NPCs
Aako-Hris-Am (Davao Mayor)
Agility: d8, Strength: d6,
Vitality: d6, Alertness: d8, Intelligence: d10, Willpower: d10; Life Points 16;
Initiative d8 + d8
Traits: Trustworthy Gut (minor), Sharp Sense: Sight (minor),
Talented: Conversation (minor), Deadly Enemy: Grik (minor), Overconfident (minor),
Superstitious (minor)
Skills: Athletics d6, Covert d4, Discipline d6 / Intimidation
d8, Influence d6 / Bureaucracy d8 / Conversation d8 / Leadership d10, Knowledge
d6 / Law d8, Perception d6 / Intuition d8 / Sight d8, Melee Weapon Combat d4, Ranged
Weapons d4, Survival d6, Unarmed Combat d4
Notes: An
insightful leader, Aako leads more by cajoling the citizens of Davao into what
he wants them to do with friendly open banter rather than by ‘leading’ them. Aako
knows he’s good at getting his way and is supremely secure in his position as
mayor.
Jannik-Ree-Ad (
Agility: d8, Strength: d6, Vitality:
d6, Alertness: d8, Intelligence: d8, Willpower: d12; Life Points 18; Initiative
d8 + d8
Traits: Religiosity (Major), Sharp Sense: Sight (minor), Deadly
Enemy: Grik (minor), Soft (minor), Vain (minor)
Skills: Athletics d4, Covert d6, Discipline d6 / Intimidation
d8, Influence d6, Knowledge d6 / History d8 / Religion d12, Linguistics d6 /
Latin d8, Perception d6 / Sight d8, Melee Weapon Combat d4, Survival d6, Unarmed
Combat d4
Notes: Proud
and indulgent from many years of a soft life, Jannik is known for his devout
beliefs and an extensive knowledge of the sacred texts. Despite his age, the
high priest is not particularly hidebound and is open to new things.
Chi-Dan-Ag (Davao Captain of the Guard)
Agility: d10, Strength: d6,
Vitality: d10, Alertness: d8, Intelligence: d6, Willpower: d8; Life Points 18;
Initiative d10 + d8
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Scota (minor), Deadly Enemy: Grik (minor), Loyal (minor), Superstitious
(minor)
Skills: Athletics d6 / Dodging d8, Covert d6 / Stealth d8, Discipline
d6, Influence d6 / Leadership d8, Knowledge d2, Perception d6 / Sight d8, Melee
Weapon Combat d6 / Scota d8, Ranged Weapons d6 / Crossbow d8, Survival d4, Unarmed
Combat d6 / Brawling d8
Notes: Dedicated
to protecting the citizens of
Dagg-Sree-Am
Agility: d10, Strength: d6,
Vitality: d10, Alertness: d8, Intelligence: d6, Willpower: d8; Life Points 18;
Initiative d10 + d8
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Climbing (minor), Talented: Intuition (minor), Deadly Enemy: Grik
(minor), Loyal (minor), Phobia: gri-kakka
(minor), Superstitious (minor)
Skills: Athletics d6 / Climbing d8, Covert d6, Discipline d6, Knowledge
d6 / Fishing d8 / Sailing d8, Perception d6 / Intuition d10 / Sight d8, Melee
Weapon Combat d6, Sailor d6 / Helmsman d8, Survival d6, Unarmed Combat d6
Notes: Dagg is the
most productive fisherman in all of
Selkan-Ghe-Al
Agility: d10, Strength: d6,
Vitality: d10, Alertness: d10, Intelligence: d6, Willpower: d6; Life Points 16;
Initiative d10 + d10
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Climbing (minor), Deadly Enemy: Grik (minor), Scrawny (minor),
Superstitious (minor)
Skills: Athletics d6 / Climbing d8, Covert d6, Discipline d6, Knowledge
d6 / Fishing d10 / Sailing d8, Perception d6 / Sight d8, Melee Weapon Combat
d6, Sailor d6 / Helmsman d10, Survival d6, Unarmed Combat d6
Notes: Despite
being very successful at his craft, Selkan perpetually seems to be underfed. Regardless
of his appearance, Selkan is one of the most experienced sailors to call
Dal-Las-Ab
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Climbing (minor), Things Go Smooth (Major), Deadly Enemy: Grik
(minor), Forked Tongue (minor), Greedy (minor), Stingy (minor), Superstitious
(minor)
