OpenQuest Quick NPCs

Posted: 2026-01-10
Word Count: 1475
Tags: openquest openquest-content rpg

Table of Contents

This work is based on the OpenQuest System Resource Document (found at https://openquestrpg.com/srd), a D101 Games product developed, authored by Newt Newport with Paul Mitchener. OpenQuest System Resource Document © 2021 by Newt Newport with Paul Mitchener is licensed under Attribution 4.0 International. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

The following text is © 2026 by Frank Mitchell. All rights reserved.

One of the enviable features of old versions of The Most Popular Role-Playing Game is its ability to specify monsters and NPCs in about a line of text. The designers of the game upon which OpenQuest is modeled prioritized treating all creatures equally, so that if you wanted to play an elf, dwarf, or intelligent tapir you could. That makes creating NPCs and creatures quickly difficult, never mind improvising one during a game.

Below I consider a few techniques that allows a GM to summarize an OpenQuest creature or minor NPC in their notes, or invent one quickly.

Characteristics

The first lesson I learned, from SimpleQuest in fact, is to not bother with characteristics. If a creature or NPC shows up in one scene, usually as sword fodder for the heroes, you only need to know their skills and base attributes: Hit Points, Magic Points, Armor Points, Movement Rate, and Damage Modifier. (Plus any treasure).

Attributes

How do you get Hit Points, Magic Points, Damage Modifier, and default skills if you don’t have characteristics? Short answer: you make them up.

HP and MP

Making up the numbers off the top of your head is perfectly reasonable, but I like to rate HP and MP on a scale with the “average human” at 0.

Scale -2 -1 0 1 2 3 4 5 6 7 8 9 10 +1
HP 5 8 12 15 19 22 26 29 33 36 40 43 47 +3
MP 4 7 11 14 18 21 25 28 32 35 39 42 46 +3

Optional: DX, IN, and CH

I also like to have an idea of the creature’s DEX (abbreviated DX here) for working out reasonable skill defaults. INT (abbreviated IN) and CHA (abbreviated CH) are less useful, but they can be significant for certain characters or creatures.

Scale -2 -1 0 1 2 3 4 5 6 7 8 9 10 +1
DX 4 7 11 14 18 21 25 28 32 35 39 42 46 +3
CH 4 7 11 14 18 21 25 28 32 35 39 42 46 +3
IN 6 10 13 17 20 24 27 31 34 37 40

If you skip this step, assume DX, CH, and INT are 11 in the section on Skills.

MR

Movement Rate for a human is 15m. Generally I use “theater of the mind” and grid-less movement, so I use this value for creatures unless I want to make them dramatically faster, for example if they have wings. In that case I’ll use 30m, or even 45m. In cases where the creature is only somewhat faster (or slower), I tend to handle chases as opposed Athletics checks with the faster party having a +20% or even +50% to skill.

AP

Armor comes from either what a humanoid (or non-humanoid) wears, or the thickness of their skin. In the latter case I’ll give the creature an AP of 1 to 3, more or less equivalent to leather armor, unless their skin is something more exotic like bone, dragon-scale, stone or iron.

DM and Damage

Damage Modifier is based on HP×2, as a substitute for STR+SIZ:

HP Damage Modifier
1-5 –1D6
6-7 –1D4
8-12 +0
13-15 +1D4
16-22 +1D6
23-30 +2D6
31-38 +3D6
39-45 +4D6
+7 +1D6

At this point I also consider what weapons the NPC or creature has. For creatures I simply look up the damage from a comparable natural animal or supernatural creature. Humanoids tend to use weapons, so I’d look up the weapon damage. I then record the weapon damage plus the Damage Modifier under a single entry, Attacks, since Damage Modifier is only useful in this context.

Skills

OpenQuest creatures and NPCs interact with PCs mainly through Skills. Skills and spells are listed on one or more lines as suggested in the “Creatures” chapter, with a few abbreviations of my own.

Quick Skill Default Special Notation
Athletics HP+DX -
Close Combat HP+DX placed after weapon name and before damage
Culture (name) IN (IN+10) -
Dodge DX+IN -
Deception DX+10 -
Healing IN+10 -
Influence CH+10 -
Language (name) IN (IN+50) “Fluent / nameor “Literate / name
Lore (name) IN -
Natural Lore IN+10 -
Perception IN+MP -
Persistence MP+10 -
Personal Magic Casting MPx3 placed before Personal Magic spells
Ranged Combat DX+IN placed after weapon name and before damage
Religion (name) IN (IN+10) tag next to Divine Spells1
Resilience HP+MP -
Shamanism 0 (MP+IN) -
Sorcery Casting IN placed next to Sorcery spells
Streetwise CH+MP
Trade IN+10
Unarmed Combat HP+DX placed after weapon name and before damage
Wealth CH+IN

Less Common Skills: Craft (IN+10), Driving (DX+IN), Engineering (IN+10), Mechanisms (DX+IN), Performance (CH+10), Riding (DX+MP), Sailing (DX+IN).

