GAME MASTER

GM REFERENCE

NPC tiers, passive TN combat, and how to run Named NPCs using the full Duel Flip system.

NPC TIERS

Voidmarked uses two NPC tiers to separate meaningful threats from battlefield noise.

  • Named NPCs: significant enemies (bosses, lieutenants, recurring antagonists). Use the full Duel Flip system identical to player characters. Have a complete stat block — all six stats, derived Defence, Health pool, and any class abilities or keywords.
  • Minor NPCs: grunts, fodder, mobs. Use the passive TN system — the GM never draws a card. Defined by two numbers: Attack Value and Defence TN.
  • Minor NPC deaths are expected — they exist to apply pressure and make Named NPCs feel dangerous.

Building a Minor NPC — Defence TN

Defence TN = 8 + NPC Defence value | NPC Defence = (Physique + Dexterity) / 2
  • Redline Guard (Phys 0, Dex 1): Defence 0, TN 8
  • Ironclad Enforcer (Phys 3, Dex 1): Defence 2, TN 10
  • Voidtouched Lurker (Phys 1, Dex 4): Defence 2, TN 10
  • Heavy Siege Unit (Phys 5, Dex 0): Defence 2, TN 10
  • Skirmisher Scout (Phys 1, Dex 3): Defence 2, TN 10

Building a Minor NPC — Attack Value

7 represents the average card flip. Raise or lower freely to tune difficulty.

Attack Value = 7 + attack stat modifier | Melee: Strength / 2 | Ranged: Dexterity / 2
  • Redline Guard (Dex 2): modifier +1, Attack Value 8
  • Ironclad Enforcer (Str 3): modifier +1, Attack Value 8
  • Voidtouched Lurker (Dex 4): modifier +2, Attack Value 9
  • Veteran Gunner (Dex 5): modifier +2, Attack Value 9
  • Elite Heavy (Str 5): modifier +2, Attack Value 9

Building a Minor NPC — Passive Check Totals

Used when player abilities force a test (e.g. Resilience(tn12)). No card draw required — compare fixed total against the TN.

Passive Check Total = 7 + relevant stat modifier
  • Resilience checks: use the Physique modifier.
  • Mental Defence checks: use the Willpower modifier.
  • If the NPC's passive total is within 3 of the TN, the GM may choose to flip a single card — never required.

Building a Minor NPC — Health

Same formula as player characters. Set base health to fit the enemy's role.

Max Health = Base Health + (Physique × 2)
  • Grunts typically have base health 6–10 so they drop quickly.
  • Tougher minors might have base health 12–18.

Quick Reference — Tier Comparison

  • Named NPC: both sides flip cards | full six-stat block | Advantage/Disadvantage work normally on both sides | death is meaningful
  • Minor NPC: player only flips | Attack Value + Defence TN + HP only | Advantage/Disadvantage adjust fixed numbers (±3) | death is expected

MINOR NPC COMBAT

Minor NPCs do not flip cards. The GM never draws for them. All resolution uses the player's flip against fixed numbers.

  • Player attacks Minor NPC: flip + attack modifiers vs NPC's Defence TN. Meet or beat to hit.
  • Minor NPC attacks Player: flip + Defence value vs NPC's Attack Value. Meet or beat to avoid being hit.
  • Advantage/Disadvantage always apply to the player's flip, regardless of attack direction.
  • Effects that would give the NPC Advantage or Disadvantage instead adjust their fixed number by ±3.
  • NPC in Cover → Defence TN +3.
  • NPC Weakened (Defence halved) → recalculate TN: 8 + (NPC Defence / 2).
  • Player Paralyzed → attack automatically hits, no flip needed.

Status Effect Conversions

Effects on NPCs that would normally affect their card flips are instead converted to fixed number adjustments.

  • NPC in Cover (would give NPC Advantage on defence) → Defence TN +3
  • NPC Weakened (Defence halved) → TN recalculated: 8 + (NPC Defence / 2)
  • NPC Distracted (Disadvantage on their next attack) → Attack Value -3
  • NPC Suppressed (forced into cover, attacks at Disadvantage) → Attack Value -3; also gains Cover TN bonus if applicable
  • NPC Dazed (Disadvantage on all checks) → Attack Value -3
  • Player Restrained (attackers have Advantage) → Attack Value +3
  • Player Prone (attackers have Advantage) → Attack Value +3
  • Player Paralyzed (attackers have Advantage, no defence flip) → attack automatically hits

Minor NPC Tests and Ability Checks

When player abilities require the NPC to pass a test, use the Passive Check Total instead of a flip.

Passive Check Total = 7 + stat modifier
  • Resilience: uses Physique modifier
  • Mental Defence: uses Willpower modifier
  • Endurance: uses Physique modifier
  • Psychic Defence: uses Willpower modifier
  • Intimidation: uses Strength modifier
  • If the NPC doesn't have a defined value for a stat, default to 0 (no modifier).
  • The ±3 Drama Rule (optional): if the passive total lands within 3 of the TN, the GM may flip a single card if the moment matters.

Quick Reference Card

  • Player attacks Minor NPC: Flip + attack modifiers ≥ Defence TN → Hit
  • Minor NPC attacks Player: Flip + Defence ≥ Attack Value → Defended
  • Minor NPC must pass a test: Passive Check Total (7 + stat mod) ≥ TN → Passes
  • NPC Advantage → +3 to their relevant fixed number
  • NPC Disadvantage → -3 to their relevant fixed number
  • NPC in Cover → Defence TN +3
  • NPC Weakened → Defence TN = 8 + (NPC Defence / 2)

NAMED NPC COMBAT

Named NPCs use the full Duel Flip system — both sides draw cards and add modifiers. The outcome is genuinely uncertain in both directions.

  • Player attacks Named NPC: Player flips + attack modifiers vs Named NPC flips + Defence. Player total ≥ NPC total → Hit.
  • Named NPC attacks Player: NPC flips + attack modifiers vs Player flips + Defence. NPC total ≥ Player total → Hit.
  • Named NPCs are not bound by the 12-point character creation stat limit.
  • Named NPCs may have unique abilities not drawn from the player class list — write them in the same ability format.
  • Advantage, Disadvantage, Cover, and all status effects work identically to player rules — no conversions needed.

Advantage and Disadvantage

Works exactly as for players — the GM draws extra cards and keeps the best or worst.

  • The GM draws extra cards for the NPC's flip and keeps the best or worst, exactly as a player would.
  • Status effects granting attackers Advantage apply to whichever side is attacking, regardless of player or NPC.
  • If a Named NPC is Restrained, players attacking draw two cards and keep the highest; the NPC attacking back flips two and keeps the lowest.

Running Named NPCs at the Table

  • Keep their hand small: give named bosses a fixed hand size (e.g. 3–5 cards) to preserve player ability management. Track it openly or secretly depending on the encounter's tone.
  • Telegraph their abilities: make the NPC readable so players can react — a warlord building to a devastating attack, a Voidstrider growing more unstable over the fight. Telegraphing is not the same as being predictable.
  • Use stats to tell a story: high Physique + low Dexterity = physically imposing, easy to slip past. High Foresight = seems to predict the party's actions. Let the numbers inform how you play them, not just how hard they are to kill.
An unhandled error has occurred. Reload 🗙