Human Scoundrel

Level 1 Platoon Ambusher
Human, Humanoid EV 6
Stamina 30 Immunity Corruption 1, Psychic 1
Speed 5 Size 1M / Stability 0
Free Strike 4

Might

0

Agility

2

Reason

0

Intuition

0

Presence

1

Rapier & Dagger 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 One creature or object
≤11: 6 damage 12—16: 9 damage 17+: 12 damage
Effect:

This ability deals an additional 2 damage if the scoundrel has an edge on the power roll.

Dagger Storm (5 Malice)

Action
Effect:

The scoundrel uses Rapier & Dagger targeting three creatures or objects. They can shift 2 before or after each strike.

Supernatural Insight

The scoundrel ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.

Report Issue

You must be logged in to report an issue.

Log in
  1. Human Malice


    1. Alchemical Device

      3 Malice
      1. Area, Magic, Ranged Maneuver Non-Minion
        3 cube within 10
        Each enemy in the cube
      2. ≤11: 4 corruption damage;
        A<0 slowed (save ends)
        12—16: 6 corruption damage;
        A<1 slowed (save ends)
        17+: 9 corruption damage;
        A<2 restrained (save ends)
    2. Exploit Opening

      5 Malice
      1. Until the end of their turn, each human acting this turn has an edge on their abilities, or a double edge if their ability targets an enemy affected by a condition.

    3. Staying Power

      7 Malice
      1. Each non-minion human in the encounter regains Stamina equal to 5 times their level.

    Report Issue

    You must be logged in to report an issue.

    Log in