We want to be transparent regarding our expectations of NPCs. If you are ever unclear what what you should be doing, what you could be doing, or if we are happy/unhappy with your actions as an NPC, let us know.
NPCs should read and follow all items in this document to the best of their ability and ask for clarification if something is confusing prior to use.
NPCs are required to have appropriate footwear and clothing for the weather. This clothing should include neutral base layers for costuming such as plain brown, grey, or black.
NPCs must have a sealable belt pouch for carrying Leaves and Resource cards for distribution as treasure.
NPCs should review event write ups, monster cards, modules, and NPCs prior to the event, if available. We are working hard to get these resources created in enough time to share with all players that are interested in NPCing, but sometimes we fall short of the mark. We hope to improve on this as we grow. NPCs may play an NPC from the NPC folder at any point during the event. This will allow the town to feel more alive and reduce the possible boredom when downtime occurs and plot runners are indisposed. The folder characters will not be gendered to allow anyone to play them, and will include backstory, skills, and what leaves/items the NPC may take with them (treasure may not be changed unless directed by plot staff).
NPCs who bring additional costuming to make the character/monster more realistic or interesting may gain additional CP for their efforts.
NPCs are expected to take direction from the plot staff and play characters to the best of their ability. This does not mean that every NPC character should fight to the best of their physical ability. Play to the power level of the card and direction of the plot staff.
NPCs are expected to learn the layout of NPC shack and replace items where they go after use. NPCs should have a basic knowledge of the site so they can be directed to different locations and take part in different styles of acting.
NPCs are expected to take part in combat, non-combat, and marshaling of modules throughout the course of an event. We understand not all players have the same physical abilities, so please talk with a plot member if you need a break or have a limitation that we need reminded of.
NPCs are expected to treat all props and costumes with respect. These are not your items and should not be mishandled or misused.
Act with confidence - Feel free to build on the character and make it your own. Have a name, occupation, family, local home, hobbies, etc. If you are worried about messing up a plot point, then make the important details for the character be small things. Example: You are told that you are a local farmer. What do you grow? What family do you have? What do you do for fun? Don’t adlib being a bad guy, a law breaker, or similar things that will lead to complex acting unless plot directs you to do so.
Character Knowledge - If you don’t know something, then your character most likely doesn’t know it either. If you feel the character should, ask a plot team member before playing the role or ask for clarification if the info was overlooked. Don’t be afraid to call a pause and ask for a staff member if the acting is important to you or other players.
Secrecy - You will learn things while running the event that are intended to be secret from the players. This is not information that your character should know or that all of your NPCs will know. Sometimes you will need to “Play Dumb” when you eventually PC. If you are ever concerned regarding this, ask a plot member for some guidance to make sure you understand what your character may or may not know.
Play to lift - Try to help other players and character become involved in the story as much as possible. Sometimes we will see players that are shy or new struggle to get involved. Pull them into the overarching story of the weekend and get them involved.
Play to the card - The characters and monsters that NPCs played should be written out and explained in some fashion. If you need assistance in direction, as a plot team member. You should never play to the best of your combat abilities at all times.
Yes, And - This style of acting is used heavily by the plot members. Many NPCs do not feel empowered to use this type of acting method as they do not wish to ruin the written story of the event. If a player or the NPC have an item that they feel could be used and built upon for the story, please talk with a plot member and we will do our best to facilitate these types of interactions.
Props and Costume Requirements
Take care of yourself first! Your health and well being are more important than the game. This is often more important to remember for mental safety than physical safety.
Keep a positive energy - We are the face of the event and have to hold ourselves to a high standard.
Don’t discuss other games, running teams, or nostalgia - We need to focus on the current event, not our past. Often times these discussions are not helpful and start to bring down the energy of what is currently going on. This is different if the event calls for some nostalgia, but should be kept to that particular topic. (There is downtime and after event time for the nostalgia to come out)
Promote good sportsmanship - Be respectful of all players to the best of your ability. Don’t take part in, condone, or enable bad behavior. If there is something unsportsmanlike going on
If you notice something, say something to the staff members the item would most concern.
Take care of yourself first! Your health and well being are more important than the game.
DRINK AND EAT: We have set meal times, provide a number of drinks, cups, and more. We will do our best to check in and ensure players are eating and drinking. We have the option to pull players from game for not hydrating and eating properly.
Rememeber to bring all medicine, clothing, and safety equipment you may need to the event and store it properly.
Make sure to have appropriate camping items for your comfort level (sleeping bag, blanket, pillow, air mattress or cot, shower materials, extra clothes, cold/hot weather clothing appropriate for game play, bags to transport dirty/wet laundry.
Please treat all props and costumes as if they were your own. Do not misuse or mistreat our items as that has an impact on event costs.
If something needs washed or cleaned before being used again, let us know. We will put it in a different location to make sure it is cleaned and sanitized before being used again.
Put items back where they belong after use. Weapons should be placed handle side down in containers. Latex weapons should be laid flat on surfaces without lying on other items.
Shield should be stacked. Items in bins should be replaced in their bins.
Cleaning as we go will help safe time and space during clean up.
Can’t use a mask? Ask for assistance with makeup or another alternative.
Need help with masks? We will do the best we can. Some are more difficult to use than others.
Its always good to have a piece of flair that makes your character different from others. Feel free to bring something or borrow something. Armor, bags, and other props are great for this.
First and foremost, thank you so much for NPCing with us. We want you to know that we appreciate you and all of your hard work. Often we are so wrapped up in running events that it is difficult to remember to say all of the things that we wish to say.
It takes so much effort to tell these stories and we are glad that you are here for the ride. We hope that you have gotten to play fun characters, had great battles, and interacted with wonderful players.
We know this won’t always be the case. If you had a rough time and need to talk to someone about it, please do it now. Don’t wait until you are home. We want to make sure that you had fun, and if you didn’t, we need to know sooner rather than later. We can’t fix problems that we don’t know about and some problems take longer to fix than others.
We want this to be fun for all.
As a thank you for NPCing, you will get the following towards future play at Crestfallen For One Day Events you will receive 4CP towards a character, 5 leaves, and 1 basic resource. For Weekend Events you will get to play your character on Friday and Sunday if you wish. Additionally you will receive 8CP towards a character, 10 leaves, 2 basic resources, and a $10 credit towards a PC event.
Eventually we would like to thank NPCs and Authors in other ways such as with shirts, buttons, rulebooks, item tags, and more. If you have suggestions, email us at Crestfallenlarp@gmail.com and we will review items at the next symposium.
Thank you again, and we look forward to gaming again soon!
Affirmative Consent – Based off of a sexual violence prevention mechanic, we at Crestfallen LARP want to ensure that all physical actions between parties are based upon clearly given consent. When taking part in any physical roleplay that is not expressly permitted within the rules, all parties must knowingly, voluntarily, and mutually agree to consent to the roleplay. This consent may be given through words, the ok hand symbol, or actions as long as they clearly convey consent. Consent may be revoked at any point, for any reason, by any party. Consent must be granted every time physical roleplay takes place unless previously negotiated and notated on a character sheet (note, this consent may also be revoked at any time).
Age Requirement – Crestfallen participants must be 18 years old to attend as we deal with mature subject matter and language.
Armband (Orange) – Orange arm/headbands denote a player who is a non-combatant. A player may be a non-combatant for any reason including but not limited to the following: Illness, Injury, Anxiety, Age, Stress, Disability, Mental Health, EMT Advisement. Additionally, players that are deemed unsafe with combat may be given non-combat status for a limited duration. Non-combat players may not be targeted with weapon or spell attacks. Ranged attacks that accidentally strike a non-combat player will be treated as a “Resist”. Non-combat characters may not use any skill from any category containing the word Combat. The only exception to this is Energy which may not be used in combat, but may be used for crafting or condition removal following a battle. All players may use the Killing Blow counted action on a non-combatant by pointing their weapon at the target from an arm’s length away rather than physically touching them. This action is stopped through normal means or if a combat player comes within arms reach of the attacker. A character that is feigning injury/death must make themselves known in order to prevent a Killing Blow in this fashion.
Armband (Green) – Green arm/headbands denote a member of the plot team or marshal (PC or NPC). These staff members should be contacted if there is a rules dispute, rules question, cabin thievery, pick pocket, or similar situation. Not every plot member or marshal may be able to assist in every issue, but they should be able to point a player in the correct direction for assistance.
Armband (Blue) – Blue arm/headbands denote an EMT. If there is a medical emergency an EMT is called for their medical knowledge to take charge of a situation and make the best decision possible. EMTs are volunteers and will do their best to make fair and safe judgements regarding player safety. EMTs rulings must be followed by all players to the best of their ability. If a player disregards an EMT ruling, they may be asked to leave or not be allowed to attend future events. Crestfallen LARP is a play at your own risk game. As such players should know their physical limitations and do their best to practice self-care as necessary.
Assumed Consent – While Crestfallen believes that players should ask for affirmative consent for physical actions, there is an Assumed Consent that players are taking part in a physical game and that certain touch is required. Crestfallen LARP assumes that all players consent to physical contact with all weapons, spell ammo, and approved game physical representations. Additionally, all players are assumed to consent on physical contact on the arms from the wrist to the shoulder for the purposes of spell touch casting, carrying, and counted actions. This assumed consent does NOT allow a player to grab, pull, or push forcefully. This assumed consent also does NOT allow a player to touch another player in a way to make them feel uncomfortable. This consent may be revoked at any time, for any reason.
Clothing Requirements – All attendees must be in appropriate clothing to take part in an active LARP game according to public decency requirements as well as appropriate clothing for the weather. Underwear/Shirtless gameplay is never acceptable.
EMT – If a medical emergency is taking place, a Pause must be called directly by the call of EMT which must be called and echoed until one arrives or it is known that one is in transit. EMTs wear blue armbands and make medical decisions to the best of their ability. Crestfallen LARP is a play at your own risk game. As such players should know their physical limitations and do their best to practice self-care as necessary.
Look Down – If a player has a problem with a situation that is going on in the game, they may opt out at any time by looking down and covering their eyes with a hand like a visor. The player and character leave the scene. The player should not be stopped or questioned regarding why the opt out has occurred. If there is an altercation between two PCs that causes a Look Down bow-out, the scene may need to follow a Negotiated Roleplay to ensure the story can go on in a safe but cohesive way. This should only be attempted after all parties have had a chance to analyze the situation and feel comfortable talking with all parties along with a plot representative. No player will be asked or forced to give any reasoning why the bow-out occurred, but all parties will be asked to give input to how the situation can be resolved.
Negotiated Roleplay – Negotiated Roleplay is where parties decide what will happen during a particular planned interaction between two or more individuals. Crestfallen LARP wishes to use this type of planned roleplay as a remedy to situations where players or characters bow-out of a scene for private personal reasons.Additionally, this mechanic is highly encouraged for any and all relationship dynamics at Crestfallen LARP. Relationships In Game and Out of Game are based upon communication. It is highly suggested that players plan these relationships well in advance and with appropriate safety checks to ensure all parties remain comfortable with the situation. This is not required, but highly recommended. OK Check In – Players are encouraged to check on each other during stressful roleplay situations using an OK check in. A player who is concerned with a current situation should visibly show the OK hand sign to those they wish to check in with. Players may then give a thumbs up to continue, a thumbs down to show that there are issues and they wish to stop or fix the situation, or a level hand to show that they are unsure or things are starting to cause an issue. At this point roleplay may continue if all thumbs up are shown and a “Pause” should be called if there is a thumbs down to determine the problem and fix any situation before things get out of hand or to allow the player to use Look Down to walk away. A “so-so” wave is up to the asking players discretion but should indicate that a change in roleplay should occur.
Out Of Game Headband (Pink) – Sometimes a player needs to be out of game. There are many reasons for this such as a way to remove themselves from stressful roleplay, medical emergencies, phone calls, or interacting with the staff of the game. Often plot staff may need to show they are out of game to convey rulings, set up modules, or traveling without causing the other players to be alarmed. A player wearing a bright pink solid headband is out of game and should be ignored unless prompted by the wearer. A player should contact a staff member prior to going out of game if time allows. Bathrooms, vehicle, active cooking areas, restricted medical sleep areas, and the NPC hub area are always considered out of game unless otherwise clarified.
Pause – This is how the game stops for safety, emergency, or plot reasons. To stop game a player must call out “Pause”. All players must echo the call “Pause” when heard. All players must look down at the ground and kneel if possible. During the pause the person who called it and plot staff will determine the reason for the Pause and handle it appropriately. Once the reason for the pause is completed it will be asked if there is any reason the game should not continue. If there is, the pause is maintained to fix the new situation. If there is no reason the call will go out “3, 2, 1, Start”. During a pause players should not look around, gather gear/items, or converse unless it is part of the Pause.
