tier-2-adversaries

tier-2-adversaries

Tier 2 Adversaries (Levels 2-4)

Assassins

Assassin Poisoner

Description: A cunning scoundrel skilled in both poisons and ambushing.

Motives & Tactics: Anticipate, Taint Food and Water, Disable, Get Paid

Tier: 2

Type: Skulk

Difficulty: 14

Attack Modifier: +3

Poison Throwing Dagger : Close | 2d8+12 phy

Major 8 | Severe 16

HP: 4

Stress: 4

Experience:

Intrusion +2

Features

Grindletooth Poison - Passive

Targets that mark HP from a Poisoned Throwing Dagger attack are made Vulnerable until they clear one Hit Point. “Your wound stings as poison courses through your body.”

Out of Nowhere - Passive

Assassin Poisoner has advantage on attacks if they are Hidden. “They come at you from your flank, and you barely have time to react.”

Fumigation - Action

Drop a smoke bomb that fills the area within Close range with smoke, making all targets Dizzied. Dizzied characters add two tokens to the action tracker when they act, then are no longer dizzied. “They throw something, and the air fills with a thick, cloying smoke.”

Apprentice Assassin

Description: A dirt-covered skeleton armed with a rusted blade.

Motives & Tactics: Gang Up, Feign Death, Steal Skin

Tier: 2

Type: Minion

Difficulty: 13

Attack Modifier: -1

Thrown Dagger : Very Close | 5 phy

HP: 1

Stress: 1

Experience:

Intrusion +2

Features

Minion (6) - Passive

This adversary is defeated if they take any damage. For every 6 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”

Group Attack - Action (2)

Choose a target and activate all Apprentice Assassins within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 5 phy damage each. Combine this damage together. “They descend on you, stronger together.”

Master Assassin

Description: A seasoned killer with a threatening voice and a deadly blade.

Motives & Tactics: Ambush, Command, Dispatch, Profit

Tier: 2

Type: Leader

Difficulty: 15

Attack Modifier: +5

Serrated Dagger: Close | 2d10+10 phy

Major 12 | Severe 25

HP: 7

Stress: 5

Experience:

Intrusion +3

Command +3

Features

Won’t See It Coming - Passive

Armor is half as effective against attacks made while Master Assassin is Hidden. “Attacking from stealth, their attack find the gaps in your armor.”

Strike as One - Action

Mark a Stress to activate a number of Assassins equal to the Master Assassin’s unmarked Stress. “Their leader whistles, and a group of assassins act as one with practiced grace.”

The Subtle Blade - Reaction

When Master Assassin successfully makes a Serrated Dagger attack against a character that is Vulnerable, spend a Fear to deal 2 Hit Points instead of rolling. “Their eyes go black as the attack comes in, and the blade appears in your side, stabbing deep and ignoring your armor.”

Battle Box

Battle Box

Description: A cube-shaped construct with a different rune on each of their six sides.

Motives & Tactics: Wait in Disguise, Trample Foes, Change Tactics

Tier: 2

Type: Solo

Difficulty: 15

Attack Modifier: +2

Slam: Melee | 2d6+3 phy

Major 10 | Severe 20

HP: 7

Stress: 6

Experience:

Camouflage +2

Features

Relentless (2) - Passive

This adversary may activate twice in a GM move. “They move with incredible speed.”

Overcharge - Reaction

Mark a Stress to add a +1d10 to the damage of any of the Battle Box’s attacks. “The box glows and rattles, unleashing a powerful attack.”

Randomized Tactics - Action

Mark Stress and roll 1d6. The Battle Box uses the corresponding move.

  • Mana Beam. The cube turns and fires a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+10 mag damage.
  • Fire Jets. The cube shoots into the air, spinning as it releases jets of flame. Make an attack against all targets within Close range. Any you succeed against take 2d6+3 phy damage.
  • Trample. The cube rockets around a Close area, attacking all within. Any it is successful against take 2d8+10 physical damage and are Vulnerable until their next roll with Hope.
  • Shocking Gas The cube sprays out a silver gas sparking with lightning. All creatures within Close range must make a Finesse Reaction Roll (15) or mark 3 Stress.
  • Stunning Clap The cube leaps and its sides clap, creating a small sonic boom. Any targets within Very Close range must make a Strength Reaction Roll or become Vulnerable until this adversary is defeated.
  • Psionic Whine The cube releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must make a Presence Reaction Roll (15) or take 2d8+10 mag damage that can’t be reduced by armor.

“The box jumps and spins, and unleashes a different attack depending on the side that landed face-up.”

Death Quake

When this adversary marks its last Hit Point, the magic powering it ruptures in an explosion of force. All targets in Close range make an Instinct Reaction Roll or take 2d8+12 magic damage.

“It reels from the blow, then shakes and explodes in a burst of magical power.”

Chaos Skull

Chaos Skull

Description: A bleached floating humanoid skull animated by scintillating magic.

