NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres. These NPCs follow the template used in the Creatures chapter.
GMs will find that with a few tweaks, a guard can be a modern-day cop, a fantasy caravan guard, or a science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC for your own game.
Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s health.
NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and shotguns, malefic psychic weapons, blasters and grenades, and so on.
Blacksmith 2 Businessperson 2 Bystander 2
Caretaker 2 Clerk 2 Crazy Loner 3
Ninja 3 Noble 2 Nosy Neighbor 2
Scientist 2 Serf 2 Sickened Survivor 4
The Unattainable 9 Typical Survivor 3
Many NPCs are simple and understandable enough to be encapsulated just by their level and a few other other relevant stats.
level 3, deception and other interaction tasks as level 6; health 12
level 2; programming, digital infiltration, and repairing computers as level 7
level 4, most actions as level 6 due to gadgets, serums, artifacts, etc.
level 4, initiative and intimidation as level 7; health 28; Armor 1
level 5; perception, intuition, initiative, and detecting falsehood as level 9
level 2, all interaction tasks as level 6
level 2, religious lore and all interaction tasks as level 6
level 2, knowledge of science and all interaction tasks as level 6
level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 points of damage
Ambassadors 3 Aristocrat 4 Assassin 6
Cannibal 3 Child 1 Crafter 2 Crime Boss 3
The Genres chapter also includes suggestions for creatures appropriate to various genres.
There are visitors among us, they watch and they listen. Few even know they are here, fewer even know they report to. Energy beings, they hide among us in convincing android shells the probably draw power from the pilot. In ancient times, they called themselves gods, and then later angels, if their true form was revealed. Now that mankind has unlocked the mysteries of magic (or science), some don't bother with the ruse.
- Level:
3 (9)
- Motive:
To get as much intel as possible on the local scene
- Environment:
Civilized areas with large population centers (Urban)
- Health:
12
- Damage:
4 points
- Armor:
1
- Movement:
Short
- Modifications:
Intellect, Immediate Might and Speed Attacks and positive social interaction at level 5
- Combat:
The ambassador tries to avoid any fatalities but one can never be sure when it's pushed into a corner in addition just a surprising formable martial arts, it also can shoot a Pacifying Long Range attack of light from one of his eyes. A failed Speed Defense roll will do five points of intellect damage that ignores armor.
- Interactions:
A local street level authority figure a cop or a local underground crime boss has noticed that someone's been snooping around the streets without buying anything or eating anything. Worried this individual may be some sort of spy from higher authorities or foreign interests, the PCs are asked to engage with his mysterious individual and find out what they are about.
- Uses:
Ambassadors are great to use when introducing a neutral or more honorable antagonist for the PCs.
- Loot:
They often carry a cypher in their jacket, why they didn't use such an item is a mystery.
- Intrusions:
The creature has stored an extra Ray attack in their other eye and can use it for this round.
- Source Book:
Aristocrats are not quite high royalty--they are not kings or queens, nor even princes and princesses--but they are those with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
- Level:
4 (12)
- Motive:
Money, power, marriage, take who or what they want, protect what they care about
- Environment:
Typically in cities and towns, occasionally off by themselves in large castles and manors (Urban)
- Health:
12
- Damage:
5 points
- Armor:
2
- Movement:
Short
- Modifications:
Social engineering, persuasion, intimidation, and lying as level 6
- Combat:
Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield knives, scalpels, or butcher's tools with precision.
- Interactions:
Interaction with an aristocrat often starts out positive--after all, it is delightful to be in the glow of someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
- Uses:
An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
- Loot:
Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor, weapons, and miscellaneous items.
- Intrusions:
The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
- Source Book:
An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident. Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some assassins pay themselves by tracking criminals anywhere to collect on "dead or alive" bounties.
- Level:
6 (18)
- Motive:
Murder (usually for hire)
- Environment:
(Other)
- Health:
18
- Damage:
6 points
- Armor:
1
- Movement:
Short
- Modifications:
Stealth and deception tasks as level 8; when attacking from hiding, melee and ranged attacks as level 7
- Combat:
An assortment of small weapons are hidden about an assassin's body. They can also coat their weapons or ammo with a level 6 poison that moves victims who fail a Might defense roll one step down the damage track.
