CAPÍTULO XIII FOMENTO DO EMPREGO
Artigo 65. Terceiro colexio
The following section provides a host of common NPC types found in fantasy, science-fiction, horror, and other genres, as well as some real-world entries such as animals. While not comprehensive, you may find this to be a useful resource, especially when it comes to having a reference point when creating your own NPCs.
EARTH ANIMALS Elephant
SKILLS: Academics -6, Aerobics 4, Arcana -6, Athletics 4, Ballistics -10, Brawn 22, Detect 7, Domestics 5, Intuition -2, Larceny -6, Melee 6, Presence 6, Survival 10, Technical -10, Throwing -2, Wordplay -6
PERSONALITY: Openness 4, Conscientiousness 3, Extroversion 4, Agreeableness 5, Neuroticism 3
TRAITS: Extra Limb 1 (prehensile trunk), Fleet 5 (land movement), Natural Weapons 3 (+6 to hit, 8
Horse
SKILLS: Academics -10, Aerobics 10, Arcana -10, Athletics 5, Ballistics -10, Brawn 14, Detect 7, Domestics 5, Intuition -6, Larceny -10, Melee 4, Presence 4, Survival 10, Technical -10, Throwing -10, Wordplay -10
PERSONALITY: Openness 2, Conscientiousness 3, Extroversion 2, Agreeableness 5, Neuroticism 6
TRAITS: Fleet 12 (land movement), Natural Weapons 1 (+5 to hit, 5 damage), Uncivilized
Wolf
SKILLS: Academics -10, Aerobics 5, Arcana -10, Athletics 7, Ballistics -10, Brawn 6, Detect 9, Domestics 5, Intuition -5, Larceny -10, Melee 8, Presence 5, Survival 10, Technical -10, Throwing -10, Wordplay -10
PERSONALITY: Openness 2, Conscientiousness 2, Extroversion 5, Agreeableness 4, Neuroticism 5
TRAITS: Advanced Scent, Fleet 8 (land movement), Natural Weapons 3 (+8 to hit, 3 damage), Uncivilized
FANTASY PERSONALITIES Dwarf Warrior
SKILLS: Academics 4, Aerobics 7, Arcana 2, Athletics 6 (*4), Ballistics 3, Brawn 7, Detect 5, Domestics 5, Intuition 4, Larceny 1, Melee 8, Presence 8, Survival 5, Technical 2, Throwing 4, Wordplay 3
PERSONALITY: Openness 3, Conscientiousness 8, Extroversion 3, Agreeableness 5, Neuroticism 7
TRAITS: Iron Will, Fluency (Trade Common), Fluency (Dwarvish), Magical Resistance, Magic Pool 20, Stout, Tough, Weapon Focus (axes)
EQUIPMENT: Battleaxe (+8 to hit/parry + bonus draw, 4 damage, Penetrating 1), Dwarvish Plate Mail* (3 Protection/5 with traits), Shield (Defender 1)
Elf Ranger
SKILLS: Academics 5, Aerobics 5, Arcana 6, Athletics 8, Ballistics 9, Brawn 4, Detect 9, Domestics 5, Intuition 5, Larceny 2, Melee 6, Presence 6, Survival 8, Technical 1, Throwing 5, Wordplay 5
PERSONALITY: Openness 4, Conscientiousness 9, Extroversion 2, Agreeableness 6, Neuroticism 6
TRAITS: Fieldcraft (Forest), Fleet 2 (land movement), Fluency (Trade Common), Fluency (Elvish), Magic Pool 15, Night Vision, Rapid Assault, Sneaky, Timeless, Weapon Focus (bows)
MAGIC: Essence 2, Ken 2, Wind 1
EQUIPMENT: Cloak of Elven Kind (advantage draw to Athletics tests made to hide in natural environs), Elvish Bow (+9 to hit + bonus draw, 5 damage, 15 range), Quiver (50 arrows), Sword (+6 to hit/parry, 3 damage, Balanced)
Goblin Thief
SKILLS: Academics 2, Aerobics 5, Arcana 3, Athletics 10, Ballistics 6, Brawn 1, Detect 10, Domestics 4, Intuition 6, Larceny 8, Melee 6, Presence 3, Survival 4, Technical 3, Throwing 7, Wordplay