Motives & Tactics: Serve Creator, Cackle, Consume Magic

Tier: 2

Type: Ranged

Difficulty: 15

Attack Modifier: +2

Energy Blast Close | 1d8+3 mag

Major 8 | Severe 16

HP: 5

Stress: 4

Features

Levitation - Passive

Chaos Skull levitates several feet off the ground and can’t be Restrained. “The skull floats at eye-level and slips out of your grasp.”

Wards - Passive

Chaos Skull is resistant to magic damage. “The skull absorbs part of your magic, the attack landing without the force you’d expect.”

Magic Burst - Action

Mark Stress to make an attack against all targets within Close range. Each target you succeed against takes 2d10+4 mag damage. “Power bursts from the skull, searing and chilling and shocking you all at once.”

Siphon Magic - Action

Spend a Fear to make an attack against a target within Very Close range. On a success, a target with a Spellcast trait marks 1d4 Stress and the Chaos Skull clears that many Stress. Additionally, on a success, Chaos Skull may immediately activate again without spending action tokens. “The skull cackles in a hollow voice, and you feel the magical power within slipping away from you and feeding the skull.”

Giant Eagle

Giant Eagle

Description: A giant-sized bird of prey with blood-stained talons.

Motives & Tactics: Hunt Prey, Strike Decisively, Stay Mobile

Tier: 2

Type: Skulk

Difficulty: 14

Attack Modifier: +1

Claws and Beak: Very Close | 2d6+3 phy

Major 8 | Severe 19

HP: 4

Stress: 4

Features

Flight - Passive

Giant Eagle’s Difficulty is +3 when flying. “The eagle soars and swoops with incredible agility.”

Deadly Dive - Action

Mark Stress to attack a target within Far range. On a success, the target takes 2d10+10 damage and is knocked over, making them Vulnerable until they next act. ““The eagle narrows itself into a feathered javelin, tearing through the sky before opening up and raking you with their claws.”

Take Off - Action (2)

Make an attack against a target within Very Close range. On a success, the target takes 2d4+3 phy damage and must make an Agility Reaction Roll or become Restrained within the eagle’s massive talons. If they are Restrained, the Eagle immediately lifts into the air to Very Far range above the battlefield while holding them. A Restrained target may make a Strength roll to escape.

Deadly Drop - Action

If the Eagle is holding a Restrained target and flying, they can drop them. This means the target is no longer Restrained, but they are falling. If their fall is not prevented by some means on the next action the PCs take, the target will suffer 2d20 phy damage.

Juvenile Flickerfly

Flickerflies are known to be one of, if not the most successful natural hunters in the Mortal Realm. Whereas other predators may attribute their deadliness to keen senses or powerful jaws, the Flickerfly’s advantage lies entirely in its wings’ versatility. Balancing strength and flexibility, the wings of this creature are made of the sharpest naturally occurring material yet discovered. Thin and razor-edged, enough cuts will allow these wings to slash through even the hardiest metals and strongest stone.

Those who hunt these creatures will seek the smaller juveniles that have recently grown from the nymph stage (and crawled from the freshwater where they spend their early years) as Flickerflies of all ages are most vulnerable on land. The molted wings of a Flickerfly are a rare and precious prize sought after by blade smiths and medical practitioners alike.

Juvenile Flickerfly

Description: A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.

Motives & Tactics: Collect Shiny Things, Hunt, Swoop

Tier: 2

Type: Solo

Difficulty: 14

Attack Modifier: +3

Wing Slash: Very Close | 2d10+4 phy

Major 13 | Severe 26

HP: 7

Stress: 5

Features

Relentless (3) - Passive

Flickerfly may activate three times in one GM move (still costs 3 action tokens). “The Flickerfly is everywhere at once, moving with uncanny speed.”

Peerless Accuracy - Passive

Before an attack the Juvenile Flickerfly makes, roll 1d6. On a 4+, the target’s Evasion score is halved (rounded up). “The Flickerfly moves so fast that you’re on the back foot as you try to evade.”

Mind Dance - Action

Spend a Fear to create a magically dazzling display that grapples the minds of its targets. All creatures within Close range must make an Instinct Reaction Roll. On a failure, the target adds a token to the action tracker and the Flickerfly learns a fear the target has. “Their shimmering wings catch the light and flash, enrapturing you and surfacing deep-seeded fears.”

Hallucinatory Breath - Reaction

Countdown (Loop 1d6)

Activate the first time the Flickerfly takes damage. When triggered, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must make an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. On a failure, the target marks a Stress and loses a Hope. “The gas seeps in and your vision fills with terrifying visions that shake your confidence.”

Giant Mercenaries

Giant Brawler

Description: An especially-muscular giant wielding a warhammer larger than a tall human.

Motives & Tactics: Overwhelm, Slam, Topple, Make a Living

Tier: 2

Type: Bruiser

Difficulty: 15

Attack Modifier: +2

Warhammer : Very Close | 2d6+15 phy

Major 14 | Severe 28

HP: 7

Stress: 4

Experience:

Intrusion +2

Features

Bloody Reprisal - Reaction

When the Giant Brawler marks two or more HP, immediately make a Warhammer attack against the attacker, if they are within range. On a success, the target takes 2d6+15 phy damage. “As soon as your blow has landed, they swing their hammer down at you in response.”