Skills: Athletics d6 / Climbing d8 / Dodge d8, Covert d6 / Stealth
d10, Discipline d4, Knowledge d6 / Fishing d8 / Sailing d8, Perception d6 / Sight
d8, Melee Weapon Combat d6, Sailor d6 / Helmsman d8, Survival d6, Unarmed
Combat d6
Notes: While a
decent sailor and fisherman, Dal is about as unpopular as one of the People can
get. A bitter and miserable man and aside from when he needs to trade in his
catch, he keeps largely to himself, which is fine with him and the rest of the
citizens of
Jon-Mak-An
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Sharp Sense: Sight (minor), Steady Calm (minor), Talented:
Climbing (minor), Deadly Enemy: Grik (minor), Straight Shooter (minor),
Superstitious (minor)
Skills: Athletics
d4, Covert d4, Craft d6 / Blacksmithing d10 / Metalworking d8, Discipline d6 /
Concentration d8, Influence d6 / Barter d8 / Persuasion d8, Knowledge d6 / Appraisal
d8 / Business d8, Perception d6 / Sight d8, Melee Weapon Combat d4, Survival d4,
Unarmed Combat d4
Notes: Running the
best smithy in
Polmak-Trey-Ar
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Climbing (minor), Deadly Enemy: Grik (minor), Stingy (minor),
Superstitious (minor)
Skills: Athletics d6, Covert d6, Craft d6 / Carpentry d10, Discipline
d4, Knowledge d6 / Business d8, Influence d6 / Persuasion d8, Perception d6 / Sight
d8, Melee Weapon Combat d6 / Axe d8, Survival d6, Unarmed Combat d4
Notes: Unlike most
of the skilled craftsmen of
Rem-Kel-Ah
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Sharp Sense: Sight (minor), Talented: Climbing (minor),
Trustworthy Gut (minor), Deadly Enemy: Grik (minor), Loyal (minor),
Superstitious (minor)
Skills: Athletics d6 / Climbing d8, Covert d6, Influence d6 / Barter
d10 / Conversation d10, Knowledge d6 / Appraisal d10, Business d10, Perception
d6 / Deduction d10 / Intuition d8 / Sight d8, Melee Weapon Combat d4, Survival
d4, Unarmed Combat d4
Notes: A natural
born deal maker, if there is a business opportunity to be found Rem-Kel-Ah can find it. Possessing an especially fine eye for
merchandise, combined with the ability to get along with everyone, Rem is the quintessential
middle man.
Generic
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Nature Lover (minor), Sharp Sense: Vision (minor),
Talented: Climbing (minor), Deadly Enemy: Grik (minor), Loyal (minor),
Superstitious (minor)
Skills: Athletics d6 / Climbing d8, Covert d6 / Stealth d8, Discipline
d6, Knowledge d6 / Barter d8, Perception d6 / Sight d8, Melee Weapon Combat d6,
Ranged Weapons d6, Survival d6, Unarmed Combat d4 for a total of 60 in skills.
Each member of the city has a specific specialty such as: Influence d6 /
Leadership d8, Craft d6 / Specialty d8, or Perception d6 / Appraisal d8.
Notes: A
typical resident of the city of
Sedje-Sar-Ak (Tellana U-Amaki)
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Nature Lover (minor), Leadership (minor), Nose for
Trouble (minor), Sharp Sense: Sight (minor), Talented: Climbing (minor); Credo:
Always Protect Home (Major), Deadly Enemy: Grik (minor), Loyal (minor),
Superstitious (minor)
Skills: Athletics d6, Covert d6, Discipline d6, Influence d6 /
Leadership d8, Knowledge d6 / Sailing d8, Perception d6 / Sight d8, Melee Weapon
Combat d6 / Scota d8, Ranged Weapons d6, Survival d6, Unarmed Combat d6
Notes: A natural
and dedicated leader Sedje-Sar-Ak’s people
are disciplined and the Tellana is well run. Wise and well seasoned, the High
Chief brings out the best in all around him. Sedje’s loyalty to his people is renowned and they return that
loyalty tenfold as they trust his instincts and know he will always do
everything in his power to protect them.