Thievery - Stealing things in Crestfallen LARP must be very closely watched. A Marshal (Green Armband) must be contacted to steal from a cabin, public area, or when using game skills to steal. Characters may only steal in game cards and leaves from other players because they are the property of Crestfallen LARP and not the players themselves. To steal a weapon or other tagged item, the physical item must be taken and held by the player for at least one hour. Following this hour, the item must be given directly to a Marshall so that it may be returned to the player and the tag retrieved from the person who was robbed. A player may NEVER steal the physical property of another player.
Backstory: The gnolls were once hyena kinfolk, but for years have fallen into madness and darkness. The madness calls for the gnolls to consume any and all living creatures, sometimes even your own kind.
Motivation: Consume the living to fulfill the hunger that never ends
Speech: Jabbering laughter and talk about killing and eating
Movement: Quick stalking movements. May run and dodge.
Intelligence: Low intelligence but tactical creatures
Props: Gnoll mask, fur shoulder piece, armor, claws
Type: Gnoll
Body: 18
Armor: 10
Stamina: 9
Energy: 0
Primary Attack: 3 Damage with both claws
Killing Blow: No, it loves its food living
Offensive Abilities: Haymaker 20 damage (2ST), Intimidate Fear (2ST), Breakthrough "Unblockable 3 Damage" (1ST)
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Special: Eat Limb - 3 Count "I eat your [Limb Name], Break Limb" After the count heal 5 Body. May not use this skill again for 30 seconds., Howl - x 2 May act out hyena laughter or chittering followed by "Howl Fear" and throw 1 spell ammo, Consume Essence - If all four limbs are eaten, the gnoll may consume one essence from the body followed by a killing blow. This may only be done to a character once. "I eat your essence 1,2,3" This allows the Gnoll Warrior to become a Gnoll Glutton.
Faction Level 2: Eat Limb now gives 10 temporary Body., Deal 1 additional damage with primary attack
Faction Level_3: Eat Limb - Add "Bleed" to the Eat Limb verbal, Use Howl 2x per day
Faction Level 4: Eat Limb now gives 20 temporary Body., Deal 1 additional damage with primary attack., Consume Essence - If all four limbs are eaten, the gnoll may consume one essence from the body followed by a killing blow. This may only be done to a character once. "I eat your essence 1,2,3" This allows the Gnoll Warrior to become a Gnoll Spirit Shaman.
Backstory: Goblins have been pushed from civilized society due to their cruel nature and disgusting features. Due to having no morality, these creatures are always trying to take things that aren't theirs and to cause pain in any way possible.
Motivation: Goblins are always looking for resources to make their own. They will steal any leaves or resources that aren't locked down. They give these items as offerings for some greater unknown power.
Speech: These creatures speak in garbled sentences. They hurl insults and mockeries at every chance.
Movement: Goblins walk with hunched backs and a staggering gate due to living in small caves and other underground dwellings.
Intelligence: Low
Props: Goblin Mask, One handed weapon, buckler shield, leather armor rep
Type: Goblin
Body: 18
Armor: 10
Stamina: 5
Energy: 0
Primary Attack: 2 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: No these warriors focus on stealing
Offensive Abilities: Stagger Daze (2ST), Search, Search (Harvesting)
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST)
Healed By:Healing
At Dying:Remain until dead, then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin may search and steal leaves/basic resources, Goblin Stealth x2 - Goblin may enter stealth as per Mastery, but may move around anywhere and remain hidden. When stealing or doing an attack, becomes visible on 3 count
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST), Goblin Stealth x4
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Backstory: These are the basic undead that have returned to Katalossa following their exile. They have destroyed countless other planets, planes, and other living areas and have returned to consume the Energy and destroy the Essence of Katalossa.
Motivation: Consume energy to gain power and destroy essence at every chance
Speech: Low intelligence but brooding anger and resentment of all with essence
Movement: Slow ambling movement
Intelligence: Low, a small piece of a greater hive mind being controlled
Props: red skull mask, 2 weapons, armor rep
Type: Undead
Body: 20
Armor: 10
Stamina: 6
Energy: 0
Primary Attack: 4 Damage
Killing Blow: No these focus on dropping foes
Offensive Abilities: Favored Target +1 verses an inspired lineage, but half damage against others (1ST), Innate Harm 3x per day for attack or healing- By Creeping Darkness 10 Harm
Immunities: Bleed, Charm, Cower, Dazed, Poisoned, Silenced, Sleeping, Unconcious - Immune Resist
Vulnerabilities: Takes damage from Healing
Healed By:Harm
At Dying:Crumbles
Special: By my voice sense magic, Consume Energy - I consume an energy 1, 2, 3 - Upon consuming an energy, a White Bone Undead is formed,
Faction Level 2: Increase innate harm to 5x per day, Innate fire 3x per day for attack only "By Flames Fury 10 Fire", Enchanting - Resist Talisman "Resist" to first thrown condition or damage of any type
Faction Level_3: Increase Body to 30, Innate stone 3x per day for attack only "By Crushing Earth 10 Stone"
Faction Level 4: Increase innate harm to 10x per day, Consume Energy creates 2 white bone rather than 1
Backstory: The gnolls were once hyena kinfolk, but for years have fallen into madness and darkness. The madness calls for the gnolls to consume any and all living creatures, sometimes even your own kind
Motivation: Consume the living to fulfill the hunger that never ends.
Speech: Jabbering laughter and talk about killing and eating.
Movement: Slower stalking movements. May dodge but cannot run.
Intelligence: Low intelligence but tactical creatures
Props: Gnoll mask, fur shoulder piece, armor, claws
Type: Gnoll
Body: 35
Armor: 20
Stamina: 18
Energy: 0
Primary Attack: 5 Damage with both claws
Killing Blow: No, it loves its food living
Offensive Abilities: Haymaker 30 damage (2ST), Intimidate Fear (2ST), Breakthrough Unblockable 5 Damage (1ST)
Healed By:healing
At Dying:Remain until Dead, then dissipate
Special: Eat Limb - 3 Count "I eat your [Limb Name], Break Limb" After the count heal 10 Body. May not use this skill again for 30 seconds., Howl - x2 May act out hyena laughter or chittering followed by "Howl Fear" and throw 1 spell ammo, Consume Essence - If all four limbs are eaten, the gnoll may consume one essence from the body followed by a killing blow. This may only be done to a character once. "I eat your essence 1,2,3" This allows the Gnoll Glutton to become a Gnoll Spirit Shaman.
