Bestiary

The following section will cover how Blackout NPCs, creatures and enemies are designed and used, starting with rules and guidelines for simple and complex NPC Stat-blocks as well as NPC and enemy examples and special rules that can be applied to them. 



Designing an NPC

Blackout NPCs can be expressed in quick, condensed stat-blocks that can be drafted up by a GM on the fly and are most used in social interactions, exploration or for less relevant NPCs- and more detailed stat-blocks designed for more significant NPCs or NPCs meant to be part of a fully developed combat encounter.

Both of these stat-blocks, however, hinge on a character’s attributes. Non-follower NPCs usually do not have separate Skill and Attributes- instead all their skills, modifiers and advantages are baked into their Attribute score.

The first step to determining an NPCs attributes is by setting a Character Rank for the NPC from Novice to Deadly this represents the relative ‘experience level’ of the NPC when compared to the PCs.

  • Minion NPCs - These represent minor enemies that can swarm players.

  • Novice NPCs - These represent fully untrained humans or critters that could be comparably dangerous.

  • Regular NPCs - Humans that are trained or experienced at the situation at hand or creatures that pose a comparable danger.

  • Veteran NPCs - Members of leadership or particularly well drilled, trained or educated NPCs.

  • Elite NPCs - The best of the best, the most dangerous and skilled in the black.

  • Deadly NPCs - This is a campaign-ending threat, the final boss, the BBEG, the ultimate enemy.

An NPC will usually have two HIGH attributes, two MEDIUM attributes and two LOW attributes- and the exact number of dice these attributes represent will depend on the NPC rank.

The following table indicates the maximum amount of dice recommended for each NPC attribute per rank. The numbers in parenthesis indicate passive skills within that attribute range - these are used to set difficulties when a character is rolling against an enemy’s attribute.

Attributes Low Medium High
Novice 4(1) 6(2) 8(2)
Regular 5(1) 7(2) 10(3)
Veteran 6(2) 9(2) 12(4)
Elite 7(2) 10(3) 14(4)
Deadly 9(3) 12(4) 16(5)

Simple NPC Stat-block

As such, a simple NPC stat-block would look like this and would be all that is needed to run an NPC. The stat-block could be constructed on the fly simply by deciding which two attributes would be HIGH, which would be MEDIUM and which would be LOW on the NPC.

Federation Bureaucrat Novice Human
Strength Dexterity Endurance Intelligence Insight Charisma
4(1) 5(2) 6(2) 7(2) 7(2) 4(1)

Complex NPC Stat-blocks

For more complex NPCs or NPCs that are meant to take place in specific combat encounters, one can design a full stat block including equipment and a variety of special abilities. Not all of these abilities need to be related to combat encounters, so a complex stat-block is often useful for any NPC that is significant or will spent a good deal of time with the party.

This guide assumes the creation of a Human NPC, but special rules and recommendations will be included at the end for Mechanical, Animal and Alien NPCs - these special rules can also be combined with one another- for example, to simulate cyborgs or Gene-Modded humans.

You can see an empty complex stat-block below. We will go over each element of the Statblock and then view a filled out version.


Boss NPCs

Sometimes, GMs will want a particularly challenging enemy or boss for a significant story beat or high point of their adventure - to convert an regular enemy NPC into a boss, these are some suggested adjustments that can be made to turn an enemy into a Boss.

HP - Duplicate the maximum HP of the enemy you are using as a Boss.

Wounds - Regular and Veteran Bosses gain an additional Wound. Elite and Deadly bosses gain two additional wounds.

DR - Duplicate the maximum DR of the enemy you are using as a Boss.

Action Points - Regular and Veteran Bosses have 1 additional Action Point. Elite and Deadly Bosses have 2 additional Action points.

Reactions - Regular and Veteran Bosses have 1 additional Reaction. Elite and Deadly Bosses have 2 additional Reactions.

NPC Scaling

Outside of attributes, wounds and HP, Humanoid and Mechanical NPCs also become more powerful by obtaining better gear and training. Unlike PCs, however, NPCs don’t have a training section. Instead all of their training, mods and gear is baked into their actions, attributes and special abilities.

When creating NPCs of certain Ranks- particularly Human and Mechanical ones, you can follow the suggestions below as to how to outfit them. However, do make sure to note down exactly what kind of Gear each NPC is being outfitted with in the Gear section of their Stat-block - should the PCs disarm an NPC, be given gear as a gift, steal it or take it after defeating them.

Human NPC Scaling

  • Novice;

    • 1-2 Unmodded Weapons.

    • 0-1 Unmodded Armor

    • 0-1 Accessories

    • 2 Level 2 Training Options.

    • 4 Level 1 Training Options.

    • 3 Gene Mod Points (if mutant)

    • 2 Psionic Talents (if Psion)

    • 3 Implant Bulk (if cyborg)

  • Regular;

    • 1-2 Partially Modded Weapons

    • 1 Partially Modded Armor or Envirosuit

    • 0-1 Accessories

    • 0-1 Expendable Items/Tool.

    • 2 Level 3 Training Options.

    • 4 Level 2 Training Options.

