Homebrewed update of the Twilight 2000 NPC motivation system


Homebrew and House Rules


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One of the things I loved about the Twilight 2000 game was the npc motivation system, but as with all things we tinkered with it.

Essentially it is simple, take a deck of cards, draw two. The first I assume the more obvious trait, the second less apparent. You can then develop NPC personas quickly and off the cuff.

Let me know your thoughts/suggestions.

NPC Motivation System
Clubs (Use of Threat/Force)
2 = Timid. Motivated by fear. Likely to be passive.
3-4 = Code of Honour: Is bound by a code of conduct but not afraid to use force if called for.
5-6 = Moderately Violent: Aggressive and prefers to use force as a solution.
7 = Professional: Is professionally involved in violence and sees it as a job, e.g. a adventurer or assassin.
8 = Very Violent: Loves a good fight and will probably use force even if unnecessary.
9 = Trickster: Will use deceit and trickery to get their way where possible.
10 = Pacifist: Will seek non-violent solutions if possible.
Jack = Murderous: The NPC has either committed a murder or is planning a murder. Not just killing someone but a deliberate and secret killing of someone for personal gain.
Queen = Plotter: Will seek to completely undermine an enemy before destroying them.
King = Sociopath: A sadist with a complete disregard for the lives and rights of others.
Ace = Tactician: The NPC is a good and imaginative tactician in appropriate situations.

Diamonds (Greed/Motivation)
2 = Collector. Has a personal interest that means they value certain objects more highly than others would.
3-4 = Pragmatic: Will seek to maximise profit, but is not totally unethical.
5-6= Moderately Greedy: A very hard bargainer, likely to be cash/gold only, and easy to bribe.
7 = Professional: Is professionally involved in the accumulation/generation of wealth, e.g. a steward.
8 = Very Greedy: Always open to bribes, deals only in gold/cash, may plan treachery if he thinks the PCs have considerable wealth and thinks he could get his hands on it.
9 = Avaricious: Blatantly driven by the accumulation of wealth, WILL try and swindle the PCs in any dealings with them.
10= Curious: Driven by the need to find things out and acquire knowledge.
Jack = Addiction: Driven by the need to feed an addictive behaviour/personality type.
Queen = Lustful: driven by lust, may be one person in particular or many.
King = Corrupt: A person driven (either publically or privately) by extreme vice.
Ace = Generous: The concept of Largesse is important to this npc and they reward service well.

Hearts (Sociability/Ethics)
2 = Awkward. Lacks social graces, motivation likely to be obvious.
3-4 = Sociable: Amiable, talkative, and cooperative with most people.
5-6 = Moderately Sociable: Strong sense of duty and loyalty to whatever group he joins
7= Professional. Is professionally involved in social engagement: e.g. A bard or courtesan.
8 = Very Sociable: Strong commitment to justice and the welfare of everyone he meets and looks for the good qualities in anyone he meets
9 = Ambassador: Defines themselves through their role within an organisation. See’s their interests as intertwined with the groups.
10 Introvert: Dislikes and avoids the company of others.
Jack = Loving: Loves someone so completely that they would sacrifice themselves for that person.
Queen = Hospitable: The reputation of their hearth and home is of key importance to them.
King = Honourable: Scrupulously honest in all dealings and his word of honour is an absolute bond.
Ace = Idealist: Holds an abstract concept as the greatest virtue and the main consideration in determining their course of action.

Spades (Ambition/Power)
2 = Rebel. Makes a virtue of being ‘outside the system’, refuses position.
3-4 = Somewhat Ambitious: Inclined towards boastfulness and a desire to impress peers.
5-6 = Moderately Ambitious: The NPC looks for a position of responsibility in any organization they join
7= Professional: Is professionally involved in the accumulation of power: e.g. a nobleman.
8 = Very Ambitious: The NPC is driven by a desire to manipulate and control the people around them and to be in charge
9 = Social Climber. Will do anything to gain status and influence and probably has.
10 = Altruistic: Is working for a ‘Higher Power’ – possibly bad, possibly good.
Jack = Radical: Desires to re-write the rules of society/existing social order.
Queen = Ruthless: Lets nothing stand in the way of achieving goals and has total disregard for the needs of others.
King = Power-Broker. Has extreme influence in their sphere and is a person to be reckoned with.
Ace = Leader: Expects to be in a leadership position, may cause problems if not.


Wow hadn't thought about that system in a long time.

Any thoughts on attaching some mechanic to any of the face cards (and the Aces)? Seem to recall some of them did so in T2000.

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