4PERSONALITY: Openness 5, Conscientiousness 3, Extroversion 4, Agreeableness 2, Neuroticism 9 TRAITS: Backstab, Craven, Deceitful, Fluency (Trade
Common), Fluency (Goblin), Magic Pool 10, Night Vision, Pickpocket, Stealthy
EQUIPMENT: Daggers (+6 to hit/parry, +7 to hit when thrown, 1 damage, 8 range), Studded Leather Armor (1 Protection)
Human Barbarian
SKILLS: Academics 1, Aerobics 8, Arcana 1, Athletics 7, Ballistics 2, Brawn 8, Detect 6, Domestics 5, Intuition 3, Larceny 2, Melee 8, Presence 8, Survival 7, Technical 1, Throwing 6, Wordplay 2
PERSONALITY: Openness 2, Conscientiousness 2, Extroversion 6, Agreeableness 4, Neuroticism 4
TRAITS: Adaptive, Brute, Crowd Fighter, Fit, Fluency (Trade Common), Lateral Preference, Musclebound, Phobia (magic), Rage, Ripped, Resilient, Uncivilized, Weapon Focus (greatswords)
EQUIPMENT: Greatsword (+8/ to hit + two bonus draws, +7 to parry, 9 damage, Balanced)
Human Knight
SKILLS: Academics 4, Aerobics 6, Arcana 1, Athletics 6 (4*), Ballistics 5, Brawn 7, Detect 6, Domestics 6, Intuition 6, Larceny 1, Melee 7, Presence 7, Survival 4, Technical 1, Throwing 5, Wordplay 5
PERSONALITY: Openness 4, Conscientiousness 8, Extroversion 5, Agreeableness 7, Neuroticism 6
TRAITS: Adaptive, Fluency (Trade Common), Lateral Preference, Weapon Focus (swords)
EQUIPMENT: Full Plate* (3 protection), Shield (Defender 1), Sword (+7/ to hit/parry + bonus draw, 4 damage, Balanced)
Human Mage
SKILLS: Academics 7, Aerobics 2, Arcana 8, Athletics 3, Ballistics 1, Brawn 3, Detect 5, Domestics 5, Intuition 6, Larceny 1, Melee 4, Presence 5, Survival 4,
Technical 2, Throwing 2, Wordplay 6
PERSONALITY: Openness 7, Conscientiousness 8, Extroversion 4, Agreeableness 5, Neuroticism 6
TRAITS: Adaptive, Lateral Preference, Magic Pool 65, Scholarly Focus (history) MAGIC: Conversion 2, Creation 4, Fire 5, Ken 3, Light 2, Passage 4, Ruination 5 EQUIPMENT: Robes, Staff (+4 to hit/parry, 1 damage, Reach 1)
Troll Raider
SKILLS: Academics 0, Aerobics 2, Arcana 4, Athletics 4, Ballistics 1, Brawn 12, Detect 3, Domestics 3, Intuition -1, Larceny 0, Melee 7, Presence 7, Survival 6, Technical -1, Throwing 5, Wordplay 0
PERSONALITY: Openness 4, Conscientiousness 1, Extroversion 5, Agreeableness 1, Neuroticism 5
TRAITS: Bully, Feral Warrior, Husky, Intimidating, Light Sensitivity, Magic Pool 15, Natural Weapons 2, War Dancer, Wild Swing
MAGIC: Creation 3, Earth 3, Fire 1, Ruination 2
EQUIPMENT: Great Club (+7 to hit, +6 to parry, 9 damage, Bashing), Hefty Rocks (+5 to hit, 5 damage, 2 range, Bashing), Hide Armor (1 protection)
Town Guard (Human)
SKILLS: Academics 4, Aerobics 6, Arcana 1, Athletics 6 (4*), Ballistics 5, Brawn 7, Detect 6, Domestics 6, Intuition 6, Larceny 1, Melee 7, Presence 7, Survival 4, Technical 1, Throwing 5, Wordplay 5
PERSONALITY: Openness 4, Conscientiousness 8, Extroversion 5, Agreeableness 7, Neuroticism 6
TRAITS: Adaptive, Alert, Fluency (Trade Common), Lateral Preference EQUIPMENT: Chainmail* (3 protection), Shield (Defender 1), Sword (+7/ to hit/parry + bonus draw, 4 damage, Balanced)
SCIENCE-FICTION PERSONALITIES Alien Researcher (Grey)