Faction Level 2: Eat Limb now gives 20 temporary Body., Deal 1 additional damage with primary attack
Faction Level_3: Eat Limb - Add "Bleed" to the Eat Limb verbal, Use Howl 2x per day
Faction Level 4: Eat Limb now gives 30 temporary Body., Deal 1 additional damage with primary attack., Consume Essence - If all four limbs are eaten, the gnoll may consume two essence from the body followed by a killing blow. This may only be done to a character once. "I eat your essence 1,2,3" This allows the Gnoll Glutton to become a Gnoll Spirit Shaman.
Backstory: Goblins have been pushed from civilized society due to their cruel nature and disgusting features. Due to having no morality, these creatures are always trying to take things that aren't theirs and to cause pain in any way possible.
Motivation: Goblins are always looking for resources to make their own. They will steal any leaves or resources that aren't locked down. They give these items as offerings for some greater unknown power.
Speech: These creatures speak in garbled sentences. They hurl insults and mockeries at every chance.
Movement: Goblins walk with hunched backs and a staggering gate due to living in small caves and other underground dwellings.
Intelligence: Medium
Props: Goblin Mask, One handed weapon, buckler shield, leather armor rep
Type: Goblin
Body: 25
Armor: 5 if repped
Stamina: 5
Energy: 5
Spells Known: Healing/Harming, Elemental Bolt, Entangle/Remove Entangle Foot
Primary Attack: 2 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: No these warrior focus on stealing
Offensive Abilities: Specialization "Element By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning", Stagger Daze (2ST), Search, Search (harvesting)
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST)
Healed By:healing
At Dying:Remain until dead then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin Shaman may search and steal leaves/basic resources, Goblin Stealth x2 - Goblin may enter stealth as per Mastery, but may move around anywhere and remain hidden. When stealing or doing an attack, becomes visible on 3 count
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST), Goblin Stealth x4
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Backstory: Goblins have been pushed from civilized society due to their cruel nature and disgusting features. Due to having no morality, these creatures are always trying to take things that aren't theirs and to cause pain in any way possible.
Motivation: Goblins are always looking for resources to make their own. They will steal any leaves or resources that aren't locked down. They give these items as offerings for some greater unknown power.
Speech: These creatures speak in garbled sentences. They hurl insults and mockeries at every chance.
Movement: Goblins walk with hunched backs and a staggering gate due to living in small caves and other underground dwellings.
Intelligence: Medium
Props: Goblin Mask, One handed weapon, buckler shield, leather armor rep
Type: Goblin
Body: 55
Armor: 20
Stamina: 5
Energy: 10
Spells Known: Healing/Harming, Elemental Bolt, Entangle/Remove Entangle Foot, Shatter, Entangle/Remove Entangle Arms, Hex
Primary Attack: 3 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: No these warrior focus on stealing
Offensive Abilities: Specialization "Element By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning", Stagger Daze (2ST), Search, Search (harvesting)
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST)
Healed By:healing
At Dying:Remain until dead then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin Shaman may search and steal leaves/basic resources, Goblin Stealth x2 - Goblin may enter stealth as per Mastery, but may move around anywhere and remain hidden. When stealing or doing an attack, becomes visible on 3 count
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST), Goblin Stealth x4
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Backstory: These are the greater undead that have returned to Katalossa following their exile. They have destroyed countless other planets, planes, and other living areas and have returned to consume the Energy and destroy the Essence of Katalossa.
Motivation: Consume energy to gain power and destroy essence at every chance
Speech: High intelligence with brooding anger and resentment of all with essence
Movement: Fast ambling movement
Intelligence: High, a large number of minds of a greater hive mind being controlled
Props: white skull mask, 2 weapons, armor
Type: Undead
Body: 120
Armor: 40
Stamina: 12
Energy: 10
Spells Known: Elemental Bolt, Berserk/Remove Berserk, Healing/Harming Touch, Entangle Foot, Shatter, Silence/Remove Silence
Primary Attack: 8 Damage
Killing Blow: Yes (suggested use is killing blow to lure targets)
Offensive Abilities: Favored Target +3 verses an inspired lineage but half damage against others (1ST), Innate Harm 3x per day for attack or healing "By Creeping Darkness 20 Harm", Slay 30 Damage (2ST), Parry Resist (4ST)
Immunities: Bleed, Charm, Cower, Dazed, Poisoned, Silenced, Sleeping, Unconcious - "Immune Resist"
Healed By:Harming
At Dying:Crumbles and Explodes (By my voice 10 harming)
Special: By my voice sense magic, Consume Energy "I consume an energy 1, 2, 3" - Upon consuming an energy a White Bone Undead is formed, Teleport x4 per day "I teleport 1, 2, 3", Enchanting - Resist Talisman - "Resist" to first thrown condition or damage of any type,
Faction Level 2: Increase innate harm to 5x per day, Innate fire 3x per day for attack only "By Flames Fury 10 Fire"
Faction Level_3: Increase Body to 150, Innate stone 3x per day for attack only "By Crushing Earth 10 Stone"
Faction Level 4: Increase innate harm to 10x per day, Consume Energy creates 2 White Bone Undead rather than 1.
Backstory: The gnolls were once hyena kinfolk, but for years have fallen into madness and darkness. The madness calls for the gnolls to consume any and all living creatures, sometimes even your own kind
Motivation: Consume the living to fulfill the hunger that never ends.
Speech: Jabbering laughter and talk about killing and eating.
Movement: Slower stalking movements. May dodge but cannot run.
Intelligence: Low intelligence but tactical creatures
Props: Gnoll mask, fur shoulder piece, armor, claws
Type: Gnoll
Body: 100
Armor: 30
Stamina: 18
Energy: 10
Spells Known: Entangle/Remove all, Silence, Slow, Weakness, Healing/Harming Touch
Primary Attack: 8 Damage with both claws
Killing Blow: No, it loves its food living
Offensive Abilities: Haymaker 30 damage (2ST), Intimidate Fear (2ST), Breakthrough Unblockable 8 Damage (1ST), Strength 2
Healed By:healing
At Dying:Remain until Dead, then dissipate
Special: Eat Limb - 3 Count "I eat your [Limb Name], Break Limb" After the count heal 10 Body. May not use this skill again for 30 seconds., Howl - x2 May act out hyena laughter or chittering followed by "Howl Fear" and throw 1 spell ammo, Consume Essence - If all four limbs are eaten, the gnoll may consume one essence from the body followed by a killing blow. This may only be done to a character once. "I eat your essence 1,2,3" This allows the Gnoll Glutton to become a Gnoll Spirit Shaman., Spirit Travel - x2 May change into a spirit on a 3 count to remove all conditions and gain the Spirit condition. May consume essence on a 3 count from other spirits.
