This section contains all the rules that govern and differentiate non-player characters (NPCs) from player characters (PCs), including stat sheets and lore for various creatures and people within the world of Senteia, and beyond.
These are primarily for use by the GM to supply creatures for the player characters to fight and interact with. However, some player character features might allow them to summon or control certain creatures. Some animals, such as horses, are widely available for player character use. The player may then refer to the appropriate stat sheet.
Non-player characters function much the same as player characters. They can make rolls in the same way, can use most of the same Basic abilities, and have similar statistics (with the exception of Fortune).
A useful guideline when it comes to running NPCs is to keep it simple unless it's important. Do the players absolutely need to know every citizen's name and occupation within a town? Probably not. But knowing a few important people in town can really help the players visualize the world and provide new interactions.
If a fight breaks out between two NPC factions, you shouldn't feel like you have to run the entire combat on both sides. You are well within your rights to simply flip a coin and move on, or just decide which side will win.
When an NPC does something in opposition to a player character, the player is the one who makes a roll to attempt to counter it. When the roll's event die rolls low enough, one of the various banes of that NPC may trigger, depending on what the GM decides to do. Some bane effects can only be used when the NPC uses a particular action, while others can be triggered even if that NPC is not directly involved in the roll.
When an NPC does make a roll (such as during an opposed roll against a player character), the NPC still wants to roll a low number on the event die in order to trigger their banes; there's no need to invert the bane to turn it into an equivalent boon. NPCs still want to roll high numbers on their skill/edge dice during opposed rolls.
Remember that the GM always has access to the Critical Failure bane for every player roll. Some powerful NPCs even have other severe bane options for when a player rolls the dreaded natural 1 on their event die.
⮟ Critical Failure (1): On a success, the roll instead becomes a failure, but the player may use any applicable boon (except Critical Success). On a failure, the GM may use any other two applicable banes.
When it comes to combat situations, NPCs are divided into three tiers: ♟ Pawns, ♜ Rooks, and ♛ Sovereigns. These tiers also count as NPC traits.
Fragile minions of more powerful masters, Pawns often form squads or hordes in order to pose any kind of threat. All Pawns have Vitality and Stamina values of exactly 1. Therefore, a Pawn that is dealt a single Damage or Blight is immediately defeated, and becomes exhausted when they take a single Stress or Fatigue.
NPCs that aren't very important to the overall story on their own are typically Pawns. They don't usually have names, and are usually found in large groups. If a Pawn NPC suddenly gains more significance in the story, then the GM might upgrade them to a Rook stat block.
For example, if an Initiate of a cult snatches the profane artifact from the ritual circle and runs away from the combat when no one is looking, that otherwise nameless character could become a particular target of the PCs. They might now require a name and a description. This can also come with upgraded attributes, skills, and abilities better fitting for a Rook.
Rooks are a little more sturdy, or at least more important to the story. They are characters with a little skill to their name, and they don’t go down as easily as Pawns. They have Vitality and Stamina values, but they are usually around half of what a player character might have.
Rook NPCs are often moderately important characters. They might have names, specialized roles, and/or unique motivations. Rooks that become more important to the narrative can be upgraded to Sovereigns by the GM much like Pawns can be upgraded to Rooks. This is particularly useful when the PCs encounter an old foe they thought they'd taken care of, but now has greater tools and powers at their disposal.
Sovereigns are more powerful. Their Vitality might be as high as a PC's or even much higher. They usually have access to powerful abilities to regenerate, take additional actions, or gravely wound their enemies. Sovereigns are the peak of the NPC tiers. They almost always have names, individual motivations, and dangerous abilities. Defeating a particular Sovereign might be an entire adventure all on its own.
Many Person NPCs—and certain other creatures—carry arms and/or armor. Each stat sheet specifies what that particular NPC is typically carrying on them. NPCs can use all of the abilities, effects, and boons that come with the items they use.
In the case of boons, since NPCs rarely make rolls, these would be converted into banes by swapping the boon number range to an equivalent bane number range. For example, the Crossbow has the ⮝ Pinpoint (17-20) boon which allows the wielder to add +2 to their Attack roll result. When used by an NPC, this becomes ⮟ Pinpoint (1-4), and instead of adding +2 to the roll result, it adds +2 to the roll's difficulty.
Similarly, items with incremental success effects are inverted to become incremental failure effects. For example, an NPC that Attacks a player character with a Maul would deal additional Damage to them on Failure (-2) instead of Success (+2). This means that if the player fails their ⨭Defend roll by 2 or more, they'll take 1 additional Damage from the Maul.
