COOL)=8] Streetwise
[6(INT)=6] Deduction [5(TECH)=5] LandVehicleTech [8(COOL)=8] Trading
[6(INT)+3=9] Education [5(TECH)=5] PaintDrawSculpt [8(COOL)=8] WardrobeStyle
[6(INT)=6] Gamble [5(TECH)=5] Paramedic Body
[6(INT)=6] LibrarySearch [5(TECH)=5] PhotographyFilm [4(DEX)+3=7] Athletics
[6(INT)+3=9] LocalExpertYourHome [5(TECH)=5] PickLock [4(DEX)=4] Contortionist
[6(INT)+8=14] Tactics [5(TECH)=5] PickPocket [4(DEX)=4] Dance
[6(INT)=6] WildernessSurvival [5(TECH)=5] SeaVehicleTech [8(WILL)=8] Endurance
[6(INT)+3=9] LanguageStreetslang [5(TECH)=5] Weaponstech [8(WILL)+8=16] ResistTortureDrugs
[6(INT)=6] Science Awareness [4(DEX)+3=7] Stealth
Fighting [8(WILL)+3=11] Concentration Ranged_Weapon
[4(DEX)+3=7] Brawling [6(INT)=6] ConcealRevealObject [4(REF)=4] Archery
[4(DEX)+8=12] Evasion [6(INT)=6] LipReading [4(REF)+8=12] Autofire
[4(DEX)=4] MartialArts [6(INT)+8=14] Perception [4(REF)+8=12] Handgun
[4(DEX)+8=12] MeleeWeapon [6(INT)=6] Tracking [4(REF)=4] HeavyWeapons
[4(REF)+3(Sandevistan)=7] Initiative Control [4(REF)+8=12] ShoulderArms
Performance [4(REF)=4] DriveLandVehicle
[8(COOL)=8] Acting [4(REF)=4] PilotAirVehicle
[5(TECH)=5] PlayInstrument [4(REF)=4] PilotSeaVehicle
[4(REF)=4] Riding
Cyberware:
Borgware Shoulders [2/2] Neuralware [1/1]
Implanted Linear Frame ß (Beta) [5000eb] Cyberarm [500eb] [3/4] Neural Link [500eb] [2/5]
Cyclops International Bug Eye [500eb] [1/5] Popup Shotgun [1000eb] Chipware Socket [500eb] [1/1]
Targeting Scope [500eb] Cyberarm [500eb] [4/4] Pain Editor [1000eb]
Artificial Shoulder Mount [1000eb] [2/2] Popup Grenade Launcher [500eb] Sandevistan [500eb]
Cyberarm [500eb] [4/4] Dynalar Modular Finger Enthusiast Cyberhand [500eb] [2/8] Internal Cyberware [3/7]
ChainRipp [500eb] Airhypo Cyberfinger [100eb] Grafted Muscle and Bone Lace [1000eb]
Cyberarm [500eb] [3/4] Mini Air Supply Cyberfinger [500eb] Grafted Muscle and Bone Lace [1000eb]
Flashbulb [500eb] Fashionware [2/7] Enhanced Antibodies [500eb]
PersonalPak KibbleWarmer [100eb] Biomonitor [100eb] Auditory System [1/1]
External Cyberware [1/7] Kill Display [100eb] Cyberaudio Suite [500eb] [1/3]
Kiroshi OptiShield [500eb] Level Damper [100eb]
Armor: Ranged weapons:
Head: Metalgear [5000eb (luxury), SP=18/18] [8] Popup Grenade Launcher [500eb (expensive), Damage=6d6, ROF=1, Mag=/2 ()]
Body: Metalgear [5000eb (luxury), SP=18/18] [17] GunMart "Snipe-Star" (Sniper Rifle) [1000eb (very_expensive), excellent, Damage=5d6, ROF=1, Mag=/4 ()]
Bulletproof Shield [100eb (premium), SP=10/10] [16] Popup Shotgun [1000eb (very_expensive), Damage=4d6, ROF=1, Mag=/2 ()]
Melee weapons:
[11] Brawling [Damage=4d6, ROF=2]
[17] ChainRipp [500eb (expensive), excellent, Damage=4d6, ROF=1]
Inventory:
Ammo Equipment / Drugs Junk
[2] Grenades (Armor-Piercing) [100eb (premium)] [1] Radar Detector [500eb (expensive)] [2619] Eddies [1eb (cheap)]
[12] Bullets (Expansive) [10eb (cheap)] [2] Berserker [100eb (premium)] [1] Child’s drawing
[8] Bullets (Armor-Piercing) [10eb (cheap)] [2] Timewarp [100eb (premium)]
[2] Shotgun Shells (Incendiary) [10eb (cheap)] [1] Radio Communicator [100eb (premium)]
[2] Slugs (Armor-Piercing) [10eb (cheap)] [1] Bulletproof Shield [100eb (premium), SP=10/10]
[18] Slugs (Basic) [1eb (cheap)] [2] Black Lace [50eb (costly)]
[1] Handcuffs [50eb (costly)]
[2] Synthcoke [20eb (everyday)]
[1] Carryall [20eb (everyday)]
- No skill chips
- Skills - only upgrades to street rat
- (Almost) only items from the basic rulebook
- No weapon modifications
- No exotic weapons