NPC Codex (Fantasy)

By yeti1069, in Genesys

Hi All! I've been thinking about building characters, and monsters, for my upcoming game, and looking at how much work I'm going to end up having to do, and thought, "Hey, if I'm doing this work, someone else will probably benefit from it, and if someone else is doing it, I can probably benefit from it, so let's share!"

This thread is intended to be a repository for any NPCs or monsters we create for reference for other games. I considered making it just generically Genesys, but if we're making stuff for our games, it probably means the NPCs are meant to fit in a particular type of setting, so I'm calling this the Fantasy Codex.

Ideally, each NPC should have their stats, and relevant mechanics explained, and a brief description, so they are usable "out of the box."

Qhildir, Prince of Ferrumgaard [Nemesis] - Friendly

Son of the king of the dwarven lands, Qhildir has become a shining beacon of divine nobility among his people, and is revered for his many heroic deeds. He bears the armor and axe of his grandfather who slew the mighty dragon, Rhindvuthar.

Brawn 3, Agility 1, Intellect 2, Cunning 2, Willpower 4, Presence 3

Soak 6, Wounds 18, Strain 15, MD 2|RD 2

Skills: Melee (Light) 3, Leadership 2, Magic (Divine) 2, Knowledge (Community) 2, Resilience 2, Vigilance 1

Talents: Field Commander, Adversary 2, Parry 3, Block (may use Parry on ranged attacks),

Abilities: Dark Vision, Tough As Nails, Strong Backed (Encumbrance +5)

Spells: Heal, w/ Restoration and Heal Critical

Equipment: Rhindvuthar's Bane (Melee [light]; Damage 7; Critical 3; Range [Engaged/Special]; Superior, Vicious 1, Dragonbane (when this weapon is used to make an attack against a dragon, reduce the critical rating to 1, and gain Pierce 5)--Special: this weapon may be used to make a Melee [light] attack against a dragon at Short range, using the rules for ranged attacks; you may spend 2 Advantage to have the weapon return to your hand after the attack)

Rhindvuthar's Nemesis (Magical Platemail): Defense 1, Soak 3, Encumbrance 5, Dragonfoil (when within Medium range of a dragon, this armor gains the Reinforced quality, and increases the advantage required to activate the Burn quality on opponent's attacks by 2)

Shield (Defensive 1, Deflect 1, Inaccurate 1, Knockdown)

Kobold Trap Layer [Minion]

These cunning creatures are the true frontline of any kobold defense: they set the traps that are going to soften up bigger, fleshier creatures for the other kobolds to finish off. Once their traps are set, they prefer to keep out of range of enemies, attempting to lure them into their snares by using hit-and-run tactics from Medium range.

Brawn 1, Agility 3, Intellect 2, Cunning 3, Willpower 1, Presence 2

Soak 2, Wounds 4, MD 0|RD 0

Skills (group only): Survival, Mechanics, Stealth, Ranged

Talents: Cunning Snare (kobolds work together to set these up, using their combined Survival skill to lay their traps)

Equipment: Crossbow (Ranged; Damage 7, Crit 2, Range [Medium], Pierce 2, Prepare 1)

Silhouette 0

Edited by yeti1069

I have to say that the Genesys stat blocks for Adversaries annoya me putting gear/weapons away from other things since it makes damage hard to find.

That said, have some pirates.

SCALLYWAG (MINION)

2

2

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/R DEFENSE

SOAK

WOUND

STRAIN

0

0

4

4

-

Skills (group only): Melee (Light), Athletics, Skulduggery

Talents: None

Abilities:

Opportunist (The Scallywag deals 1 additional damage against targets that have not acted in the encounter)

Equipment: Cutlass- Damage 4, Crit 4, Engaged, Vicious 1, Leather Armor (+1 soak)


RAIDER (RIVAL)

3

2

2

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/R DEFENSE

SOAK

WOUND

STRAIN

0

0

5

12

-

Skills: Melee Light 2, Coercion 2, Discipline 2, Operating 2, Skulduggery 2, Stealth 2

Talents: Quick Strike 1

Abilities:

Slippery (The Raider may take a second maneuver once per turn without suffering Strain)

Equipment: Cutlass- Damage 4, Crit 2, Engaged, Vicious 1, Leather Armor (+1 soak)

RUFFIAN (RIVAL)

3

2

2

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/R DEFENSE

SOAK

WOUND

STRAIN

1

0

5

15

-

Skills: Melee (Heavy) 2, Coercion 3, Discipline 2, Operating 2, Skulduggery 2, Stealth 2

Talents: None

Abilities:

Taunt ( As a maneuver, make an opposed Coercion vs Discipline roll. If successful, the enemy suffers one setback dice for each success on combat checks made against the Ruffian’s allies.)

Blood in the Water (When an enemy makes a maneuver to disengage from the Ruffian, the Ruffian makes an attack against them as an out of turn incidental)

Equipment: Trident- Damage 3, Crit 4, Engaged, Vicious 1, Reinforced Leather Armor (+1 soak)

SHIV (RIVAL)

2

3

2

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/R DEFENSE

SOAK

WOUND

STRAIN

0

1

3

10

-

Skills: Melee (Light) 2, Coordination 2, Deception 2, Skulduggery 3, Stealth 3

Talents: Finesse (The Shiv uses Agility when making Melee (Light) checks)

Abilities: Quick Strike 1

Backstab ( Once per round, when attacking an enemy engaged with an ally that has not attacked the Shiv this round, add one Boost Die to the attack.)

