NPC Types (Advanced)
npcTypes
NPC types define behavior templates for categories of NPCs. Each type lists vulnerabilities, resistances, and immunities to skills and damage types.
"Optional pre-defined NPC types that the AI references for variety"
- Editor location
- World → Advanced → NPC Types
- Editor type
- JSON + ADD ITEM
- API endpoint
-
/api/sections/npcTypes.json/api/sections/npcTypes.md - Size limits
-
-
npcTypes.*.description— 8,000 chars -
npcTypes(entire section) — 500,000 chars
-
Schema
{
"npcTypes": {
"<key>": {
"name": "string",
"vulnerabilities": [
"string"
],
"resistances": [
"string"
],
"immunities": [
"string"
],
"description": "string"
}
}
}
Example
{
"character": {
"name": "character",
"vulnerabilities": [],
"resistances": [],
"immunities": [],
"description": "A mortal being - human, elf, dwarf, or other standard species. Standard damage, social, and effect rules apply."
},
"humanoid_enemy": {
"name": "humanoid_enemy",
"vulnerabilities": ["persuasion", "intimidation", "deception"],
"resistances": [],
"immunities": [],
"description": "Mortal adversaries - bandits, rogue soldiers, corrupt officials. Fully subject to social manipulation and fear. Standard combat tactics apply. Can be talked down, bribed, or scared off."
},
"undead_shambling": {
"name": "undead_shambling",
"vulnerabilities": ["holy magic", "fire"],
"resistances": ["slashing", "bludgeoning"],
"immunities": ["intimidation", "persuasion", "deception", "medicine"],
"description": "Mindless undead - skeletons, zombies, revenants without will. Immune to social effects and fear. Vulnerable to consecrated attacks and fire. Cannot be reasoned with or bargained with."
},
"humanoid_cultist": {
"name": "humanoid_cultist",
"vulnerabilities": ["arcana", "insight"],
"resistances": ["persuasion"],
"immunities": ["intimidation"],
"description": "Devoted fanatics. Their belief makes them immune to fear and resistant to conventional persuasion. Arcane knowledge can exploit gaps in their ritual understanding; Insight can expose internal doubts."
}
}
Fields
description
description - baseline behavior summary: how this creature type behaves socially and in combat, what motivates it, and how it perceives the player. This is the template the narrator applies to every NPC of this type before the individual NPC’s basicInfo supplements it.
Note (
npcType.descriptionas agenerateNPCDetailsinstruction channel): BecausenpcType.descriptionis read by the narrator duringgenerateNPCDetails, it functions as an instruction channel for that task across every NPC of the type. Directives embedded in the description — such as formatting rules, required detail categories, or generation constraints — apply consistently to all NPCs of that type without repeating them in each individual NPC’sbasicInfo. This is additive to the behavioral template role: the same field can describe how the type behaves and instruct how its detail generation should be structured.
Behaviour
When to create a type
Create an NPC type only when:
- Multiple NPCs share the same damage profile (vulnerabilities / resistances / immunities), or
- The type represents a species, creature category, or profession that more than one NPC will inhabit
No baseline type is required. A world where every NPC is a unique individual (no shared damage profiles) is fine with zero npcTypes
entries and type: "" on every NPC. The section is optional.
Damage multipliers
| Category | Multiplier | Effect |
|---|---|---|
vulnerabilities
|
1.5x | +50% damage taken |
resistances
|
0.5x | -50% damage taken |
immunities
|
0x | No damage taken |
Damage type inheritance
An NPC with type: "goblin" looks up npcTypes.goblin and receives the union of the type’s damage arrays plus its own:
- effective vulnerabilities =
npcType.vulnerabilities ∪ npc.vulnerabilities - effective resistances =
npcType.resistances ∪ npc.resistances - effective immunities =
npcType.immunities ∪ npc.immunities
NPCs with type: "" use only their own arrays — no inheritance happens. Use a typed NPC for shared damage profiles, and a typeless NPC when a one-off character needs a unique profile.
Resistance stacking
Multiple resistances against the same damage type multiply rather than add. A 0.5x resistance from the npcType combined with a 0.5x resistance on the NPC itself equals 0.5 × 0.5 = 0.25x total damage taken (75% reduction). The same multiplicative rule applies to vulnerabilities and immunities.
Common mistake: Values in
vulnerabilities,resistances, andimmunitiesmust match strings verbatim fromcombatSettings.damageTypes. Approximate matches do not work —"poison"is not valid if"poisoning"is in the list;"frost"is not valid if only"ice"is defined. Always copy the exact strings from yourdamageTypeslist. Entries that don’t match are silently ignored.
Species ability inheritance
When you define a creature species as both an npcType (so NPCs can be assigned to it via type) and a trait (so players can choose it at character creation), the species trait should include 3 abilities representing that species’ innate capabilities. NPCs assigned that type should also have those same 3 abilities in their abilities
array. This keeps species mechanics consistent between player and NPC versions of the same species - a player Elf and an NPC Elf both have access to the same innate abilities.
For guidance on populating vulnerabilities/resistances/immunities see Authoring Guide > NPC Types.
Authoring tips
NPC Types - Vulnerabilities, Resistances, Immunities
The vulnerabilities, resistances, and immunities arrays on npcTypes
are matched by the AI against two specific vocabularies during combat and challenge resolution:
- The skill names defined in your world’s
skillscollection. - The damage type strings listed in
combatSettings.damageTypes.
The AI cannot infer custom categories. A value like "blade combat" or "ranged combat" will not match anything unless those exact strings exist as skill names or damage types — the matching is literal, not semantic. Populate these arrays with values that already exist in your skills or damage types, or the arrays will have no mechanical effect.
How you stock those skills/damage types is entirely a world-design choice. A high-fantasy scenario will use a different skill vocabulary than a modern slice-of-life world, which uses a different one than a sci-fi or superhero scenario. Build the skill set that fits your scenario’s genre first, then design NPC type vulnerabilities/resistances around it.
Example: a D&D-flavored fantasy skill set (illustrative — not the recommended default, just one workable configuration among many):
| Type | Vulnerable to | Resistant to | Immune to |
|---|---|---|---|
| character | - | - | - |
| beast | athletics, nature | - | arcana |
| undead | religion, radiant | necrotic, cold | poison, persuasion |
| construct | crafting, arcana | physical | charm, poison |
| elemental | (element-specific) | (element-specific) | exhaustion |
| spirit | arcana, religion | physical | poison, charm |
| humanoid_enemy | intimidation, deception | - | - |
| humanoid_cult | religion | arcana | - |
A modern slice-of-life world might leave these arrays empty entirely (combat is rare or absent) or carry social vulnerabilities — e.g. a celebrity NPC vulnerable to social_media, resistant to intimidation. A sci-fi world might have a cybernetic_soldier type vulnerable to hacking and resistant to kinetic. The pattern is the same; the vocabulary changes with the genre.