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Boss

Necromancer Aspect

Boss: Level 1

HP AP AR PP SPD
5 0 2 4 6
AGL CON GUT INT STR VIT
-1 2 2 2 -1 1

Skills: Finesse -1, Stealth -1, Bluffing 2, Performance 2, Knowledge 2, Investigation 2, Detection 2, Craft 2, Athletics -1, Brute -1

Powers

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.
  • Stunning Glare: Major. Force one target within range to make a DR 2 CON Save. On a failure, they take 2 damage and are Stunned. On a success, they take half damage and are not Stunned.
  • Drain Life: Major. Force all targets within Aura 2 to make a DR 2 VIT Save. On a failure, they take 1 damage and the Boss is healed for the total amount of damage dealt.

Adversary

  • Phase Shift: Adversary. Choose a space within 10 spaces and move there instantly.
  • Ally Swap: Adversary. Choose a friendly creature within 10 spaces and swap places with them. That creature can then make one Attack, Weapon to a creature within 1 space after the swap is complete.

House

  • Summon Ally: House. Select N creatures from the Bestiary and summon them to the battlefield. The GM determines how many creatures are summoned.

Necromancer

Boss: Level 1

HP AP AR PP SPD
8 0 2 6 6
AGL CON GUT INT STR VIT
-1 2 2 2 -1 1

Skills: Finesse -1, Stealth -1, Bluffing 2, Performance 2, Knowledge 2, Investigation 2, Detection 2, Craft 2, Athletics -1, Brute -1

Powers

Passive

  • Undying: Passive. This creature cannot be killed by traditional weapons. On reaching 0 HP, this creature goes into a stasis. The following day, they return to 1 HP. A GM determines the corresponding Vulnerability that counteracts this effect.
  • Life Link: Passive. While you have at least one summoned creature active, when you take damage you can choose to apply that damage to your summoned creature instead.

Vulny

  • Undying Vulnerability: Vulny. When the creature is exposed to this Vulnerability, they take 1 damage. While the creature is at 0 HP, when they are exposed to this Vulnerability they are instead killed. A GM determines the nature of Vulnerability that a creature possesses to trigger this effect, such as exposure to sunlight.

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.
  • Stunning Glare: Major. Force one target within range to make a DR 2 CON Save. On a failure, they take 2 damage and are Stunned. On a success, they take half damage and are not Stunned.
  • Drain Life: Major. Force all targets within Aura 2 to make a DR 2 VIT Save. On a failure, they take 1 damage and the Boss is healed for the total amount of damage dealt.
  • Summon Creature: Major. For 2 PP, Summon a creature to assist you for 1 hour. This creature uses the 'Summoned Creature' stat block and is treated as a Companion for the duration. You choose the creature's form.

Adversary

  • Shake Enemy: Adversary. Choose a creature within 10 spaces. They make a DR 2 CON Save. On a failure, their next check will be made at Lower Hand.
  • Phase Shift: Adversary. Choose a space within 10 spaces and move there instantly.
  • Adversary Major Action: Adversary. Once per round, you make take an additional Major Action after a Dealer's turn.
  • Drain Stamina: Adversary. All creatures within 2 spaces make a DR 2 GUT Save. On a failure, discard 2 cards.
  • Ally Swap: Adversary. Choose a friendly creature within 10 spaces and swap places with them. That creature can then make one Attack, Weapon to a creature within 1 space after the swap is complete.

House

  • Summon Ally: House. Select N creatures from the Bestiary and summon them to the battlefield. The GM determines how many creatures are summoned.
  • Wall Grab: House. All creatures within 2 spaces of a wall must make a DR 2 AGL Save. On a failure, they take 1 damage and are Entangled.
  • Amplify Ally: House. Select one ally. They can immediately move up to 4 spaces and take one Action.

Spider Queen

Boss: Level 1

HP AP AR PP SPD
11 1 2 6 6
AGL CON GUT INT STR VIT
-1 2 2 2 -1 1

Skills: Finesse -1, Stealth -1, Bluffing 2, Performance 2, Knowledge 2, Investigation 2, Detection 2, Craft 2, Athletics -1, Brute -1

Powers

Passive

  • Favored Terrain: Passive. Work with your GM to decide a favored terrain (e.g., mountains). Gain +2 speed on this terrain.
  • Condition Immunity: Passive. Poisoned. You are now immune to this condition.
  • Condition Resilience: Passive. Blinded. If you make a check to avoid being subjected to this effect, you do so at Upper Hand.