Battering Ram - Action

Mark a Stress to have this adversary charge at an inanimate object within Close range they could feasibly smash (a wall, a cart, a market stand, etc.) and destroy it. Any targets in Very Close range of the object must make an Agility Reaction Roll (16) or take 2d4+3 phy damage from the shrapnel. “The giant charges, shattering everything in their way.”

Giant Recruit

Description: A giant fighter wearing borrowed armor.

Motives & Tactics: Overwhelm, Batter, Terrify, Make a Living

Tier: 2

Type: Minion

Difficulty: 13

Attack Modifier: +1

Warhammer : Very Close | 6 phy

HP: 1

Stress: 2

Features

Minion (7) - Passive

This adversary is defeated if they take any damage. For every 7 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”

Group Attack - Action (2)

Choose a target and activate all Giant Recruits within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 6 phy damage each. Combine this damage together. “They descend on you, stronger together.”

Giant Beastmaster

Giant Beastmaster

Description: A leather-clad warrior bearing a whip and massive bow.

Motives & Tactics: Command, Maneuver, Pin Down, Make a Living, Protect Companion Animals

Tier: 2

Type: Leader

Difficulty: 16

Attack Modifier: +2

Longbow : Far | 2d6+5 phy

Major 12 | Severe 24

HP: 6

Stress: 5

Experience:

Animal Handling +3

Features

Pinning Strike - Action

Make a Longbow attack against a target. On a success, the Beastmaster may also mark a Stress to pin them to a nearby surface. A pinned target is Restrained until freed with a Finesse or Strength Roll (16). “Their arrow punches through you and pins you to the nearby terrain.”

Deadly Companion - Action

Up to twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 Beast under this adversary’s control. That beast appears at a Close range and immediately activates. “They blow a whistle and a trained beast emerges, charging forward at the giant’s command.”

Two as One - Passive

When this adversary activates, you can also activate a Tier 1 Beast currently under this adversary’s control. “The beast and giant move in perfect sync, closing in together.”

Katari Burglar

Katari Burglar

Description: A cunning thief with acrobatic skill and a flair for the dramatic.

Motives & Tactics: Hide, Profit, Pilfer, Evade

Tier: 2

Type: Skulk

Difficulty: 14

Attack Modifier: +3

Longbow: Far | 2d4+3 phy

Major 8 | Severe 17

HP: 4

Stress: 4

Experience:

Acrobatics +3

Features

Quick Hands - Action (2)

Make a claw attack against a target in Melee range. On a success, deal 1d8+2 phy damage and this adversary steals one item or consumable from the target’s inventory. “The Katari swipes at you with their claws, and when their paw comes away, they’ve stolen something from your pouch. They flash you a satisfied smile.”

Escape Plan - Action

Mark a Stress to reveal a snare trap set by the Katari Burglar. All targets within Very Close range of the trap must make an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. They are Vulnerable and Restrained until they get free with a Finesse or Strength Roll (13). “A snare snaps closed on you and flips you upside down. The Katari gives you a mocking wave as they make their escape.”

Ghosts

Spectral Guardian

Description: A ghostly fighter with spears and swords, anchored by duty.

Motives & Tactics: Rehash Old Battles, Protect Treasure, Move Through Solid Objects

Tier: 2

Type: Standard

Difficulty: 15

Attack Modifier: +1

Spear: Very Close | 2d8+4 phy

Major 7 | Severe 15

HP: 4

Stress: 3

Experience:

Decades-old Knowledge +3

Features

Ghost - Passive

Spectral Guardian has resistance to physical damage and may mark a Stress to move a Close distance through solid objects (walls, people, etc.) “Their translucent form passes through solid objects like a hand through water.”

Grave Blade - Action

+0 attack modifier

Make an attack against a target within very close range. On a success, deal 2d10+6 phy damage and the target must mark Stress. “Their blades slash and stab and the wounds they leave run cold like ice.”

Spectral Archer

Description: A ghostly fighter with an ethereal bow, unable to move on while their charge is vulnerable.

Motives & Tactics: Rehash Old Battles, Protect Treasure, Move Through Solid Objects

Tier: 2

Type: Ranged

Difficulty: 13

Attack Modifier: +3

Longbow: Far | 2d10+4 phy

Major 6 | Severe 14

HP: 3

Stress: 3

Experience:

Decades-old Knowledge +3

Features

Ghost - Passive

Spectral Archer has resistance to physical damage and may mark a Stress to move a Close distance through solid objects (walls, people, etc.) “Their translucent form passes through solid objects like a hand through water.”

Pick Your Target - Action

+1 attack modifier

Mark a Stress to make an attack within Far distance that is in melee with at least two allies. On a success, the target takes 2d8+12 phy damage. “They’ve forgotten their lives, but they remember how to find a good shot and take it.”

Spectral Captain

Description: A ghostly commander leading their troops beyond death.