The converted rules for relevant NPC items are usually included in their stat sheets, but GMs should feel free to switch out NPC gear to better suit the situation, or to create a variation on an existing NPC. For example, a soldier creature could wield a Polearm instead of a Sword and Shield. Or the soldier might be ambushed in the night, when they aren't wearing their Medium Armor. In this case, they would be easier to hit, but they would also be able to benefit from their full Stamina without the reduction due to the armor's Cumbersome trait.
When an NPC has combined Damage and/or Blight equal to their Vitality, they are “defeated.” This wording is left intentionally vague, to encompass a wide variety of outcomes. It could mean the NPC is slain in that very moment. Or they could be rendered unconscious, or disarmed and incited to retreat. The particulars depend on the situation. Often, it’s up to the player who did the defeating to determine what happens. Other times, the GM may have another idea in mind.
In any case, when an NPC is defeated, they are no longer a part of the combat. They can no longer use maneuvers, actions, or instants (except to retreat if they are left conscious).
Traits are a useful tool to quickly identify common rules about certain game elements, or to easily categorize them, and NPCs are no different. Some traits are purely for referential purposes. For example, a Dire Wolf has the Wolf trait, but there aren't necessarily any special rules surrounding that particular trait, other than specific game effects that refer to Wolf creatures.
Other traits do have special rules that apply to them. For example, the Large trait means the creature is difficult to forcefully move or knock prone, among other things.
NPCs in this section are divided based on their creature type. A creature type reflects an NPC’s nature and origin, and informs something about how they might operate. There are five creature types: Beast, Construct, Horror, Immortal, and Person. Every creature in the game will fall under at least one of these categories, described below:
Beast (trait). Animals both strange and mundane belong to this type. Typically lacking human sapience, beasts are often hunted for sustenance, trophies, or alchemical ingredients. The most impressive beasts are the dragons that soar the skies of Senteia, some of which are sapient. Many Beasts have the Instinctive trait.
Construct (trait). Constructs are artificial entities, composed of inorganic materials and built for a particular purpose. Some are imbued with sapience through magical means, but most are mindless or programmed to perform specific tasks. Most Constructs also have the Inorganic trait.
Horror (trait). Monsters and nightmares, horrors represent that which should never have existed. They include things like undead monstrosities, forgotten creatures of legend, and things that lurk in the farthest reaches of mortal comprehension. Most Horrors also have the Dreadful trait.
Immortal (trait). Although not as elusive as horrors, immortals are nevertheless a rare sight to mortal eyes. They are said to dwell in extra-dimensional planes outside of traditional reality. Human names for these immortals include “angel,” “demon,” “djinn,” etc. They don’t often interface with mortals.
Person (trait). People are civilized creatures, usually bipedal and between 3 and 9 feet tall. Humans are the most common example, but there are many interesting and diverse People in the world of Senteia. Unless otherwise specified, every player character is a Person.
Some NPCs have a particular temperament that renders them easier to manipulate when certain tactics are employed. These can be exploited during Tactical Mode or during social encounters. A character who uses the ⮝ Discern boon or the ◕ Analyze action might be able to pick up on a creature's temperament trait, if they have any.
Adding a temperament trait to an NPC that doesn't already have one is a great and easy way for GMs to add a bit of unique flair to an otherwise less interesting scene or encounter, and to reward players who are paying attention. For instance, one particular pack of wolves might be particularly Aggressive. A force of peasant conscript soldiers might be Cowardly or Suggestible.
Aggressive (trait). This creature is prone to bouts of anger and aggression, and is easily riled. Rolls made to mock or anger this creature (including ◕ Taunt) are made with +2 edge. Additionally, when a ◕ Taunt succeeds against this creature, they take 1 additional Stress.
Candid (trait). This creature is an open book, and tends to telegraph their next moves in combat. Rolls made to predict or understand this creature (including ◕ Analyze) are made with +2 edge. Additionally, when an ◕ Analyze succeeds against this creature, they take 1 additional Stress.
Cowardly (trait). This creature fears for their own safety and wellbeing to the point of cowardice. Rolls made to command or frighten this creature (including ◕ Intimidate) are made with +2 edge. Additionally, when an ◕ Intimidate succeeds against this creature, they take 1 additional Stress.
Gullible (trait). This creature is easily deceived, and is unlikely to be prepared when the rug is pulled out from under them. Rolls made to deceive this creature (including ◕ Feint) are made with +2 edge. Additionally, when a ◕ Feint succeeds against this creature, they take 1 additional Stress.
Suggestible (trait). This creature is particularly susceptible to persuasion and de-escalation attempts. Rolls made to persuade or beguile this creature (including ◕ Parley) are made with +2 edge. Additionally, when a ◕ Parley succeeds against this creature, they take 1 additional Stress.
