This week I’m still working on making the Starfinder NPC stat block as small as possible for as book of NPCs and Pawns that I’m working on. Per recommendations from Jeremy Todd Corff I have removed the Multiattack, Size, Reach portions of the stat block as normal or default entries don’t need to be called out. We talked about removing Resolve Points from NPCs, but the Gunslinger had an ability that can utilize RP so we left that in.
The next NPC is our Shopkeeper, looking at the picture, he’s a shirt, pants, vest, apron, a necktie, shoes, and some kind of undershirt with sleeves. He’s got two pens in his vest pocket and wears glasses. I’m going to go out on a limb and say that he’s a punctual man that opens the store at the same time every day and carries a pocket watch.
I have been toying with the idea of giving American characters $100 starting cash, the UK equivalent would be about £20 although I’m not certain a UK character could get the same equivalents for £20 no matter what the currency exchange rates may say.
Our shopkeeper is going to be a CR one Expert, Mechanic, with one of the Experimental alternate class features, I like Apparatus or Vehicle for this as I don’t need the shopkeeper to have heavy armor or a showy weapon. Potential Experimental Apparatus; Dust Goggles, shotalashu saddle, Thermal Regulator in his apron for working in the workshop. Potential Experimental Vehicles: Exploration Buggy, Goblin Junkcycle, Ravine Crawler. I think we’ll go with the Thermal Regulator.
I put his +4 into Intelligence, +2 into Dexterity, and +1 into Constitution.
Engineering is a class skill for Mechanics. I put his 3 Master skills in Engineering, Perception, and Physical Science, it has a lot of uses. Experts get 2 Good skills, Profession Merchant, and with Medicine, he won’t be taking any customers away from Doc, but he can help out and make enough medicines for folks in town to stay alive.
I went into a general store, but they wouldn’t let me buy anything specific.-Steven Wright
Looking over Feats as special abilities, I am drawn to Master Crafter I know you’re supposed to have 5 ranks, but NPCs don’t really get ranks the same way as player characters.
Now our Shopkeeper from the General Store could just as easily run the Old Chemist Shoppe in Victorian times, his Physical Science and Medicine skills giving him the right qualifications to run a Victorian pharmacy. You might look into a Medical Feat then.
I made him Chaotic Good. Frontier life isn’t always for Lawful types. While some who live off the land and avoid civilization might tend towards Neutrality. We know our shopkeeper is an inventor and maybe left the big cities to have enough room for his experiments. A purely lawful mechanic might set up a workshop just outside the big city, our fellow is looking to do good without a lot of rules holding him back.
CG Medium humanoid (human)
Init +2; Perception +10
HP 17 RP 4
EAC 11; KAC 12
Fort +3; Ref +3; Will +2
Speed 30 ft.
Melee Ball-peen hammer +4 (1d4+1 B)
Ranged Colt House Pistol +6 (1d4+1 P)
Str +0; Dex +2; Con +1; Int +4; Wis +0; Cha +0
Feats Master Crafter
Skills Engineering +10, Physical Science +10, Medicine +5, Profession Merchant +5
Gear Colt Navy Revolver, Ball-peen hammer, professional clothing, $10
Our Shopkeeper comes out at $34.50 leaving plenty of pocket money from $100 starting funds even with one snub-nosed belt pistol. $15.25 of that is clothes that might end up being a free outfit in the final version.
|Cost of Jeans from Bureau of Labor Statistics cost of living reports
|Cost of Colored Shirt from Bureau of Labor Statistics cost of living reports
|Ward’s 1878 page 21, Army-Navy Co-op Catalog 1883
|Colt House Revolver
|£1 14s 6d
|5 shot .41 Rimfire revolver, the 4 shot Cloverleaf was $8, Army-Navy Co-op Catalog 1885 £1/14/6-blued, £1/18/6- Nickel
|Cost of Tools from Bureau of Labor Statistics cost of living reports
|Bannerman’s catalog 1903, Army-Navy Co-op Catalog 1883
|Bannerman’s catalog 1903, Army-Navy Co-op Catalog 1883
|Per 100, uses .41 Rimfire, Army-Navy Co-op Catalog 1883
|Ordinary brand watch with European style movement kept in a pocket, not on a chain, chains get caught in machinery.
|Cost of Shoes from Bureau of Labor Statistics cost of living reports
Our townsfolk at a high level
|Owns the Saloon, takes cowboys’ guns at the door, and keeps a shotgun under the bar.
|Blitz. The Commander of the local fort carries a saber and revolver.
|Hit and Run. The soldier carries a revolver and percussion rifle.
|Sharpshoot. The soldier carries a percussion musket and a saber.
|Blitz. The Lieutenant carries a revolver and saber.
|3PP Gunslinger Archetype. Carries two revolvers and hasn’t forgotten the face of his father.
|Blitz. Carries two revolvers, a lot of bullets, and a spicy attitude.
|Hit and Run. Carries a revolver and is liable to smack you with it as shoot you. Bullets ain’t free.
|Owns the long guns store, and keeps a Whitworth rifle with a scope on the wall behind him.
|Owns the pistol palace, revolvers, pepperboxes, derringers, he’s got ’em all.
|She’s all charm and smiles until the fighting starts.
|Owns the General Store and when he’s not there, he’s tinkering in his workshop.
|Always carrying a book, always reading something, dime novels or classics.
|Hunter. Armed with a rifle and a power glove.
|No obvious weapons, but she’s ready for anything.
|Blitz. Armed with a revolver and a saber, or is it a navy cutlass.
|His towering intellect is matched only by his enormous wrench.
|The lady’s fascinator is the least interesting thing about her.
|Hunter. He’s hunted big game on six of the seven continents.
|Whodunit? She’ll find out, and look stylish doing it.
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