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.
  • Manifest Terrain: Major. For 1 PP, you change the area around you to an ensnaring landscape. On starting turn, target(s) make a DR 2 AGL Save. On fail, target(s) Entangled.

Minor

  • Terrain Blink: Minor. Work with your GM to decide a favored terrain (e.g., mountains). When navigating continuous spaces of this terrain, you can use half your movement to immediately move to a point you can see within Range.

Adversary

  • Shake Enemy: Adversary. Choose a creature within 10 spaces. They make a DR 2 CON Save. On a failure, their next check will be made at Lower Hand.
  • Adversary Major Action: Adversary. Once per round, you make take an additional Major Action after a Dealer's turn.

House

  • Summon Ally: House. Select N creatures from the Bestiary and summon them to the battlefield. The GM determines how many creatures are summoned.
  • Amplify Ally: House. Select one ally. They can immediately move up to 4 spaces and take one Action.
  • Wall Grab: House. All creatures within 2 spaces of a wall must make a DR 2 AGL Save. On a failure, they take 1 damage and are Entangled.
  • Obey Me: House. For 2 PP, enthrall an enemy. On starting turn, target(s) make a DR 2 CON Save. On fail, target(s) must move up to 4 spaces and/or take one Major Action at your direction on each turn. On success, target(s) end effect.

Scorpion Beast

Boss: Level 1

HP AP AR PP SPD
8 2 2 4 6
AGL CON GUT INT STR VIT
1 0 1 -1 2 2

Skills: Finesse 1, Stealth 1, Knowledge 1, Investigation 1, Detection -1, Craft -1, Athletics 2, Brute 2

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Sweep: Major. For 2 PP, You perform you Weapon Attack on multiple contiguous characters within 1 space. For 2 PP, on a hit, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down.
  • Momentum Aura: Major. For 1 PP, Your Momentum ability extends to 2 spaces. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) be moved to 1 space of attacker's end position.
  • Staggering Blow: Major. For 1 PP, Make a Weapon Attack against a creature. On a successful hit,, target(s) make a VIT Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) Stunned.

Minor

  • Attack, Dual-Wield Master: Minor. On your turn, you may make a second Weapon Attack as a Minor Action.

Companion

Falcon

Companion: Level 1

HP AP AR PP SPD
1 1 3 0 6
AGL CON GUT INT STR VIT
1 0 0 1 -1 -1

Skills: Finesse 1, Stealth 1, Detection 1, Craft 1, Athletics -1, Brute -1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Bear

Companion: Level 1

HP AP AR PP SPD
3 1 2 0 6
AGL CON GUT INT STR VIT
-1 0 0 -1 1 1

Skills: Finesse -1, Stealth -1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Wolf

Companion: Level 1

HP AP AR PP SPD
2 1 3 0 6
AGL CON GUT INT STR VIT
1 0 1 -1 1 0

Skills: Finesse 1, Stealth 1, Knowledge 1, Investigation 1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Passive

  • Pack Tactics: Passive. When an enemy is next to one or more of your allies, you have Upper Hand (+1) on your attack for each ally within 1 space of them.

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Summoned Creature

Companion: Level 1

HP AP AR PP SPD
4 1 3 0 6
AGL CON GUT INT STR VIT
1 -1 0 -1 1 0

Skills: Finesse 1, Stealth 1, Bluffing -1, Performance -1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.

Horse

Companion: Level 1

HP AP AR PP SPD
2 1 3 0 6
AGL CON GUT INT STR VIT
1 0 -1 -1 1 0

Skills: Finesse 1, Stealth 1, Knowledge -1, Investigation -1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Passive

  • Pack Tactics: Passive. When an enemy is next to one or more of your allies, you have Upper Hand (+1) on your attack for each ally within 1 space of them.

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Dealer

Huge Golem

Dealer: Level 2

HP AP AR PP SPD
7 2 3 4 6
AGL CON GUT INT STR VIT
-1 0 0 -1 2 2

Skills: Finesse -1, Stealth -1, Detection -1, Craft -1, Athletics 2, Brute 2

Powers

Major

  • Shield: Major. For 1 PP, Add 1 AP to a creature you can see, including yourself. This effect does not stack with other Powers that grant AP.
  • Momentum Aura: Major. For 1 PP, Your Momentum ability extends to 2 spaces. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) be moved to 1 space of attacker's end position.
  • Attack, Sweep: Major. For 2 PP, You perform you Weapon Attack on multiple contiguous characters within 1 space. For 2 PP, on a hit, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down.