I tend to list all skills alphabetically. Others may want to put the Resistances (Dodge, Persistence, Resilience) at the front.

For simplicity I round all skills to the nearest 5%, with none lower than 20%, the default for most skills if no skill is given. Lore (all) and Sorcery Casting default to IN, or 10% or 15% if not given. You may want to set a lower default, like 20% or (in certain cases) 15% or 10%.

Tags

The skill or magic sections may also contain “tags”, free-form phrases without percentiles. Common tags include the following:

Magic

Creatures and minor NPCs tend to use no magic in my games. A rare minor NPC may have some Personal Magic. NPCs (or creatures!) that use Divine Magic or Sorcery are rarer as “minor” NPCs, but perhaps they’re initiates or apprentices supporting a priest or adept. In such a rare case I tend to give them all the same spells; tracking spell use and MP consumption per individual is hard enough.

Special Rules

Creatures and NPCs with special rules or variant magic tend to have a major role to play in the game, in which case I write up the NPC, or at least their species, more fully.

Examples

Below are what I might transcribe in a notebook or adventure text.

Human NPCs

Human: HP 12, MP 11, AP 0, ATK fists 1d4; all skills 25%

Craftsman: HP 12, MP 11, AP 0, ATK fists 1d4; Craft 50%, Trade 30%

Mercenary: HP 14, MP 11, AP 5 (chainmail), ATK sword 40% 1d6+1d4 or shield 40% 1d6+1d4; Athletics 30%, Dodge 30%, Persistence 28%, Resilience 33%.

Shaman’s Apprentice: HP 11, MP 14, AP 2 (leather), ATK quarterstaff 30% 1d8, shortbow 30% 1d8; Culture (Central Plains) 40%, Dodge 30%, Healing 40%, Fluent (First Speech), Persistence 50%, Resilience 30%; Personal Magic 44%: Firearrow, Heal 2, Spirit Shield 2

Non-Human NPCs

This method works less well for non-humans, especially Creatures, since their average STR, CON, SIZ, and DEX may be significantly different from each other and the normal human range. In those cases I draw the averages directly from the Creatures chapter in OpenQuest.

Beastling: HP 16, MP 11, AP 2 (leather), ATK Club 50% 1d6+1d4 or Target Shield 50% 1d6+1d4 or Head-Butt 60% 1d6+1d4; Deception 40%, Dodge 40%, Natural Lore 70%, Persistence 30%, Resilience 30%; Personal Magic 33%: Heal 2, Protection 2; Divine Magic Initiate / Earth Mother: Berserk.

Beastling Priestess: see Beastling, plus Divine Magic Priestess / Earth Mother: Berserk, Dismiss Magic, Heal Body.

Dwarf: HP 15, MP 11, AP 5 (chainmail), ATK fists 35% 1d4 or War Hammer 65% 1d8 or Shield 65% 1d6; Athletics 50%, Craft 70%, Dodge 20%, Engineering 35%, Mechanisms 40%, Persistence 40%, Resilience 55%; Sorcery 40%: Damage Resistance, Damage Boosting, Heal Wounds; Special: sense depth underground and structural soundness, see in dark as if day.

Dwarf Craftsman: see Dwarf, plus Craft 85%


  1. “Non-divine religions” do not grant Divine Magic; they teach other forms of magic like Personal Magic or Sorcery. Such religions will list the Religion skill explicitly. ↩︎

  2. NPC cults get different titles since their roles may be slightly (or wildly) different and because “Unholy Warrior” amuses me. A rough guide:

    Title Cult (%) Other Skills
    Cultist 40% one cult skill @ 25%
    Unholy Warrior 50% one cult skill @ 50%, one combat skill @ 75%
    Warrior-Priest 75% one cult skill @ 75%, one combat skill @ 75%
    Priest 75% two cult skills @ 75%
    High Priest 90% three cult skills @ 75%
     ↩︎ ↩︎ ↩︎ ↩︎