Some creatures are hypersensitive or hypertolerant to certain effects. For example, a Construct made of dry straw might be more susceptible to fire damage than other creatures, and a creature that lives in glacial regions might be more tolerant of cold effects than other creatures. The Vulnerable and Resistant traits are used to represent these situations, respectively. Each instance of Vulnerable and Resistant comes with one or more associated traits, listed in parentheses as part of the Vulnerable or Resistant trait. For example, a creature that is Vulnerable to Fire and Lightning would have the Vulnerable (Fire, Lightning) trait.
Note that being Resistant or Vulnerable to multiple traits does not mean the effects are cumulative for effects that have more than one of the relevant traits. For example, a creature that has Vulnerable (Fire, Lightning) would not have their vulnerability trigger twice against an effect that has both the Fire and Lightning traits.
Resistant (trait). This creature is hypertolerant to effects with a particular trait. Whenevery they take any amount of harm (Stress, Fatigue, Damage, Blight) from an effect with one or more of their Resistant traits, they take 1 fewer harm of each of the appropriate types. For example, a creature with the Resistant (Cold) trait that takes 3 Damage and 1 Blight from a Cold effect would take 2 Damage and 0 Blight instead.
Vulnerable (trait). Whenever this creatures takes any amount of harm (Stress, Fatigue, Damage, Blight) from an effect that includes one or more of their Vulnerable traits, they take 1 additional harm of each of the appropriate types. For example, a creature with the Vulnerable (Fire) trait that takes 1 Stress and 2 Damage from a Fire effect would take 2 Stress and 3 Damage instead.
Some creatures have unique characteristics that render them immune to certain effects or even types of harm. For example, most Constructs don't tire out the same way most creatures do, and cannot take Stress at all.
When a creature has the Immune trait, it comes with one or more other associated traits or other game rules, listen in parentheses as part of the Immune trait. For example, a creature that is unaffected by Stress and effects with the Fire trait would have the Immune (Stress, Fire) trait.
Immune (trait). This creature is unaffected by effects with the listed traits or game effects. When subjected to one of these effects, they cannot take harm, be forced to use an ability, be given a status effect, etc. If there is any ambiguity about how an effect interacts with a creature that has a relevant Immune trait, the GM decides what happens.
Creature sizes are broadly grouped up into five categories, though the vast majority of creatures fall under one of the three middle categories. The size traits are listed below, in order from smallest to largest. While size categories are traits, they don't appear in the trait line of NPC stat sheets. Instead, it is treated as a main statistic and listed alongside Vitality, Stamina, and Speed, along with a number value that specifies how many spaces the creature typically occupies. This number is often expressed as a range of numbers to allow GMs to tailor a larger creature to a particular environment, or to accommodate both square and hexagonal grids. Creatures that are Small or smaller do not include this value, since they typically occupy less than an entire space on their own.
A creature is usually unaffected by creatures of a smaller size category attempting push or pull them, or knock them prone. When a creature is grappled by a creature that is a smaller size category than they are, they are usually not hampered in any way. If two creatures are in different size categories but are otherwise relatively close in size to each other, the GM may rule otherwise. For example, a Medium creature that occupies 2 spaces might be able to shove a Large creature that only occupies 4 spaces, though doing so might be more difficult or have a reduced effect.
Creatures of smaller size categories are also more difficult to notice to larger creatures. Typically, a creature gains +1 or more edge on rolls made to avoid notice from a creature that is of a larger size category from them. A creature that is multiple size categories smaller than another is unlikely to ever be noticed by the larger creature or have any effect whatsoever on them.
Very Small (trait). This infinitesimal creature is so tiny, it is difficult to perceive using normal senses. This creature never takes falling Damage. They cannot carry any items except for extremely small lightweight items.
Small (trait). This diminutive creature usually occupies less than a single space, meaning it can share a space with other creatures. When this creature falls, they take half the normal amount of Damage. Their normal Burden and maximum Burden limits are both halved. Small creatures can often cling to or ride Medium or larger creatures without imposing a penalty on either creature. For instance, a bird can perch on a Person's shoulder.
Medium (trait). This creature usually occupies 1 to 2 spaces. Any creature that lacks a size trait has the Medium 1 size trait by default.
Large (trait). This giant creature usually occupies anywhere from 3 to around 64 spaces. When this creature falls, they take twice the normal amount of Damage. Unless this creature has wings or some other mode of aerial propulsion, they are unlikely to be able to jump a distance more than a single space, if that. Their normal Burden and maximum Burden limits are both doubled.
Very Large (trait). This colossal creatures occupies a number of spaces ranging from around 64 to an unthinkable number. Because this creature is so large, they often disregard physical laws, or else they subvert them in various ways. For example, blue whales are able to function because they swim in oceans. Vast fungal colonies are made of many different biological structures attached together. Mythical titans use primal magic to sustain their impossibly large frames.