SKILLS: Academics 12, Aerobics 2, Arcana 0, Athletics 4, Ballistics 5, Brawn 2, Detect 10, Domestics 7, Intuition 6, Larceny 7, Melee 3, Presence 4, Survival 5, Technical 13, Throwing 1, Wordplay 3
PERSONALITY: Openness 8, Conscientiousness 10, Extroversion 2, Agreeableness 3, Neuroticism 4
TRAITS: Calculative, Medical Training, Scholarly Focus (Biology), Scholarly Focus (Xenobiology), Tech Focus (Computers), Tech Focus (Flying Saucer), Tech Focus (Surgical Equipment)
Hyper-Evolved Psychovore (Fungaloid)
SKILLS: Academics 6, Aerobics 8, Arcana 10, Athletics 4, Ballistics 5, Brawn 7, Detect 11, Domestics 5, Intuition 5, Larceny 4, Melee 4, Presence 9, Survival 7, Technical 5, Throwing 3, Wordplay 2
PERSONALITY: Openness 5, Conscientiousness 6, Extroversion 5, Agreeableness 6, Neuroticism 5
TRAITS: Iron Will, Magic Pool 65, Night Vision, Shambling, Undifferentiated Aerobics 6, Arcana 1, Athletics 7, Ballistics 8, Brawn 6, Detect 8, Domestics 4, Intuition 7, Larceny 7, Melee 7, Presence 8, Survival 7, Technical 5, Bashing), Energy Rifle (+8 to hit, 9 damage, 36 range, Capacity 60, Burst 3,
Penetrating 3), Impact Armor (5 protection)
MODERN PERSONALITIES Civilian
SKILLS: Academics 5, Aerobics 4, Arcana 1, Athletics 5, Ballistics 1, Brawn 5, Detect 5, Domestics 7, Intuition 5, Larceny 3, Melee 3, Presence 5, Survival 4, Technical 5, Throwing 1, Wordplay 5
PERSONALITY: Openness 5, Conscientiousness 5, Extroversion 6, Agreeableness 6, Neuroticism 6
TRAITS: Adaptive, Lateral Preference EQUIPMENT: Smart Phone
Commando (Human)
SKILLS: Academics 4, Aerobics 7, Arcana 1, Athletics 7(6*), Ballistics 7, Brawn 6, Detect 7(6**), Domestics 5, Intuition 5, Larceny 4, Melee 6, Presence 7, Survival 7, Technical 5, Throwing 5, Wordplay 5
PERSONALITY: Openness 5, Conscientiousness 7, Extroversion 5, Agreeableness 5, Neuroticism 6
TRAITS: Adaptive, Crack Shot, Guerrilla, Lateral Preference, Martial Artist, Rapid Assault, Ripped, Stealthy, Weapon Focus (knives), Weapon Focus (rifles)
EQUIPMENT: Assault Rifle (+7 to hit + bonus draw, 7 damage, 17 range, Capacity 30, Burst 4, Penetrating 2), Automatic Pistol (+7 to hit, 5 damage, 10 range, Capacity 10, Burst 2, Penetrating 2), Ballistic Armor* (4 protection), Combat Knife (+6 to hit/parry, 3 damage, Balanced, Penetrating 1), IR Goggles (grant the Night Vision trait, Detect -1**)
Investigator (Human)
SKILLS: Academics 6, Aerobics 6, Arcana 1, Athletics 6, Ballistics 5, Brawn 5, Detect 8, Domestics 6, Intuition 8, Larceny 6, Melee 5, Presence 6, Survival 6, Technical 6, Throwing 4, Wordplay 7
PERSONALITY: Openness 7, Conscientiousness 6, Extroversion 7, Agreeableness 6, Neuroticism 7
TRAITS: Adaptive, Deceptive, Diplomat, Fieldcraft (Urban), Lateral Preference, Nobody's Fool, Stealthy
EQUIPMENT: Camera
MONSTERS Dragon
SKILLS: Academics 1, Aerobics 3, Arcana 4, Athletics 7, Ballistics -10, Brawn 25, Detect 14, Domestics 0, Intuition 0, Larceny 0, Melee 9, Presence 9, Survival 15, Technical 0, Throwing 0, Wordplay 0
PERSONALITY: Openness 3, Conscientiousness 7, Extroversion 2, Agreeableness 2, Neuroticism 9