Faction Level 2: Eat Limb now gives 20 temporary Body., Deal 1 additional damage with primary attack
Faction Level_3: Eat Limb - Add "Bleed" to the Eat Limb verbal, Use Howl 2x per day
Faction Level 4: Eat Limb now gives 30 temporary Body., Deal 1 additional damage with primary attack., Consume Essence - If all four limbs are eaten, the gnoll may consume two essence from the body followed by a killing blow. This may only be done to a character once. "I eat your essence 1,2,3" This allows the Gnoll Glutton to become a Gnoll Spirit Shaman., May use Spirit Travel x4
Backstory: These are the greater undead that have returned to Katalossa following their exile. They have destroyed countless other planets, planes, and other living areas and have returned to consume the Energy and destroy the Essence of Katalossa.
Motivation: Consume energy to gain power and destroy essence at every chance
Speech: High intelligence with brooding anger and resentment of all with essence
Movement: Fast ambling movement
Intelligence: High, a large number of minds of a greater hive mind being controlled
Props: white skull mask, 2 weapons, armor
Type: Undead
Body: 240
Armor: 50
Stamina: 20
Energy: 10
Spells Known: Elemental Bolt, Berserk/Remove Berserk, Healing/Harming Touch, Entangle Foot, Shatter, Silence/Remove Silence
Primary Attack: 10 Damage
Killing Blow: Yes (suggested use is killing blow to lure targets)
Offensive Abilities: Favored Target +3 verses an inspired lineage but half damage against others (1ST), Innate Harm 3x per day for attack or healing "By Creeping Darkness 20 Harm", Slay 40 Damage (2ST), Parry Resist (4ST)
Immunities: Bleed, Charm, Cower, Dazed, Poisoned, Silenced, Sleeping, Unconcious - "Immune Resist"
Healed By:Harming
At Dying:Crumbles and Explodes (By my voice 10 harming)
Special: By my voice sense magic, Consume Energy "I consume an energy 1, 2, 3" - Upon consuming an energy a White Bone Undead is formed, Teleport x4 per day "I teleport 1, 2, 3", Enchanting - Resist Talisman - "Resist" to first 5 thrown conditions or damage of any type,
Faction Level 2: Increase innate harm to 5x per day, Innate fire 3x per day for attack only "By Flames Fury 10 Fire"
Faction Level_3: Increase Body to 300, Innate stone 3x per day for attack only "By Crushing Earth 10 Stone"
Faction Level 4: Increase innate harm to 10x per day, Consume Energy creates 1 Steel Bone Undead
Backstory: Joined Zelvin's Resistance against the Goblin Chieftain.
Motivation: Hates the Goblin politics.
Speech: low intelligence talk with gruff or high pitch voice
Movement: Goblins walk with hunched backs and a staggering gate due to living in small caves and other underground dwellings.
Intelligence: Low
Props: Goblin Mask, One handed weapon, buckler shield, leather armor rep
Type: Goblin
Body: 20
Armor: 5 if repped
Stamina: 5
Energy: 5
Spells Known: Healing/Harming, Elemental Bolt, Entangle/Remove Entangle Foot, Charm, Feat of Strength
Primary Attack: 2 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: No these warriors focus on stealing
Offensive Abilities: Stagger Daze (2ST), Search, Search (Harvesting), Specialization "Element By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning"
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST)
Healed By:Healing
At Dying:Remain until dead, then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin may search and steal leaves/basic resources
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST)
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Backstory: Zekton is the right hand man of Zelvin and is known to do all the dirty work for Zelvin. Usually when business is conducted with people, it is always Zekton that comes to meet them.
Motivation: To bring justice for the helpless Goblins that are under the rules of the Goblin leader.
Speech: Very "knightly" uses big words ever since he began his service under Zelvin
Movement: Posture is straight and walks with pride for each step leads to a brighter future.
Intelligence: Medium/High
Props: Goblin Mask, One handed weapon, shield, leather armor rep
Type: Goblin
Body: 20
Armor: 10 if repped
Stamina: 8
Energy: 0
Primary Attack: 4 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: Yes if necessary
Offensive Abilities: Stagger Daze (2ST), Search, Search (Harvesting)
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST), Shield is yours (1ST) Touch target and say...My shield is yours 10 temporary armor
Healed By:Healing
At Dying:Remain until dead, then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin may search and steal leaves/basic resources, I will no give up - Once per day when Zekton gains the dying condition, he may call out... I will not give up... lose the dying condition, gain 10 temporary body and +2 damage for the rest of the battle.
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST)
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Backstory: Got charmed by Oz and has been addicted to the charm spell.
Motivation: Since he is constantly charmed, he decided that he wants to impress Zelvin with his new friends to earn him a spot next to Zelvin.
Speech: High pitched voice and uses phrases like "my dude", "my man", etc.
Movement: Goblins walk with hunched backs and a staggering gate due to living in small caves and other underground dwellings.
Intelligence: Low
Props: Goblin Mask, One handed weapon, buckler shield, leather armor rep
Type: Goblin
Body: 20
Armor: 5 if repped
Stamina: 5
Energy: 5
Spells Known: Healing/Harming, Elemental Bolt, Entangle/Remove Entangle Foot, Charm, Feat of Strength
Primary Attack: 2 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: No these warriors focus on stealing
Offensive Abilities: Stagger Daze (2ST), Search, Search (Harvesting), Specialization "Element By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning, By Natures Light 2 Healing, By Creeping Darkness 2 Harming"
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST)
Healed By:Healing
At Dying:Remain until dead, then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin may search and steal leaves/basic resources
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST)
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Backstory: Got charmed by Oz and has been addicted to the charm spell.
Motivation: Since he is constantly charmed, he decided that he wants to impress Zelvin with his new friends to earn him a spot next to Zelvin.
Speech: High pitched voice and uses phrases like "my dude", "my man", etc.
Movement: Goblins walk with hunched backs and a staggering gate due to living in small caves and other underground dwellings.
