Slave Maker / Unique NPCs


NPC Development Tables for Slave Maker 


All NPCs are built the same way. 

Choose or roll their Type first. This remains their core identity. Then roll the four universal tables and the appropriate continental/bloodline table.  

A blue-skin raised in the rainforest still carries some desert bloodline traits; a green-skin raised in the desert still carries some rainforest bloodline traits. The place they actually grew up exerts the stronger cultural and lifestyle influence.


Slave Types (1D6)

1 Meat-slave 

2 Sex-slave

3 Breeder

4 Labourer 

5 Craftsman

6 Sage-slave 


Other Types compatible with these tables; free tribesman, sailor/explorer, nomad, scavenger, tribal king/retainer, etc. 


Universal Tables (apply to every NPC)


Characteristic Feature (3d6)

3. One eye permanently clouded or missing  

4. Unusual height (noticeably taller or shorter than tribal average)  

5. Distinctive scar pattern across face or torso from old branding or fighting  

6. Extra finger or fused toes  

7. Voice is unnaturally deep, high, or rasping  

8. Skin carries a permanent mottled discoloration unrelated to tribe  

9. Missing or crippled hand/foot that still functions adequately with practice  

10. Unusually fine or coarse hair texture that stands out  

11. Birthmark shaped like a crude symbol or animal  

12. Teeth filed or naturally sharp enough to be noticeable  

13. Chronic limp that does not slow them much  

14. Eyes of slightly different colours  

15. Body covered in old, healed lash or burn marks that form a pattern  

16. Unusually long or short limbs relative to torso  

17. Permanent tremor in one hand  

18. Striking physical symmetry or beauty that draws unwanted attention  


Personality (3d6) 

3. Pathologically honest even when it harms them  

4. Quietly calculating; rarely speaks first  

5. Explosive temper that burns out quickly  

6. Superstitious to the point of daily ritual  

7. Cheerfully fatalistic  

8. Obsessively clean or fastidious about their few possessions  

9. Deeply suspicious of kindness  

10. Greedy for stories and news more than material things  

11. Stoic almost to the point of appearing emotionless  

12. Quick to form intense, short-lived loyalties  

13. Dry, cutting humour that lands at the worst moments  

14. Constantly testing boundaries of authority  

15. Protective of the weak in a possessive, controlling way  

16. Melancholic and given to long silences  

17. Ambitious in a patient, long-game fashion  

18. Seemingly fearless because they have already accepted death  


Personal Background Feature (3d6) 

3. Survived a childhood disease that killed most of their age-mates  

4. Lost entire immediate family in a single raid or disaster  

5. Was once free and is now enslaved (or vice versa) within the last few years  

6. Carries a debt of life to someone of the opposite skin colour  

7. Witnessed (or committed) a betrayal that still defines their caution  

8. Spent formative years as a captive of a rival tribe before returning or being sold  

9. Has a living child or sibling they have not seen in years  

10. Once owned a small boat or valuable tool that was stolen or destroyed  

11. Received an unexpected act of mercy that they still cannot explain  

12. Was trained in a skilled craft then deliberately crippled or sold away from it  

13. Survived alone in the wild for a season after being abandoned or shipwrecked  

14. Knows the true (and dangerous) identity of someone important  

15. Has killed in self-defence and still dreams about it  

16. Was marked for sacrifice or ritual death and escaped  

17. Carries a secret name or true lineage they never speak  

18. Once held a position of minor trust or authority that was stripped from them  


Unique Motivation (3d6)

3. Accumulate enough wealth or favour to buy freedom (or someone else’s)  

4. Find and kill (or protect) one specific person  

5. Learn a particular craft, secret, or piece of knowledge at any cost  

6. Return to a specific place before they die  

7. Prove they are not what others assume them to be  

8. Secure a permanent, safe water source or equivalent security for themselves  

9. Exact quiet, patient revenge for an old wrong  

10. Protect the only person or animal that has ever shown them consistent loyalty  

11. Rise high enough in status that no one can ever own them again  

12. Escape the cycle of capture and sale entirely, even if it means isolation  

13. Discover whether the stories of the other continent’s heartlands are true  

14. Father or mother a child that will not be born into slavery  

15. Master a skill so completely that it becomes their new identity  

16. Die on their own terms rather than as property  

17. Understand why the two skin colours hate each other so completely  

18. Leave behind something (a story, a craft, a bloodline) that outlasts them  


Continental / Bloodline Tables


Desert Background Features (Blue-skin bloodline & cultural/environmental)

(3d6 — some traits travel with the blood even if raised elsewhere; growing up in desert culture is stronger)  

3. Instinctive water-hoarding; can go longer than most on minimal rations  

4. Salt-scarred or wind-etched skin texture that never fully softens  

5. Acute sense for distant water or approaching sandstorms  

6. Deep, almost religious respect for the four water grades and the caste logic they enforce  

7. Knowledge of how to travel the Singe and Scorch with minimal gear  

8. Preference for night movement and rest during peak heat  

9. Ability to read subtle tracks and signs in sand, salt crust, or black dust  

10. Cultural habit of speaking of water as rank and status  

11. Resistance to thirst-induced delirium that would break others  

12. Familiarity with sabkha and salina hazards (sinking crusts, salt blindness)  

13. Tendency to view shade and mist as temporary gifts rather than rights  

14. Bloodline memory of deep-desert survival myths (underground lakes, black glass)  

15. Habit of measuring value primarily in water, salt, and portable labour  

16. Scar tissue or calluses from childhood exposure to extreme heat and abrasive dust  

17. Quiet contempt for those who waste or spill drinkable water  

18. Unshakeable belief that the Charr holds both death and ultimate power  


Tropical Rainforest Background Features (Green-skin bloodline & cultural/environmental)

(3d6 — some traits travel with the blood even if raised elsewhere; growing up in rainforest culture is stronger)  

3. High tolerance for constant humidity, insects, and fungal growth on skin or gear  

4. Natural aptitude for moving through dense canopy or tangled undergrowth  

5. Acute hearing for distant animal calls, snapping branches, or approaching canoes  

6. Knowledge of which vines, barks, and leaves are useful for cordage, poison, or medicine  

7. Comfort with wet feet and the smell of rot; dryness feels unnatural  

8. Cultural habit of reading social status through body paint, scars, and feather or bone adornment  

9. Ability to sleep lightly while remaining aware of jungle night sounds  

10. Resistance to many common rainforest fevers and parasites that floor outsiders  

11. Instinctive understanding of rising water, flash floods, and seasonal river changes  

12. Preference for layered, overlapping speech and indirect answers  

13. Familiarity with the dangers of the deep canopy and the creatures that never touch ground  

14. Bloodline memory of endless green as both provider and prison  

15. Habit of measuring wealth in tools, dried foods, and living relationships rather than pure water  

16. Scar patterns or intentional modifications from jungle childhood rites or accidents  

17. Quiet contempt for those who cannot move silently or who fear the dark under the trees  

18. Unshakeable belief that the true heart of the world is wet, green, and watching  



These six tables plus Type give every NPC a quick, distinctive identity without overlap. Roll all of them when you need a fully fleshed individual; roll only the ones that matter for a walk-on character.




Slave Maker