Rival Talent

Level 5 Troop Hexer
Humanoid, Rival EV 28
Stamina 120
Speed 5 Size 1M / Stability 2
Free Strike 6

Might

0

Agility

0

Reason

3

Intuition

0

Presence

1

Overwhelming Rend 2d10 + 3

Psionic, Ranged, Strike, Telekinesis Signature Action
Ranged 10 Two creatures or objects
≤11: 9 psychic damage;
push 2;
M<1 prone
12—16: 14 psychic damage;
push 3;
M<2 prone
17+: 17 psychic damage;
push 4;
M<3 prone

Disarrange Thoughts (2 Malice) 2d10 + 3

Psionic, Ranged, Telepathy Maneuver
Ranged 10 1 creature or object
≤11: 6 psychic damage;
R<1 dazed (save ends)
12—16: 6 psychic damage;
R<2 dazed (save ends)
17+: 6 psychic damage;
R<3 dazed and slowed (save ends)

Precognitive Shift (1 Malice)

Triggered Action
Self Self
A creature deals damage to the talent.
Effect:

The talent halves the damage and shifts 2.

Rivalry

The talent selects one creature within line of effect at the start of an encounter. Both the talent and the creature can add a 1d3 to all power rolls made against each other.

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  1. Rival Malice


    1. Work as One

      3 Malice
      1. Until the end of the round, each rival can impose a bane against a strike made against an adjacent rival as a free triggered action.

    2. We Just Do It Better

      3 Malice
      1. Until the end of the round, each rival rolls an additional 1d3 on all power rolls made against the target of their Rivalry trait.

    3. Check Out Our Loot

      5 Malice
      1. The rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 or a 3 cube within 10. Each enemy in an affected area makes an Agility test.

      2. ≤11: 11 damage;
        condition (save ends)
        12—16: 8 damage;
        condition (EoT)
        17+: 5 damage
      3. Effect

        The rival chooses the damage type and condition afflicted from one of the following pairs: sonic and dazed, poison and weakened, or fire and frightened.

    4. Calling the Shots

      7 Malice
      1. All rivals regain 10 Stamina. Until the end of the round, when a rival uses an ability against an enemy, each rival adjacent to that enemy can make a free strike against them.

    5. Coordinated Takedown

      10 Malice
      1. Each rival moves up to their speed and uses an action or maneuver that doesn’t cost Malice.

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