Intelligence: Low
Props: Goblin Mask, One handed weapon, buckler shield, leather armor rep
Type: Goblin
Body: 20
Armor: 5 if repped
Stamina: 5
Energy: 5
Spells Known: Healing/Harming, Elemental Bolt, Entangle/Remove Entangle Foot, Charm, Feat of Strength
Primary Attack: 2 Damage (Add 1 Damage if fighting a target with another ally)
Killing Blow: No these warriors focus on stealing
Offensive Abilities: Stagger Daze (2ST), Search, Search (Harvesting), Specialization "Element By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning, By Natures Light 2 Healing, By Creeping Darkness 2 Harming"
Defensive Abilities: Flesh Wound Resist (4ST), Resist Entangle (2ST)
Healed By:Healing
At Dying:Remain until dead, then dissipate
Special: Cheer - Gain 5 temporary body when cheering after dropping an opponent., Run Away - May use 1 resist per day but only while fleeing, Search (leaves/basic resources) - Goblin may search and steal leaves/basic resources
Faction Level 2: Cheer now grants 10 temporary body, Run away now grants 2 resists per day, Taunt - Gain +1 to attack one character after taunting them
Faction Level_3: Cheer now grants 15 temporary body, Taunt now grants +1 vs all creatures taunted by it, Waylay Sleep (2ST)
Faction Level 4: Cheer now grants 20 temporary body, Run away now grants 3 resists per day, Search (visible item) - Goblin may search and steal a weapon, shield, or other visible item.
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type: docs
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type: docs
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type: docs
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Backstory: An armor golem is a mindless ordered construct. They may have a number of orders and are smart enough to remember the orders, but are not smart enough to make their own decisions. These are made by the Robot Librarian to guard his home and himself.These are suits of armor and weapons that are animated to defend an area determined by the robot librarian or other creator.
Motivation: Defend
Speech: None
Movement: Fast but deliberate. Snappy movements
Intelligence: Low (Follows orders)
Props: Armored construct mask, Any weapon and shield, armor
Type: Construct
Body: 35
Armor: 40
Stamina: 10
Energy: 0
Primary Attack: 5 Damage with melee and 5 unblockable with firearms
Killing Blow: No unless ordered
Immunities: Harm attacks, Charm, Bleed, Poison, Death "Immune Resist"
Healed By:Lightning
At Dying:Shutdown heals to max and removes all conditions. Reactivated on trigger
Special: If peace is called for the robot will stop combat for a three count, Shatter or Destroy conditions reduce primary attack to 2 damage as attached weapons are broken
Backstory: Trolls are marauders that are found in the dark places of the world. They hide in caves, dark woods, and even the caverns that worm their way under the ground. It is said that they have found the source of essence thus giving them a stronger hold of their essence than other creatures.
Motivation: Mayhem. These creatures are stupid, brutish, and destructive. They love violence and cruelty.
Speech: Slow and dumb slurred speech
Movement: Slow and ambling with hunched backs
Intelligence: Low
Props: Troll Mask, Armor, Weapon, Claw Weapon
Type: Troll
Body: 55
Armor: 10
Stamina: 16
Energy: 0
Primary Attack: 8 Damage with weapons or claws
Killing Blow: Yes they love violence
Offensive Abilities: Slam Knockback" (2 ST), Break Weapon" (4ST), Breakthrough Unblockable 8 Damage (1ST)
Defensive Abilities: Parry "Resist"(4ST), Strength 2 (Rip Free from Entangle Arms or Legs, hold door, break lock, break baracade on 3 count)
Immunities: Stone, Poison, Bleed, Death
Healed By:Healing
At Dying:Remains and Regenerates if possible
Special: Regeneration Trolls do not die naturally. If the troll is not damaged with fire while in the bleed count or as part of the killing blow, the troll will complete its dying count and awaken with full Body and Stamina points. All Limbs regenerate in 1 minute
Backstory: You are a wolf
Motivation: Defend the yourself and the pack while getting food
Speech: None (Growl, Howl, Bark, or Gnash Teeth)
Movement: Stay low to the ground and move quickly
Intelligence: Animal
Props: Grey Wolf Mask, Fur, Claws
Type: Animal
Body: 20
Armor: None
Stamina: 5
Energy: 0
Primary Attack: 2 Damage
Offensive Abilities: Grapple "Grapple Entangle Body" after hitting target with claws on both sides. May carry a grappled character at a walking pace, Shake After Grappling for 30 seconds may call "Shake 2 unblockable damage" to grappled target
Defensive Abilities: Bark make a threatening noise and then "Bark Knockback" and attack with weapon or spell ammo
Healed By:Healing
At Dying:Remains until dead, then dissipates
Backstory: These humanoid masses of elemental energy act on instinct alone, with no set goal or motivation in mind. They attempt to destroy their elemental opposite at all costs.
Motivation: Reduce the power of opposing element, attack those that would harm the element or empower the opposing element.
Speech: These creatures speak nonsense gibberish sounds. Ice says Glorp. Stone says Krumble. Lightning says Kerchaw. Fire says Crackle.
Movement: These gatherings of energy can move very quickly by coasting or rolling along the ground.
Intelligence: Instinct, group instinctual mindset
Props: Black blank mask, Colored tabard, Claw Weapons, Spell Ammo
Type: Elemental
Body: 40
Armor: None
Stamina: 5
Energy: 5
Spells Known: Elemental Bolt
Primary Attack: 4 Element in both hands
Offensive Abilities: Specialization Element "By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning, By Natures Light 2 Healing, By Creeping Darkness 2 Harming"
Vulnerabilities: Double Damage from opposite element
Healed By:Element
At Dying:Dissipate
Special: Sense 'By my voice sense element (or opposite element)' Fuse On 3 count two globs may fuse to regain all Body and swing 8 element but must remain within arms reach of fused part. When fused part dies, return to normal damage and max body. Despawn/Respawn: May use a 3 count to return to the earth and a 3 count to spawn from the earth to remove all conditions.
Backstory: These small masses of elemental energy act on instinct alone, with no set goal or motivation in mind. They attempt to destroy their elemental opposite at all costs.
Motivation: Reduce the power of opposing element, attack those that would harm the element or empower the opposing element.
Speech: These creatures speak nonsense gibberish sounds. Ice says 'blorp'. Stone says 'groarroarroar'. Lightning says 'bzert'. Fire says 'fraar'.
Movement: These gatherings of energy can move very quickly by coasting or rolling along the ground.
