Fate Bestiary

Tag: fate core


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38 of 45 NPCs

Aspects

  • Massive tunneling pest

Skills

Good (+3): Burrow(Athletics)
Fair (+2): Spray(Shoot), Bite(Fight)

Stunts

Burrow. Gain an extra free invoke when using Athletics to create an advantage by tunneling underground.

Acid Spray. Twice per session, you may use a single Shoot attack to hit up to 3 people in your zone or one zone away when shooting acid. Any targets one space away must all be in the same zone.

Stress & Consequences

 


Aspects

  • Armored tank of a dinosaur
  • Herbivore

Skills

Great (+4): Physique, Pummel
Good (+3): Notice, Protect
Average (+1): Athletics

Stunts

Armored Plating. Armor:2 against physical attacks.

Pummel. +2 to Overcome or Create Advantages with Pummel by smashing something with your tail.

Stress & Consequences

     
 


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


Aspects

  • Reptile with a hunger for statues
  • Petrifying gaze
  • Softening saliva

Skills

Great (+4): Petrify(Provoke)
Good (+3): Bite(Fight), Lure(Deceive/Provoke)
Fair (+2): Flee(Athletics)

Stunts

Avert Your Eyes. If an opponent is taking an action against you that would normally involve looking at you and they choose to avoid it, you gain +1 to defend against it.

Petrifying Gaze. Each time a target chooses not to avert their eyes when doing something that would normally involve looking at you and does not succeed with style, you automatically deal one point of mental (petrifying) stress.

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

 
   


Aspects

  • Sneaky amphibious predator
  • Not too bright

Skills

Superb (+5): Surprise(Fight/Provoke)
Great(+4): Camoflauge(Stealth), Swim(Athletics)
Good (+3): Chomp(Fight), Notice
Fair (+2): Athletics, Physique

Stunts

Sneak Attack. You may use Surprise instead of Chomp to attack a target that is unaware of you.

Drift Wood. Gain an extra invoke when creating an advantage to look like a log floating in water.

Aquatic. +2 to Overcome or Creat Advantages with Athletics when swimming.

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: Ion

Ion used to be an athlete, and a member of the national soccer (football) team. Married to the world's leading innovator in sustainable electricity, Samuel Rees, she was used to being in the spotlight. But all of that attention brought her beloved Samuel an early demise. He was working on a new technology said to be twice as efficient at producing energy as anything else the world had ever seen, but his rivals wanted it first. He was murdered in cold blood, his research stolen. In the confrontation, a stray bullet impacted a nearby test reactor, and when Ion finally found Samuel breathing his last breaths, the reactor exploded, electrifying Ion's entire body.

She gained powers that allow her to convert her body into an electric current, however, she can only maintain the form as long as she is moving through or towards some sort of conductor and choosing it's direction can prove to be difficult at times. Now, she stays in the spotlight, stopping crimes by day and secretly hunting down her husband's murderers by night.

Aspects

  • Ion: The Electric Woman
  • Secretly hunting my husband's killers
  • Loosley associated with the local heroes guild
  • Can't get too attached to others
  • Quick to anger; Quick to act

Skills

Great (+4): Athletics
Good (+3): Fight, Resources
Fair (+2): Contacts, Rapport, Deceive
Average (+1): Provoke, Will, Lore, Empathy

Stunts

Discharge: Once per session, you may apply a single attack roll to all targets in your zone (including allies).

Electrify: +2 when using Fight to attack an opponent standing on or in something that is highly conductive like metal flooring, chain mail, or a puddle.

Lightning Speed: +2 when using Athletics to cross multiple zones or travel quickly as long as there is a conductor connecting your position to you your destination.

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

 
   


Aspects

  • Ethereal troubled soul

Skills

Fair (+2): Spook(Provoke), Possess(Fight/Shoot/Provoke)
Average (+1): Haunt(Athletics)

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

     
 


Aspects

  • Sneaky dim-witted greenfolk
  • No regard for self preservation

Skills

Fair (+2): Sneak
Average (+1): Deceive, Attack

Stunts

Battle Drums. Once per scene with goblins in it, you may bang a battle drum or blow a war horn to call in more goblins. This will summon either 2 more goblins per PC in the scene or one ogre. (This stunt can only be used once per scene, regardless of the number of goblins)

Stress & Consequences


Aspects

  • Regenerating giant reptile
  • Fire nullifies regeneration
  • Multiple heads

Skills

Superb (+5): Claw/Stomp(Fight)
Great (+4): Notice, Provoke, Bite(Fight)
Fair (+2): Will, Investigate

Stunts

More Where That Came From. Instead of consequence slots, you start with one sticky (+4) condition called Decapitated for each head. If fire is not used in an attack that would decapitate a head, you gain another Decapitated condition slot instead of checking one off and you can clear your 2-point stress box. If fire is used, the condition is checked and the attacker gets a free invoke of it.

Coordinated Attack. You may take as many actions as the number of heads you have. Only one of these actions can be done by your body (i.e Tail slap, claw, run, etc.). After the body has done something in a round, all other actions can only be actions that a head could do on it's own (i.e. - Bite, scare, watch, etc.).

