Juvenile Flickerfly
Tier 2Solo
A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.
Motives & tactics collect shiny things, hunt, swoop
- Difficulty
- 14
- Thresholds
- 13 / 26
- HP
- 10
- Stress
- 5
- Attack
- +3 Wing Slash · Very Close · 2d10+4 phy
Features
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Relentless (3) · Peerless Accuracy · Mind Dance · Hallucinatory Breath
- Relentless (3) Passive The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
- Peerless Accuracy Passive Before the Flickerfly makes an attack, roll a d6. On a result of 4 or higher, the target’s Evasion is halved against this attack.
- Mind Dance Action Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target’s fears.
- Hallucinatory Breath Reaction Countdown (Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.
Knight Of The Realm
Tier 2Leader
A decorated soldier with heavy armor and a powerful steed.
Motives & tactics run down, seek glory, show dominance
- Difficulty
- 15
- Thresholds
- 13 / 26
- HP
- 6
- Stress
- 4
- Attack
- +4 Longsword · Melee · 2d10+4 phy
- Experience
- Ancient Knowledge +3, High Society +2, Tactics +2
Features
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Chevalier · Heavily Armored · Cavalry Charge · For the Realm!
- Chevalier Passive While the Knight is on a mount, they gain a +2 bonus to their Difficulty. When they take Severe damage, they’re knocked from their mount and lose this benefit until they’re next spotlighted.
- Heavily Armored Passive When the Knight takes physical damage, reduce it by 3.
- Cavalry Charge Action If the Knight is mounted, move up to Far range and make a standard attack against a target. On a success, deal 2d8+4 physical damage and the target must mark a Stress.
- For the Realm! Action Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.
A cunning thief with acrobatic skill and a fl air for the dramatic.
Motives & tactics evade, hide, pilfer, profit
- Difficulty
- 14
- Thresholds
- 8 / 17
- HP
- 4
- Stress
- 5
- Attack
- +3 Backsword · Melee · 2d8+3 phy
- Experience
- Acrobatics +3
Features
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Quick Hands · Escape Plan
- Quick Hands Action Make an attack against a target within Melee range. On a success, deal 1d8+2 physical damage and the Thief steals one item or consumable from the target’s inventory.
- Escape Plan Action Mark a Stress to reveal a snare trap set anywhere on the battlefield by the Thief. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. A target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (13).
Merchant Baron
Tier 2Social
An accomplished merchant with a large operation under their command.
Motives & tactics abuse power, gather resources, mobilize, minions
- Difficulty
- 15
- Thresholds
- 9 / 19
- HP
- 5
- Stress
- 3
- Attack
- -2 Rapier · Melee · 1d6+2 phy
- Experience
- Nobility +2, Trade +2
Features
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Everyone Has a Price · The Best Muscle Money Can Buy
- Everyone Has a Price Action Spend a Fear to offer a target a dangerous bargain for something they want or need. If used on a PC, they must make a Presence Reaction Roll (17). On a failure, they must mark 2 Stress or take the deal.
- The Best Muscle Money Can Buy Action Once per scene, mark a Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far range, to enforce the Baron’s will.
Minotaur Wrecker
Tier 2Bruiser
A massive bull-headed firbolg with a quick temper.
Motives & tactics consume, gore, navigate, overpower, pursue
- Difficulty
- 16
- Thresholds
- 14 / 27
- HP
- 7
- Stress
- 5
- Attack
- +2 Battleaxe · Very Close · 2d8+5 phy
- Experience
- Navigation +2
Features
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Ramp Up · Charging Bull · Gore
- Ramp Up Passive You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.
- Charging Bull Action Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur’s path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).
- Gore Action Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage.
Mortal Hunter
Tier 2Leader
An undead figure wearing a heavy leather coat, with searching eyes and a casually cruel demeanor.
Motives & tactics devour, hunt, track
- Difficulty
- 16
- Thresholds
- 15 / 27
- HP
- 6
- Stress
- 4
- Attack
- +5 Tear at Flesh · Very Close · 2d12+1 phy
- Experience
- Bloodhound +3
Features
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Terrifying · Deathlock · Inevitable Death · Rampage
- Terrifying Passive When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
- Deathlock Action Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by the Hunter against a Deathlocked target deal direct damage. The Hunter can only maintain one Deathlock at a time.
- Inevitable Death Action Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.
- Rampage Reaction Countdown (Loop 1d6). When the Hunter is in the spotlight for the first time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+2 physical damage.