An experienced mage wielding shadow and fear.
Motives & tactics curry favor, hinder foes, uncover knowledge
- Difficulty
- 14
- Thresholds
- 9 / 18
- HP
- 4
- Stress
- 6
- Attack
- +2 Rune-Covered Rod · Far · 2d4+3 mag
- Experience
- Fallen Lore +2, Rituals +2
Features
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Enervating Blast · Shroud of the Fallen · Shadow Shackles · Fear Is Fuel
- Enervating Blast Action Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress.
- Shroud of the Fallen Action Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage.
- Shadow Shackles Action Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. A target Restrained by this feature must spend a Hope to make an action roll.
- Fear Is Fuel Reaction Twice per scene, when a PC rolls a failure with Fear, clear a Stress.
A professional killer-turned-cultist.
Motives & tactics capture sacrifices, isolate prey, rise in, the ranks
- Difficulty
- 15
- Thresholds
- 9 / 17
- HP
- 4
- Stress
- 4
- Attack
- +2 Long Knife · Melee · 2d8+4 phy
Features
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Shadow’s Embrace · Pick Off the Straggler
- Shadow’s Embrace Passive The Fang can climb and walk on vertical surfaces. Mark a Stress to move from one shadow to another within Far range.
- Pick Off the Straggler Action Mark a Stress to cause a target within Melee range to make an Instinct Reaction Roll. On a failure, the target must mark 2 Stress and is teleported with the Fang to a shadow within Far range, making them temporarily Vulnerable. On a success, the target must mark a Stress.
Cult Initiate
Tier 2Minion
A low-ranking cultist in simple robes, eager to gain power.
Motives & tactics follow orders, gain power, seek forbidden, knowledge
- Difficulty
- 13
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +0 Ritual Dagger · Melee · 5 phy
Features
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Minion (6) · Group Attack
- Minion (6) Passive The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Cult Initiates 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 5 physical damage each. Combine this damage.
Demonic Hound Pack
Tier 2Horde (1/HP)
Unnatural hounds lit from within by hellfire.
Motives & tactics cause fear, consume flesh, please masters
- Difficulty
- 15
- Thresholds
- 11 / 23
- HP
- 6
- Stress
- 3
- Attack
- +0 Claws and Fangs · Melee · 2d8+2 phy
- Experience
- Scent Tracking +3
Features
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Horde (2d4+1) · Dreadhowl · Momentum
- Horde (2d4+1) Passive When the Pack has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.
- Dreadhowl Action Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.
- Momentum Reaction When the Pack makes a successful attack against a PC, you gain a Fear.
Electric Eels
Tier 2Horde (2/HP)
A swarm of eels that encircle and electrocute.
Motives & tactics avoid larger predators, shock prey, tear apart
- Difficulty
- 14
- Thresholds
- 10 / 20
- HP
- 5
- Stress
- 3
- Attack
- +0 Shocking Bite · Melee · 2d6+4 phy
Features
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Horde (2d4+1) · Paralyzing Shock
- Horde (2d4+1) Passive When the Eels have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.
- Paralyzing Shock Action Mark a Stress to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP.
Elite Soldier
Tier 2Standard
An armored squire or experienced commoner looking to advance.
Motives & tactics gain glory, keep order, make alliances
- Difficulty
- 15
- Thresholds
- 9 / 18
- HP
- 4
- Stress
- 3
- Attack
- +1 Spear · Very Close · 2d8+4 phy
Features
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Reinforce · Vassal’s Loyalty
- Reinforce Action Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal 2d10+2 physical damage and the ally can clear a Stress.
- Vassal’s Loyalty Reaction When the Soldier is within Very Close range of a knight or other noble who would take damage, you can mark a Stress to move into Melee range of them and take the damage instead.