Fate Bestiary
Tag: ocean
				
				
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				5 of 45 NPCs
				
						
							
									
								
								
									
								
										
											
											
												About
												“I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design—living and horrible.”
The Shadow Over Innsmout – H. P. Lovecraft
NPC submitted by Marc-André Benoit.
											
											
												Aspects
												
- Undersea-dwelling amphibious humanoids
 
- Immortal ... save accident or violence 
 
- Worshippers of the Great Old Ones
 
- “We will conquer the surface world!”
 
- Intra-species Telepathic communicators
 
											
											
												Skills
												Careful: +1
Clever: +1
Flashy: +0
Forceful: +2
Quick: +2
Sneaky: +3
											
											
												Stunts
												Slip Between the Shadows of the Ocean. Because I’m a minion of the ocean, once per scene, no matter the approach, I get +2 when I Overcome or Create an advantage while under water.
											
											
												Stress & Consequences
												
  
  
												
													
												
													
												
											
											
											
											
										
									
							
						
							
									
								
								
									
								
										
											
												
											
											
												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: 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
												
  
  
  
 
  
  
												
													
												
													
												
													
												
											
											
											
											
										
									
							
						
							
									
								
								
									
								
										
											
												
											
											
												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 Masters of Umdaar
											
											
												Aspects
												
- Last protector of the Seal of Haaf
 
- Fear of inaction
 
- Rusty water manipulator
 
- Life on the road
 
											
											
												Skills
												Careful: +3
Clever: +2
Flashy: +2
Forceful: +1
Quick: +0
Sneaky: +1
											
											
												Stunts
												Plates (Careful). You have thick plates, scales, or hide. Whenever you Carefully defend against a physical attack, you suffer one less stress.
Water Manipulation (Clever). You can move and manipulate a specific type
of element. Pick a broad type of element, such as air, water, earth, metal, plants,
or fire. Whenever this element is present in a scene, you can attack without a
weapon. If the source of the element is abundant—air in an open space, or fire
from a torch in the wall—you also gain +2 when Cleverly creating advantages
using that element.
Turjitsu. +2 to Cleverly defend against physical melee attacks.
Redirect. When you succeed with style on a Clever or Careful defense against a physical melee attack, the boost you gain provides a +3 bonus instead of a +2.
											
											
												Stress & Consequences
												
  
  
												
													
												
													
												
													
												
											
											
											
											
										
									
							
						
					
					
					
					
						
							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
“I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design—living and horrible.”
The Shadow Over Innsmout – H. P. Lovecraft
NPC submitted by Marc-André Benoit.
Aspects
- Undersea-dwelling amphibious humanoids
 - Immortal ... save accident or violence
 - Worshippers of the Great Old Ones
 - “We will conquer the surface world!”
 - Intra-species Telepathic communicators
 
Skills
Careful: +1
Clever: +1
Flashy: +0
Forceful: +2
Quick: +2
Sneaky: +3
Stunts
Slip Between the Shadows of the Ocean. Because I’m a minion of the ocean, once per scene, no matter the approach, I get +2 when I Overcome or Create an advantage while under water.
Stress & Consequences
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: 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
  
  
  
 
  
  
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 Masters of Umdaar
Aspects
- Last protector of the Seal of Haaf
 - Fear of inaction
 - Rusty water manipulator
 - Life on the road
 
Skills
Careful: +3
Clever: +2
Flashy: +2
Forceful: +1
Quick: +0
Sneaky: +1
Stunts
Plates (Careful). You have thick plates, scales, or hide. Whenever you Carefully defend against a physical attack, you suffer one less stress.
Water Manipulation (Clever). You can move and manipulate a specific type of element. Pick a broad type of element, such as air, water, earth, metal, plants, or fire. Whenever this element is present in a scene, you can attack without a weapon. If the source of the element is abundant—air in an open space, or fire from a torch in the wall—you also gain +2 when Cleverly creating advantages using that element.
Turjitsu. +2 to Cleverly defend against physical melee attacks.
Redirect. When you succeed with style on a Clever or Careful defense against a physical melee attack, the boost you gain provides a +3 bonus instead of a +2.
Stress & Consequences
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