Many creatures have different locomotion strategies. The rules governing these modes of travel is often summarized by movement traits, seen here.
Aquatic (trait). This creature is at home in the water, allowing them to use their Speed to swim without treating the movement as if it was through difficult terrain.
Gliding (trait). This creature can use their body to ⨭Glide downward safely.
Levitating (trait). This creature is held aloft by some unnatural or buoyant means, allowing them to float where they wish using their Speed and even hover in place without effort. However, if they are encumbered by Burden, they will drift downward and be unable to float until they are no longer encumbered.
Winged (trait). This creature can use their extended wings to flap and catch air currents, allowing them to ⨭Glide and ⨭Hover. They can also fly in any direction using their Speed, but flying straight up or executing complex maneuvers such as sharp turns requires a successful Reflex roll. A creature that flies 1 or more spaces and ends their turn in midair does not fall. However, a Winged creature that starts and ends their turn in the same space in midair without moving must either use ⨭Glide or ⨭Hover, or else they fall at the end of their turn.
Dreadful (trait). This creature is horrifying to behold, and their very presence is disquieting to all but Mindless creatures and other Dreadful creatures. As a result, they have +2 edge against Control effects, and Instinctive creatures (such as most animals) must successfully ⨭Focus against their Presence every round or else use their turns to wildly flee from them.
Incorporeal (trait). This creature lacks a physical form, and exists partially outside of reality. As a result, they are unaffected by Attacks and Toxins, and they can phase through solid objects as if they were difficult terrain.
Inorganic (trait). This creature lacks the usual organic components and processes of other creatures. They might be made of material that was once living, such as wood or flesh, but they don't use them in the way a living organism does. This creature cannot be affected by Toxins and does not need to breathe, eat, or sleep.
Instinctive (trait). This creature lacks the capability for sapient thought, and relies solely on their instincts. Usually, these instincts urge the creature to seek safety, shelter, food, water, and procreation, but some creatures have strange, unnatural instincts. Instinctive creatures typically cannot use Weapons or other such items, but can ◕ Strike or ◕ Shoot using natural weapons if they have them. They cannot communicate complex ideas—even among their own kind—, and their communication (if any) is unintelligible to outsiders. As such, they are also incapable of using certain basic abilities that require advanced reasoning or communication, such as ◕ Analyze and ◕ Parley. The GM ultimately decides what basic abilities any Instinctive creature can or cannot use.
Mindless (trait). This creature has no conscious thought or instincts beyond their programming, if any. They are incapable of independent thought or decision-making outside of specific parameters. As a result, they are unaffected by Control effects.
Mount (trait). This creature is well-suited to act as a mount or steed for another creature. This creature ignores the Burden imposed by one of their Medium riders, though any other Burden (including that of items carried by the rider) is counted as normal. A creature can only be a rider if they are an appropriate shape and size for the Mount (GM discretion). Typically this means a Medium creature that occupies 1 space (such as a Person) can ride a Medium creature that occupies 2 spaces (such as a horse). Larger creatures can often be ridden as well.
The way that any given NPC feels about a player character can be represented using their disposition toward that character. This isn't something that needs to be rigorously tracked for every NPC in the game, however. Some player character abilities interact with NPC disposition, so the GM may have to make a judgment call from time to time.
Disposition Rating. Each disposition rating has an associated edge modifier, which can be applied to any rolls the associated player character makes when attempting to influence that NPC. The difficulty of each roll is still determined by the GM based on the circumstances and the nature of the request, as normal.
For example, a character that is friendly towards a particular PC is slightly easier to influence when that PC asks something of them. But they might have a lower opinion of a different PC in the group, and have a disposition of indifferent towards them.
The GM has full control over what every NPC's disposition is towards every PC, and can adjust dispositions based on player character actions or other in-game criteria at any time.
Limitations of Disposition. Remember that NPCs should still behave according to their own beliefs, capabilities, and common sense. Even a devoted NPC is unlikely to take their own life or give over all their possessions to a trusted player character. Players cannot roll to convince NPCs to do anything outside the realm of possibility for that character.
For example, a famed assassin is extremely unlikely to offer aid to a rival guild member, but it is within the realm of possibility for her help to be persuaded. But that assassin could not be persuaded to give away all of their possessions, turn themselves in to the authorities, and die in prison. At least, not in a single roll. A progress track could be employed for something like this, but it would probably still be futile to attempt and instead result in the PC losing favor in the end.
In the course of the GM’s preparation for a session or campaign, they may discover that they have need of unique NPCs that are not presented in the Friends and Foes section. This is perfectly acceptable, and GMs are encouraged to come up with their own creatures to make the world their own.