Stress & Consequences

 
   

Scene Ideas

The Hydra is designed to be used as the only adversary in a conflict against many opponents. It is meant to be tough. This would be great for teaching players to create advantages so that they can learn to defeat enemies.


About

This monster is meant to be used in tandem with the Kraken (tentacle) monster. This write up represents the actions that the creature's body can take, while the other can be used for each tentacle in the scene. If the Kraken (head/body) is taken out, so are all of its tentacles.

Aspects

  • Massive leviathan
  • Ruler of the seas

Skills

Legendary (+8): Bite(Fight)
Epic (+7): Demolish(Physique)
Fantastic (+6): Physique, Summon(Provoke), Swim(Athletics)
Good (+3): Everything else

Stunts

Storm Discipline. You can summon or dismiss storms and create or control lightning.

Stress & Consequences

     
     


About

Kraken (tentacles) is meant to be used in tandem with Kraken (head/body). This write up represents a single tentacle that the kraken is using. Use these stats for each tentacle, but each tentacle should have it's own stress track.

Aspects

  • Sticky sea monster tentacle

Skills

Good (+3): Grab/Crush(Physique)
Fair (+2): Throw(Shoot/Physique), Slam/Swipe(Fight)

Stunts

Suction Cups. +2 to grab a target that is already engaged with another tentacle (or the head) of the Kraken.

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

     
   


Aspects

  • Bull-headed keeper of the labrynth

Skills

Superb (+5): Charge(Athletics)
Great (+4):, Physique, Fight
Good (+3): Confuse(Provoke), Intimidate(Provoke)
Fair (+2): Will

Stunts

Bull Rush. When you move a zone before attacking with Fight, you may attack up to two targets with the results of a single roll.

Smash. +2 to your roll when using Charge to overcome zone obstacles.

Stress & Consequences

     
   


About

Name: Charles Remmington

At an early age, Charles mysteriously lost his mother. Determined to find answers to his mother's disapearance, Charles searched for any clues to her whereabouts. He discovered a collection of infernal texts in a hidden compartment of his mother's study, which led him to spend his teenage years researching the Occult. In well over his head, he dug too deep, accidentally fusing a demon of destruction with his soul. At his worst moments, the demon takes control of him, temporarily transforming Charles into a rage-driven monster. Now he continues his pursuit of knowledge in hopes to uncover the mysteries of his childhood and find a way to remove his troublesome companion.

Aspects

  • High Concept: Withdrawn professor of the occult
  • Trouble: The monster within
  • Hunted by police; Hated by cultists
  • Certified Genius
  • My mother's notes

Skills

Great (+4): Investigate
Good (+3): Lore, Will
Fair (+2): Empathy, Notice, Resources
Average (+1): Burglary, Fight, Rapport, Stealth

Stunts

The Monster Within Whenever you use an invoke (including free invokes) on the aspect The monster within to act in a destructive, violent, or malicious way, you get a +3 instead of a +2.

Professor of the Occult. +2 to all Lore rolls when trying to recall information about the occult.

Monstrous Form. When the aspect Monstrous Form has been created on you (either by Provoking the demon, or something like a compel), you gain a +2 to physical attacks with Fight. Although, this is a golden opportunity for more compels.

Demon of Destruction. When you succeed with style on an attack with Fight, you can create the aspect On Fire with one free invoke instead of taking a boost.

Stress & Consequences

 
     


About

Ogres are commonly found working alongside goblins in exchange for food, but their relationship is tenuous at best.

Aspects

  • Giant goblinkin enforcer
  • Dumber than rocks
  • Smash everything

Skills

Superb (+5): Smash(Fight)
Great (+4): Throw(Shoot), Grab/Break/Stomp(Physique)
Good (+3): Roar(Provoke), Chase(Athletics)

Stunts

Two Birds, One Stone. When you Throw a grappled target at another target, you may apply your attack to both targets.

Earthshake. +2 to Stomp when trying to create an advantage out of disarming someone or throwing off their aim.

You Go Splat. Weapon:2 when you attack with throw in a zone bordered by a wall.

Stress & Consequences

     
 


Aspects

  • Rats of unusual size
  • Sowers of disease

Skills

Good (+3): Scamper(Athletics)
Fair (+2): Gnaw(Fight), Infect

Stress & Consequences

 


Aspects

  • Animated pile of bones
  • Shatter-prone

Skills

Fair (+2): Shoot, Fight
Average (+1): Patrol(Notice)

Stunts

  • Reassemble. For every two skeletons killed within 2 zones of each other, one skeleton may reassemble using the remaining scattered bones.

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

   


About

The Belcher toad is a giant toad with one key difference; it is known to "belch" some of it's extra-potent stomach fluids on prey that has proven itself harder to catch, slowing it's victims and giving the toad its name. It also uses the same stomach acid to break down it's prey after swallowing it whole.

Aspects

  • Bile spewing giant toad

Skills

Great (+4): Spew(Shoot)
Good (+3): Hop(Athletics), Grab(Physique)
Fair (+2): Swallow

Stunts

  • Digest. When a target starts its turn in the toad's stomach, the target takes 1 stress automatically.

