
GameLab / OS-SIX / Gothic Horror / NPCs
NPCs for Gothic Horror
From pitchfork-wielding commonfolk to demon-worshipping cult members, your gothic horror setting should be populated with a variety of interesting, unpleasant, and shady characters.
Need help describing your NPCs? Check out the OS-SIX Random Tables to quickly roll for age, appearance, and other descriptors.
Also check out the BrewLab for even more NPC Tables.
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HP: 5 | Morale: 5 | Movement: 25 | Armor: None | Attacks: Knife
ACTIONS
On its turn, a commoner makes one knife attack.
Knife (Melee): D2 damage.
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HP: 7 | Morale: 6 | Movement: 25 | Armor: None | Attacks: Club
ACTIONS
On its turn, a thug makes one club attack.
Club (Melee): D3 damage.
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HP: 15 | Morale: 7 | Movement: 25 | Armor: None | Attacks: Saber or Pistol
ACTIONS
On its turn, a cutter makes one saber or pistol attack (or reloads its pistol).
Saber (Melee): D3+1 (2) damage.
Pistol (Ranged): D6+1 (3) damage.
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HP: 30 | Morale: 8 | Movement: 30 | Armor: D3 | Attacks: Axe or Bow
ACTIONS
On its turn, a mercenary makes two attacks.
Bearded Axe (Melee): D6 (3) damage.
Short Bow (Ranged): D3+1 (2) damage.
REACTIONS
Enraged: If a Mercenary drops below 10 HP but still has at least one HP, it immediately makes one attack against the nearest target.
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HP: 15 | Morale: 7 | Movement: 25 | Armor: None | Attacks: Dagger or Bane
ACTIONS
On its turn, a cultist makes one dagger attack or one Bane spell attack.
Dagger (melee): D3 damage.
Bane (2/day): One living target within 50 feet of the cultist rolls Will. On a failure, they take D6+1 damage and gain one Strain. On a partial success, they take D3+1 damage and gain one Strain. On a success, the spell has no effect.
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HP: 25 | Morale: 9 | Movement: 25 | Armor: None | Attacks: Sword or Spell
ACTIONS
On its turn, a Cult Zealot makes one sword attack or one spell attack.
Sword (melee): D6 (3) damage.
Spellcasting
A Cult Zealot has 5 spell points and can cast one of the following spells on their turn:
Unholy Strength (1 SP): For D3 rounds, the Cult Zealot’s melee attacks do an additional D6 damage.
Bane (1 SP): One living target within 50 feet of the cultist rolls Will. On a failure, they take D6+1 damage and gain one Strain. On a partial success, they take D3+1 damage and gain one Strain. On a success, the spell has no effect.
Malign Gaze (2 SP, 1/day): The cultist looks at a single target they can see and that can see them. The target rolls Will. On a failure, they are stricken Blind for D3 rounds. On a partial success, they are stricken Blind for one round. On a full success, they’re unaffected.