NPC Creation: The Quick-Build System
Creating an NPC in Six Sided Adventures is designed to be lightning-fast. You don't need a full character sheet for every tavern brawler or space pirate. Instead, you use XP-Value Formulas to determine their power level based on the Challenge Rating (CR) you need.
⚖️ Challenge Ratings (CR)
Before building, decide how dangerous the encounter should be relative to the players:
Easy: (Minimum )
Moderate:
Hard:
Deadly:
🎖️ Ranks & Action Economy
The "Action Economy" determines how many times an NPC can react or act in a round.
Normal: Action (Standard foes)
Elite (): Actions (Squad leaders, veteran guards)
Boss (): Actions (Legendary villains, massive beasts)
📐 NPC Stats
The base formula for "Leveling Up" a stat to level is:
🧮 Statistical Costs
Use these formulas to spend your CR "Budget":
| Stat | Formula | Level Cost |
| Might | cost += (10 * level) | |
| Wits | cost += (15 * level) | |
| Vigor | cost += (10 * level) | |
| DTN | cost += (10 * (total - 4)) |
Note on DTN: Because the base DTN is , we only pay for the points added above 4. A DTN of would be calculated using .
🚀 How Easy Is It to Level Up?
The beauty of the triangular formula is its progression curve. To "Level Up" an NPC's Might from to , you simply look at the next triangular number.
Level 1:
Level 2:
Level 3:
Level 4:
Why this is DM-friendly:
Instant Scaling: If your players gain mid-session, you don't need to rebuild your monsters. Just check if you have enough "Budget" to bump their Might or Vigor up by one.
Specialization: You can easily create "Glass Cannons" (High Might, Low Vigor) or "Tanks" (High DTN/Vigor, Low Wits) by simply shifting where you apply these blocks.
The "Elite" Shortcut: Want an NPC to feel dangerous? Don't just give them more XP; spend that to make them Elite. Giving them a 2nd action is often scarier than just giving them more Might!
⚡ NPC Ability Costs
In Six Sided Adventures, basic attacks (slams, sword swings, laser shots) are free. They deal 1 damage on a success. Specialized abilities, however, come with a cost:
| Tier | XP Cost | Effect Examples |
| Minor | 10 XP | Inflict a minor Status (Prone, Dazzled). Small AOE (2 targets). |
| Major | 20 XP | Inflict a severe Status (Burning, Poisoned, Bleeding). Large AOE (All adjacent). |
| Elite | 30 XP+ | Permanent terrain changes, Life-leech, or ignoring Player DTN. |
Below are examples of encounters with single NPCs compared to a four player party with 70xp. Typical encounters will have more that one NPC.
🛡️ Example 1: High Fantasy (Easy CR - 135 XP)
The Forest Guardian (Elite Rank) In this setting, we want a "Tanky" protector that can take multiple actions to keep players away from a sacred grove.
Rank: Elite () — 2 Actions per round
Remaining Budget:
Stats:
Might 2: (Swings a heavy stone club)
Wits 1: (Slow to react, but steady)
Vigor 2: (Made of ancient oak, 2 Hit Points)
DTN 5: (Natural bark armor)
Abilities:
Club Bash (0 XP): The Guardian swings its clubs at a player character. (2k1)
Bursting Roots (10 XP): The Guardian slams near players with its roots. All players within the near distance must roll TN 4 or become Prone.
Total Spent:
🌃 Example 2: Cyberpunk (Hard CR - 220 XP)
The "Neon-Ghost" Assassin (Normal Rank) This is a "Glass Cannon." They only have one action, but that action is terrifyingly accurate and hard to hit.
Rank: Normal () — 1 Action per round
Remaining Budget:
Stats:
Might 3: 6 (A highly accurate pistol)
Wits 3: 90 (Incredible keeping power for precision strikes)
Vigor 1: 10 (If you catch them, they drop quickly)
DTN 6: 3 (Refractive stealth cloak)
Abilities:
Pistol w/ silencer (0 XP): Shoots at a near target. Does not take this NPC out of stealth.
Stealth (10 XP): The neon Ghost is naturally stealthy and requires a TN of 4 for player characters to see before they can interact with.
Neural Scrambler (20 XP): The player cannot Barter (heighten effects) until they reboot their neural network (takes 1 Action).
Total Spent:
🚀 Example 3: Space Adventures (Deadly CR - 280 XP)
The Void-Reaver Captain (Boss Rank) A true endgame threat. This captain acts three times a round and has the stats to back up a solo fight against the whole crew.
Rank: Boss () — 3 Actions per round
Remaining Budget:
Stats:
Might 3: (Heavy plasma cannon)
Wits 2: (Tactical HUD overlays)
Vigor 3: (Cybernetic reinforcements, three hit points)
DTN 6: (Energy shield generator)
Abilities:
Heavy Plasma Cannon (0 XP): Shoots at a near to mid ranged targets; 3k2. Triggers siphon generator.
Passive: Siphon Generator (20 XP): When the Captain deals damage, they recover 1 Hit.
Suppression Fire (10 XP): Attacks up to 3 near to mid ranged targets simultaneously. Increase the players character's DTN + 4. Does not trigger siphon generator.
Total Spent: 30