Tiny Red Ooze
Tier 1Skulk
A small moving mound of translucent flaming red slime
Motives & tactics blaze, camouflage
- Difficulty
- 11
- Thresholds
- 5 / -
- HP
- 2
- Stress
- 1
- Attack
- -1 Ooze Appendage · Melee · 1d4+2 mag
Features
- Burning Reaction When a creature within Melee range deals damage to the Ooze, they take 1d6 direct magic damage.
A richly dressed and adorned aristocrat brimming with hubris.
Motives & tactics abuse power, gather resources, mobilize, minions
- Difficulty
- 14
- Thresholds
- 6 / 10
- HP
- 3
- Stress
- 5
- Attack
- -3 Rapier · Melee · 1d6+1 phy
- Experience
- Aristocrat +3
Features
- My Land, My Rules Passive All social actions made against the Noble on their land have disadvantage.
- Guards, Seize Them! Action Once per scene, mark a Stress to summon 1d4 Bladed Guards, who appear at Far range to enforce the Noble’s will.
- Exile Action Spend a Fear and target a PC. The Noble proclaims that the target and their allies are exiled from the noble’s territory. While exiled, the target and their allies have disadvantage during social situations within the Noble’s domain.
Pirate Captain
Tier 1Leader
A charismatic sea dog with an impressive hat, eager to raid and plunder.
Motives & tactics command, make ’em walk the plank, plunder, raid
- Difficulty
- 14
- Thresholds
- 7 / 14
- HP
- 7
- Stress
- 5
- Attack
- +4 Cutlass · Melee · 1d12+2 phy
- Experience
- Commander +2, Sailor +3
Features
- Swashbuckler Passive When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
- Reinforcements Action Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.
- No Quarter Action Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.
- Momentum Reaction When the Captain makes a successful attack against a PC, you gain a Fear.
Pirate Raiders
Tier 1Horde (3/HP)
Seafaring scoundrels moving in a ravaging pack.
Motives & tactics gang up, plunder, raid
- Difficulty
- 12
- Thresholds
- 5 / 11
- HP
- 4
- Stress
- 3
- Attack
- +1 Cutlass · Melee · 1d8+2 phy
- Experience
- Sailor +3
Features
- Horde (1d4+1) Passive When the Raiders have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
- Swashbuckler Passive When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
Pirate Tough
Tier 1Bruiser
A thickly muscled and tattooed pirate with melon-sized fi sts.
Motives & tactics plunder, raid, smash, terrorize
- Difficulty
- 13
- Thresholds
- 8 / 15
- HP
- 5
- Stress
- 3
- Attack
- +1 Massive Fists · Melee · 2d6 phy
- Experience
- Sailor +2
Features
- Swashbuckler Passive When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
- Clear the Decks Action Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d4 physical damage and knocking the target back to Close range.
An armed mercenary testing their luck.
Motives & tactics charge, lacerate, overwhelm, profit
- Difficulty
- 10
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +3 Longsword · Melee · 3 phy
Features
- Minion (4) Passive The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Sellswords 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 3 physical damage each. Combine this damage.