First, decide what creature type the NPC would fall under. For instance, if you wanted to make a gelatinous ooze monster, what is your vision of how it works? Is it a creature of instinct and hunger? If so, it might fall under the Beast category. Is it more of an eldritch slime from non-Euclidean space? Then it might be a Horror instead. Or, you could always make it have both traits.
Second, decide how many variations you want to make. If all you need is a single creature, then you can get by with a single stat sheet. But if you expect the party to fight many of these oozes, then you might benefit from creating Pawn and Rook varieties, and maybe even a Sovereign for a boss-level NPC.
Third, design the NPC’s stat sheet. Be mindful of how high its physical and mental skills are, as these are the main indicators of its power. And be careful not to allow it too many actions or Attacks per turn, unless it’s a Sovereign and meant to be a great challenge on its own. Refer to other NPC stat sheets for comparison.
Also try to include a few defining effects such as special actions, maneuvers, instants, or banes. These should be thematic to the creature's abilities and behavior.
Finally, decide how the NPC operates. What is its primary motivator? What tactics does it employ in combat? Is it a solo creature, or does it travel in groups? What equipment does it use? The answers to these questions will help you determine how the creature acts in and out of combat.
You may be tempted to create unique NPCs using the steps provided in the Character chapter, to make a fully fleshed out NPC with a full suite of abilities. This can certainly work, but it should be done with caution, and sparingly. NPC stat sheets are kept intentionally simple, because the GM must often juggle many different characters at once. Attempting to do this with several fully-realized character sheets could be a difficult task.
If you do decide to create an NPC in this way, follow the character creation steps as normal. Unadjusted, the NPC will be considered a Sovereign. Subtract 2 from its Vitality and Stamina values to make a Rook NPC, or set each of them to 1 to make them a Pawn instead. However, a Pawn created in this way will be complicated to run and more powerful than other Pawns, though also be much more easily defeated.
NPCs with the Beast trait are typically defined by their non-humanoid appearance and physiology, a disinterest or lack of capability in integrating with society, and a set of desires that are lacking in nuance compared with those of people. Not all Beasts have all of these aspects, but most do. For example, all animals fall under this category, including mythological creatures such as dragons. Most Beasts also have the Instinctual trait, which means that they are non-sapient and operate primarily out of instinct rather than higher reasoning. Those rare Beasts that lack the Instinctual trait might be capable of advanced communication and problem-solving.
Wolves are wild canines that occupy forests, grasslands, and mountainous areas. They hunt in packs and sometimes harry roadways and small settlements, especially ones with sheep and other domesticated livestock.
Most fearsome are the rare dire wolves. These immense beasts stand taller than horses and are blessed with heightened intelligence and the ability to speak the languages of people. A wolf pack led by a dire wolf will act more strategically, obeying the dire wolf's commands. Some dire wolves work to safeguard their packs from the interference of two-legged folk, while others use the pack to further their own ends.
Tactics. Wolves work as a pack to surround their prey. They use their Howl ability to try and spook their quarry into breaking off from the group so they can be quickly dispatched and taken down with their Running Bite ability. Wolves will work for the good of the pack; if their prey proves too dangerous, the wolves will often retreat to search for easier game.
Beast Wolf Instinctual
Vitality 1 🤍 Size Medium 1
Stamina 1 ⛉ Speed 7
Physical skills Mental skills
Finesse 2 Discipline 3
Might 3 Guile 4
Reflex 4 Presence 2
◕ Bite—Might (3). The Pack Wolf ◕ Strikes, targeting one adjacent creature with their natural bite.
⮟ Grab (1-6). The target becomes grappled by this creature.
⮟ Knockdown (1-5). If the target is grappled by this creature, they also fall prone.
⮟ Rip (1-4). If the target is grappled by this creature, they take 1 Damage.
Beast Wolf Instinctual
Vitality 2 🤍🤍 Size Medium 1
Stamina 2 ⛉⛉ Speed 7
Physical skills Mental skills
Finesse 3 Discipline 4
Might 4 Guile 5
Reflex 5 Presence 3
◕ Bite—Might (4). The Wolf Hunter ◕ Strikes, targeting one adjacent creature with their natural bite.
⮟ Grab (1-7). The target becomes grappled by this creature.
⮟ Knockdown (1-6). If the target is grappled by this creature, they also fall prone.
⮟ Rip (1-5). If the target is grappled by this creature, they take 1 Damage.
◕ Running Bite. The Wolf Hunter moves up to half their Speed and ◕ Bites a creature. This can only be used as a Readied action.
