Rival Fury

Level 2 Troop Brute
Humanoid, Rival EV 16
Stamina 100
Speed 5 Size 1M / Stability 3
Free Strike 5

Might

2

Agility

1

Reason

0

Intuition

0

Presence

0

Brutal Impact 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 Two creatures or objects
≤11: 7 damage;
push 1
12—16: 11 damage;
push 2
17+: 14 damage;
push 3
2 Malice:

Each target is M<1 slowed (save ends).

Let’s Tussle (2 Malice) 2d10 + 2

Melee, Strike, Weapon Action
Melee 1 One creature the fury’s size or smaller
≤11: 8 damage;
M<0 grabbed
12—16: 13 damage;
M<1 grabbed
17+: 16 damage;
M<2 grabbed
Effect:

The fury has an edge on strikes against a grabbed creature.

Overwhelm

Once per turn, when the fury force moves a target or shifts into a square adjacent to a creature or object, they can make a free strike against them.

Rivalry

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