Melnan-Sel-Ap (Tellana High Sky Priest)
Agility: d8, Strength: d6, Vitality:
d8, Alertness: d8, Intelligence: d8, Willpower: d10; Life Points 18; Initiative
d8 + d8
Traits: Good Name: Devout (minor), Religiosity (Major); Creaky
(minor), Deadly Enemy: Grik (minor), Superstitious (minor)
Skills: Athletics d6, Covert d4, Discipline d6, Knowledge d6 /
Navigation d10 / Religion d10
Linguist d6 / Latin d8, Perception
d6 / Deduction d8 / Empathy d8 / Sight d8, Melee Weapon Combat d6, Survival d6,
Unarmed Combat d6
Notes: Well known
for his staunch dedication to his faith, Melnan
somehow manages to always provide the right advice and sense of balance to the
spiritual needs to Sedje and the rest of the
people of his Home. Long in years and beginning to slow due to his age, Melnan’s back is still straight and his wit is still razor sharp.
Kannas-Frel-An (Tellana Captain of the Guard)
Agility: d12, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d6, Willpower: d8; Life Points 16;
Initiative d12 + d8
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Climbing (minor); Deadly Enemy: Grik (minor), Loyal (minor),
Superstitious (minor)
Skills: Athletics d6 / Climbing d8 / Dodge d8, Covert d6 / Stealth
d8, Discipline d6, Knowledge d6, Perception d6 / Sight d8, Melee Weapon Combat
d6 / Scota d8, Ranged Weapons d6 / Crossbow d8, Survival d6, Unarmed Combat d6 /
Brawling d8
Notes: Unlike most
captains, who earn their position based on his strength and endurance, the Kannas-Frel-An earned his title due to his amazing speed and agility. Kannas
is not a natural leader, but he does take his position very seriously and the
Guard is well trained.
Visk-Del-Ab (Dalmora U-Amaki)
Agility: d8, Strength: d8, Vitality:
d8, Alertness: d8, Intelligence: d6, Willpower: d10; Life Points 18; Initiative
d8 + d8
Traits: Nature Lover (minor), Sharp Sense: Sight (minor),
Talented: Climbing (minor), Deadly Enemy: Grik (minor), Chip on the Shoulder
(minor), Superstitious (minor)
Skills: Athletics d6 / Climbing d8, Covert d6 / Stealth d8, Discipline
d6, Influence d6 / Leadership d8, Knowledge d6 / Sailing d8, Perception d6 /
Sight d8, Melee Weapon Combat d6 / Scota d8, Survival d6, Unarmed Combat d6 / Brawling
d8
Notes: Visk is young
for his title and is set upon by his High Sky Priest in virtually everything he
does. The constant bickering has soured Visk’s demeanor to the point that he
growls at nearly everyone. Due to his age, Visk doesn’t possess as much
experience as most High Chiefs, but he has been trained to his position for his
entire life and if just given a little breathing room to grow, Visk has the
potential to be a fine leader.
Sak-Tel-Ay (Dalmora High Sky Priest)
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Nature Lover (minor), Religiosity (Major), Sharp Sense:
Sight (minor), Credo: Keep the Faith (minor), Deadly Enemy: Grik (minor),
Prejudice (minor), Superstitious (minor)
Skills: Athletics d6, Covert d6, Discipline d6, Influence d6 /
Persuasion d10, Knowledge d6 / Navigation d10 / Religion d10 / Sailing d8,
Linguistics d6 / Latin d8, Perception d6 / Sight d8, Melee Weapon Combat d4,
Survival d2, Unarmed Combat d2
Notes: A staid and
hidebound zealot, Sak-Fel-Ay is unwilling to
accept change or admit mistake. Far older than Visk-Del-Ab, he is at constant odds with just about every decision
the younger man makes. While the worst of these arguments have occurred behind
closed doors, but the tension is so high between them that most of the
residents of their Home are all too aware their leaders do not get along.