➲ Howl—Presence (3). The Wolf Hunter ◕ Intimidates any number of targets within range. Up to 4 allied Wolf creatures within this range can each join the ➲ Howl as an instant to add a cumulative +1 to this effect's difficulty.
Beast Wolf
Vitality 7 🤍🤍🤍🤍🤍🤍🤍 Size Large 3-4
Stamina 5 ⛉⛉⛉⛉⛉ Speed 8
Physical skills Mental skills
Finesse 3 Discipline 5
Might 7 Guile 5
Reflex 5 Presence 4
Natural Armor. When the Dire Wolf successfully ⨭Defends (Guard), they block 1 Damage.
◕ Double Bite. The Dire Wolf uses its ◕ Bite twice, targeting a different creature for each Attack.
◕ Bite—Might (7). The Dire Wolf ◕ Strikes, targeting one adjacent creature with their natural bite.
⮟ Grab (1-8). The target becomes grappled by this creature.
⮟ Knockdown (1-7). If the target is grappled by this creature, they also fall prone.
⮟ Rip (1-6). If the target is grappled by this creature, they take 1 Damage.
◕ Trample (Move Attack)—Might (7). The Dire Wolf moves up to their Speed and can move through the spaces of non-Large creatures. Each creature whose space they pass through must ⨭Defend (Dodge), falling prone and taking 1 Stress on a failure.
◕ Running Bite (Move). The Dire Wolf moves up to half their Speed and ◕ Bites a creature. This can only be used as a ◕ Readied action.
➲ Dreadful Howl—Presence (4). The Dire Wolf ◕ Intimidates any number of targets within range. Each target takes 1 Stress. Up to 4 allied Wolf creatures within this range can each join the ➲ Dreadful Howl as an instant to add +1 to this effect's difficulty.
➲ Sovereign Action (Taxing). The Dire Wolf takes 1 Stress and uses an action of their choice.
True dragons are an uncommon sight in Senteia, but lesser dragonkinds can be found in many corners of the world. Dragons are characterized by their tough, often vibrant scales, their tenacity, and their almost-magical powers. Some can breathe fire, while others can petrify with a look.
Tactics. Each dragon has slightly different tactics based on their abilities. In general, dragons are territorial and spiteful. While marauding about, a dragon might engage what they consider easy prey for food, or else to steal their treasures. But once the prey proves too threatening, most dragons will retreat via flight or swimming, if able. Trespassers are likely to continue to encounter the same dragon in multiple altercations until the trespasser is removed or the dragon is slain.
Beast Dragon Winged
Vitality 5 🤍🤍🤍🤍🤍 Size Large 7-9
Stamina 4 ⛉⛉⛉⛉ Speed 5 (flying 8)
Physical skills Mental skills
Finesse 4 Discipline 4
Might 5 Guile 4
Reflex 4 Presence 5
◕ Acid Spit (Line 5; Acid)—Finesse (4). This Wyvern ◕ Shoots, targeting all creatures within the area with their natural acid spit. After using this ability, the Wyvern must spend a maneuver to recharge before they can use it again.
⮟ Acid Burn (1-6; Acid). The target becomes burning due to acid coating their body.
◕ Claws—Might (5). The Wyvern ◕ Strikes, targeting two different adjacent creature with their natural claws.
⮟ Rend (1-4). On a failure, the target takes 1 Damage and all Stress and Damage from this Attack is unblockable.
◕ Bite (Reach)—Might (5). The Wyvern ◕ Strikes, targeting one creature within 2 Spaces with their natural bite.
⮟ Swallow (1). On a failure, this creature swallows the target and deals 1d4 unblockable Damage (Acid) to them.
Special. If the target is burning from the Wyvern's Acid Spit, this bane can trigger on (1-3) instead of (1).
⨭Snap Strike. Trigger: a creature Moves into a space within 2 of the Wyvern. The Wyvern ◕ Bites the target.
Beast Dragon Winged
Vitality 1 🤍 Size Small
Stamina 1 ⛉ Speed 3 (flying 5)
Physical skills Mental skills
Finesse 3 Discipline 3
Might 2 Guile 5
Reflex 6 Presence 4
◕ Bite—Finesse (3). The Fire Lizard ◕ Strikes, targeting one adjacent creature with their natural bite.
⮟ Fire Venom (1-6; Toxin). On a hit, the target must ⨭Resist against difficulty 4, taking 1 Blight on a failure.
◕➲ Flyby Strike (Taxing). The Fire Lizard flies up to twice their flying Speed and ◕ Bites a creature at any point during this movement.
