Fate Bestiary

Tag: daegal campaign


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16 of 45 NPCs

Aspects

  • Chaotic awakened shrubs
  • Dry wood

Skills

Fair (+2): Thrash(Fight/Athletics)
Average (+1): Trip(Crafts), Poison(Shoot)

Stunts

Nature Discipline. You have mastered control over nature. You can grow plants from nothing, grab enemies with vines and tree limbs, fire thorns at a foe from range, and secrete poisonous toxins. You can animate and command plants to do your bidding.

Stress & Consequences


About

Name: Matthaias

Matthaias is an accomplished hunter and tracker who has come to Daegal in search of a man named Nonus who betrayed his herd and took them for granted. He was last heard to be on Daegal and to have some sort of relationship with Loufie.

Matthaias was made for The Daegal Legends.

Aspects

  • Centaur seeker of recompense
  • "I want to trust you"

Skills

Great (+4): Investigate
Good (+3): Stealth, Shoot
Fair (+2): Athletics, Will, Fight
Average (+1): Rapport, Deceive, Notice, Contacts

Stunts

The Power of Apology. +2 when using Rapport to overcome an awkward situation by apologizing.

The Power of Deduction. Once per scene you can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing your potent deductive faculties. For each shift you make on this roll you discover or create an aspect, on either the scene or the target of your observations, though you may only invoke one of them for free.

Stress & Consequences

 
   


About

Name: Dreki

Dreki is a prison guard aspiring to be the warden. He was sent to the first colony on Daegal to capture three escaped convicts: Gorf, Padtole, and To-ad, but was stopped short when the first colony disappeared.

Dreki was created for The Daegal Legends.

Aspects

  • Ambitious Dragonborn prison guard
  • Impulsive pyromaniac
  • Tracking escaped convicts

Skills

Great (+4): Provoke
Good (+3): Investigate, Athletics
Fair (+2): Fight, Physique, Will
Average (+1): Stealth, Notice, Burglary, Lore

Stunts

Armor of Fear. You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears.

Okay, Fine! You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.)

Let It Burn! +2 to create an advantage by setting something on fire with Fight.

Stress & Consequences

   
   


About

Name: Methuselah - a.k.a. "Meth"

Methuselah is a dwarven scoundrel first and a traveling merchant second. He tends to relieve people of their goods (occasionally in less legitimate ways) and then make a profit off of them. He has come to Daegal in search of wealth and valuable resources. Selling wares to the colonists is also a good bonus.

Methuselah was created for The Daegal Legends

Aspects

  • Curator of Antiquity and Opportunity
  • Opportunistic greed
  • Art above all else
  • Goal: To obtain immortality

Skills

Great (+4): Deceive
Good (+3): Shoot, Stealth
Fair (+2): Provoke, Notice, Athletics
Average (+1): Contacts, Will, Resources, Lore

Stunts

Body Language Reader. You can use Notice in place of Empathy to learn the aspects of a target through observation.

Uncanny Accuracy. Once per conflict, stack an additional free invoke on an advantage you’ve created to represent the time you take to aim or line up a shot (like In My Sights).

One Person Many Faces. Whenever you meet someone new, you can spend a fate point to declare that you’ve met that person before, but under a different name and identity. Create a situation aspect to represent your cover story, and you can use Deceive in place of Rapport whenever interacting with that person.

Illusion Discipline. You have mastered control of what is seen. You can create convincing illusions and even manipulate whether or not something is visible at all. You also have the ability to light up dark areas and frighten your enemies with terrifying projections.

Stress & Consequences

 
 


About

Name: Wiggiw - The Eldest

Wiggiw is the oldest known elf. He is approximately 4,815,162,342 years old. He may even be the first elf to exist. He's a grumpy retiree but with the amount of skills he has learned, rusty as he may be, he has been called out of retirement for one last mission.

Wiggiw was created for The Daegal Legends

Aspects

  • Fiesty Elven retiree
  • Oblivious to his limitations
  • Jack of all trades, master of none
  • Goal: To become a verb (i.e. - "That guy just wiggiwed!")

Skills

Great (+4): Lore
Good (+3): Shoot, Provoke
Fair (+2): Rapport, Fight, Investigate
Average (+1): Deceive, Contacts, Will, Crafts

Stunts

Astronomy Specialist. You get a +2 to all Lore rolls relating to astronomy.

