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Adversaries, Denizens, Encounters, and Spoils
Adversaries Breakdown
- Name, Aspect and Score
- Armor
- Attacks (if any)
- Active Turn (K, 10, 5, 2)
- Spoils Tier (None, Poor, Fair, Good, Excellent, Unique)
- Abilities (1 + Aspect Score number of abilities)
Example Adversaries
Poacher, Sense +0Armor: Leathers (HeTAL, AV1)Attacks: Shortbow (2H, 40yds), Knife (1H)Turn: 10Spoils: PoorAbilities:
- Hunter - Attacks against animals are Brutal
Brown Bear, Health +2
Armor: Tough Hide (All, AV 1)
Attacks: Maul (Brutal)
Active Turn: K
Spoils: (examples) 4 food rations, 1 large pelt (3 Flakes), 100 pounds of fat, other animal bits
Abilities:
- Roar - All characters not allied and within 10 yards must succeed on a Determination Check or become Scared.
- A Mother's Fury - If the Brown Bear perceives a threat to its young, it acts on K and 10 for initiative
- Animal Nature - Animals will always flee from combat after taking an injury, unless they are defending their lair, offspring, cornered, or sick.
Denizens Breakdown
- Name, Aspect and Score
- Condition of Destruction and Limitations
- Cause of Manifestation
- Attacks
- Active Turn(s)
- Description
- Abilities (1 + Aspect Score number of abilities + Denizen)
Example Denizens
Drowning Mildew, Health +2Condition: Drowning Mildew can only be destroyed by burning the corpse it originates from. It will not spread to areas exposed to sunlight. It will not willingly approach fire.Cause: When a human is killed via drowning and not given a proper burial, there is a chance it invites the presence of the Drowning Mildew.Attacks: Drown (Brutal, Ignores Armor, 0yd)Turn: K, 10, 5, 2Description: Wispy, like spider's silk, slime mold that undulates to an unknown rhythm. It is blue-grey and smells of sea air, rank cellars, and spoiled myrrh. It clings to surfaces lightly, and has no weight until it attempts to make a kill.Abilities:
- Metastasis - Any living creature killed with the Drown attack becomes a new instance of Drowning Mildew.
- Creeping - Speed is 2 yards. It cannot move and take an action on the same turn. It cannot be flanked and fully occupies any space it has moved through or onto. It cannot be moved forcibly.
- Fire Avoidant - Any space it occupies that is hit with a source of open flames clears that space until the fire leave that space. Attacks it makes against characters bearing open flames are instead Red/Black Checks
- Denizen - This creature knows nothing of remorse or fear and is obviously supernatural. It will not flee nor surrender and is immune to Scared.
Bean Sidhe (Banshee), Charisma +1
Condition: Can only be injured by implements made of pure gold. Only perceivable by the family they have attached themselves to. They only appear at night.
Cause: When a first-born daughter is killed in a violent manner, her spirit may not be able cross the Veil to the Other Side.
Attacks: Keening(30 yds, Unavoidable)
Turn: K
Description: Lithe, nearly skeletal, wearing what they had on when they perished. They are pale, ephemeral beings that are often seen near water or swamps at night, futilely attempting to wash the fabric of the Veil and weeping. They do not pursue their prey; there is no need once they Keen into the night.
Abilities:
- Baleful Wailing - Any who hear the Keening of a Bean Sidhe become Scared and are frozen in fear if they cannot flee. The Bean Sidhe fades from view after Keening.
- Omen - The target fated to die after hearing the Keening of a Bean Sidhe suffers a heart attack after seven days unless the Bean Sidhe is destroyed.
- Denizen - This creature knows nothing of remorse or fear and is obviously supernatural. It will not flee nor surrender and is immune to Scared.
Encounters and Spoils
Spoils
- None - Self explanatory, nothing of value here.
- Poor - Up to 1 Flake's worth of valuables.
- Fair - Between 2 and 29 Flakes worth of valuables.
- Good - Between 10 and 50 Chips worth of valuables.
- Excellent - Between 51 Chips and 2 Plates worth of valuables.
- Unique - Determined on a case-to-case basis. See the above brown bear for an example!