Props: Black blank mask, Color tabard, Claws, Spell Ammo
Type: Elemental
Body: 16
Armor: None
Stamina: 5
Energy: 5
Spells Known: Elemental Bolt (for healing only)
Primary Attack: 3 Element in both hands
Offensive Abilities: Specialization Element 'By Flames Fury 1 Fire, By Arctic Wind 1 Ice, By Crushing Earth 1 Stone, By Thunders Crash 1 Lightning, By Natures Light 1 Healing, By Creeping Darkness 1 Harming'
Vulnerabilities: Double damage from opposite element
Healed By:Element
At Dying:Dissipate
Special: Sense 'By My Voice Sense Element (or opposite element)' Fuse - On 3 count two globs may fuse to regain all Body and swing 6 element but must remain within arms reach of fused part. When fused part dies, return to normal damage and max body. Despawn/Respawn May use a 3 count to return to the earth and a 3 count to spawn from the earth to remove all conditions.
Backstory: You are a monsterous humanoid similar to an arachnid
Motivation: You want to web creatures for food for later.
Speech: None (chhhchchchchc sounds)
Movement: Move slow and deliberate unless attacked or pouncing
Intelligence: Animal
Props: Spider Mask, Fur, Claws
Type: Animal
Body: 30
Armor: None
Stamina: 5
Energy: 0
Primary Attack: 4 Damage
Killing Blow: No
Offensive Abilities: Spell Ammo may be used for Entangle Foot x4, Entangle Arms x2, Entangle Body x 1,, Fuse - On 3 count two to 4 may fuse to regain all Body and swing 8 damage but must remain within arms reach of fused part. When fused part dies, split appart, and return to normal damage and max body.
Defensive Abilities: May Resist 2 thrown conditions or damage of any type, Counter (4ST)
Healed By:Healing
At Dying:Remains until dead, then dissipates
Backstory: LEX the Librarian Robot has been locked away in their library for as long as they can remember. The books have lost all of their ink and the knowledge is gone, but the building remains. Sentient
Motivation: Defend, Input, Make Friends
Speech: Robotic sounding voice, but very intelligent,
Movement: Fast but deliberate. Make sure your joints snap when available to do so.
Intelligence: High, well read but the books have gone.
Props: Armored construct mask, Metal armor, Firearm, Any Weapon, Any Shield, Spell Ammo
Type: Construct
Body: 80
Armor: 40 or as repped
Stamina: 10
Energy: 5
Spells Known: Elemental Bolt "May lightning fry your circuits x lightning"
Primary Attack: 5 Damage with weapons or 5 Unblockable Damage with firearms
Killing Blow: true
Offensive Abilities: Haymaker 20 Damage (2ST), Breakthrough "Unblockable 5 Damage" (1 ST), Firearm on a 3 count charge may call "20 Lightning " with a firearm, Specialization Lightning "By Thunders Crash 2 Lightning"
Immunities: Harm attacks, Charm, Bleed, Poison, Death "Immune Resist"
Healed By:Lightning
At Dying:Shutdown heals to max and removes all conditions. Reactivated on trigger
Special: If peace is called for, the robot will stop all combat for 3 second (Internal count), If hit with Shatter or Destroy condition, reduce primary attack to 2 damage as attached weapons are broken, All crafting skills
Backstory: The Lizardfolk are the protectors of Essence and life on Katalossa. As such, these creatures are dedicated to defense and history. The warriors are tactical but small in number. These are the main type of Lizardfolk found. They wield weapons, claws, and magic to protect the essence of the plane
Motivation: Defend the inner sea of Essence.
Speech: Intelligent and quiet. Use very few words and choose them wisely.
Movement: Normal movement
Intelligence: Average to Above Average
Props: Two Handed Weapon or Claws, armor
Type: Kinfolk (Lizard)
Body: 15
Armor: 10 as worn
Stamina: 5
Energy: 6
Spells Known: Berserk/Remove, Elemental Bolt, Healing/Harming Touch, Sleep/Remove Sleep, Silence/Remove Silence
Primary Attack: 4 Damage with 2h, 2 with claws
Killing Blow: Only when defending home/essence
Offensive Abilities: Specialization must chose one "By Arctic Wind 3 Ice, By Thunders Crash 3 Lightning, By Natures Light 3 Healing"
Defensive Abilities: Block 4ST (claws) or Parry 4ST (2H)
Immunities: Ice/Lightning Half Damage
Vulnerabilities: harming x2 damage
Healed By:Healing
At Dying:Remain until Dead, then melts into essence
Special: Search Area 1St, Magical Research 1ST,
Backstory: The Lizardfolk are the protectors of Essence and life on Katalossa. As such, these creatures are dedicated to defense and history. The warriors are tactical but small in number. These lizardfolk are odd as they shun magic in order to focus on martial practices
Motivation: Defend the inner sea of Essence.
Speech: Primal but intelligent. Use very few words and choose them wisely.
Movement: Normal movement
Intelligence: Average
Props: Two Handed Weapon or Claws, armor
Type: Kinfolk (Lizard)
Body: 20
Armor: 10 as worn
Stamina: 8
Energy: 0
Primary Attack: 6 Damage with 2h, 4 with claws
Killing Blow: Only when defending home/essence
Offensive Abilities: Quarry 1 ST (2h), Breakthrough 1 St (claws) Florentine (claws) Ambidextous (claws)
Defensive Abilities: Block 4ST (claws) or Parry 4ST (2H)
Immunities: Ice/Lightning Half Damage
Vulnerabilities: harming x2 damage
Healed By:Healing
At Dying:Remain until Dead, then melts into essence
Special: Search Area 1St, Historical Researce 1ST, Analysis 1St
Backstory: Tomy is a toy AI that is looking to help all robots and AI ascend to a higher calling. Sentient
Motivation: Defend, Input, Make Friends
Speech: Robotic sounding voice, but slightly intelligent,
Movement: None. Tomy is within an old plastic housing that cannot move or physically attack
Intelligence: Medium, Knows about basic technology.
Props: Platic Tomy Computer Toy
Type: Construct
Body: 1
Armor: 40
Stamina: 1
Energy: 5
Spells Known: Voice Repel Undead "By My Voice Repel Undead from Structure"
Primary Attack: None
Immunities: Harm attacks "Immune Resist"
Vulnerabilities: Fire
Healed By:Lightning
At Dying:Shuts Down
Special: If peace is called for, the robot will stop all combat for 3 second (Internal count)
Type: docs
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type: docs
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type: docs
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Backstory: Azuk is an orc who Jacob took under his wing when young. Jacob's wealth and influence lead to Azuk trusting Jacob with his life. Azuk was the first person to get on board with the idea of Gno More Gnolls and he is the most excited about it overall. Azuk isn't the smartest orc in the bunch, but what he lacks in brains, he makes up for in brawn. Azuk adores Jacob, and views him as a father figure. Jacob can do no wrong, according to Azuk.