TRAITS: Fiery Breath* (spell effect- Creation 1, Fire 9, Passage 10), Fleet 4 (land movement), Fleet 10 (flight), Magic Pool 100, Multi-Strike, Natural Armor 5, Natural Weapons 5 (+9 to hit + bonus draw, 10 damage), Night Vision, Weapon Focus (Unarmed), Wings
*Fiery Breath* (spell effect- Creation 1, Fire 9, Passage 10) [As a full-turn action, the dragon may make an attack against all occupants within an area of 10 connected increments, shaped as the dragon wishes, that must be within 14 increments of the dragon. The attack has a modifier of 14 (10+the dragon's Arcana skill) and deals 10 fire damage. Those attacked may only use Athletics or Brawn to defend. Each use costs the dragon 20 magic points.]
Gargoyle
SKILLS: Academics 0, Aerobics N/A, Arcana 3, Athletics 10, Ballistics 1, Brawn 10, Detect 9, Domestics 0,
Intuition 6, Larceny 4, Melee 8, Presence 8, Survival 6, Technical 0, Throwing 5, Wordplay 0
PERSONALITY: Openness 1, Conscientiousness 10, Extroversion 1, Agreeableness 1, Neuroticism 1
TRAITS: Construct, Intimidating, Light Sensitivity, Magic Pool 50, Multi-Strike, Natural Armor 6, Natural Weapons 4 (+8 to hit/block, 4 damage), Night Vision, Superior Skill (Athletics tests to use stealth), Wings
Giant Rat
TRAITS: Advanced Scent, Backstab, Expert Climber, Fleet 4 (land movement), Natural Weapons 1 (+8 to hit, 1 damage), Superior Skill (Athletics made for stealth
and contortion) Mimic SKILLS: Academics 0, Aerobics 0, Arcana 0, Athletics 5, Ballistics -10, Brawn 6, Detect 14, Domestics 0, Intuition 0, Larceny 0, Melee 7, Presence 9, Survival 15, Technical 0, Throwing 0, Wordplay 0
Slime
SKILLS: Academics N/A, Aerobics 0, Arcana N/A, Athletics 4, Ballistics N/A, Brawn 8, Detect 2, Domestics N/A, Intuition N/A, Larceny N/A, Melee 6, Presence N/A, Survival 9, Technical N/A, Throwing N/A, Wordplay N/A
PERSONALITY: Openness N/A, Conscientiousness N/A, Extroversion N/A, Agreeableness N/A,
Neuroticism N/A
TRAITS: Natural Weapons 10 (acidic touch) (+6 to hit, 9 damage), Shambling, Undifferentiated
Tentacle Beast
SKILLS: Academics -10, Aerobics 4, Arcana -10, Athletics 8, Ballistics -10, Brawn 15, Detect 12, Domestics 5, Intuition -10, Larceny -10, Melee
10, Presence 8, Survival 9, Technical -10, Throwing 0, Wordplay -10
PERSONALITY: Openness 1, Conscientiousness 1, Extroversion 1, Agreeableness 1, Neuroticism 1
TRAITS: Extra Limbs 6, Fearless, Multi-Strike, Natural Weapons 2 (tentacle barbs/fangs + to hit, damage), Serpentine, Venomous (Lethal)
Zombie SKILLS: Academics N/A, Aerobics N/A, Arcana N/A, Athletics 2, Ballistics -5, Brawn 8, Detect 3, Domestics N/A, Intuition -1, Larceny N/A, Melee 5, Presence N/A, Survival N/A, Technical N/A, Throwing -5, Wordplay N/A
PERSONALITY: Openness N/A, Conscientiousness N/A,
Extroversion N/A, Agreeableness N/A, Neuroticism N/A
TRAITS: Shambling, Undead, Undifferentiated
QUICK REFERENCE TABLES TEST DVs and OUTCOMES
TASK DIFFICULTY STATIC RANDOM
Easy 5 Lowest of two cards drawn
Moderate 10 Draw a card
Challenging 15 Draw two cards and add them together Formidable 20 Draw three cards and add them together
Daunting 25 Draw four cards and add them together
MULTPLE ACTION EFFECTS
ACTIONS PENALTY
One action No penalty.