Motives & Tactics: Rally Troops, Rehash Old Battles, Move Through Solid Objects

Tier: 2

Type: Leader

Difficulty: 16

Attack Modifier: +3

Longbow: Far | 2d10+10 phy

Major 13 | Severe 26

HP: 6

Stress: 4

Experience:

Decades-old Knowledge +4

Features

Ghost - Passive

Spectral Captain has resistance to physical damage and may mark a Stress to move a Close distance through solid objects (walls, people, etc.) “Their translucent form passes through solid objects like a hand through water.”

Hold Fast - Reaction

When Spectral allies are forced to make a Reaction roll, mark Stress to give all of them a +2 modifier on that roll. “The captain bolsters their troops with words, helping them weather your attacks.”

Unending Battle - Action

Spend a Fear to return up to 1d4+1 ‘killed’ Spectral allies to the battle in the location where they first appeared. They have all Stress/HP cleared. “The commander calls for reinforcements, and the same ghosts you’ve already defeated re-appear without a scratch on them.”

Mortal Hunter

Mortal Hunter

Description: An undead figure wearing a heavy leather coat, with searching eyes and a casually cruel demeanor.

Motives & Tactics: Devour, Hunt, Track

Tier: 2

Type: Leader

Difficulty: 16

Attack Modifier: +5

Tear At Flesh: Very Close | 2d10+11 phy

Major 15 | Severe 27

HP: 6

Stress: 4

Experience:

Bloodhound +3

Features

Terrifying - Passive

Every time this creature makes a successful attack, all PCs within Far range lose one Hope. “They strike you with silent satisfaction, and their claws rend more than flesh as your confidence sinks.”

Deathlock - Action

Spend a Fear to put a deathlock on a target within Very Close range as the Mortal Hunter binds the target with a necrotic curse. Any attacks made by the Mortal Hunter on a deathlocked target deal direct damage. This creature can only maintain one deathlock at a time. “They make a pattern with their hands and a sigil burns into you as it feels like something has wrapped cold hands around your heart.”

Inevitable Death - Action

Mark Stress to activate 1d4 adversaries under the Mortal Hunter’s control. They deal half damage with any attacks made in these activations. “The Hunter snaps, and the dead around you leap into action.”

Rampage - Reaction

Countdown (1d6 Loop)

Activate when a hostile target is spotted. When triggered, move in a straight line to somewhere in Far range, and make an attack with a +3 modifier against all enemies in the path. Deal 2d8+12 physical damage to any you succeed against. “Hatred burns in their eyes, and they shoot forward with a blur, tearing through everything in their path.”

Failed Experiment

Failed Experiment

Description: A magical experiment in necromancy gone wrong, leaving the zombie warped and ungainly.

Motives & Tactics: Devour, Hunt, Track

Tier: 2

Type: Standard

Difficulty: 13

Attack Modifier: +1

Bite and Claw: Melee | 2d6+5 phy

Major 12 | Severe 23

HP: 3

Stress: 3

Experience:

Copycat +3

Features

Warped Fortitude - Passive

This creature is resistant to physical damage. “The dead flesh has grown tough, less responsive to your weapons.”

Overwhelm - Passive

When a target this adversary is attacking has any allies also in Very Close range, Failed Experiment’s damage is doubled. “The creature shuffles around to your flank, retaining some sense of tactics as it attacks where you’re weak.”

Lurching Lunge - Action

Mark a Stress to activate Failed Experiment even if they have already activated this move. “It leaps forward, its movements sharp and jolting like a puppet on strings.”

Gorgon

**Description: **A snake-headed scaled humanoid with a glowing bow, enraged that their piece has been disturbed.

Motives & Tactics: Corner, Hit-and-Run, Seek Vengeance, Petrify

Tier: 2

Type: Solo

Difficulty: 15

Attack Modifier: +4

Sunsear Shortbow : Far | 3d8+2 mag

Major 13 | Severe 25

HP: 8

Stress: 3

Experience:

Stealth +3

Features

Relentless (2) - Passive

This adversary may activate twice in a GM move. “They move with incredible speed.”

Sunsear Arrows - Passive

Targets damaged by Sunsear Shortbow give off bright light within a Close distance until the end of the scene and cannot become Hidden without a magical effect. All attack rolls against a target glowing this way are made with advantage.

Crown of Serpents - Attack

Make an attack roll against a target in melee range using this adversary’s protective snakes. On a success, mark stress to deal 2d10+4 phy damage to the target, who must also mark a Stress.

Petrifying Gaze - Reaction

Spend a Fear when the Gorgon takes damage from an attack within Close range to force the attacker to make a Reaction roll with Instinct (15). On a failure, they begin to turn to stone, marking 1 hit point of direct damage and starting a petrification Countdown (4). This countdown ticks down every time the Gorgon is attacked. When triggered, the target must make a death move.

If the Gorgon is killed, all Petrification countdowns end.

Noble Forces

Elite Soldier

Description: An armored squire or experienced commoner looking to advance.