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!

About

Name: Radcliff: the Great

Radcliff (or Rad for short) used to be a celebrity among wizards and common folk alike. Everyone aspired to be as amazing as Radcliff: The Great, but with all of his fame he also attracted those who wished to abuse it. He was ambushed by a group of powerful magic users. In the fray, his hands were damaged badly, limiting his magical abilities even to this day. The attackers ran off and began impersonating him, no doubt profiting from his fame. Now, as Rad relearns to use magic with his crippled hands, he desires to expose his doppelganger(s) and reclaim his title as Radcliff: The Great.

Aspects

  • "I'm Radcliff: The Great. I swear!"
  • Mangled hands: my reminder of the past
  • Persistent seeker of truth
  • Trained at the Wandering College
  • Never had time for love

Skills

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

Stunts

Energy Shield: You may defend with Crafts instead of Athletics to defend against ranged attacks whenever you can justify quickly creating a shield of magical energy to deflect the attack.

Elementalist: +2 to Shoot when attacking an opponent particularly susceptible to the element you are throwing at them (such as Lightning against a target that is wet, or Fire against a target wearing something especially flammable).

I’ve Read about That!: You’ve read hundreds—if not thousands—of books on a wide variety of topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting.

Stress & Consequences

 
   


Aspects

  • Hungry predator
  • Pack mentality

Skills

Fair (+2): Bite/Claw(Fight)
Average (+1): Hunt(Athletics/Investigate)

Stunts

Pack Tactics. +2 to attack with Bite/Claw when a target is already engaged with another wolf.

Stress & Consequences


Aspects

  • Territorial alpha hunter
  • Pack mentality

Skills

Great (+4): Bite/Claw(Fight)
Good (+3): Howl(Rapport/Provoke)
Fair (+2): Hunt(Athletics/Investigate)

Stunts

Pack Tactics. +2 to attack with Bite/Claw when a target is already engaged with another wolf.

Alpha. When you Howl to create an advantage by encouraging other wolves to attack, any free invokes give a +3 bonus instead of +2.

Stress & Consequences

 


Aspects

  • Incorporeal malicious soul
  • Weak in sunlight

Skills

Fantastic (+6): Terrorize(Provoke)
Superb (+5): Fight, Drain(Shoot)
Great (+4): Haunt(Stealth/Athletics), Will

Stunts

Death Discipline. You have mastered control over death and the dead. You can shoot blasts of green necrotic energy, weaken your enemies, and animate the dead—although this doesn't quite make them “living” again.

Life Drain. When you deal stress to a target, you may choose to suck out some of it's life force, making that stress box stay filled for the rest of the session (like a mild consequence). You may only do this once per target and after you have done it to a target, each subsequent use requires you to spend a Fate Point or free invoke.

Reanimator. When you animate something, your animation now starts with one skill at Average (+1) and a 1-point stress box. You can also exchange any free invokes received for both a skill at Average (+1) and a 1- point stress box for your animated being. If an animated being has multiple skills at Average (+1), they can be combined to increase their power, as can stress boxes. So, if you exchange two free invokes, you can receive one Skill at Fair (+2) or two skills at Average (+1), along with one 2-point stress box or two 1- point stress boxes.

Stress & Consequences

 
     


Aspects

  • Aggressive cousin to dragons
  • Reckless and unintelligent ariel hunters

Skills

Superb (+5): Fly(Athletics)
Great (+4): Bite/Sting(Fight), Grab(Physique)
Good (+3): Provoke, Notice
Fair (+2): Physique
Average (+1): Stealth

Stunts

Poison Sting. Weapon:2 when you attack with Sting using your tail bard

Easy Pickin's. +2 create an advantage with Grab when trying to grab a creature that has already been poisoned.

Stress & Consequences

   

Scene Ideas

  1. The adventurers are searching for a macguffin that is at the top of a cliff. The wyverns may have even stolen the macguffin and put it up there. The top of the cliff is where the wyverns roost. The heroes must scale the cliff while fending off the wyverns.
  2. To reach their desired destination, the adventurers must cross a wyvern breeding ground. Hundreds of towering rock formations are scattered in the large canyon between two cliffs (like Wullingyuan Canyon in China). Wyverns fly to and fro below, almost like a makeshift transportation system ;). The heroes must get to the other side of the canyon to reach their destination.
  3. While riding on an air ship, sky pirates attack and they are riding well-trained wyverns!

About

If you haven't ever seen a zombie movie, they are best used in groups or occasionally when a PC is unable to fight back (i.e. - tied up, without weapons, etc.).

Aspects

  • Shambling mindless corpse
  • Hungry!!!

Skills

Average (+1): Shamble(Athletics), Infect(Fight), Overwhelm(Provoke)

Stunts

  • Infection. When a target is dealt a consequence by a zombie, that consequence will worsen and move to the next available cosequence slot one session later if not treated. If there are no higher consequence slots, the infection will also fill a lower available consequence slot. If there are no available consequence slots, the character is taken out and must be treated immediatel or turn into a zombie.

Stress & Consequences

None (Taken out by one or more shifts)



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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