Provoke Violence. When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing their attention away from another target.

Called Shot. During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.

Storm Discipline. You have mastered control of the whether. You can summon storms, shoot lightning, and predict the weather. You can also call in fog or clear up bad weather.

Stress & Consequences

 
   


About

Name: Captain Olaf - a.k.a. "The Furious Giant"

Captain Olaf is a towering, 8-foot tall pirate captain supposedly with a bit of giant blood in his family. He is so big that he carries with him a satchel of cannonballs as ammo for the full-sized cannon barrel he wields as a weapon. But he's not all brute strength, Olaf is the head of a fleet of pirate/merchant ships and looking for more resources, in Daegal, to add to his collection.

Olaf was created for The Daegal Legends

Aspects

  • Leader of marauder merchants
  • "What did you call me?" (pirate/giant)
  • Son of a bitch
  • I want Wiggiw to love me
  • Goal: To build the first airship

Skills

Great (+4): Physique
Good (+3): Shoot, Empathy
Fair (+2): Athletics, Fight, Crafts
Average (+1): Notice, Deceive, Provoke, Resources

Stunts

Collateral Damage. +2 when using Shoot to create an advantage by destroying part of the scene.

Wrestlemania. When you succeed at creating a "Grappled" advantage with Physique, you gain one extra free invoke.

Things That Go Boom. Once per conflict, when you use shoot to attack with a bomb, you can hit everyone in the same zone without splitting shifts.

Tinker. +2 when using Crafts to create an advantage by making bombs.

Stress & Consequences

     
 


About

Name: Eldar Rhutzok

Eldar is a tall, muscular, lizardman mercenary who strives most of all to be honorable. He has served as a patrol leader to one of Olaf's crews in the past and has come to Daegal to try and uncover it's mysteries.

Eldar was created for The Daegal Legends

Aspects

  • Lizardman Mercenary
  • Haughty and Hot-headed
  • Death Before Dishonor
  • If th price is right,we'll get the job done
  • Goal: To make a name for himself as the best mercenary

Skills

Great (+4): Fight
Good (+3): Physique, Provoke
Fair (+2): Notice, Will, Stealth
Average (+1): Resources, Burglary, Investigate, Contacts

Stunts

Killing Stroke. Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.

Tough As Nails. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.

Armor Of Fear. You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears.

Stress & Consequences

     
   


About

Slimes are something that can be found in sewers and other collections of refuse. They melt things like wood and metal. Due to their physiology, slimes tend to break into multiple smaller slimes when they are wounded enough to be taken out.

When a large slime is taken out, it splits into 2 medium slimes.

Aspects

  • Amorphous ball of metal-melting acid
  • Feed me

Skills

Good (+3): Dissolve
Fair (+2): Find (Notice/Investigate), Hold/Absorb (Physique)

Stress & Consequences


About

Slimes are something that can be found in sewers and other collections of refuse. They melt things like wood and metal. Due to their physiology, slimes tend to break into multiple smaller slimes when they are wounded enough to be taken out.

When a medium slimes is taken out, it divides into 2 small slimes.

Aspects

  • Amorphous ball of metal-melting acid
  • Feed me

Skills

Fair (+2): Dissolve
Average (+1): Find (Notice/Investigate), Hold/Absorb (Physique)

Stress & Consequences


About

Slimes are something that can be found in sewers and other collections of refuse. They melt things like wood and metal. Due to their physiology, slimes tend to break into multiple smaller slimes when they are wounded enough to be taken out.

Small slimes cannot break apart any smaller. When they are taken out they are removed from the fight.

Aspects

  • Amorphous ball of metal-melting acid
  • Feed me

Skills

Average (+1): Dissolve, Find (Notice/Investigate), Hold/Absorb (Physique)

Stress & Consequences

None (Taken out by one or more shifts)


Aspects

  • Man-sized spiders
  • Fear the flame

Skills

Fair (+2): Bite(Fight), Snare(Physique), Creep(Stealth/Athletics)
Average (+1): Notice

Stress & Consequences


Aspects

  • Magically enhanced teleporting spider
  • Always hungry

Skills

Superb (+5): Teleport(Athletics)
Great (+4): Bite(Fight), Snare(Physique)
Good (+3): Creep(Stealth), Notice
Fair (+2): Will

Stunts

Sneak Attack. You may use Teleport instead of Snare to create an advantage called Ensnared after a teleportation movement.