Captain, Defender

Dealer: Level 2

HP AP AR PP SPD
5 2 2 4 6
AGL CON GUT INT STR VIT
1 0 1 -1 1 1

Skills: Finesse 1, Stealth 1, Knowledge 1, Investigation 1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Shield: Major. For 1 PP, Add 1 AP to a creature you can see, including yourself. This effect does not stack with other Powers that grant AP.
  • Attack, Sweep: Major. For 2 PP, You perform you Weapon Attack on multiple contiguous characters within 1 space. For 2 PP, on a hit, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down.
  • Attack, Charge: Major. For 1 or 2 PP, You must move 3 spaces before using this Power. You add +1 or +2 to the damage on a successful Weapon Attack. Power Points are still expended on a miss
  • Momentum Aura: Major. For 1 PP, Your Momentum ability extends to 2 spaces. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) be moved to 1 space of attacker's end position.

Mystic, Caster

Dealer: Level 2

HP AP AR PP SPD
5 1 3 2 6
AGL CON GUT INT STR VIT
-1 1 0 1 -1 0

Skills: Finesse -1, Stealth -1, Bluffing 1, Performance 1, Detection 1, Craft 1, Athletics -1, Brute -1

Powers

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.
  • Attack, Mystic Cone: Major. Mystic Attack or DR 3 CON Save to avoid being Knocked Down. For 2 PP, All characters in a Cone 3 are subjected to this effect. Once, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down, take 2 damage. On success, target(s) Take half damage.
  • Attack, Mystic Confusion: Major. For 1 or 2 PP, You force 1 to 2 creatures to make a GUT Save. On a failure, those creatures are Stunned. Once, target(s) make a DR 3 GUT Save. On fail, target(s) Stunned.
  • Attack, Mystic Entangle: Major. For 1 or 2 PP, Choose a point you can see within 12 spaces. All creatures within Aura 3 make a Save. Once, target(s) make a DR 3 AGL Save. On fail, target(s) Entangled.
  • Shield: Major. For 1 PP, Add 1 AP to a creature you can see, including yourself. This effect does not stack with other Powers that grant AP.

Sentinel, Martial

Dealer: Level 2

HP AP AR PP SPD
6 0 2 3 6
AGL CON GUT INT STR VIT
0 0 1 1 -1 0

Skills: Knowledge 1, Investigation 1, Detection 1, Craft 1, Athletics -1, Brute -1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Sweep: Major. For 2 PP, You perform you Weapon Attack on multiple contiguous characters within 1 space. For 2 PP, on a hit, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down.
  • Attack, Charge: Major. For 1 or 2 PP, You must move 3 spaces before using this Power. You add +1 or +2 to the damage on a successful Weapon Attack. Power Points are still expended on a miss

Ritualist, Support

Dealer: Level 1

HP AP AR PP SPD
4 1 3 6 6
AGL CON GUT INT STR VIT
-1 1 1 1 -1 -1

Skills: Finesse -1, Stealth -1, Bluffing 1, Performance 1, Knowledge 1, Investigation 1, Detection 1, Craft 1, Athletics -1, Brute -1

Powers

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.
  • Heal: Major. For 1 or 2 PP, Heal yourself or another you can see for 1 or 2 Health Points
  • Lend Vigor: Major. For 2 PP, Target creature can take an additional Major Action and move 2 additional spaces during their movement on their next turn.
  • Slow: Major. For 2 PP, Pick a point in space you can see within range. All creatures within Aura 2 must make a STR Save. On a failure, their speed is halved and they are limited to one Action on their next turn.
  • Shield: Major. For 1 PP, Add 1 AP to a creature you can see, including yourself. This effect does not stack with other Powers that grant AP.

Minor

  • Lend Aid: Minor. Draw a card, hold it in reserve, and designate one creature within 12 spaces. At any time within the next 1 minute, the creature may use your card as if they had Upper Hand. If you use this Power again before the card is used, the effect transfers to the new target.
  • Lend Distraction: Minor. For 1 PP, Draw a card, hold it in reserve, and designate one creature within 12 spaces. On the creature's next Draw, they use your card as if they had Lower Hand.

