From c0df8bf8528d0364edbeb6095a82e2e086441f98 Mon Sep 17 00:00:00 2001 From: Scott Tomaszewski Date: Thu, 17 Oct 2024 16:24:18 -0400 Subject: [PATCH] Adds basic villain powers --- Bestiary/Goblin Villain Power.md | 21 +++++++++++++++++++++ Bestiary/Human Villain Power.md | 23 +++++++++++++++++++++++ Bestiary/Radenwight Villain Power.md | 27 +++++++++++++++++++++++++++ Bestiary/War Dog Villain Power.md | 25 +++++++++++++++++++++++++ 4 files changed, 96 insertions(+) create mode 100644 Bestiary/Goblin Villain Power.md create mode 100644 Bestiary/Human Villain Power.md create mode 100644 Bestiary/Radenwight Villain Power.md create mode 100644 Bestiary/War Dog Villain Power.md diff --git a/Bestiary/Goblin Villain Power.md b/Bestiary/Goblin Villain Power.md new file mode 100644 index 0000000..32b03b8 --- /dev/null +++ b/Bestiary/Goblin Villain Power.md @@ -0,0 +1,21 @@ +--- +title_raw: Goblin Villain Power +title: Goblin Villain Power +name_raw: Goblin Villain Power +name: Goblin Villain Power +type: . +--- + +# Goblin Villain Power + +At the start of any goblin's turn, you can spend VP to activate one of the following features. + +- **Goblin Mode (3 VP):** Each goblin in the encounter gains a +2 bonus to speed until the end of the round. + +- **Tiny Stabs (5 VP):** Each enemy in the encounter takes 1 damage for each goblin who is adjacent to them. + +- **Swamp Stink (7 VP):** The encounter map becomes covered in a green mist that lasts until the end of the round, and which can't be dispersed by wind. All areas of the map become [[Difficult Terrain|difficult terrain]] for non-goblins, and each non-goblin on the map must make a Might resistance roll. + + - ✦ ≤11: 5 poison; [[Weakened|weakened]] until mist disappears + - ★ 12–16: [[Weakened]] until mist disappears + - ✸ 17+: No effect diff --git a/Bestiary/Human Villain Power.md b/Bestiary/Human Villain Power.md new file mode 100644 index 0000000..ade08f6 --- /dev/null +++ b/Bestiary/Human Villain Power.md @@ -0,0 +1,23 @@ +--- +title_raw: Human Villain Power +title: Human Villain Power +name_raw: Human Villain Power +name: Human Villain Power +type: . +--- + +# Human Villain Power + +At the start of any [[Human|human]]'s turn, you can spend VP to activate one of the following features: + +- **Alchemical Device (3 VP):** A non-minion [[Human|human]] acting this turn can use a maneuver to throw an alchemical device. + + **Alchemical Device (Maneuver)** ◆ INU RR Keywords: Area, Magic, Ranged, Resistance Distance: 3 cube within 10 Target: Each creature in the cube + + - ✸ ≤11: 5 corruption damage; [[Restrained|restrained]] (EoT) + - ★ 12–16: 3 corruption damage; [[Slowed|slowed]] (EoT) + - ✦ 17+: 1 corruption damage + +- **Exploit Opening (5 VP):** Each [[Human|human]] making an attack this turn has an edge on ability rolls, or a double edge on abilities that target enemies affected by a condition. + +- **Staying Power (7 VP):** Each non-minion [[Human|human]] in the encounter regains Stamina equal to 5 times their level. diff --git a/Bestiary/Radenwight Villain Power.md b/Bestiary/Radenwight Villain Power.md new file mode 100644 index 0000000..b1947a8 --- /dev/null +++ b/Bestiary/Radenwight Villain Power.md @@ -0,0 +1,27 @@ +--- +title_raw: Radenwight Villain Power +title: Radenwight Villain Power +name_raw: Radenwight Villain Power +name: Radenwight Villain Power +type: . +--- + +# Radenwight Villain Power + +At the start of any radenwight's turn, you can spend VP to activate one of the following features. + +**Trouser Cut (3 VP)** A non-minion radenwight can use the following ability. + +**Trouser Cut (Action)** ◆ 2d10 + 2 Keywords: Attack, Melee, Weapon Distance: Reach 1 Target: One creature + +- ✦ ≤11: 5 damage; push 3 +- ★ 12–16: 10 damage; push 3; [[Taunted|taunted]] (EoT) +- ✸ 17+: 12 damage; push 3; [[Taunted|taunted]] (REA ends) Effect: If a target is wearing clothing covering the lower half of their body, they must use a maneuver to pull that clothing up before they can move. + +**Rat Race (5 VP)** Each radenwight shifts up to their speed. Wherever a radenwight ends this movement adjacent to at least one other radenwight, they can make a melee [[Free Strike|free strike]] against a target. + +**Wall of Rats (7 VP)** A 10-foot wall of living rats scurrying atop one another in a coordinated manner appears in unoccupied spaces anywhere on the encounter map and lasts until the end of the encounter. The wall doesn't block line of effect for radenwights and their allies, but it does for other creatures, as the rats coordinate their movements with the radenwights. Each square of the wall has 10 Stamina. If the last radenwight in the encounter dies and the wall is still standing, the rats let out a hideous screech as they disperse. Each enemy on the encounter map must then make an Intuition resistance roll. + +- ✸ ≤11: 10 sonic damage +- ★ 12–16: 5 sonic damage +- ✦ 17+: No effect diff --git a/Bestiary/War Dog Villain Power.md b/Bestiary/War Dog Villain Power.md new file mode 100644 index 0000000..0f4a25f --- /dev/null +++ b/Bestiary/War Dog Villain Power.md @@ -0,0 +1,25 @@ +--- +title_raw: War Dog Villain Power +title: War Dog Villain Power +name_raw: War Dog Villain Power +name: War Dog Villain Power +type: . +--- + +# War Dog Villain Power + +At the start of any war dog's turn, you can spend VP to activate one of the following features: + +- **Reconstitut (3 VP):** One war dog acting this turn tears apart a nearby corpse of a humanoid and incorporates its body parts into their own. The war dog regains Stamina equal to 5 times their level. + +- **Fire for Effect (5 VP):** A war dog acting this turn can use the following maneuver. + +**Fire for Effect (Maneuver)** ◆ AGL RR ◆ 12 VP **Keywords**: Area, Magic, Ranged, Resistance **Distance**: 5 cube within 10 **Target**: Each creature + +- ✸ ≤11: 7 fire damage; [[Slowed|slowed]] (MGT ends) + +- ★ 12–16: 6 fire damage; [[Slowed|slowed]] (EoT) + +- ✦ 17+: 3 fire damage + +- **Fodder Run (7 VP):** Each war dog minion in the battle can shift their speed, make a [[Free Strike|free strike]], and then die.