Beast Dragon Aquatic
Vitality 8 🤍🤍🤍🤍🤍🤍🤍🤍 Size Large*
Stamina 4 ⛉⛉⛉⛉ Speed 7
Physical skills Mental skills
Finesse 5 Discipline 4
Might 4 Guile 6
Reflex 4 Presence 5
*Serpent Size. The Basilisk occupies 8 spaces in a chain shape, with a space on one end representing the head and the origin space for the ◕ Bite attack. The Basilisk can coil up to occupy fewer spaces, especially when constricting a creature.
Slithering. The Basilisk cannot be knocked prone.
◕ Bite (Reach)—Finesse (6). The Basilisk ◕ Strikes, targeting one creature within 2 spaces of the Basilisk's head with their natural bite. On a failure, the target takes 1 Blight.
➲ Wrap (Move Attack)—Might (4). The Basilisk moves up to half Speed and targets one creature adjacent to any of their Spaces. A creature that fails to ⨭Defend becomes grappled, or takes 1 unblockable Damage due to constriction if they are already grappled.
⮟ Knockdown (1-4). The target is knocked prone.
➲ Petrifying Gaze (Arc 4; Gaze; Taxing)—Presence (5). Each non-Basilisk creature in the area must roll to ⨭Focus, taking 2 Stress on a failure. Then, each exhausted target takes 1 Blight and cannot use Move abilities until the start of the Basilisk's next turn. A living creature killed by this ability turns to stone, along with all their held and worn items. This maneuver cannot be used more than once per round.
⮟ Petrify (1). If the target is living, they instantly die and are turned to stone, along with all their held and worn items.
The Person trait is applied (broadly speaking) to humanoid creatures who typically live in larger societies and have established cultures. They are sapient, capable of advanced reasoning, and generally social. Humans, elves, dwarves, and orcs all have the Person trait. The presence or absence of this trait on a creature does not imply any particular moral or ethical conclusions about the creature. For example, many NPCs may be capable of extreme empathy and cooperation, and are deserving of respect, even if they lack the Person trait.
Ne'er-do-wells and underworld types, NPCs with the Criminal trait are often found in thieves' dens, hideouts, or seedy taverns. Some are honorable resistance fighters, pushing back against oppression. Others are simply in it for the gold.
Tactics. Criminals are generally driven by their coinpurses and their sense of self-preservation. Unless the potential haul is big, most thieves aren't willing to put their lives on the line. When fighting, Criminals tend to strike from ambush, and retreat if the altercation starts to go south for them.
Person Criminal Gullible
Vitality 1 🤍 Size Medium 1
Stamina 1 ⛉ Speed 5
Physical skills Mental skills
Finesse 4 Discipline 2
Might 3 Guile 4
Reflex 4 Presence 3
Items: Light Armor, 3 Knives
Strike—⮟ Cutpurse (1-3). Steal a Lightweight item or 1d6 Money from the target using an open hand.
Defend (Dodge)—⮟ Sidestep (1-4; instant). Before the Attack resolves, move up to half Speed.
═══ Equipment ═════════════════════════════════════
Light Armor (Armor; Burden 1).
Defend (Guard)—On failure (-2). Block 1 Damage.
Defend—⮟ Endure (1-3). Block 1 Stress and 1 Damage.
Knife (Weapon, Light Melee; Thrown 3, Burden L).
Strike—On failure (-3). The target takes 1 Damage.
Strike—⮟ Pierce (1-3). 1 Stress and 1 Damage from this Attack are unblockable.
Person Criminal Candid
Vitality 4 🤍🤍🤍🤍 Size Medium 1
Stamina 3 ⛊⛉⛉ Speed 4
Physical skills Mental skills
Finesse 3 Discipline 3
Might 6 Guile 3
Reflex 3 Presence 3
Items: Medium Armor (Cumbersome 1—1 Stamina marked), Maul, Garrote
Strike using a Heavy Melee Weapon—⮟ Break (1-3). The Weapon breaks, becoming useless. The target takes 1 Damage and falls prone.
═══ Equipment ═════════════════════════════════════
Medium Armor (Armor; Burden 2).
Defend (Guard)—On failure. Block 1 Damage.
Defend—⮟ Endure (1-3). Block 1 Stress and 1 Damage.
Maul (Weapon, Heavy Melee, Two-Handed, Weight d8; Burden 2).
Strike—On failure (-2). The target takes 1 Damage.
Strike—⮟ Whirl (1-5; instant, Flourish). On a failure, Strike another target within reach.
Strike—⮟ Pierce (1-3). 1 Stress and 1 Damage from this Attack are unblockable.
Garrote (Weapon, Light Melee, Two-Handed, Harmless; Burden L). This weapon can only be used to Brawl (Wrestle) to grapple an adjacent target. Targets grappled this way are also breathless and cannot breathe.
◕ Strangle. Target creature grappled by you using the Garrote takes 1 unblockable Stress and 1 unblockable Damage. Until the start of your next turn, their Escape attempts have -1 edge.
