This section contains stat sheets and information regarding a variety of NPCs. Some creatures are friendly, while others are dangerous.
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.
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.
☆ Takedown (1-5). If the target is grappled, they also fall prone.
☆ Rip (1-4). If the target is grappled, they take 1 Damage.
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.
☆ Takedown (1-6). If the target is grappled, they also fall prone.
☆ Rip (1-5). If the target is grappled, 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 using Presence against any number of targets within 20 spaces. 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.
☆ Muddle (1-5). Remove one of the “Success” choices available to the target.
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.
◆ 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.
☆ Takedown (1-7). If the target is grappled, they also fall prone.
☆ Rip (1-6). If the target is grappled, they take 1 Damage.
◆ Double Bite. The Dire Wolf ◆ Bites twice, targeting a different creature for each Attack.
◆ 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 using Presence against any number of targets within 20 spaces. Each target takes 1 Stress. 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.
☆ Muddle (1-5). Remove one of the “Success” choices available to the target.
◇ Bestial Rage. Trigger: this creature would be defeated. Spend 2 Luck. Instead of being defeated, the Dire Wolf removes 2 Damage and all Stress, moves up to twice their Speed, and uses ⬖ Dreadful Howl.
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.
Vitality 1 ♡ Size Small
Stamina 1 ⛉ Speed 3 (flying 8)
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). If this attack succeeds, the target must ◇ Resist against difficulty 4, taking 1 Blight on a failure.
◆ Flyby Strike (Taxing). The Fire Lizard flies up to their flying Speed and ◆ Bites a creature at any point during this movement.
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 (Attack, Acid)—Finesse (4). This Wyvern spits acid in a Line 6 area, targeting all creatures within the area (excluding the source space). 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 twice, targeting two different adjacent creature with their natural claws.
☆ Rend (1-4). On a failure, the target takes 1 Damage and all harm from this Attack is unblockable.
◆ Bite (Reach)—Might (5). The Wyvern ◆ Strikes, targeting one creature within 2 Spaces with their natural bite.
☆ Swallow (1; Acid). If this Attack succeeds, this creature swallows the target and deals 1d4 unblockable Damage 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.
Vitality 8 ♡♡♡♡♡♡♡♡ Size Large 8*
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. If this Attack succeeds, the target also takes 1 Blight.
⬖ Wrap (Move Attack)—Might (4). The Basilisk moves up to half their 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). Target each non-Basilisk creature in the area. Each target takes 3 Stress on a failure. Then, each exhausted target that failed 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 carried items. This ability cannot be used more than once per round.
Immortals are typically creatures from other dimensions, where the laws of existence can vary wildly. These entities often have different appearances and abilities depending on the region in which they manifest. It is said that this is because their physical makeup is malleable, changing based upon the beliefs, worldviews, and traditions of mortals in their vicinity. Although not commonly accepted, this may coincide with the fact that most immortals feed upon—or are drawn to—mortal emotions such as ambition, rage, love, and pride. Not all immortals are subject to such predilections, however. Some immortals have their own designs, inscrutable to all but the most sage scholars.
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 other creatures within 2 spaces. Creatures that fail take 2 Damage. Creatures that succeed take 2 Stress.
◆ Fiery Slam (Attack, 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 (1-4; Fire). The target becomes burning.
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 (excluding the source space). Creatures that fail take 3 Damage. The Arbalest Demon must ◆ Bunker and Reload before they can use this ability again.
☆ Knockdown (1-5). The target is knocked prone.
◆ Bunker and Reload. The Arbalest Demon recharges ◆ Devasting Shot. Until the start of their next turn, they block 2 Damage from all Attacks.
Vitality 2 ♡♡ Size Medium 1
Stamina 5 ⛉⛉⛉⛉⛉ Speed 7
Physical skills Mental skills
Finesse 4 Discipline 2
Might 3 Guile 3
Reflex 6 Presence 3
Defend—☆ Retaliate (1-4). If the Attacking creature is adjacent, they take 1 Damage.
◆ Buzzsaw (Attack)—Finesse (4). The Wheel Demon ◆ Strikes with their sharpened saw appendages. This Attack deals 1 additional Damage if the ◇ Defend fails by 2 or more.
◆ Crashing Charge (Move, Attack, Taxing)—Finesse (4). The Wheel Demon takes 2 Stress and moves up to double their Speed in a straight line in any horizontal direction, and can move through spaces occupied by enemy creatures. Every creature the Wheel Demon moves through in this way is targeted by this Attack, and takes 1 Damage on a failure, or 1 Stress on a success.
☆ Knockdown (1-6). The target is knocked prone.
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.
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: Knife x3
Knife (Light Melee, Thrown 3)—Finesse (4). On a successful ◆ Strike +3, the target takes 1 unblockable Damage.
☆ Cutpurse (1-3). Steal a Lightweight item or 1d6 Money from the adjacent target.
◇ Defend (Dodge)—☆ Sidestep (1-4; instant). Before the Attack resolves, this creature moves up to half their Speed.
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: Maul
Maul (Heavy Melee, Two-Handed, Weight 4)—Might (6).
◆ Strike. Target up to two adjacent creatures. On success +2, the target takes 1 unblockable Damage.
☆ Break (1-3). The Maul is destroyed. The target takes 2 Damage and falls prone.
◆ Chokehold (Attack)—Might (6). The Bandit Thug must have both hands free. Target an adjacent creature. On a success, the target is grappled. While grappled in this way, they are also breathless and cannot breathe.
◆ Strangle. Target creature grappled by this creature takes 1 unblockable Stress and 1 unblockable Damage. Until the start of this creature's next turn, the target creature's ⬖ Escape attempts have -1 edge.
Vitality 7 ♡♡♡♡♡♡♡ 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, Handaxe x3
◇ Defend (Guard; Medium Armor)—On success, block 1 Damage.
◇ Defend (Medium Armor)—☆ Endure (1-3). This creature blocks 1 Stress and 1 Damage.
Handaxe (Flex Melee, Thrown 3)—Might (5). On a successful ◆ Strike or ◆ Shoot +3, the target takes 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 orders up to 3 allied Criminal Pawns who can hear them to each 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 a basic Attack against the triggering creature.
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
◇ Defend (Light Armor)—☆ Endure (1-3). This creature blocks 1 Stress and 1 Damage.
Shortbow (Ranged 5, Free Reload, Two-Handed, Weight 3)—Finesse (5). On success +3, the target takes 1 Damage.
⬖ 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.
◆ Strike (Dagger: Weapon, Light Melee)—Finesse (5). On success +4, the target takes 2 unblockable Damage.