NPC

Commoner

NPC: Level 1

HP AP AR PP SPD
3 1 3 0 6
AGL CON GUT INT STR VIT
0 0 0 0 0 0

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Gray Wolf

NPC: Level 1

HP AP AR PP SPD
2 1 3 0 6
AGL CON GUT INT STR VIT
1 -1 0 -1 1 0

Skills: Finesse 1, Stealth 1, Bluffing -1, Performance -1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Passive

  • Pack Tactics: Passive. When an enemy is next to one or more of your allies, you have Upper Hand (+1) on your attack for each ally within 1 space of them.

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Dire Wolf

NPC: Level 1

HP AP AR PP SPD
3 1 2 0 6
AGL CON GUT INT STR VIT
2 -1 0 -1 2 0

Skills: Finesse 2, Stealth 2, Bluffing -1, Performance -1, Detection -1, Craft -1, Athletics 2, Brute 2

Powers

Passive

  • Pack Tactics: Passive. When an enemy is next to one or more of your allies, you have Upper Hand (+1) on your attack for each ally within 1 space of them.

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Small Golem

NPC: Level 1

HP AP AR PP SPD
2 1 4 0 6
AGL CON GUT INT STR VIT
-1 0 0 -1 1 0

Skills: Finesse -1, Stealth -1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Medium Golem

NPC: Level 1

HP AP AR PP SPD
2 1 4 0 6
AGL CON GUT INT STR VIT
-1 0 0 -1 1 0

Skills: Finesse -1, Stealth -1, Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Minor

  • Momentum: Minor. As part of your movement, you attempt to move a creature who is within 1 space of you. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) are moved to 1 space of attacker's end position.

Mystic Golem

NPC: Level 1

HP AP AR PP SPD
2 1 4 1 6
AGL CON GUT INT STR VIT
-1 0 0 0 0 1

Skills: Finesse -1, Stealth -1

Powers

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.

Grunt

NPC: Level 1

HP AP AR PP SPD
2 1 3 0 6
AGL CON GUT INT STR VIT
1 0 0 -1 0 0

Skills: Finesse 1, Stealth 1, Detection -1, Craft -1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.

Grunt, Shielded

NPC: Level 1

HP AP AR PP SPD
2 1 2 0 6
AGL CON GUT INT STR VIT
0 0 0 -1 1 0

Skills: Detection -1, Craft -1, Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Shield: Major. For 1 PP, Add 1 AP to a creature you can see, including yourself. This effect does not stack with other Powers that grant AP.

Guard

NPC: Level 2

HP AP AR PP SPD
3 1 2 1 6
AGL CON GUT INT STR VIT
0 0 0 0 1 1

Skills: Athletics 1, Brute 1

Powers

Major

  • Weapon Attack: Major. You make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Shield: Major. For 1 PP, Add 1 AP to a creature you can see, including yourself. This effect does not stack with other Powers that grant AP.
  • Attack, Sweep: Major. For 2 PP, You perform you Weapon Attack on multiple contiguous characters within 1 space. For 2 PP, on a hit, target(s) make a DR 3 AGL Save. On fail, target(s) Knocked Down.

Minor

  • Momentum: Minor. As part of your movement, you attempt to move a creature who is within 1 space of you. If unwilling, target(s) make a STR or AGL Save with a DR of 3 minus half the Primary Skill of the Attacker. On fail, target(s) are moved to 1 space of attacker's end position.

Specter

NPC: Level 1

HP AP AR PP SPD
3 0 2 2 6
AGL CON GUT INT STR VIT
0 0 1 1 -1 0

Skills: Knowledge 1, Investigation 1, Detection 1, Craft 1, Athletics -1, Brute -1

Powers

Major

  • Mystic Attack: Major. You can make a check to attack an Enemy. This may be performed while under the effects of another Power.
  • Attack, Mystic Aura: Major. For 1 or 2 PP, You perform your Mystic Attack on all characters within 1 or 2 space(s) of you.
  • Slow: Major. For 2 PP, Pick a point in space you can see within range. All creatures within Aura 2 must make a STR Save. On a failure, their speed is halved and they are limited to one Action on their next turn.