- Interactions:
Some assassins have a sort of integrity about their work and can't be dissuaded from completing their contracts with bribes.
- Uses:
An assassin is greatly feared by anyone with powerful, wealthy enemies.
- Loot:
Aside from their weapons and poisons, most assassins have currency equivalent to a very expensive item and maybe one or two cyphers.
- Intrusions:
The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who killed someone important to them in the past.
A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices, creating fascinating tales and dramatic speeches.
- Level:
3 (9)
- Motive:
Entertainment, interaction, and novel experiences
- Environment:
(Other)
- Health:
10
- Damage:
3 points
- Movement:
Short
- Modifications:
Music, oration, persuasion, stealth, and Speed defense as level 4
- Combat:
Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short range.
A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by two steps, turning invisible for a minute, or negating sound for a minute.
- Interactions:
Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
- Uses:
A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch, they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns the will of a crowd against them.
- Loot:
In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a moderately priced item and one or two cyphers.
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
8
- Damage:
2 points
- Combat:
Metalworking as level 4.
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Business tasks as level 3.
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
8
- Damage:
2 points
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Level:
3 (9)
- Environment:
Wilderness
- Health:
9
- Damage:
3 points
- Combat:
Deception and attacks as level 5.
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Level:
2 (6)
- Environment:
Wilderness
- Health:
8
- Damage:
2 points
- Combat:
Animal handling as level 3.
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
8
- Damage:
2 points
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Attacks as level 3.
- Level:
4 (12)
- Environment:
Urban
- Health:
12
- Damage:
4 points
- Combat:
Carries weird weapons, including those with long range.
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Haggling and assessment as level 3.
- Level:
3 (9)
- Environment:
Urban
- Health:
9
- Damage:
3 points
- Combat:
Stealth as level 6.
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Pleasant social interaction as level 4.
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Perception as level 3.
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Interactions as level 3.
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Science-related tasks as level 4.
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Combat:
Animal handling as level 3.
- Level:
4 (12)
- Environment:
Wilderness
- Health:
12
- Damage:
4 points
- Combat:
Interaction and knowledge tasks as level 1.
- Level:
9 (27)
- Environment:
Urban
- Health:
27
- Damage:
9 points
- Combat:
Resistance to all.
- Level:
3 (9)
- Environment:
Wilderness
- Health:
9
- Damage:
3 points
- Level:
2 (6)
- Environment:
Urban
- Health:
6
- Damage:
2 points
- Source Book:
- Level:
2 (6)
- Environment:
Urban
- Health:
8
- Damage:
2 points
A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like wild beasts.
- Level:
3 (9)
- Motive:
Glory in battle
- Environment:
(Other)
- Health:
12
- Damage:
4 points
- Armor:
1
- Movement:
Short
- Modifications:
- Combat:
Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they can't easily get close to their foes.
A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A raging berserker fights only with melee weapons and won't retreat from battle.
- Interactions:
Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling, throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength or honor.
- Uses:
A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town and picks fights with the local toughs.
- Loot:
In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a group might have a cypher that enhances strength or toughness.
- Source Book:
A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
- Level:
3 (9)
- Motive:
Hungers for human flesh
- Environment:
(Other)
- Health:
12
- Damage:
5 points
- Movement:
Short
- Modifications:
Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
- Combat:
Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
- Interactions:
Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals--perhaps an entire family of them.
- Loot:
A cannibal has currency equivalent to a very expensive item and possibly a cypher.
- Intrusions:
The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed on an Intellect defense task or be stunned and lose their next turn.
- Source Book:
Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and more.
- Level:
1 (3)
- Motive:
Seeking safety, comfort, money, or food; play; bringing joy
- Environment:
With their families, or lost in the world trying to find their way. Sometimes in the employ or care of someone who has found them, stolen them, or otherwise become their guardians, caretakers, or keepers. (Other)
- Health:
3
- Damage:
1 point
- Movement:
Short
- Modifications:
Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
- Combat:
Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift weapons, such as their fists, a stick, or a toy.
- Interactions:
Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of food, money, or other goodies involved.
- Uses:
Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the night; the child says they've been lost in the woods for days.
- Loot:
Children typically have very little on their person, although they may have a special memento of their family or a close friend.
