Rival Null

Level 5 Troop Harrier
Humanoid, Rival EV 28
Stamina 140
Speed 7 Size 1M / Stability 3
Free Strike 6

Might

0

Agility

3

Reason

2

Intuition

1

Presence

0

Agile Stride 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 1 Two creatures or objects
≤11: 9 damage;
shift 3;
A<1 6 damage
12—16: 14 damage;
shift 4;
A<2 11 damagev
17+: 17 damage;
shift 5;
A<3 11 damage

Deaden (2 Malice) 2d10 + 3

Melee, Psionic, Strike, Weapon Maneuver
Melee 1 One creature or object
≤11: 9 damage;
R<1 dazed (EoT)
12—16: 14 damage;
R<2 dazed (save ends)
17+: 17 damage;
R<3 dazed and restrained (save ends)

Inertial Shield

The null halves the damage of the first strike they are targeted by each round.

Rivalry

The null selects one creature within line of effect at the start of an encounter. Both the null 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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