Archer Guard
Tier 1Ranged
A tall guard bearing a longbow and quiver with arrows fl etched in the settlement’s colors.
Motives & tactics arrest, close gates, make it through the day, pin down
- Difficulty
- 10
- Thresholds
- 4 / 8
- HP
- 3
- Stress
- 2
- Attack
- +1 Longbow · Far · 1d8+3 phy
- Experience
- Local Knowledge +3
Features
- Hobbling Shot Action Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.
Bladed Guard
Tier 1Standard
An armored guard bearing a sword and shield painted in the settlement’s colors.
Motives & tactics arrest, close gates, make it through the day, pin down
- Difficulty
- 12
- Thresholds
- 5 / 9
- HP
- 5
- Stress
- 2
- Attack
- +1 Longsword · Melee · 1d6+1 phy
- Experience
- Local Knowledge +3
Features
- Shield Wall Passive A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the first, and each is within Melee range of another guard in the line, the Difficulty increases by the total number of guards in that line.
- Detain Action Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll.
A seasoned guard with a mace, a whistle, and a bellowing voice.
Motives & tactics arrest, close gates, pin down, seek glory
- Difficulty
- 15
- Thresholds
- 7 / 13
- HP
- 7
- Stress
- 3
- Attack
- +4 Mace · Melee · 1d10+4 phy
- Experience
- Commander +2, Local Knowledge +2
Features
- Rally Guards Action Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.
- On My Signal Reaction Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.
- Momentum Reaction When the Head Guard makes a successful attack against a PC, you gain a Fear.
Jagged Knife Bandit
Tier 1Standard
A cunning criminal in a cloak bearing one of the gang’s iconic knives.
Motives & tactics escape, profit, steal, throw smoke
- Difficulty
- 12
- Thresholds
- 8 / 14
- HP
- 5
- Stress
- 3
- Attack
- +1 Daggers · Melee · 1d8+1 phy
- Experience
- Thief +2
Features
- Climber Passive The Bandit climbs just as easily as they run.
- From Above Passive When the Bandit succeeds on a standard attack from above a target, they deal 1d10+1 physical damage instead of their standard damage.
Jagged Knife Hexer
Tier 1Support
A staff -wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes.
Motives & tactics command, hex, profit
- Difficulty
- 13
- Thresholds
- 5 / 9
- HP
- 4
- Stress
- 4
- Attack
- +2 Staff · Far · 1d6+2 mag
- Experience
- Magical Knowledge +2
Features
- Curse Action Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress when that target rolls with Hope to make the roll be with Fear instead.
- Chaotic Flux Action Make an attack against up to three targets within Very Close range. Mark a Stress to deal 2d6+3 magic damage to targets the Hexer succeeded against.
Jagged Knife Kneebreaker
Tier 1Bruiser
An imposing brawler carrying a large club.
Motives & tactics grapple, intimidate, profit, steal
- Difficulty
- 12
- Thresholds
- 7 / 14
- HP
- 7
- Stress
- 4
- Attack
- -3 Club · Melee · 1d4+6 phy
- Experience
- Thief +2, Unveiled Threats +3
Features
- I’ve Got ’Em Passive Creatures Restrained by the Kneebreaker take double damage from attacks by other adversaries.
- Hold Them Down Action Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage.