This antagonist is a social, political, antagonist. They typically pose little physical threat.
Weapons
Carries a ranged holdout weapon.
Tier 1 Coutier
Resources
Health | 6 |
Endurance | 2 |
Cunning | 6 |
Willpower | 3 |
E Mana | 0 |
Q Mana | 0 |
Combat Stats
Initiative | 8 |
Melee Attack | 4 |
Ranged Attack | 5 |
Dodge | 4 |
Parry | 5 |
Soak | 7 |
Command | 10 |
Size | 1 |
Social Stats
Connection | Military, Nation, or Organization |
Vice | Varies |
Self-Control | 9 |
Shrewdness | 10 |
Sense Motives | 9 |
Social Actions | 10 |
Powers
Name | Action | Mana Cost | Charge Cost | Description |
Blitz Attack | Simple | 1 Endurance | Move up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. | |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. | ||
Full Defense | Complex | Double defense for 1 round. | ||
Read The Room | Simple | 1 Cunning | This power reveals the basic social structures of a group of people you're observing. You'll learn who is in charge, who is a servant, who hates who, who likes who, etc. You won't learn the "why" behind any of this. | |
Profile | Interrupt | At a glance, learn basic biographical information about a person: Their ethnicity, social class, occupation, etc. If a disguise is worn, the disguised individual gets a bonus to their shrewdness equal to the net hits on their disguise test. |
Tier 2 Courtier
Resources
Health | 7 |
Endurance | 4 |
Cunning | 9 |
Willpower | 5 |
E Mana | 1 |
Q Mana | 11 |
Combat Stats
Initiative | 10 |
Melee Attack | 8 |
Ranged Attack | 10 |
Dodge | 8 |
Parry | 8 |
Soak | 7 |
Command | 15 |
Size | 1 |
Social Stats
Connection | Military, Nation, or Organization |
Vice | Varies |
Self-Control | 15 |
Shrewdness | 18 |
Sense Motives | 20 |
Social Actions | 18 |
Powers
Name | Action | Mana Cost | Charge Cost | Description |
Blitz Attack | Simple | 1 Endurance | Move up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. | |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. | ||
Full Defense | Complex | Double defense for 1 round. | ||
Read The Room | Simple | 1 Cunning | This power reveals the basic social structures of a group of people you're observing. You'll learn who is in charge, who is a servant, who hates who, who likes who, etc. You won't learn the "why" behind any of this. | |
Profile | Interrupt | At a glance, learn basic biographical information about a person: Their ethnicity, social class, occupation, etc. If a disguise is worn, the disguised individual gets a bonus to their shrewdness equal to the net hits on their disguise test. | ||
I Know You Know | Free | This power lets you know what a target knows about a secret you are involved with. The target must be aware of you, and you must be looking at their face. This power does not allow you to know whether or not the target knows a widely known fact or idea. It only applies to secrets that you are involved with: the conspiracy you're investigating, the conspiracy you're a part of, etc. This power does not reveal information about the secret which you do not yet know. It only reveals that they know something that you know. This power also reveals if they know more than you or less than you. If you discern that they know more than you, you may wish to interrogate them. | ||
Vicious Rumor | Complex | 1 | 1 Cunning | This power allows you to start a rumor that spreads like wildfire. There are no dice rolls or tests. This power simply works. In 1 day, the rumor will be heard by half the people in a city. In 1 week, the rumor will be heard by half of a nation state. In 1 month half of the world will hear it. Each individual will judge for themselves whether they believe the rumor is true. However, the rumor will not spread to areas for which it has no relevance. |
Innocence Method | Interrupt | 1 | When someone else is the target of a social action which makes you the target of an emotion, or the target of a task, you can prevent the social action from ever taking place, and prevent it from being used again, for the duration of a scene. For example, when someone uses Excite Emotions on a character to make them angry, with you as the target of that anger, their social action automatically fails. Usable once per scene. |
Tier 3 Courtier
Resources
Health | 7 |
Endurance | 5 |
Cunning | 11 |
Willpower | 5 |
E Mana | 3 |
Q Mana | 14 |
Combat Stats
Initiative | 12 |
Melee Attack | 8 |
Ranged Attack | 10 |
Dodge | 8 |
Parry | 8 |
Soak | 7 |
Command | 18 |
Size | 1 |
Social Stats
Connection | Military, Nation, or Organization |
Vice | Varies |
Self-Control | 16 |
Shrewdness | 22 |
Sense Motives | 22 |
Social Actions | 22 |
Powers
Name | Action | Mana Cost | Charge Cost | Description |
Blitz Attack | Simple | 1 Endurance | Move up to your speed in spaces and use (Basic Attack) in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. | |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. | ||
Full Defense | Complex | Double defense for 1 round. | ||
Read The Room | Simple | 1 Cunning | This power reveals the basic social structures of a group of people you're observing. You'll learn who is in charge, who is a servant, who hates who, who likes who, etc. You won't learn the "why" behind any of this. | |
Profile | Interrupt | At a glance, learn basic biographical information about a person: Their ethnicity, social class, occupation, etc. If a disguise is worn, the disguised individual gets a bonus to their shrewdness equal to the net hits on their disguise test. | ||
I Know You Know | Free | This power lets you know what a target knows about a secret you are involved with. The target must be aware of you, and you must be looking at their face. This power does not allow you to know whether or not the target knows a widely known fact or idea. It only applies to secrets that you are involved with: the conspiracy you're investigating, the conspiracy you're a part of, etc. This power does not reveal information about the secret which you do not yet know. It only reveals that they know something that you know. This power also reveals if they know more than you or less than you. If you discern that they know more than you, you may wish to interrogate them. | ||
Vicious Rumor | Complex | 1 | 1 Cunning | This power allows you to start a rumor that spreads like wildfire. There are no dice rolls or tests. This power simply works. In 1 day, the rumor will be heard by half the people in a city. In 1 week, the rumor will be heard by half of a nation state. In 1 month half of the world will hear it. Each individual will judge for themselves whether they believe the rumor is true. However, the rumor will not spread to areas for which it has no relevance. |
Innocence Method | Interrupt | 1 | When someone else is the target of a social action which makes you the target of an emotion, or the target of a task, you can prevent the social action from ever taking place, and prevent it from being used again, for the duration of a scene. For example, when someone uses Excite Emotions on a character to make them angry, with you as the target of that anger, their social action automatically fails. Usable once per scene. | |
Reset Social Action | Interrupt | 1 Cunning | Activate this power to reset a social action which you have already consumed in this scene. | |
Strength & Weakness Detector | Free | You can size up a character at a glance. Each net hit allows you to know 1 of the following: Dodge, Parry, or Soak Defense. Close or Ranged Combat dicepool, rating of any other skill or attribute. | ||
Disarming Information | Interrupt | 1 | On a first meeting, you know information about a person you have just met; information you could not possibly know without some kind of magic, or perhaps a vast intelligence network. People find this kind of knowledge unnerving, and they are forced to spend 1 Cunning Charge when the information is revealed. You know their name & occupation, family situation, financial situation. The player may also create trivial information about the character: their shoe size, their birthday, their favorite food, the color of their underwear, etc. This power does not function if the target is wearing a full face mask. There is no contested roll unless the target is wearing a disguise. Without a disguise, this power simply works. Additionally, you do not suffer from the -3 modifier for using Sense Motives in a first meeting. This power obviates the need to use the Profile power, and it's required Sense Motives test. | |
Diplomatic Immunity | You & your embassy are unable to be attacked unless you've made aggressive actions as defined by GM. Only applies to state-actors or similar; official groups with official legal powers. Does not function against brigands, pirates, or similar. |