Two actions Receive a penalty draw to all tests.
Three actions Receive a disadvantage draw to all tests.
DISARMING EFFECTS
SUCCESS SUCCESS EFFECT
0 Minor Success Both you and the opponent are disarmed
1-3 Moderate Success The opponent is disarmed
4-6 Solid Success The opponent is disarmed and receives 1 Damage Counter
7-9 Spectacular Success The opponent's weapon is destroyed 10+ Overwhelming Success The opponent's weapon is destroyed and they receive 1
Damage Counter
SITUATIONAL COMBAT EFFECTS
SITUATION DAMAGE COUNTERS INFLICTED
Multiple Attackers During a round, each additional attacker beyond the first imposes a -1 penalty to your defense tests.
Higher Ground A combatant standing on higher ground than their opponent gains a +1 bonus to attack and defense tests made against that opponent.
Prone While prone, you suffer a -4 penalty to make and defend against close combat attacks, though gain a +2 bonus to defend against ranged
attacks that suffer penalties for being out of range.
DEALING DAMAGE ON A SUCCESSFUL HIT
DIFFERENTIAL SUCCESS EFFECT
0 Minor Success The target loses their next action 1-3 Moderate Success The attack deals ½ damage (rounding
down)
4-6 Solid Success The attack deals normal damage
7-9 Spectacular
Success The attack deals double damage and may cause a severe injury
10+ Overwhelming
Success
The defender is killed/destroyed (or incapacitated if the attack is particularly
non-lethal) SPEACTACULAR DAMAGE EFFECTS
DRAW VALUE SPECTACULAR DAMAGE EFFECT
2 Stunned: Skip your next action
3 Knocked Down: You are knocked prone and must use an action to stand
4 Knocked Out: Detect test (DV 10) to wake up
5 Knocked Out: Detect test (DV 12) to wake up
6 Knocked Out: Detect test (DV 14) to wake up
7 Knocked Out: Detect test (DV 16) to wake up
8 Knocked Out: Detect test (DV 18) to wake up
9 Knocked Out: Detect test (DV 20) to wake up
10 Bleeding: You receive an automatic Damage Counter at the start of your turn and must pass an Academic, Domestics, or Survival test to stop the bleeding (DV
equal to the total Damage Counters) or die from blood loss Jack Limb Destroyed: Bleeding (as above) plus a limb is destroyed: (Spades: Left
arm, Hearts: Right arm, Diamonds: Left Leg, Clubs: Right leg) Queen Weakened: Bleeding (as above) plus permanently reduce a random skill value
(and its maximum) by 1
King Crippling Injury: Bleeding (as above) plus draw a card and permanently reduce a random skill value (and its maximum) by ½ the value of the card (round down) Ace Grievous Injury: Bleeding (as above) plus permanently reduce all skill values
(and their maximums) by 1
EXPERIENCE COSTS
CHARACTER ABILITIES EXP COST
Skills* Value of next rank
Traits** Value of trait
Arcane Components*** Value of the component