Props: Orc Mask, gnoll tooth necklace
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Backstory: These dolls have been fashioned by the Shadow Brand, an evil thieves guild organization that dislikes kinfolk and do not believe they should be part of the Inspired. These dolls have been made to seek out and destroy all kinfolk and anyone who protects them.
Motivation: Destroy kinfolk, protect itself, protect members of the Shadow Brand
Speech: None
Movement: Slow and robotic Do not actively defend
Intelligence: Mindless and Controlled
Props: Doll Mask, 2 one handed weapons, metal armor rep
Type: Construct
Body: 35
Armor: 40
Stamina: 10
Energy: 0
Primary Attack: 5 Damage with both hands
Killing Blow: No unless ordered
Offensive Abilities: Haymaker 20 Damage (2ST), Unblockable 5 Damage (1 ST), Strength 2 Rip Entangle Arm/Foot
Immunities: Harm attacks, Charm, Bleed, Poison, Death "Resist Immune"
Healed By:Fire
At Dying:Deactivates, This construct has an arrow etched on its spine if investigated during dying or dead condition. If ignored this construct crumbles.
Special: If hit with Shatter or Destroy condition, reduce primary attack to 2 damage, Sense Kinfolk - "By my voice sense kinfolk"
Backstory: Ehrindil grew up poor in the small eleven town of Korin Tal and vowed to never be poor again. As soon as she was able moved to the bustling even capitol of Caernarthan and began running small scams using her affinity for magic to grift people out of money and information. She was approached by the shadowbrand when she stole from the wrong person and offered a choice. Leave this town and never return or join the shadowbrand and carry out their will. She eagerly took the latter option seeing opporutunity and wealth in working with them. The next period of her life as a seemingly upstanding magical tutor and author while feeding knowledge and blackmail to the shadowbrand was the happiest time in her life. Things were smooth and easy. The Shadowbrand then approached her with a more challenging bit of work a long con to aqquire the Coldren Lumberworks for the Shadowbrand. The grift works by her getting in Jacob the heir of the Coldren family's will then inheriting the Lumberworks as the remainder of the family dies. This long con is very uncomfortable for Ehrindil in that she has grown to care for Jacob and is worried that she will not have the will to stay the course and win the price of the lumbermill. As part of adventuring with Jacob she has found that the Gnolls are a much more serious threat than they appear. She has become fascinated with their magic and the cure that they all bear.
Motivation: Keep an Eye on Jacob. Learn about the Gnoll Magic
Intelligence: Instinct, group instinctual mindset
Props: Purple skirt, black shirt, long grey/silver wig, Leather armor, Shadowbrand Token, gnoll tooth necklace
Type: Elf
Body: 30
Armor: None
Stamina: 5
Energy: 5
Spells Known: Elemental Bolt
Primary Attack: 4 Element in both hands
Offensive Abilities: Specialization Element "By Flames Fury 2 Fire, By Arctic Wind 2 Ice, By Crushing Earth 2 Stone, By Thunders Crash 2 Lightning, By Natures Light 2 Healing, By Creeping Darkness 2 Harming"
Vulnerabilities: Double Damage from opposite element
Healed By:Element
At Dying:Dissipate
Special: Sense "By my voice sense element (or opposite element)"
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Backstory: Howard Sadler comes from a family of leathersmiths and tanners, and he doesn't wish to subject himself to that. A childhood friend of Jacob's Howard has always been Jacob's right hand guy, ever since they were kids. Jacob convinced Howard to join him and Azuk in hunting the gnolls, earning a paycheck as they went. Howard went along to keep an eye on Jacob hoping that Jacob would lose interest like most of his other hobbies. Howard is the brains of the operation. He draws up the maps, comes up with the strategy, and takes care of the negotiations for payment. . He always has Jacob's back, and will hype him up to anyone he meets. Sadly this venture seems to be getting out of hand. Howard sees that the Gnolls are not a threat that should be looked down at and the attitude that Jacob and Azuk are taking is far too cavalier about them. While he supports Jacob publicly... loudly, he is privatly very worried that things are getting out of hand.
Props: gnoll tooth necklace
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Backstory: Jacob Coldren, is the leader of the adventuring group Gno More Gnolls and a trust fund baby. His hunting group is funded by his father, Giles Coldren a wealthy lumber smith. He is boisterous, a braggart, and thinks their group can do no wrong. His way is the best way, his info is the best info, their group is the best group, and so on. He will engage the adventurers in whatever way he can, as long as he can make it about himself. He is starting to discover that he has a penchant for killing especially when he is cheered for it. This dark side comes out when he is slaying the Gnolls and they have surrendered or are unprepared for him. He knows in his heart his lack of diligence and his willingness to buy his way into fame are not good traits but he doesn't want to disappoint his father and be left out of the will. He has sensed a change in his father's demeanor of late and is concerned that if he doesn't get his act together he will not inherit the lumberyard.
Props: gnoll tooth necklace
Type:
Body: 5
Armor: None
Stamina: 0
Energy: 0
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Motivation: Follow the goals and orders of the guild
Speech: Any, these guys only have basic info on their goals. If the player doesn't know an answer, the character doesn't.
Movement: Normal movement
Intelligence: Average (Follows orders)
Props: Blaster, Any weapon style, armor
Type: Human
Body: 20
Armor: 10
Stamina: 6
Energy: 0
Primary Attack: 4 Damage with melee, +1 damage against the same target as an ally, and 5 unblockable with firearms
Killing Blow: true
Offensive Abilities: Stagger Daze (2ST), Florentine
Defensive Abilities: Stealth (2ST), Escape Artist
Healed By:Healing
At Dying:Remain until Dead, then dissipate
Motivation: Follow the goals and orders of the guild
Speech: Any, these guys only have basic info on their goals. If the player doesn't know an answer, the character doesn't.
Movement: Normal movement
Intelligence: Average (Follows orders)
Props: Blaster, Any weapon style, armor
Type: Human
Body: 20
Armor: 10
Stamina: 6
Energy: 0
Primary Attack: 4 Damage with melee and 5 unblockable with firearms
Killing Blow: No unless ordered
Offensive Abilities: Slam Knockback (2ST), Florentine
Defensive Abilities: Escape Artist
Healed By:Healing
At Dying:Remain until Dead, then dissipates