Iconic NPC Generators 1

Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018

The Iconic NPC Generators allows You, as a Judge, to introduce some of the characters from Artifacts of the Ancient Ones to your gaming sessions. The generators produce randomly generated statistics for the NPCs. Customization options are available for selecting character levels, archaic alignments, artifacts, weapons and armour for the NPCs.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


The eldest of seven children, Zahra lost her mother when she was eleven-years old; with her mother’s passing, Zahra became the mother-figure for her younger siblings. When Zahra was sixteen, her father developed a serious illness. There were no healers in her village; without the aid of a healer, her father would succumb to his illness. The nearest healer was located a three-days journey north; a journey very few would dare to take, due to the many dangers along the way.

Determined to save her father, Zahra undertook the dangerous journey; she was near death when she arrived at the Healer’s doorstep. Impressed by the courage shown by the young lady, the Healer returned with Zahra to her village. The Healer used her special abilities to cure Zahra’s father. Two years later, the Healer returned to the village and offered Zahra an apprenticeship; an opportunity for Zahra to become a healer herself. Zahra returned to the Healer’s home, where she received training in the arts of healing.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


A warrior from a tribe of nomadic warriors, Kaneenawup’s great-grandfather, the legendary warrior Cheveyo, battled Apotamkin, a metallic-skinned demon from the ancient world. Cheveyo defeated Apotamkin, saving his tribe and vanishing the demon from the mortal realm for a hundred years. When a hundred years passed, Apotamkin returned to the mortal realm, seeking vengeance against Cheveyo’s living descendants. Apotamkin attacked Kaneenawup‘s family, killing Kaneenawup’s parents and siblings. Kaneenawup was severely injured in the battle and fell into a coma. Believing Kaneenawup dead, Apotamkin travelled to the east seeking Cheveyo‘s remaining descendants.

In the state between life and death, Kaneenawup was visited by the spirit of his great-grandfather. From the spirit world, Cheveyo used his powers to stabilize Kaneenawup, preventing his spirit from leaving the mortal world. In the mortal world, Cheveyo, in the form of a Great Raven, guided a Healer to find his great-grandson’s body. The Healer mended Kaneenawup’s broken body; returning Kaneenawup to the world of the living. Guided by the Great Raven, the manifestation of Cheveyo’s spirit, Kaneenawup travels to the east, seeking to protect his relatives and to vanquish Apotamkin once and for all.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


Ernest Samuel Worthington, known by most as ‘Junkyard’, is from a longline of sanitation workers. “It’s a family tradition of ours”, Junkyard’s father would often tell his son, “to collect what others have thrown away. It’s our job to maintain the Heap; the great collection of discarded treasures and the sanctuary of our little rat friends.”

Junkyard spent most of his youth playing in the Heap, where he constructed all manner of devices from the stuff others had thrown away. Deep within Junkyard’s heart he wanted more in life than being a sanitation worker; against his parent’s wishes, Junkyard undertook the dangerous Rites of Passage ritual. Upon surviving the Rites of Passage, Junkyard choose to become a Rover, allowing him to utilize the skills he developed as a youth.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


Abandoned at the garbage dump as a baby, Scrapyard was adopted by a family of rat-folk, who raised him as one of their own. The garbage dump, where the rat-folk lived, was operated by the Worthington family; a family of sanitation workers who maintained the dump for generations.

One of the Worthington’s sons, a boy named Junkyard, would spend long hours at the dump, crafting all manner of strange and wonderous devices from the stuff others had thrown away. Junkyard and Scrapyard were close in age, and the two became close friends. When Junkyard came of age, against his parent’s wishes, he undertook the dangerous rites of passage ritual. Scrapyard joined his friend in the rites of passage; relying on team work, the two survived the dangers of the ritual. After completing the rites of passage, Scrapyard followed his best friend’s footsteps and became a Rover.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


Born into a life of slavery, Zenobia was one of several slaves belonging to the Bandit King. From an early age, Zenobia possessed intellect and beauty; as a result, she was groomed to become one of the Bandit King’s concubines upon reaching adulthood. When Zenobia was a teenager, the Bandit King’s warriors returned with a Healer captured from one of their raids. The Healer was to become one of the Bandit King’s wives. Zenobia and the Healer became friends; through the Healer, Zenobia learnt of the world outside of the Bandit King’s service.

As the months passed, Zenobia came up with a plan to free the slaves and to rid the world of the Bandit King. She poisoned the Bandit King’s food, with a slow acting poison. Next, Zenobia set fires to the gatehouse, creating the illusion that the Bandit King’s estate was under attack. The Bandit King and his warrior rode out to confront the attackers. While on horseback, the poison took effect; the Bandit King clutched his throat as he coughed up blood. It appeared to his warriors that their king was shot through the neck. The warriors rode further away from the estate, to find the mysterious attacker.

With the Bandit King’s warriors away from the estate, Zenobia freed the slaves. She traveled with the Healer back to her village. There, the Healer adopted Zenobia as her daughter, and trained her in the arts of healing. When Zenobia reached adulthood, she became a full-fledged Healer herself.