Royal Advisor
Tier 2Social
A high-ranking courtier with the ear of the local nobility.
Motives & tactics curry favor, manufacture evidence, scheme
- Difficulty
- 14
- Thresholds
- 8 / 15
- HP
- 3
- Stress
- 3
- Attack
- -3 Wand · Far · 1d4+3 phy
- Experience
- Administration +3, Courtier +3
Features
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Devastating Retort · Bend Ears · Scapegoat
- Devastating Retort Passive A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress.
- Bend Ears Action Mark a Stress to influence an NPC within Melee range with whispered words. That target’s opinion on one matter shifts toward the Advisor’s preference unless it is in direct opposition to the target’s motives.
- Scapegoat Action Spend a Fear to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17).
Secret-Keeper
Tier 2Leader
A clandestine leader with a direct channel to the Fallen Gods.
Motives & tactics amass great power, plot, take command
- Difficulty
- 16
- Thresholds
- 13 / 26
- HP
- 7
- Stress
- 4
- Attack
- +3 Sigil-laden Staff · Far · 2d12 mag
- Experience
- Coercion +2, Fallen Lore +2
Features
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Seize Your Moment · Our Master’s Will · Summoning Ritual · Fallen Hounds
- Seize Your Moment Action Spend 2 Fear to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.
- Our Master’s Will Reaction When you spotlight an ally within Far range, mark a Stress to gain a Fear.
- Summoning Ritual Reaction Countdown (6). When the Secret-Keeper is in the spotlight for the first time, activate the countdown. When they mark HP, tick down this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range.
- Fallen Hounds Reaction Once per scene, when the Secret- Keeper marks 2 or more HP, you can mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.
A large aquatic predator, always on the move.
Motives & tactics find the blood, isolate prey, target the weak
- Difficulty
- 14
- Thresholds
- 14 / 28
- HP
- 7
- Stress
- 3
- Attack
- +2 Toothy Maw · Very Close · 2d12+1 phy
- Experience
- Sense of Smell +3
Features
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Terrifying · Rending Bite · Blood in the Water
- Terrifying Passive When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
- Rending Bite Passive When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.
- Blood in the Water Reaction When a creature within Close range of the Shark marks HP from another creature’s attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.
A half-fi sh person with shimmering scales and an irresistible voice.
Motives & tactics consume, lure prey, subdue with song
- Difficulty
- 14
- Thresholds
- 9 / 18
- HP
- 5
- Stress
- 3
- Attack
- +2 Distended Jaw Bite · Melee · 2d6+3 phy
- Experience
- Song Repertoire +3
Features
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Captive Audience · Enchanting Song
- Captive Audience Passive If the Siren makes a standard attack against a target Entranced by their song, the attack deals 2d10+1 damage instead of their standard damage.
- Enchanting Song Action Spend a Fear to sing a song that affects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Sirens within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can’t act and is Vulnerable.
Spectral Archer
Tier 2Ranged
A ghostly fighter with an ethereal bow, unable to move on while their charge is vulnerable.
Motives & tactics move through solid objects, stay out of the, fray, rehash old battles
- Difficulty
- 13
- Thresholds
- 6 / 14
- HP
- 3
- Stress
- 3
- Attack
- +3 Longbow · Far · 2d10+2 phy
- Experience
- Ancient Knowledge +2
Features
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Ghost · Pick Your Target
- Ghost Passive The Archer has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
- Pick Your Target Action Spend a Fear to make an attack within Far range against a PC who is within Very Close range of at least two other PCs. On a success, the target takes 2d8+12 physical damage.
Spectral Captain
Tier 2Leader
A ghostly commander leading their troops beyond death.
Motives & tactics move through solid objects, rally troops, rehash old battles
- Difficulty
- 16
- Thresholds
- 13 / 26
- HP
- 6
- Stress
- 4
- Attack
- +3 Longbow · Far · 2d10+3 phy
- Experience
- Ancient Knowledge +3
Features
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Ghost · Unending Battle · Hold Fast · Momentum
- Ghost Passive The Captain has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
- Unending Battle Action Spend 2 Fear to return up to 1d4+1 defeated Spectral allies to the battle at the points where they first appeared (with no marked HP or Stress).
- Hold Fast Reaction When the Captain’s Spectral allies are forced to make a reaction roll, you can mark a Stress to give those allies a +2 bonus to the roll.
- Momentum Reaction When the Captain makes a successful attack against a PC, you gain a Fear.