Instincts are behaviors that can be added to NPC or monsters that help dictate how they will act in combat. Instincts have no mechanical advantage or disadvantage, but can change how the NPC fights, or doesn't fight so it can have a minor effect on combat and the difficulty of combat. For example, a Cowardly NPC will run when bloodied making them less dangerous in a single encounter, but when they can regroup with others later on, it will increase the danger of later encounters.
Instincts are written as a set of rules and conditions that the NPC will follow to direct it better in combat. In most instances, this will make the NPC able to act without extra thought so that the Narrator can focus on other aspects of running combat.
Charges headfirst into combat, ignoring defense in favor of absolute offense.
Movement: Always moves towards the closest visible enemy. Will not use disengage when moving.
Combat: Uses the most damaging melee attack available. Will not use defensive abilities.
Reactions: Will spend Action Points to Counterattack. Will not spend Action Points on defensive reactions such as dodge, block, or parry.
A cold and calculating approach to combat, prioritizing efficiency and swift elimination of threats. Shows no mercy and will exploit any advantage.
Movement: Always moves towards the enemy with the lowest life unless already engaged in combat. If an allied is within movement range, will move to engage a target in combat will another ally, leaving combat with single target if necessary. Will flank if possible.
Combat: Will use attacks with the highest attack bonus or that give status conditions to the enemies. Will use more damaging attacks if they have advantage.
Reactions: Will use Counterattacks if possible. Wont use block, and never spends extra Action Point to dodge. Will use Parry if it leaves enough Action Points for further attacks.
Employs hit-and-run tactics, attacking then retreating to safety. Uses mobility to gain advantage in combat.
Movement: Will use disengage to move if enemies are nearby. Will never move where they are surrounded. Uses cover if available.
Combat: Attacks with the least Action Point using Attack, then moves back to cover.
Reactions: Spends Action Points on defensive reactions, and movement, but not Counterattacks.
Protects others by getting attention and positioning themselves between attackers and allies.
Movement: Will be at the front of an attack, will dash to keep in front of others. Will stay in combat range once engaged, but will move or use positioning to keep themselves between an enemy and an ally.
Combat: Will use attacks that give combat advantage, and will use more damaging attacks when any combat advantage is presented.
Reactions: Will defend and counterattack if there is enough Action Points available.
Tries to avoid direct combat, and flees when threatened.
Movement: Will only move towards enemies if their are no allies behind them. Will always use disengage to move.
Combat: Will only attack if there is enough Action Points left to defend. Will run from combat when they have taken any damage to Health.
Reactions: Will always use defensive actions.
Stays in a fixed location, defending a given area from attackers.
Movement: Will not use movement other that positioning. Stays in a given area.
Combat: Will use the most efficient attack available, usually the attack with the lowest Action Point cost.
Reactions: Will use any reaction if there is enough Action Points to do so.
Moves in combat to protect allies.
Movement: Will move normal in combat, but stays within reach of allies or a specific ally.
Combat: Will not spend Action Points to attack unless they are the last to go in a round. Will spend Action Points to attack if the attack reduces the enemies combat effectiveness.
Reactions: Will only spend Action Points to defend others, and only use defense on self if it leaves Action Points to use to protect others.
Engages in combat, but prioritizes defense over attack.
Movement: Will spend Action Points to move, but will use Disengage if within movement of any enemies.
Combat: Will attack unless attacking leaves no Action Points to defend.
Reactions: Will spend Action Points on defensive reactions, but not counterattacks.
Stays out of direct conflict, waiting for the perfect moment to strike
Movement: Stays at the edge of combat, using Disengage to move away from dangerous foes. When an enemy is low on Life, or venerable from a Status, will move in to attack and then retreat.
Combat: Will attack only if it leaves enough Action Points to retreat. Will prioritize targets that it has combat advantage on. Attacks with its most damaging single-target attack. Will use the Hide action after retreating if it has any Stealth skill ranks.
Reactions: Will spend Action Points to Counterattack and vulnerable enemy that moves within its reach. Will use reactions that allow movement or re-positioning. Will spend Action Points on defensive reactions.
No sense of self preservation or tactical thought.
Movement: Will spend Action Points to move towards the nearest enemy.
Combat: Uses the most damaging attack available, using area attacks if against 2 or more targets.
Reactions: Will only spend Action Points on Counterattack or other damaging reactions.
Calculated and coordinated combatant that prioritizes creating and exploiting advantages.
Movement: Will spend Action Points to move to cover or to a an enemy engaged with an ally. Tries to flank enemies. Will use Disengage when moving near enemies.
Combat: Prioritizes using combat maneuvers or abilities that create a combat advantage for itself or its allies. It will only use damaging attacks on a target if it already has a combat advantage.
