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.

  • HP: 5 | Morale: 5 | Movement: 25 | Armor: None | Attacks: Knife

    ACTIONS

    On its turn, a commoner makes one knife attack.

    Knife (Melee): D2 damage.

  • HP: 7 | Morale: 6 | Movement: 25 | Armor: None | Attacks: Club

    ACTIONS

    On its turn, a thug makes one club attack.

    Club (Melee): D3 damage.

  • 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.

  • 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.

  • 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.

  • 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:

    1. Unholy Strength (1 SP): For D3 rounds, the Cult Zealot’s melee attacks do an additional D6 damage.

    2. 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.

    3. 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.