Teleport Discipline. You can create portals and teleport from one location to another.

Lair Jaunt. Once per turn, you may t use your movement to either teleport from your current location to your lair or from your lair back to within zone of your previous location.

Stress & Consequences

   


Aspects

  • Patient protector of the forest
  • Indistinguishable when still
  • Ancient knowledge

Skills

Fantastic (+6): Smash(Fight)
Superb (+5): Grow, Camoflauge(Stealth), Lore
Great (+4): Throw(Shoot), Will, Physique

Stunts

Nature Discipline. You have mastered control over nature. You can grow plants from nothing, grab enemies with vines and tree limbs, fire thorns at a foe from range, and secrete poisonous toxins. You can animate and command plants to do your bidding.

Stress & Consequences

     
     


Aspects

  • Regenerating forest troll
  • Fire/acid prevent regeneration
  • Monstrously Ugly
  • Forest Dweller

Skills

Great (+4): Athletics
Good (+3): Claw(Fight), Stealth
Fair (+2): Physique, Crafts, Notice
Average (+1): Investigate

Stunts

Regeneration. When you are dealt a consequence, you may regenerate and clear the consequence at the end of the round unless fire or acid was used to cause the consequence.

Insatiable. When you have cornered a target, ±2 to Claw attacks.

Stress & Consequences

 
 


About

Name: Tork

Tork was raised as part of a select group of Turtoids that were chosen to protect Seal of Haaf, an artifact deep in the ocean that was said to protect the oceans from the monsters that lurked beyond it's depths. But Tork doubted it's power and, when he was old enough, he left to find his own path. Years later, he heard news of many attacks from strange sea creatures and he feared the worst. He journeyed back to his village only to find it overrun with sea monsters. He has now taken it upon himself to find the Seal of Haaf and return it to it's rightful place before the oceans are destroyed.

Mechanics

Tork is meant to be used as a defensive player. He excels when taking the Full Defense action in a fight. He can build up tons of advantages this way by defending for himself and allies in the same zone. Then he can spend them all at once, or hand them off to a heavier hitter for some pretty nasty combos.

Tork was created for The Daegal Legends

Aspects

  • Last protector of the Seal of Haaf
  • Fear of inaction
  • Rusty water manipulator
  • Life on the road

Skills

Great (+4) Fight
Good (+3) Physique, Athletics
Fair (+2) Shoot, Stealth, Provoke
Average (+1) Lore, Crafts, Notice, Will

Stunts

Slippery When Wet. When water is abundant in the current scene you gain a +2 to create advantages with water manipulation.

Turjitsu. Armor:2 when defending with Fight against physical melee attacks.

Redirect. When you succeed with style using Fight to defend against a physical melee attack, the boost you gain provides a +3 bonus instead of a +2.

Water Discipline. You can create water out of thin air, create items and barriers out of ice, or throw blasts of water and ice at your enemies. You can animate water into a creature capable of following commands.

Stress & Consequences

     
   


Aspects

  • King of the dinosaurs
  • Hungry for easy food
  • Motion-vision

Skills

Fantastic (+6): Chomp(Fight)
Superb (+5): Roar(Provoke)
Great (+4): Hunt(Athletics)
Good (+3): Physique
Fair (+2): Will

Stunts

  • Chomp. Weapon:2 when biting down on creatures that can easily fit in your mouth.

Stress & Consequences

     
   

Scene Ideas

  1. When your party is crossing a slippery log spanning over a canyon with a river at the bottom, have a T-rex show up on one or both sides of the log bridge looking for an easy meal. It's fun. Believe me!


Unless stated otherwise, the text of the above NPCs is available under a CC BY-NC 4.0 license.
Art is used without permission. nathanhare.net has no affiliation with the artists and claims no rights to the art.

About the Bestiary

These NPCs were created using Fate Core and are offered as a resource to GMs and players. NPCs with the pregen tag are full-fledged characters that can be used as-is for player characters or Main NPCs in your games.

If you have any suggestions, questions, or ideas, let me know in the comments below! For more information, check out this blog post.




Copyright © 2018, Nathan Hare
All rights reserved

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