Bandit: Page 1, Page 2.
C.S. Grunt, Old Style: Page 1, Page 2.
C.S. Grunt, New Style: Page 1, Page 2.
C.S. Psi-Stalker: Page 1, Page 2.
City Rat: Page 1, Page 2.
Combat Cyborg: Page 1, Page 2.
Dog Boy: Page 1, Page 2.
Glitter Boy Pilot: Page 1, Page 2.
Juicer: Page 1, Page 2.
Vagabond: Page 1, Page 2.
Wilderness Scout: Page 1, Page 2.
Monster Generators:
Brodkil: Page 1, Page 2.
Deevil: Page 1, Page 2.
Gurgoyle: page 1, page 2.
Why make these? Many Rifts books devote considerable space to the stats of individual N.P.C.'s, and most of those N.P.C.'s have exceptional stats and abilities. These N.P.C.'s can be useful for special encounters, but my experience has been that most groups have more encounters and interactions with ordinary soldiers, bandits, and the like. These are the stormtroopers, the red-shirted ensigns, the disposable N.P.C.'s who aren't special, but can still represent obstacles and threats to the characters. There are no good sets of stats for these N.P.C.'s in the books, forcing G.M.'s to either make some up on the fly or spend valuable time preparing them.
How were they made? In a spreadsheet program, using Rifts: Ultimate Edition (RUE), 1st printing, with the posted corrections, and then finished in PowerPoint with a combination of free use clip-art and some custom art by yours truly. These are the guidelines I used for creating these N.P.C. generators:
1. These N.P.C.'s are not elite members of their profession. There is nothing special about them, and they have no psionics or other optional perks beyond the minimum requirements for their O.C.C. In general, they should lose in a fair fight against an equivalent player character.
2. The front-page of each N.P.C. generator is an average person (usually human) with his/her O.C.C. skills and abilities only. All O.C.C. Related and Secondary skills are assumed to be unrelated to combat or the given situation.
3. On the back page, I present some variants, which add optional skills and add or substitute alternate equipment, allowing for an N.P.C. who performs a specialized role. These are not variant O.C.C.'s, but rather some skill and equipment selections that allow for a more specialized role. For example, the Juicer's gladiator variant is not the Juicer Gladiator O.C.C.
4. All single dice rolls come out as the average result, rounded down. If multiple dice are used, then I alternate rounding down and up. For example, the I.Q. attribute of 3D6 is computed as 3+4+3=10.
5. Any "of choice" weapon proficiencies in the O.C.C. Skills are chosen to match weapons in the standard starting equipment (typically W.P. knife). I may ignore additional "of choice" options for the front page or put them into variants.
6. Only the stats and bonuses that could realistically get used in an encounter are included.
7. I try to use the latest books for stats and rules, so I use the RUE ranged weapon rules and W.P.'s.
8. The character's equipment choices default to either standard issue equipment or cheap, common gear from RUE and GMG. Equipment for variants tends to be more specialized, but isn't meant to be exceptional or extra-powerful.
The monster N.P.C. generators take a different approach. These come in a range of 5 options where I assume different dice roll averages and experience levels, providing flexibility so a GM can field a range of power levels. As an example, for 6-sided attribute dice rolls, puny monsters roll ones and twos, average monsters roll threes and fours, and mighty monsters roll fives and sixes. If the monster has experience levels, then I use the default range provided as a guideline, but not necessarily a hard and fast rule for the upper experience level limit.
What's next? I'm keeping the links in this post updated to show the latest versions of these documents. I can revise and tweak these generators based on community feedback. I occasionally create new generators if people want them. On that subject:
Please let me know what I can do to improve this. What do you think of the format/structure, presentation, and the stats included? What do you think of my process?
Would you like to see more N.P.C. generators? Which O.C.C./R.C.C. would you like to see next?
Omitted Content and Simplifications:
-The modern weapons don't include scenario modifiers; I omitted these due to space concerns, and there's a pretty good list in RUE p361.
-The Called Shot rows assume a -4 penalty for small targets, but this is variable with a book-given value of -3 or -4, sometimes more; it doesn't apply to large targets (just use aimed or regular shots for called shots on large targets, but use the extra attack for the called shot).
-Personal items and credits are consolidated into a single credit total. It's up to the GM to fill in the details on loot.
-The weapon stats are intentionally incomplete, including only damage, range, and shots per one type of E-clip. This sheet is designed to supplement the book info, not reprint or replace it.
-In a few cases, I've simplified the armor skill penalties, especially for generators that include multiple armor types.
-I don't add in new skills at new O.C.C. skills and secondary skills for new levels.
-I've been at this slow-burn project for some years now, and my style has evolved. Some of my earlier N.P.C. generators are not very high-definition, as I exported them as images direct from a spreadsheet. They're legible and usable, they just don't print as pretty.
Enjoy!