Person Criminal Cowardly
Vitality 2 🤍🤍 Size Medium 1
Stamina 3 ⛉⛉⛉ Speed 5
Physical skills Mental skills
Finesse 5 Discipline 5
Might 3 Guile 4
Reflex 4 Presence 4
Items: Light Armor, Shortbow, Dagger
➲ Rapid Fire (Taxing). Take 1 Stress. The Bandit Archer ◕ Shoots a creature they missed with a Shortbow this turn. This maneuver cannot be used more than once per round.
═══ Equipment ═════════════════════════════════════
Light Armor (Armor; Burden 1).
Defend (Guard)—On failure (-2). Block 1 Damage.
Defend—⮟ Endure (1-3). Block 1 Stress and 1 Damage.
Shortbow (Weapon, Ranged 10, Two-Handed, Ammunition 1 arrow, Weight d6); Burden 1).
Shoot—On failure (-3). The target takes 1 Damage.
⨭Fast Reload (Reaction). Load 1 arrow into the Weapon.
Dagger (Weapon, Light Melee; Burden L).
Strike—On failure (-4). The target takes 2 Damage.
Strike—⮟ Pierce (1-3). 1 Stress and 1 Damage from this Attack are unblockable.
Person Criminal
Vitality 8 🤍🤍🤍🤍🤍🤍🤍🤍 Size Medium 1
Stamina 6 ⛉⛉⛉⛉⛉⛉ Speed 5
Physical skills Mental skills
Finesse 4 Discipline 5
Might 5 Guile 4
Reflex 5 Presence 5
Items: Medium Armor (mark 1 Stamina), 3 Handaxes
Defend while wielding two Melee Weapons—⮟ Deflect (1-4). On a success, the attacker's roll fails instead, and this creature blocks 1 Stress and 1 Damage.
◕ Strike, Strike, Throw. Requirement: must be wielding two Melee Weapons. The Bandit Boss ◕ Strikes twice, targeting a different creature and using a different Melee Weapon for each Strike. Then, they can ◕ Shoot to throw one of their wielded Melee Weapons.
➲ Battle Command. The Bandit Boss barks an order, commanding up to 3 allied Criminal Pawns who can hear them to use an instant to do one of the following: ➲ Reposition, ➲ Rally, ◕ Brawl, ◕ Shoot, or ◕ Strike.
⨭Avenging Attack. Trigger: a creature defeats an ally. The Bandit Boss ➲ Repositions, then uses ◕ Brawl, ◕ Shoot, or ◕ Strike against the triggering creature.
═══ Equipment ═════════════════════════════════════
Medium Armor (Armor; Burden 2).
Defend (Guard)—On failure. Block 1 Damage.
Defend—⮟ Endure (1-3). Block 1 Stress and 1 Damage.
Handaxe (Weapon; Flex Melee, Thrown 3; Burden 1). When you ◕ Shoot using this Weapon's Thrown trait against a target within its first range increment, you can use Might instead of Finesse.
Strike/Shoot—On failure (-3). The target takes 1 Damage.
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Immortal Demon Fire
Vitality 3 🤍🤍🤍 Size Medium 1
Stamina 5 ⛉⛉⛉⛉⛉ Speed 4
Physical skills Mental skills
Finesse 2 Discipline 3
Might 5 Guile 2
Reflex 3 Presence 5
◕ Incinerate (Taxing, Attack, Fire)—Might (5). Take 2 Fatigue. Target all creatures within 2 spaces. Creatures that fail take 2 Damage. Creatures that succeed take 2 Stress.
◕ Fiery Slam (Fire). The Furnace Demon ◕ Strikes using their flaming limbs.
➲ Stoke the Furnace (Fire). The Furnace Demon takes 1 Fatigue and removes all Damage.
Attack—⮟ Immolate (1-6; Fire). The target becomes burning.
Immortal Demon
Vitality 5 🤍🤍🤍🤍🤍 Size Large 3-4
Stamina 2 ⛉⛉ Speed 2
Physical skills Mental skills
Finesse 6 Discipline 4
Might 5 Guile 3
Reflex 2 Presence 3
◕ Devastating Shot (Attack)—Finesse (6). Target all creatures in a Line 12 area originating from one of the Arbalest Demon's spaces. Creatures that fail take 1 Damage and are knocked prone. This creature must ◕ Reload before they can use this ability again.
Immortal Demon
Vitality 3 🤍🤍🤍 Size Medium 1
Stamina 5 ⛉⛉⛉⛉⛉ Speed 6
Physical skills Mental skills
Finesse 2 Discipline 2
Might 2 Guile 2
Reflex 2 Presence 2
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