Fate Bestiary
Tag: fate core
All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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
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
- 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
- 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
- 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
- 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.
- 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.
- 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)
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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
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
- 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
- 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
- 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
- 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.
- 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.
- 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)
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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.
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