Human Blackguard

Level 1 Leader
Human, Humanoid EV 12
Stamina 80 Immunity Corruption 2, Psychic 2
Speed 5 Size 1M / Stability 2
Free Strike 4

Might

3

Agility

2

Reason

2

Intuition

0

Presence

2

Zweihander Swing 2d10 + 3

Area, Melee, Weapon Signature Action
1 burst All enemies in the burst
≤11: 3 damage;
M<1 slowed (save ends)
12—16: 6 damage;
M<2 slowed (save ends)
17+: 8 damage;
M<3 slowed (save ends)
Effect:

An ally within 10 of the blackguard can make a free strike.

1 Malice:

The ally can use their signature action instead.

You!

Maneuver
Ranged 10 One enemy
Effect:

The target is marked until the start of the blackguard’s next turn. The blackguard and each of their allies gain an edge on abilities used against targets marked by the blackguard.

End Effect

At the end of their turn, the blackguard can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Supernatural Insight

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

Parry!

Triggered Action
Melee 1 Self or one ally
A creature targets the blackguard or an ally adjacent to the blackguard with a strike.
Effect:

The damage is halved.

Advance!

Villain Action 1
Self Self
Effect:

The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.

Back!

Area, Magic Villain Action 2
5 burst All enemies in the burst
Effect:

Slide 5.

I Can Throw My Blade and So Should You!

Area, Magic, Ranged, Weapon Villain Action 3
3 cube within 5 Each enemy in the cube
Effect:

The blackguard uses their Zweihander Swing against each enemy in the area. Each ally within 5 of the area can make a free strike against any enemy in the area.

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  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.

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