Motives & Tactics: Gain Glory, Make Alliances, Support Their Knight

Tier: 2

Type: Standard

Difficulty: 15

Attack Modifier: +1

Spear: Very Close | 2d4+4 phy

Major 9 | Severe 18

HP: 4

Stress: 3

Features

Vassal’s Loyalty - Reaction

When a Knight or other noble would take damage, if the Elite Soldier is within Very Close range of the noble, mark a Stress and the Elite Soldier moves into melee to take the damage instead. “They leap to their liege’s defense, throwing their body on your blow.”

Reinforce - Action

Mark a Stress to move up to a Close distance to melee range of an ally. Make an attack against a very close target. On a success, deal 2d10+10 phy damage and clear a Stress on that Close ally. “The soldier runs up to join the fight, stabbing with ferocity and bolstering their ally.”

Archer Squadron

Description: A group of trained archers bearing massive bows.

Motives & Tactics: Volley Fire, Stick Together, Survive

Tier: 2

Type: Horde (2/HP)

Difficulty: 13

Attack Modifier: +0

Longbow: Far | 2d6+13 phy

Major 8 | Severe 16

HP: 4

Stress: 3

Features

Focused Volley - Action (2)

Pick a point within a Far distance. Make an attack with advantage against all targets within a Close distance of that point. Targets that are hit suffer 2d10+4 phy damage. “Their arrows fill the air, blocking out light as they rain death upon you.”

Suppressing Fire - Action

Mark a Stress to target a point within a Far distance. Until the next roll with Fear, any character that moves within Close of that point must make a Reaction Roll (Agility 13) or suffer 2d6+13 physical damage. On a success, they take half damage. “They concentrate their attention on a single point, loosing on anyone that approaches.”

Horde (2d6+3) - Passive

If Archer Squadron has marked ½ or more of their HP, their basic attack deals 2d6+3 phy instead of 2d6+13 phy. “With their numbers flagging, the archers’ attacks are weaker.”

Conscript

Description: Poorly-trained civilians pressed into war.

Motives & Tactics: Follow Orders, Gang Up, Survive

Tier: 2

Type: Minion

Difficulty: 12

Attack Modifier: +0

Spears: Very Close | 5 phy

HP: 1

Stress: 1

Features

Minion (6) - Passive

This adversary is defeated if they take any damage. For every 6 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”

Group Attack - Action (2)

Choose a target and activate all Conscripts within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 5 phy damage each. Combine this damage together. “They descend on you, stronger together.”

Knight of the Realm

Description: A well-built soldier with heavy armor and a powerful bearing.

Motives & Tactics: Seek Glory, Show Dominance, Run Down

Tier: 2

Type: Leader

Difficulty: 15

Attack Modifier: +4

Longsword: Melee | 2d10+4 phy

Major 13 | Severe 26

HP: 6

Stress: 4

Experience:

Tactics +2

High Society +2

Ancient Knowledge +2

Features

Chevalier - Passive

Knight of the Realm has +2 difficulty when mounted. If they suffer Severe damage, they’re knocked from their mount and lose this benefit until they spend an action to re-mount. “They’re a skilled rider and know how to use the mount’s speed and strength.”

Heavily Armored - Passive

When the Knight of the Realm marks physical damage, reduce it by 3. “Their heavy armor diminishes the strength of your blows.”

Cavalry Charge - Action

If mounted, move up to a close distance and make an attack against a target within very close distance. On a success, deal 2d8+12 phy damage and the target marks Stress. “They bear down on you, lance seeking your heart as the steed thunders forward.”

For the Realm! - Action (2)

Mark a Stress to activate 1d4+1 allies. Any attacks they make in these activations deal half damage. “Their voice rings loud and clear, and their soldiers follow with vigor.”

Minotaur

Minotaur

Description: A massive bull-headed Firbolg with a quick temper.

Motives & Tactics: Gore, Overpower, Pursue, Navigate, Consume

Tier: 2

Type: Bruiser

Difficulty: 16

Attack Modifier: +2

Battleaxe : Very Close | 2d10+10 phy

Major 14 | Severe 27

HP: 7

Stress: 4

Experience:

Navigation +2

Features

Slow (2) - Passive

This adversary costs 2 action tokens to activate. “The enemy moves slowly, but with incredible strength.”

Charging Bull - Action

Spend a Fear to make an attack roll on a group within Very Close range. The Minotaur charges through them, making an attack. Any they succeed against are knocked back to Close range and take 2d10+10 phy damage. If they are knocked into a solid object or another creature, they take an additional 1d8+3 phy (add the damage together). “The Minotaur lowers their head and charges, knocking you back with incredible force.”

Gore - Action

Make an attack against a target within Very Close range, moving the Minotaur into melee with them. On a success, deal 2d6+15 phy damage to the target. Armor is only worth half its value against this attack. “The Minotaur slashes and stabs with their huge horns, punching through your armor.”

Cult of the Fallen

Cult Initiate

Description: A low-ranking cultist in simple robes, eager to gain power.