    • 4 Gene Mod Points (if mutant)

    • 3 Psionic Talents (if Psion)

    • 5 Implant Bulk (if cyborg)

  • Veteran;

    • 0-1 Rare Partially Modded Item

    • 1-2 Fully Modded Weapons

    • 1 Fully Modded Armor or Envirosuit

    • 0-1 Accessories

    • 1-2 Expendable Items/Tool

    • 2 Level 4 Training Options.

    • 4 Level 3 Training Options.

    • 5 Gene Mod Points (if mutant)

    • 3 Psionic Talents and 1 Psionic Power (if Psion)

    • 7 Implant Bulk (if cyborg)

  • Elite;

    • 1 Rare Fully Modded Weapon

    • 1-2 Fully Modded Weapons.

    • 0-1 Rare Fully Modded Armor or Envirosuit

    • 0-1 Fully Modded Armor or Envirosuit.

    • 1-2 Accessories.

    • 1-2 Expendable Items/Tools.

    • 2 Level 5 Training Options.

    • 4 Level 4 Training Options.

    • 7 Gene Mod Points (if mutant)

    • 4 Psionic Talents and 2 Psionic Powers (if Psion)

    • 9 Implant Bulk (if cyborg)

  • Deadly;

    • 1 Unique Fully Modded Weapon.

    • 1-2 Fully Modded Weapons.

    • 0-1 Unique Fully Modded Armor or Envirosuit.

    • 0-1 Rare Fully Modded Armor or Envirosuit.

    • 2-3 Accessories.

    • 1-3 Expendable Items/Tools.

    • 6 level 5 training options.

    • 10 Gene Mod Points (if mutant)

    • 4 Psionic Talents, 2 Psionic Powers and 1 Psionic Mastery (if Psion)

    • 12 Implant Bulk (if cyborg)

Mechanical NPC Scaling

  • Novice;

    • 1-2 Unmodded Weapons.

    • 0-1 Unmodded Armor

    • 50% of Mod Slots filled.

  • Regular;

    • 1-2 Partially Modded Weapons

    • 1 Partially Modded Armor or Envirosuit

    • 100% of Mod Slots Filled

  • Veteran;

    • 0-1 Rare Partially Modded Item

    • 1-2 Fully Modded Weapons

    • 1 Fully Modded Armor or Envirosuit

    • 1 Expendable Item/Tool

    • 150% of Mod Slots Filled

  • Elite;

    • 1 Rare Fully Modded Weapon

    • 1-2 Fully Modded Weapons.

    • 0-1 Rare Fully Modded Armor or Envirosuit

    • 1 Fully Modded Armor or Envirosuit.

    • 1-2 Expendable Items/Tools.

    • 200% of Mod Slots Filled

  • Deadly;

    • 1 Unique Fully Modded Weapon.

    • 1-2 Fully Modded Weapons.

    • 1 Rare Fully Modded Armor or Envirosuit.

    • 1-3 Expendable Items/Tools.

    • 300% of Mod Slots Filled.

Aliens and Animals instead scale by gaining improved versions of their innate abilities or by being granted new special abilities..


Below you can see a few examples of fully filled complex stat-blocks for Blackout NPCs at different levels of play.


Crafting an Encounter

There are no hard and fast rules to crafting an encounter as the composition of many groups will vary. An encounter that is trivially easy for one group might be a nightmare for another at the same XP level depending on the abilities of the enemies presented, the situation and external factors such as terrain.

The following rules are meant to give an idea on how to build and spend a points budget to design encounters for a Blackout party, but can be further tweaked by GMs to adjust the challenge and tailor the encounter to a specific party composition and situation. (eg. Adding points for particularly combat specialized parties, subtracting points for situations where the terrain is against the party, etc).

The first step is to build an Encounter Point budget, indicating how many points the GM can spend placing enemies on the field. Each adds points to the budget based on the difficulty of the encounter and set a maximum enemy rank (usually reserved for Bosses in a boss encounter) depending on their XP level. Allied NPCs/Followers also add points to the encounter, though these are not adjusted based on difficulty.

Allied Combatant Common Encounter Challenging Encounter Deadly Encounter Maximum Enemy Rank
0-500 XP Player Character +2 pts +3 pts +4 pts Regular
501-1000 XP Player Character +4 pts +6 pts +8 pts Veteran
1001-1500 XP Player Character +6 pts +9 pts +12 pts Veteran
1501-2000 XP Player Character +8 pts +12 pts +16 pts Elite
2001-2500 XP Player Character +10 pts +15 pts +20 pts Deadly
Minion NPC +1 pts
Novice NPC +2 pts
Regular NPC +4 pts
Veteran NPC +8 pts
Elite NPC +16 pts

Spending Encounter Points

Once an encounter budget has been set, the GM can spend those encounter points to add enemies to the encounter. Additionally, Hazards, Dangers and Terrains features (upcoming) can also be purchased with encounter points for the encounter. For encounters where it would make sense, it is recommended the GM spends an additional 30% of their Encounter Budget as ‘Reinforcements’ which can be slowly added to the encounter if the GM needs to increase the level of challenge.

When purchasing NPCs/Enemies for an encounter, the cost is as follows;

  • Minion NPCs - 1 point

  • Novice NPCs - 2 points

  • Regular NPCs - 4 points

  • Veteran NPCs - 8 points

  • Elite NPCs - 16 points

  • Deadly NPCs - 32 points

‘Boss’ NPCs cost twice as many points as their conventional versions.