Kraal-Sek-Ah (Dalmora Captain of the Guard)
Agility: d6, Strength: d10,
Vitality: d8, Alertness: d10, Intelligence: d6, Willpower: d8; Life Points 16;
Initiative d6 + d10
Traits: Fightin’ Type (Major), Nature Lover (minor), Sharp
Sense: Sight (minor), Amorous (minor), Deadly Enemy: Grik (minor), Memorable
(minor), Superstitious (minor)
Skills: Athletics d6 / Climbing d8 / Dodge d8, Covert d6, Discipline
d6, Knowledge d6, Perception d6 / Sight d8, Melee Weapon Combat d6 / Scota d10,
Ranged Weapons d6 / Crossbow d8, Survival d6, Unarmed Combat d6 / Brawling d8
Notes: While a powerful
and deadly fighter, Kraal is not much of a
leader. In fact, he thinks of himself more as the ship’s Lothario than soldier
and spends more time with his boots off than with them on.
Generic Home Resident
Agility: d10, Strength: d6,
Vitality: d8, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 16;
Initiative d10 + d8
Traits: Nature Lover (minor), Sharp Sense: Vision (minor),
Talented: Climbing (minor), Deadly Enemy: Grik (minor), Loyal (minor),
Superstitious (minor)
Skills: Athletics d6 / Climbing d8, Covert d6 / Stealth d8, Discipline
d6, Knowledge d6 / Sailing d8, Perception d6 / Sight d8, Melee Weapon Combat d6
/ Scota d8 or Axe d8, Survival d6, Unarmed Combat d6 / Brawling d8 for a total
of 60 in skills. Each member of a Lemurian crew has a specific specialty such
as: Influence d6 / Leadership d8, Sailor d6 / Helmsman d8, or Ranged Weapons d6
/ Crossbow d8.
Note: A
typical member aboard one of the great Lemurian ‘Homes’.
Grik Captain
Agility: d8, Strength: d10,
Vitality: d12, Alertness: d8, Intelligence: d8, Willpower: d8; Life Points 24;
Initiative d8 + d8
Traits: Tough as Nails (Major), Fightin’ Type (Major), Sadistic
(Major), Overconfident (minor), Prejudice (minor)
Skills: Athletics d6 / Dodge d8, Covert d6, Discipline d6,
Influence d6 / Intimidation d10, Knowledge d6 / Sailing d8, Melee Weapon Combat
d6 / Sword d12 / Knives d8, Perception d6, Sailor d6, Unarmed Combat d6 /
Brawling d10
Grik Leader
Agility: d8, Strength: d8,
Vitality: d10, Alertness: d8, Intelligence: d6, Willpower: d8; Life Points 22;
Initiative d8 + d8
Traits: Tough as Nails (Major), Fightin’ Type (Major), Sadistic
(Major), Overconfident (minor), Prejudice (minor)
Skills: Athletics d6 / Dodge d8, Covert d6, Discipline d6, Influence
d6 / Intimidation d8, Knowledge d6, Melee Weapon Combat d6 / Sword d10 / Knives
d8, Perception d6, Sailor d6, Unarmed Combat d6 / Brawling d10
Grik Gunner
Agility: d8, Strength: d8,
Vitality: d10, Alertness: d8, Intelligence: d6, Willpower: d8; Life Points 22;
Initiative d8 + d8
Traits: Tough as Nails (Major), Fightin’ Type (Major), Sadistic
(Major), Overconfident (minor), Prejudice (minor)
Skills: Athletics d6 / Dodge d8, Covert d6, Discipline d6, Heavy
Weapons d6 / Catapult d8, Knowledge d6, Melee Weapon Combat d6 / Sword d10 /
Knives d8, Perception d6, Sailor d6, Unarmed Combat d6 / Brawling d10
Grik Warrior
Agility: d8, Strength: d8,
Vitality: d10, Alertness: d8, Intelligence: d6, Willpower: d8; Life Points 22;
Initiative d8 + d8
Traits: Tough as Nails (Major), Fightin’ Type (Major), Sadistic
(Major), Overconfident (minor), Prejudice (minor)
Skills: Athletics d6 / Dodge d8, Covert d6, Discipline d6, Knowledge
d6, Melee Weapon Combat d6 / Sword d10 / Knives d8, Perception d6, Ranged
Weapons d6 / Crossbow d8, Sailor d6, Unarmed Combat d6 / Brawling d10