Motives & Tactics: Follow Orders, Gain Power, Seek Forbidden Knowledge

Tier: 2

Type: Minion

Difficulty: 13

Attack Modifier: +0

Ritual Dagger : Melee | 5 phy

HP: 1

Stress: 1

Features

Minion (6) - Passive

This adversary is defeated if they take any damage. For every 6 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”

Group Attack - Action (2)

Choose a target and activate all Cult Initiates within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 5 phy damage each. Combine this damage together. “They descend on you, stronger together.”

Cult Fang

Description: A professional killer-turned-cultist.

Motives & Tactics: Isolate Prey, Capture Sacrifices, Rise in the Ranks

Tier: 2

Type: Skulk

Difficulty: 15

Attack Modifier: +2

Long Knife: Melee | 2d8+10 phy

Major 9 | Severe 17

HP: 4

Stress: 4

Features

Shadow’s Embrace - Passive

Cult Fang can climb and walk on vertical surfaces. Mark a Stress to move from one shadow to another within a Far distance. “The Fang moves as if one with the darkness around them.”

Pick Off the Straggler - Action

Mark a Stress to move up to a Close distance and attack. The target must make a Reaction Roll (Instinct 15) or mark 2 Stress and be teleported with the Cult Fang to a shadow within a Far distance. If the target succeeds, they still mark Stress due to visions of the dread realm between shadows. “They leap out from a shadow to grab you and pull you away with them.”

Cult Adept

Description: An experienced mage wielding shadow and fear.

Motives & Tactics: Uncover Knowledge, Hinder Foes, Curry Favor

Tier: 2

Type: Support

Difficulty: 14

Attack Modifier: +2

Rune-covered Rod: Far | 2d4+3 mag

Major 9 | Severe 18

HP: 4

Stress: 5

Features

Fear is Fuel - Reaction

When a PC rolls a failure with Fear, clear a Stress. Usable up to twice per scene. “As the fight grows more desperate, the Adept seems refreshed.”

Enervating Blast - Action

Make a standard attack. On a success, mark a Stress to cause the target to mark Stress in addition to the normal results. “The blast ripples across your body as you writhe in pain.”

Shroud of the Fallen - Action - Spell

Mark a Stress to wrap an ally within Close distance in a shroud of protection. While so protected, the target has resistance to all damage. “They conjure a dark cloud of concentrated magical shadow, which blunts some of the strength of your attacks.”

Shadow Shackles - Action - Spell

Spend a Fear and choose a point within Far range. All targets within Close range of that point are bound up in smoky chains and become temporarily Restrained. Each time they act while within the target area, they add two action tokens to the action tracker, not one. They can break free of the restraints with a Strength roll or by spending 2 Hope. “Thick chains of smoke wrap themselves around you, binding you in place.”

Secret-Keeper

Description: A cell leader with a direct channel to the Fallen Gods, wearing fine robes and wielding an ancient staff.

Motives & Tactics: Amass Greater Power, Take Command, Plot in Secret

Tier: 2

Type: Leader

Difficulty: 16

Attack Modifier: +3

Sigil-laden Staff: Far | 2d8+10 mag

Major 13 | Severe 26

HP: 6

Stress: 4

Features

Our Master’s Will - Reaction

When the GM activates an ally within Far distance, Secret-Keeper may Mark Stress to add a token to the action tracker. “The Secret-Keeper’s voice carries the weight of dread, chilling your blood.”

Seize Your Moment - Action

Spend a Fear to activate 1d4 allies to attack. Their attacks deal half damage. “When they call, the cultists answer, swarming to attack.”

Summoning Ritual - Reaction - Spell

Countdown (6)

Activate when a hostile target is spotted. When triggered, summon a Minor Demon within a Close distance. Each time Secret-Keeper marks HP, add the number of HP marked to this Countdown. “Their leader’s hands glow with eerie light, chanting a ritual of summoning. Whatever they’re calling out to, it’s not good.”

Fallen Hounds - Reaction

Once per scene, when Secret-Keeper takes Major or worse damage, mark a Stress to summon a Demonic Hound Pack. They appear at a Close distance and immediately activate (no token required). “The Secret-Keeper reels from the blow, then throws a sulfurous pouch to the ground. From it springs a pack of monstrous hounds, eager for the hunt.”

Beasts

Electric Eels

Description: A pack of eels that encircle and electrocute.

Motives & Tactics: Avoid Larger Predators, Shock Prey, Tear Apart

Tier: 2

Type: Horde (2/HP)

Difficulty: 14

Attack Modifier: +0

Shocking Bite: Melee | 2d10+4 phy

Major 10 | Severe 20

HP: 5

Stress: 3

Features

Paralyzing Shock - Action

Mark Stress to attack all targets within Very Close distance. Add one token to the action tracker for each target that marks HP. “The electricity courses through you, slowing your actions.”

Horde (2d4+4) - Passive

If Electric Eels have marked ½ or more of their HP, their standard attack deals 2d4+4d phy damage instead of 2d10+4. “With their numbers dwindling, they don’t pose as much of a threat.”