- Intrusions:
The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard toward a character. Someone mistakenly thinks a character has stolen the child, and attacks them.
- Source Book:
Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their disposal for weapons.
- Level:
2 (6)
- Motive:
Defense
- Environment:
In their workshops or peddling their trade while traveling (Other)
- Health:
8
- Damage:
3 points
- Movement:
Short
- Modifications:
Appropriate craft as level 3
- Combat:
Crafters are unlikely to initiate combat, as most just want to be left alone to do their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
- Interactions:
Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They take pride in their work, and flattery and attention can go a long way.
- Uses:
To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
- Loot:
A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything they've crafted that they're carrying or wearing.
- Intrusions:
The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character in a disadvantaged position.
- Source Book:
A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble, a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes.
- Level:
3 (9)
- Motive:
Money and power
- Environment:
(Other)
- Health:
12
- Damage:
5 points
- Armor:
1
- Movement:
Short
- Modifications:
Deception, persuasion, intimidation, and tasks related to friendly interaction as level 7
- Combat:
Guards, thugs, and other followers deal 1 additional point of damage when the crime boss can see them and issue commands. If possible, crime bosses fight while mounted or in a vehicle, directing their followers from the rear of any conflict, concentrating first on issuing orders.
- Interactions:
Crime bosses are committed to their plans, whatever those might be. Most bosses rely on a lieutenant or trusted thug to interact with people in their place.
- Uses:
A crime boss and their followers execute a heist on a secure location and take hostages when things go south. Someone must go in and talk to the crime boss to defuse the situation.
- Loot:
A crime boss has currency equivalent to a very expensive item in addition to weapons, medium armor, and miscellaneous gear.
- Intrusions:
The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.
Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so on) with extensive experience. Some detectives are freelance sleuths whose uncanny ability to see the truth comes from personal training combined with an underlying talent for noticing clues that others miss.
- Level:
3 (9)
- Motive:
Solve the crime
- Environment:
(Other)
- Health:
12
- Damage:
4 points
- Movement:
Short
- Modifications:
Tasks relating to perception, intuition, initiative, and detecting falsehoods as level 6
- Combat:
Detectives prefer to outwit their foes rather than engage in a straight-up fight. Even then, most conflicts occur in a place and time of the detective's choosing, preferably in the presence of their allies. A detective can deduce weaknesses of their enemies (if any) and exploit them in combat.
- Interactions:
Some detectives are insufferable know-it-alls. Others have learned that humility is also a useful tool for getting answers from people.
- Uses:
To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble clues), or both, but the sleuths are rarely a way for the characters to hand off responsibility for accomplishing a hard task.
- Loot:
Aside from their weapons, most detectives have currency equivalent to a very expensive item and a cypher.
- Intrusions:
The detective intuits the character's next attack and moves perfectly so that an ally of the character takes the attack instead.
A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals, plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures, society-hating hermits in others.
- Level:
4 (12)
- Motive:
Protecting nature
- Environment:
(Other)
- Health:
12
- Damage:
4 points
- Armor:
1
- Movement:
Short
- Modifications:
Nature lore, perception, and stealth as level 5
- Combat:
Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual tools such as daggers and sickles.
A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for 4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a black bear, hawk, viper, or wolf.
- Interactions:
Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries, sapient trees, satyrs, and so on).
- Uses:
A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers and hunters who stray too far from civilization.
- Loot:
In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of cyphers or perhaps an artifact.
- Source Book:
A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
- Level:
4 (12)
- Motive:
Defense, loyalty, honor
- Environment:
(Other)
- Health:
15
- Damage:
5 points
- Armor:
2
- Movement:
Short
- Modifications:
Crafting (metal or stone), Intellect defense, and Might defense as level 5
- Combat:
Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of damage.
Dwarf leaders are usually officers or priests.
Dwarf officer: level 5; health 16; damage inflicted 7 points Dwarf priest: level 5; health 16; can heal one creature for 10 points or all within immediate range for 5 points
- Interactions:
Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a sturdy hammer.
- Uses:
A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement with a human city leader-or redress for an old insult.
- Loot:
In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such as tools or exploration gear) and perhaps a cypher or two.
- Source Book:
An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic. Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest, the most beautiful sunset, or the perfect love song.