WITH CAT-LIKE TREAD ! (When the shiv fails a Stealth check, immediately reroll it, upgrading the difficulty once)

Equipment: Dagger- Damage 2, Crit 2, Engaged, Vicious 2, Reinforced Leather Armor (Soak +1)

PIRATE KING (NEMESIS)

3

3

2

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/R DEFENSE

SOAK

WOUND

STRAIN

1

1

6

16

10

Skills: Melee (Light) 3, Coercion 3, Coordination 3, Discipline 3, Leadership 3, Operating 3, Skulduggery 3, Stealth 3

Talents: Quick Strike 2, Scathing Rebuke (Improved)

Abilities: WITH CAT-LIKE TREAD ! (When the Pirate King fails a Stealth check, immediately reroll it)

Equipment: Saber-Damage 3, Crit 3, Engaged, Pirate Hat, Heavy Coat (+1 Melee/Ranged Defense, +1 Soak)


Unfortunately there is no "Perform/Sing" skill for the Pirate King to invest in.

Edited by Cyvaris

Harpy (Minion)

These vile half-woman, half-bird creatures use their magic to lure travelers and woodsmen to their deaths. Harpies gather in family groups, called covens, usually lead by a Harpy Queen. They often lair in abandoned structures or ruins, strewn with the bones of their prey.

Characteristics

B:3, A:3, I:2, C:3, W:2, P:1

Soak: 3, Wounds: 5, MD/RD: 1/1

Skills: (Group only) Brawl, Primal, Knowledge, Stealth

Weapons

Talons (Brawl) - Range: Engaged, Dam: Brawn + 2, Crit: 3, Qualities: Ensnare 1

Spells

Harpy Song (Primal) - Concentration: Yes, Diff: Hard, Range: Medium, Effect: Targeted creature is compelled to walk toward the Harpy, and is Staggered for the duration of the spell. Every two Advantages generated on the check may be spent to include an additional target. The target(s) may attempt a Discipline check (Hard) as an out-of-turn incidental to break the enchantment if they or the Harpy take damage.

Abilities

Cloak of Feathers - A Harpy’s thick plumage provides a base defense of 1.

Harpy Chorus - A Harpy may use a maneuver to meet the Concentration requirement for a spell cast by any other Harpy or Harpy Queen.

Flyer - This creature can fly.

Equipment

Bone and Tooth Necklace - This charm increases the range of a Harpy’s spells by one range band (already applied to Harpy Song).

Harpy Queen (Rival)

A larger, dominate Harpy often rises to rule a coven. This Queen Harpy has amplified abilities and usually roosts over a clutch of eggs or newly hatched young.

Characteristics

B:4, A:3, I:2, C:4, W:2, P:2

Soak: 4, Wounds: 15, MD/RD: 1/1

Skills: Brawl 3, Primal 3, Knowledge 2, Perception 2, Stealth 2

Weapons

Talons (Brawl) - Range: Engaged, Dam: Brawn + 2, Crit: 3, Qualities: Ensnare 1

Spells

As Harpy, plus:

Illusory Ruse (Primal) - Concentration: Yes, Diff: Easy, Range: Medium, Effect: An attractive member of the target’s species, or a youngling of the same, appears to be ensnared in a trap or otherwise imperiled. The target hears the Illusion cry out in fear and beg for help, though the Illusion does not respond to questions or commands. If the target or caster take damage, or the target becomes engaged with the Illusion, they may attempt a Discipline check (Easy) as an out-of-turn incidental to disbelieve the figment.

Thunderous Screech (Primal) - Concentration: No, Diff: Average, Range: Medium, Effect: Attack spell with damage 8 and the Concussive 1 quality.

Abilities and Talents

As Harpy, plus: Adversary 1

Equipment

Improved Bone and Tooth Necklace - This charm increases the range of a Harpy’s spells by one range band and increases the base damage of attack spells by 4 (already applied to Illusory Ruse and Thunderous Screech).

Edited by O the Owl

@O the Owl These look cool!

Wolf, Dire (Rival)

This magic-infused creature possesses the hunting prowess and keen senses of a common wolf, with increased size, human intelligence, and the ability to command other canines. A Dire Wolf is usually accompanied by a pack of common wolves.

Attributes

B:4, A:3, I:2, C:3, W:3, P:2

Soak: 4, Wound: 18, MD/RD: 1/1

Skills: Athletics 2, Brawl 3, Discipline 2, Perception 2, Resilience 2, Survival 2

Weapons

Bite (Brawl): Range: Engaged, Dam: Brawn+2, Crit: 3, Qualities: Ensnare 1

Abilities and Talents

Adversary 1

Command Canines: The Dire Wolf can make a Survival check (Average) to cause a wolf, dog, or other common canine with which she is engaged to become an ally. The effects may be extended to one additional canine for every two Advantages generated by the check. Allied creatures follow the unspoken commands of the Dire Wolf, and can be directed as a maneuver.

Nimble: The creature’s innate litheness grants a base Defense of 1.

Pack Tactics: As a maneuver, the Dire Wolf may add one Success to combat checks made by any allies with whom she is engaged.

Wolf, Common (Minion)

This beast is common to forests and plains, and only occasionally attacks intelligent beings. Wolves favor pack tactics when they hunt, overwhelming larger prey with superior numbers.

Attributes

B:2, A:3, I:1, C:2, W:2, P:1

Soak: 2, Wound: 4, MD/RD:1/1

Skills: (Group only) Athletics, Brawl, Perception, Survival

Weapons

Bite (Brawl) - Range: Engaged, Dam: Brawn+1, Crit: 3, Qualities: Ensnare 1

Abilities and Talents

Nimble: The creature’s innate litheness grants a base Defense of 1.