Shark

Description: A large aquatic predator, always on the move.

Motives & Tactics: Isolate Prey, Capture Sacrifices, Rise in the Ranks

Tier: 2

Type: Bruiser

Difficulty: 14

Attack Modifier: +2

Toothy Maw: Very Close | 2d10+10 phy

Major 14 | Severe 28

HP: 7

Stress: 3

Experience:

Sense of Smell +3

Features

Rending Bite - Passive

Armor is half as effective against damage from Shark’s attacks. “The Shark’s teeth tear through your armor.”

Blood in the Water - Reaction

When an enemy within Close distance of Shark marks HP from an attack by another creature, the Shark may spend Stress to immediately activate to move and attack that target. “The Shark senses wounded prey and closes in to finish you off.”

Stonewraith

Description: A cousin of a mountain lion, with a slate-gray stone body.

Motives & Tactics: Stalk Through Stone, Isolate Prey, Defend Territory

Tier: 2

Type: Skulk

Difficulty: 13

Attack Modifier: +3

Bite & Claws: Melee | 2d8+12 phy

Major 11 | Severe 22

HP: 6

Stress: 3

Experience:

Stonesense +3

Features

Stonestrider - Passive

Stonewraith can move through stone and earth as if it was sand/rough terrain. They only need to surface air once every twenty minutes and use Stonesense to identify pockets of air in tunnels and the surface. “The beast leaps into the stone wall like it was merely sand.”

Rocky Ambush - Action

Mark a Stress as Stonewraith leaps from within stone/earth to attack a target. The target must make an Agility or Instinct Reaction Roll (15) or take 2d8+12 phy damage and become temporarily Vulnerable until they take their next action. “They burst from the wall to tackle you to the floor and rend you with their teeth.”

Avalanche Roar - Action

Spend a Fear to roar and cause a cave-in. All targets within Close must make an Agility (14) Reaction Roll or suffer 2d10+10 phy damage. The rubble can be cleared with a Completion Countdown (8). “Their voice resonates with the stone. The ceiling cracks and comes tumbling down all around you.”

Demonic Hound Pack

Description: Unnatural hounds with ichor-slicked fur.

Motives & Tactics: Consume Flesh. Please Masters, Cause Fear

Tier: 2

Type: Horde (1/HP)

Difficulty: 15

Attack Modifier: +0

Claw and Fangs: Melee | 2d8+12 phy

Major 11 | Severe 23

HP: 5

Stress: 3

Experience:

Scent Tracking +3

Features

Pounce - Passive

May leap up to a Close distance when moving as part of an activation. “They bound forward, clearing gaps and obstacles in pursuit of prey.”

Dreadhowl - Action

Mark Stress to cause all targets within a Very Close distance to lose Hope. If not able to lose a Hope, they mark 2 Stress. “They let loose a howl that tears at your heart.”

Horde (2d4+6) - Passive

If Demonic Hound Pack has half or more of its HP marked, their basic attack deals 2d4+6 phy damage instead of 2d8+12 phy. “With their numbers dwindling, they don’t pose as much of a threat.”

Others

Siren

Description: A half-fish person with a shimmering sales and an irresistible voice.

Motives & Tactics: Lure Prey, Subdue with Song, Consume

Tier: 2

Type: Skulk

Difficulty: 14

Attack Modifier: +2

Distended Jaw Bite: Melee | 2d6+3 phy

Major 9 | Severe 18

HP: 5

Stress: 3

Experience:

Song Repertoire +3

Features

Enchanting Song - Action

Spend a Fear to sing a song that affects all non-Siren creatures within Close distance. Targets must make an Instinct Reaction Roll (14) or become entranced. Other Sirens within a Close range of the target can mark Stress to increase the difficulty of this roll by +1 each. While entranced, a target cannot act and is Vulnerable. A character may mark 2 Stress to free themselves from this effect. “Their song tugs at your soul, promising an end to all your troubles through sweet oblivion.”

Captive Audience - Passive

If Siren attacks a target entranced by their song, the target takes 2d10+10 damage instead of normal damage. “Incapacitated by the song, the Siren tears into you with incredible ferocity.”

War Wizard

Description: A battle-harded mage trained in destructive magic.

Motives & Tactics: Develop New Spells, Shatter Formations, Seek Power

Tier: 2

Type: Ranged

Difficulty: 16

Attack Modifier: +4

Staff: Far | 2d8+12 phy

Major 11 | Severe 23

HP: 5

Stress: 6

Experience:

Tactics +2

Magical Knowledge +2

Features

Battle Teleport - Passive - Spell

War Wizard may mark Stress to teleport to a location within a Far distance before or after making a basic attack. “They pop in and out, nearly impossible to pin down.”

Warding Sphere - Reaction - Spell

When War Wizard takes damage from an attack within Close range, the attacker takes 2d4+3 magic damage. On a result of 10+, this ability deactivates until War Wizard marks Stress to reactivate it. “Part of the force of your blow reflects back on you.”

Eruption - Action - Spell

Mark Stress and choose a point within a Far range. AVery Close area around that point erupts into impassable terrain. Anyone within that area must make an Agility Reaction Roll (14) or be thrown back by a Close distance and take 2d10+4 physical damage. Targets that succeed are not moved and take half damage. “The Wizard points and the ground detonates, throwing you back.”

Arcane Artillery - Action - Spell

Spend a Fear to unleash a precise hail of magical blasts. Every opponent within Far range takes 2d10+10 magic damage. Characters may make an Agility Reaction Roll (156) to take half damage. “They raise their staff and call down a hailstorm of magical bolts.”

Socialites

Royal Advisor

Description: A high-ranking courtier with the ear of the local nobility.

Motives & Tactics: Curry Favor, Manufacture Evidence, Scheme

Tier: 2

Type: Social

Difficulty: 12

Attack Modifier: -3

Wand: Far | 1d8+3 phy

Major 8 | Severe 15

HP: 3

Stress: 3

Experience:

Courtier +3

Administration +5

Features

Devastating Retort - Passive

Any PC that rolls less than 17 on a social action against the Royal Advisor marks a Stress. “The courtier laughs and says, ‘I’m sure you think so, darling, but the rest of us live in the real world.’”

Bend Ears - Action

Mark a Stress to influence a NPC within Very Close distance with whispered words. That noble’s opinion on one matter shifts toward the Royal Advisor’s preference unless it is direct opposition to the target’s motives. “They lean in to whisper in the count’s ears, and you can see them changing their mind before your eyes.”

Scapegoat - Action

Spend a Fear to convince a target 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 (Presence 17). “They’ve blamed you for the crime, and everyone has bought the lie.”

Merchant Baron

Description: An accomplished merchant with a large operation under their command.

Motives & Tactics: Abuse Power, Gather Resources, Mobilize Minions

Tier: 2

Type: Social

Difficulty: 13

Attack Modifier: -2

Rapier: Melee | 2d8+12 phy

Major 9 | Severe 19

HP: 5

Stress: 3

Experience:

Trade +4

Nobility +2

Features

Everyone Has a Price - Action

If Merchant Baron knows a target’s motive, Spend a Fear to offer a target a dangerous bargain. If used on a PC, they must make a Reaction Roll with Presence (17). If they fail, they can mark 2 Stress or take the deal. “The baron’s eyes glimmer as they make you an offer you dare not resist.”

Eyes Everywhere - Reaction

(Countdown 6 - Loop)

Activate when Merchant Baron first becomes relevant to the story. When triggered, spies learn the motive of a target character (NPC or PC). “The merchant baron has agents throughout the land, scouring for the most valuable commodity: leverage.”

The Best Muscle Money Can Buy - Action

Once per scene, mark Stress to summon 1d4+1 Tier I guards to enforce the Merchant Baron’s will. They appear at a Far distance. “The Baron snaps, and a group of rough-looking toughs emerge from the back room.”

Courtesan

Description: An accomplished manipulator and master of the sensual arts.

Motives & Tactics: Entice, Maneuver, Secure Patrons

Tier: 2

Type: Social

Difficulty: 11

Attack Modifier: -3

Dagger: Melee | 1d8+3 phy

Major 7 | Severe 13

HP: 3

Stress: 4

Experience:

Socialite +5

Manipulation +5

Features

Searing Glance - Reaction

Mark a Stress when a character within Close distance makes a roll with Presence. The target must make a Presence Reaction Roll (16). If they fail, they mark 2 Stress and are Vulnerable for the remainder of the scene until they succeed on a social action against the Courtesan. If they succeed, they still mark Stress. “Just as you make your point, they tear you apart with a tiny scoff.”

Dangerous Allure - Action

Spend a Fear to subvert a character, convincing them to do something they want to do even if they know it’s a bad idea. If used on an NPC, it just works unless it would violate their motive. If used on a PC, the PC must make a React roll with Presence (16). If they fail, they can do as the Courtesan asks or mark 2 Stress. If they succeed, they still mark Stress. This subversion is often, but not always, romantic or physical.

Spy

Description: A skilled espionage agent with a knack for being in the right place to overhear secrets.

Motives & Tactics: Abuse Power, Gather Resources, Mobilize Minions

Tier: 2

Type: Skulk

Difficulty: 14

Attack Modifier: -2

Dagger: Melee | 2d6+3 phy

Major 8 | Severe 17

HP: 4

Stress: 3

Experience:

Scent Tracking +3

Features

Fly on the Wall - Reaction

Mark a Stress when something sensitive is discussed to reveal that the Spy is present in a scene observing a character or group. The PC with the highest Instinct or best chance to notice the Spy makes an Instinct Reaction Roll (17) to notice the Spy. If they fail, they can mark Stress to know that they’re being observed but not where the Spy is.

Gathering Secrets - Action

Spend a Fear to describe how the Spy knows a secret about a target character in the scene. If the target is a PC, they may mark 2 Stress to suggest a lesser secret that the Spy learned instead.