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 (Action) ♦ 2d10 + 3 ♦ Signature

Keywords Area, Melee, Weapon
Distance 1 burst Target 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)

Keywords
Distance Ranged 10 Target 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.

Parry! (Triggered Action)

Keywords
Distance Melee 1 Target Self or one ally
Trigger: A creature targets the blackguard or an ally adjacent to the blackguard with a strike.
Effect: The damage is halved.

Advance! (Villain Action 1)

Keywords
Distance Self Target Self
Effect: The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.

Back! (Villain Action 2)

Keywords Area, Magic
Distance 5 burst Target All enemies in the burst
Effect: Slide 5.

I Can Throw My Blade and So Should You! (Villain Action 3)

Keywords Area, Magic, Ranged, Weapon
Distance 3 cube within 5 Target 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.

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.

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