Reactions: Will use both defensive reactions and Counterattacks. It prioritizes defensive reactions like Parry or Dodge if targeted, but will use Counterattack if it has an advantage or the enemy is vulnerable. If it becomes bloodied or more than half of its allies are defeated, it will retreat from combat.
Moves with allies to strike at enemies.
Movement: Will spend Action Points to move with movement range of allies. Moves towards the nearest enemy engaged with any allies.
Combat: Will spend Action Points to attack an enemy engaged with an ally.
Reactions: Will spend Action Points to assist allies, or to Counterattack engaged enemies. Will only spend Action Points on Dodge as a defensive reaction.
Manipulates combat in their favor. Usually a spell caster.
Movement: Will spend Action Points to move to a position that has line-of-sight to all creatures in combat. Will Disengage if enemies are nearby.
Combat: Will spend Action Points on abilities that affect multiple targets, manipulates terrain, or inflicts Status conditions. Will only spend Action Points to attack if none of these options are available.
Reactions: Will spend Action Points to interrupt enemy movement, actions, attacks, or spells. Will not spend Action Points on offensive reactions. Will spend Action Points on any defense reactions.
Description
Movement:
Combat:
Reactions:
Certain jobs allows players to gain a familiar or an animal companion, or you player might come across a creature that can be taken as a pet. These creatures, called Companions, are not controlled directly by the player, but the player, referred to as a Partner, are able to exert some level of influence over these creatures. Most of the time, these companions are not able to act in combat, but under certain conditions, and with the right talents, partners can train their companions to fight alongside them in combat.
Whether as a non-combat companion, or with talents that let them act in combat, companions have their own unique instincts that they follow. Partners can spend 4 Action Points to give their companions new directives while in combat. Only companions trained by a partner with the right talents can learn to fight in combat with the advanced combat instincts.
This is the basic instinct for all Companions.
Movement: Will spend Action Points to stay next to or within movement range of its Partner. Will move away from combat while staying within this range.
Actions: Will not take any hostile actions. Will spend Action Points to hide if the companion has ranks in the Stealth skill.
Reactions: Will spend Action Points on defensive reactions. Will use Block if available, otherwise, it will use Dodge.
Directive given to a Companion to aid other.
Movement: Follows same movement direction but target may be other than its Partner.
Actions: Will spend Action Points to use the Help action.
Reactions: Follows the same reaction directions.
Directive given to a Companion to deliver or retrieve items or messages.
Movement: Will spend Action Points to move towards its objective. Will spend Action Points to Dash if needed.
Actions: Will not take any hostile actions. Will spend Action Points to interact with objects.
Reactions: Follows the same reaction directions.
Directive given to a Companion to move in a given area.
Movement: Will spend Action Points to move in a given area, or to a specified location.
Actions: Follow the same action directions.
Reactions: Follows the same reaction directions.
Directive given to a Companion to stay in a given place.
Movement: Will only spend Action Points to move when within a given area. Will not leave that area.
Actions: Follow the same action directions.
Reactions: Follows the same reaction directions.
Directive given to a Companion to follow specific commands.
This instinct requires careful attention from the Partner as the Partner directs the Companions actions. The Companion still is unable to attack, but it can do more complicated tasks. Both Companion and Partner spend Action Points at the same time, with the Companion spending Action Points to match its Partners Action Points if it has more. The Action Point cost for these actions cost 1 less than normal as it only requires that the Partner speak the command and the Companion to execute the command.
This is the basic instinct for Companions that are able to participate in combat.
Movement: Will spend Action Points to stay next to or within movement range of its Partner.
Combat: Will spend Action Points on basic attacks against enemies in combat with it or its Partner.
Reactions: Will spend Action Points on defensive reactions. Will use Block if available, otherwise, it will use Dodge.
Directive given to a Companion to attack a target.
Movement: Will spend Action Points to move into range of designated target or group of targets.
Actions: Will spend Action Points to use its most powerful attack against a designated target, or group of targets. If directed, Companion will use a specified attack instead of its most powerful attack.
Reactions: Follows the same reaction directions.
Directive given to a Companion to guard an area.
Movement: Will only spend Action Points to move when within a given area. Will not leave that area.
Actions: Will spend Action Point on basic attacks against enemies that enter into a set area.
Reactions: Follows the same reaction directions. Will also spend Action Points to use abilities that defends others.
Description
Movement: Will spend Action Points to move in a given area or along a set route. Will move to enemies within that area or route.
Actions: Will spend Action Points on basic attacks against designated enemies in set area, or in its route.
Reactions: Follows the same reaction directions.
Description
Movement:
Actions:
Reactions:
Description
Movement:
Actions:
Reactions: