I am starting an Iron Kingdoms campaign with two teams:
- the first one has to protect Highgate
- the second one the region outside the walls.
As a result I find myself in need of a wide variety of NPCs for encounters in Cygnar. Encounters in this area would be mostly people instead of creatures, especially inside the city. It would take me a lot of time to generate the large number of the various NPCs that I think would be required (pirates, smugglers, military, highwaymen, merchants, Cyriss cultists, etc.).
Does anyone have a solution for this? A repository of pregenerated NPCs for the Iron Kingdoms world or a tool that I could use to generate them would both work… I mainly need stats but good names, personalities, and goals would reduce my work even more, especially if they are Iron Kingdoms specific.
Best Answer
Similarly to your commenters I have a feeling that you may be looking at it in a way that will take much more of your time than perhaps it's required. :-)
Nevertheless:
Why I think you may not need it
Even the encounter sheet proposed by publisher rather focuses on conflict situations. The sheet: http://files.privateerpress.com/ironkingdoms/documents/Game_Master_Encounter_Sheet.pdf
That is because it's very demanding to create scores of characters that are enough to fill an entire city. Most of the work going in it is unneeded. Mostly your players will just "observe" the NPC (fisherman fishes, shopkeeper haggles, beggar asks for money, etc.). Generating names, archetypes, stats, weapons for all those? Lots of work. It's much better spent thinking about crucial moments (how will they all react when player A pulls out his incredibly-well crafted steam pistol he spent hour drawing?).
Usually one either simplifies character generation (crazy prepares) or thinks fast or encourages player choices (sign "the adventure this way") and prepares along these lines.
Write your own table / chargen
Will suit you the best, will be tailored for you. My Cygnar is different than yours. Heck, my Highgate is different than yours. Thus, my table assumes there are many gunmages in Cygnar, while your campaign may want none (because recent laws blah blah blah).
Yes, it is hard work, but it may pay off. My friend does it often, just not to be burdened with having to think of yet another unimportant NPC.
Decide on factors and probability, write it down, then just roll. Tweak the process till you have minimum rolls with good enough results (all the stats and info you need. For race, 1 in 10 people will be an elf, 1 in 10 a dwarf, rest are humans. Factors are human, elf, dwarf, probabilities: 1/10, 1/10, 8/10.
Simplify it
Two rolls will now bring to live "Harrison Ford, crafty amused carpenter" or "Morton Rourke, competent middle-aged lieutenant" or...
Simplify stats
Choose what is average. Is average strength in your Highgate 3 or 5? Now, just assume most NPCs have average stats, but modify "on-the-fly" (only when needed). competent soldier means +2, drunk soldier is +1 str but -1 agi etc.
Shift it to players
Have players create (each) three characters that they have some positive relations with and one (each) character they know, but who doesn't like them (or who they cannot trust or plain dislike). They'll use those characters for most interactions and they'll flesh them out for you. Now, you only need to include them in campaign.
Or less drastic and not taking a character away
Think fast aka improvise
Spend some times thinking about where your players will be. What they'll be doing. When preparing to session, sketch some crucial areas and think who works there, lives there, etc. Now, when time comes and a player tells you something unexpected (like, I'm barging into that OTHER room) you will find yourself knowing who just might be inside and how will they react.
The tool
Thanks to @Ahriman's comment, there's a tool that while not exactly what you asked for, may somewhat help still:
http://www.seventhsanctum.com/generate.php?Genname=quickchar
Some examples:
Tool is known as the Quick Character Generator of Seventh Sanctum.