Assassin Poisoner
Tier 2Skulk
A cunning scoundrel skilled in both poisons and ambushing.
Motives & tactics anticipate, get paid, kill, taint food and water
- Difficulty
- 14
- Thresholds
- 8 / 16
- HP
- 4
- Stress
- 4
- Attack
- +3 Poisoned Throwing Dagger · Close · 2d8+1 phy
- Experience
- Intrusion +2
Features
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Grindletooth Venom · Out of Nowhere · Fumigation
- Grindletooth Venom Passive Targets who mark HP from the Assassin’s attacks are Vulnerable until they clear a HP.
- Out of Nowhere Passive The Assassin has advantage on attacks if they are Hidden.
- Fumigation Action Drop a smoke bomb that fi lls the air within Close range with smoke, Dizzying all targets in this area. Dizzied targets have disadvantage on their next action roll, then clear the condition.
Master Assassin
Tier 2Leader
A seasoned killer with a threatening voice and a deadly blade.
Motives & tactics ambush, get out alive, kill, prepare, for all scenarios
- Difficulty
- 15
- Thresholds
- 12 / 25
- HP
- 7
- Stress
- 5
- Attack
- +5 Serrated Dagger · Close · 2d10+2 phy
- Experience
- Command +3, Intrusion +3
Features
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Won’t See It Coming · Strike as One · The Subtle Blade · Momentum
- Won’t See It Coming Passive The Assassin deals direct damage while they’re Hidden.
- Strike as One Action Mark a Stress to spotlight a number of other Assassins equal to the Assassin’s unmarked Stress.
- The Subtle Blade Reaction When the Assassin successfully makes a standard attack against a Vulnerable target, you can spend a Fear to deal Severe damage instead of their standard damage.
- Momentum Reaction When the Assassin makes a successful attack against a PC, you gain a Fear.
A cube-shaped construct with a different rune on each of their six sides.
Motives & tactics change tactics, trample foes, wait in disguise
- Difficulty
- 15
- Thresholds
- 10 / 20
- HP
- 8
- Stress
- 6
- Attack
- +2 Slam · Melee · 2d6+3 phy
- Experience
- Camouflage +2
Features
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Relentless (2) · Randomized Tactics · Overcharge · Death Quake
- Relentless (2) Passive The Box can be spotlighted up to two times times per GM turn. Spend Fear as usual to spotlight them.
- Randomized Tactics Action Mark a Stress and roll a d6. The Box uses the corresponding move:
- Mana Beam. The Box fires a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+2 magic damage.
- Fire Jets. The Box shoots into the air, spinning and releasing jets of flame. Make an attack against all targets within Close range. Targets the Box succeeds against take 2d8 physical damage.
- Trample. The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take 1d6+5 physical damage and are Vulnerable until their next roll with Hope.
- Shocking Gas. The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress.
- Stunning Clap. The Box leaps and their sides clap, creating a small sonic boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated.
- Psionic Whine. The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage.
- Overcharge Reaction Before rolling damage for the Box’s attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear.
- Death Quake Reaction When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage.
A floating humanoid skull animated by scintillating magic.
Motives & tactics cackle, consume magic, serve creator
- Difficulty
- 15
- Thresholds
- 8 / 16
- HP
- 5
- Stress
- 4
- Attack
- +2 Energy Blast · Close · 2d8+3 mag
Features
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Levitation · Wards · Magic Burst · Siphon Magic
- Levitation Passive The Skull levitates several feet off the ground and can’t be Restrained.
- Wards Passive The Skull is resistant to magic damage.
- Magic Burst Action Mark a Stress to make an attack against all targets within Close range. Targets the Skull succeeds against take 2d6+4 magic damage.
- Siphon Magic Action Spend a Fear to make an attack against a PC with a Spellcast trait within Very Close range. On a success, the target marks 1d4 Stress and the Skull clears that many Stress. Additionally, on a success, the Skull can immediately be spotlighted again.
A poorly trained civilian pressed into war.
Motives & tactics follow orders, gang up, survive
- Difficulty
- 12
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +0 Spears · Very Close · 6 phy
Features
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Minion (6) · Group Attack
- Minion (6) Passive The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Conscripts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage.
An accomplished manipulator and master of the social arts.
Motives & tactics entice, maneuver, secure patrons
- Difficulty
- 13
- Thresholds
- 7 / 13
- HP
- 3
- Stress
- 4
- Attack
- -3 Dagger · Melee · 1d4+3 phy
- Experience
- Manipulation +3, Socialite +3
Features
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Searing Glance
- Searing Glance Reaction When a PC within Close range makes a Presence Roll, you can mark a Stress to cast a gaze toward the aftermath. On the target’s failure, they must mark 2 Stress and are Vulnerable until the scene ends or they succeed on a social action against the Courtesan. On the target’s success, they must mark a Stress.