- Level:
4 (12)
- Motive:
Curiosity
- Environment:
(Other)
- Health:
12
- Damage:
5 points
- Armor:
1
- Movement:
Short
- Modifications:
Perception, Speed defense, and any two noncombat skills as level 5
- Combat:
Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning or repairing clothing.
- Interactions:
Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of humor.
- Uses:
A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
- Loot:
In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made) curios and mementos, and usually a cypher.
- Source Book:
Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors, regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat police officer, or a mafia goon.
(When attacked, guards always call for the help of other guards, if possible.)
- Level:
2 (6)
- Motive:
Keep the peace; follow orders
- Environment:
(Other)
- Health:
8
- Damage:
3 points
- Armor:
1
- Movement:
Short
- Modifications:
Perception as level 3
- Combat:
Guards are not often wily, but they understand strength in numbers. If two or more guards attack the same target with at least one melee attack in the same round, the target's Speed defense roll against those attacks is hindered.
- Interactions:
Interacting with a guard typically involves one issue: does the PC want to do something that the guard has been told to prevent? If so, the PC could have a difficult time.
- Uses:
To the PCs, guards can be allies, obstacles, or both. Guards who serve the public good have their own duties and aren't interested in doing the characters' work for them.
- Loot:
A guard has currency equivalent to an inexpensive item in addition to weapons, armor, and basic gear.
- Intrusions:
1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's foes.
A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big folk as scouts, burglars, and loyal companions.
- Level:
3 (9)
- Motive:
Defense, comfort
- Environment:
(Other)
- Health:
9
- Damage:
3 points
- Movement:
Short
- Modifications:
Intellect defense, pleasant social interactions, and stealth as level 4
- Combat:
Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger ally so they can attack a foe's back and legs.
- Interactions:
Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and determined when they need to be, though some might complain about wanting to go home.
- Uses:
A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ halflings as lookouts and cutpurses, sometimes disguised as human children.
- Loot:
In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice bag of tools.
- Source Book:
A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or just trying to provide for their family by chopping wood and hunting game.
- Level:
2 (6)
- Motive:
Follow orders, support their loved ones, protect the innocent
- Environment:
Woods, forests, and other wild lands (Forest)
- Health:
8
- Damage:
2 points
- Armor:
1
- Movement:
Short
- Modifications:
Tracking and pathfinding as level 4
- Combat:
Huntsmen and woodcutters both understand the power of the perfectly aimed shot or swing. They take their time, steady their hand and breath, and hit with precision and force. When they take no action on a turn, their next attack inflicts twice the normal damage.
- Interactions:
Many huntsmen and woodcutters are motivated by a deep need to be loyal, but they're also soft of heart and have a strong moral center. If they're tasked with something they deem unpalatable, they may forgo their promises and go rogue.
- Uses:
They are hunting the characters on the orders of a higher authority. They save the PCs from a dangerous foe, then ask for assistance for their own tasks.
- Loot:
In addition to their clothing and mundane weapon, they likely have an expensive token of promise or affection from someone they have helped or who they owe fealty to.
- Intrusions:
A perfectly timed cut sends a tree down in the direction of the character.
- Source Book:
A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what can be created without asking if it should be.
- Level:
4 (12)
- Motive:
Understanding and exploiting reality
- Environment:
Usually in a lab (Other)
- Health:
15
- Damage:
7 points
- Movement:
Short
- Modifications:
Defends as level 6 due to a gadget (or cypher); knowledge of advanced science as level 7
- Combat:
Mad scientists are usually accompanied by security guards, robots, zombies, or some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor, a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that eases all their actions by two steps.
- Interactions:
Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can change.
- Uses:
Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is creating something amazing and monstrous.
- Loot:
Mad scientists have a few manifest cyphers and possibly an artifact.
- Intrusions:
The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
- Source Book:
Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to their study of the metaphysical, occultists learn several magical tricks, including the ability to summon or banish the dead.
- Level:
5 (15)
- Environment:
(Other)
- Health:
15
- Damage:
5 points
- Movement:
Short
- Modifications:
Knowledge of occult topics and rituals as level 8; ability to detect lies and tricks as level 2
- Combat:
An occultist has a charm or device for summoning a level 5 spirit or demon that will do their bidding for ten minutes. Some also have (or instead have) a spell, item, or device that inflicts 5 points of damage on normal creatures within long range, and 10 points of damage on a demon or spirit (or, instead of dealing extra damage, the effect confines the demon or spirit in some way).
- Interactions:
Occultists are deeply concerned with spiritual or demonic matters and see those influences in all things, whether those influences exist or not. That makes them amenable to persuasion and deception, if couched in the language of spiritual influence.
- Uses:
To find a needed answer, the spirit of a dead person must be questioned. Alternatively, a haunting presence must be banished. Either way, the task requires an occultist.
- Loot:
In addition to their clothing and mundane weapons, occultists have currency equivalent to an inexpensive item, a cypher, and possibly an artifact related to their power over spirits or demons.
- Intrusions:
A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes for 3 points of damage.
Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden, and most of them expect to die in battle against an evil foe.
- Level:
4 (12)
- Motive:
Protecting the innocent, destroying evil
- Environment:
(Other)
- Health:
15
- Damage:
5 points
- Armor:
2
- Movement:
Short
- Modifications:
Attacks and Might defense as level 5
- Combat:
Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand (defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed defense).
Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
- Interactions:
Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey area." However, they are not fools and won't throw away their lives for nothing.
- Uses:
A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last villain to smite.
- Loot:
In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be lucky enough to have an artifact (usually a weapon or armor).
- Source Book:
Robbers, thieves, highwaymen, robin hoods--whatever name you call them, they want what you have, and they're willing to get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything that isn't nailed down or magically protected.
Robbers often travel in pairs or small groups of dedicated friends and fellow robbers.
- Level:
4 (12)
- Motive:
What's yours is mine
- Environment:
Anywhere there's something to be stolen (Other)
- Health:
12
- Damage:
2 points
- Armor:
1
- Movement:
Short
- Modifications:
Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level 5
- Combat:
Robbers typically prefer light and medium weapons, particularly bows and small blades.
- Interactions:
Most robbers have a moral code of some sort--it just may not be the code that others abide by. Still, they are willing to listen to reason (and particularly the sound of sliding coins). Robbers are often willing to be hired for jobs that are too difficult for others.
- Uses:
Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives to steal a thing that the characters are just about to steal themselves.
- Loot:
Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their weapons and clothing) up to the currency equivalent of a very expensive item.
- Intrusions:
The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple foes.
- Source Book:
Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of sharing knowledge). A scholar's expertise might be general or specific--they may study the world at large or home in on a specific type of magic or fey being, for example.
- Level:
2 (6)
- Motive:
Find answers, seek knowledge
- Environment:
Schools, libraries, the royal study, laboratories, and anywhere there are sources of information (Other)
- Health:
6
- Damage:
3 points
- Movement:
Short
- Modifications:
Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
- Combat:
Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
- Interactions:
Most scholars are helpful and full of information (whether or not it's useful or true information varies from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
- Uses:
Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However, they may be reclusive and hard to find, hidden away in ancient libraries or secret laboratories.
- Loot:
Most scholars have currency equivalent to a very expensive item and one or two cyphers.
- Intrusions:
Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
- Source Book:
Secret agents are trained professionals who put their mission before their own well-being, regardless of which government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an envoy, inspector, technician, actor, tourist, or bumbling fool.
- Level:
5 (15)
- Motive:
Accomplish the goals of the employer while maintaining cover
- Environment:
(Other)
- Health:
15
- Damage:
5 points
- Movement:
Short
- Modifications:
Tasks related to disguise and deceiving as level 6
- Combat:
A secret agent always has a covert, unexpected backup weapon that they can use to make a surprise attack, such as a ring or glove with a hidden poisoned needle (dealing 5 points of Speed damage that ignore Armor), a fake tooth filled with poison gas to blow in a victim's face (inducing sleep for ten minutes), or a ring with a miniature gun.
- Interactions:
Secret agents are confident, masterful, and always give the impression of being one step ahead of the game, even when caught off guard.
- Uses:
As an ally, a secret agent can guide the PCs to their next mission, fill in gaps in their knowledge, and warn them of dangers. If the characters encounter an unfriendly agent, the NPC likely pretends to be a friend.
- Loot:
Agents typically have currency equivalent to an expensive item, a couple of cyphers, tools for spying and maintaining their cover, and possibly an artifact.
- Intrusions:
The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.
A thief takes things that don't belong to them-preferably with their victim remaining unaware of the crime until the thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan elaborate heists to steal priceless items from prominent targets.
- Level:
4 (12)
- Motive:
Greed, curiosity, risk
- Environment:
(Other)
- Health:
12
- Damage:
4 points
- Armor:
1
- Movement:
Short
- Modifications:
Balancing, climbing, perception, pickpocketing, and stealth as level 5
- Combat:
Thieves prefer small concealable weapons-knives, batons, and so on-so they can quickly make themselves look like an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison, typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
- Interactions:
Thieves run a broad range of personalities-nervous, arrogant, quietly confident, sarcastic, and more. They like to know the risks and rewards of what they'll be doing, and they don't like surprises.
- Uses:
A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of pickpockets targets a character's jewelry or cyphers.
- Loot:
Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a cypher they plan to use or sell.
- Source Book:
Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a streetwise drug dealer, a bandit who hunts lone travelers in the wilds, a savage warrior adroit with ranged weapons, or a cyberbully among pacifists. Most thugs work for themselves, but they may employ gangs of guards to help them conduct their business.
- Level:
3 (9)
- Motive:
Take what they want
- Environment:
(Other)
- Health:
9
- Damage:
4 points
- Armor:
1
- Movement:
Short
- Combat:
Thugs prefer ambushes, making ranged attacks from hiding if possible. Sometimes they spoil the ambush to issue an ultimatum before attacking: give us your valuables or you'll be sorry.
- Interactions:
Thugs are interested in money and power, which means they almost always accept bribes. If faced with a real threat, thugs usually retreat.
- Uses:
Thugs are everywhere, sometimes accompanied by guards who are equally malicious but not quite as powerful.
- Loot:
A thug has currency equivalent to an inexpensive item in addition to weapons, shields, and light armor. One thug in a group might have a cypher.
- Intrusions:
Another thug, hidden until just the right moment, appears and takes a shot with a ranged weapon before joining the fray.
Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually nothing was left of the original human and he became the Tin Woodman.
Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday, he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his original form.
- Level:
7 (21)
- Motive:
Revenge, find his original body parts
- Environment:
Anywhere (Other)
- Health:
21
- Damage:
4 points
- Armor:
4
- Movement:
Short; immediate if rusted Modifications: Speed defense as level 5 due to rust
- Combat:
Inflicts 7 points of damage with his enchanted axe.
- Interactions:
The Tin Woodman is singularly focused, and cares only about clues that lead to revenge or his original body parts. He does not eat, drink, or sleep, and often comes across as frantic and frenzied.
- Uses:
The PCs are hunting the same foe that the Tin Woodman is, and either they join together, or the Tin Woodman tries to prevent them from reaching the foe before he does.
- Loot:
Enchanted axe Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
- Intrusions:
A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
- Source Book:
Some wizards learn so many spells and accumulate so much lore that they become incredibly powerful. Some work for a higher purpose, whereas others are concerned only with themselves.
- Level:
8 (24)
- Motive:
Seek powerful sources of magic (to collect or to keep safe)
- Environment:
(Other)
- Health:
40
- Damage:
8 points
- Movement:
Short
- Modifications:
All tasks related to knowledge of arcane lore as level 9
- Combat:
When a wizard makes a long-range attack with their staff or strikes someone with it, arcane energy damages the target and, if desired, all creatures the wizard selects within short range of the target. Targets that are within immediate range of the wizard when they take damage are thrown out of immediate range.
A mighty wizard knows many spells, including spells that grant +5 to Armor for an hour, spells of teleportation, spells of finding, and so on. A wizard also likely carries several cyphers useful in combat.
- Interactions:
Care should be taken when negotiating with wizards because they are subtle and quick to anger. Even when negotiations succeed, a wizard's suggestions are usually cryptic and open to interpretation. A mighty wizard might be convinced to teach a character how to cast a spell.
- Uses:
A wizard is putting together a team to challenge a great foe, and the PCs fit the bill.
- Loot:
A mighty wizard has 1d6 cyphers.
- Intrusions:
The wizard casts two spells as a single action instead of just one.