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Savant Poisoner

Adversary overview

An assassin payed to kill the party members.

They like to target the party at important social events where they can’t cause a scene, especially in social environments where players will make many social rolls.

Stat block

Tier
2
Type
Social
Difficulty
16
HP
4
Stress
4
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Dagger
Range: Melee
Damage: 2d6+3
Attack Mod: 0
Damage Type: Physical

Features

Passives

  • Poisoned Blade

    Their standard attack causes players to mark a stress.

Actions

  • Severe Poison
    fear 1

    Spend a fear to give a player the severely poisoned condition. Which causes them to mark an HP and Stress whenever they make an action roll. When they are poisoned they can roll an instinct reaction roll dif (16) to identify who poisoned them. This effect ends when the scene ends.

Reactions

  • Lure Into Ambush

    When the players succeed on a check to identify the poisoner or when they step outside naturally he steps outside and is joined by a master assassin and two apprentice assassins per player in ambushing the players.

Evolutions

Motives & tactics

Use social buffers Poison players Lure into ambush

Experiences

  • Blend into the crowd +3

Savant Poisoner

Tier 2 social

An assassin payed to kill the party members.

Motives & Tactics: Use social buffers, Poison players, Lure into ambush

Difficulty: 16 | Thresholds: 8/16 | HP: 4 | Stress: 4

ATK: 0 | Dagger: Melee | 2d6+3 Physical

Experience: Blend into the crowd +3

HP:

STRESS:

Features

Poisoned Blade - Passive: Their standard attack causes players to mark a stress.
Severe Poison - Action: Spend a fear to give a player the severely poisoned condition. Which causes them to mark an HP and Stress whenever they make an action roll. When they are poisoned they can roll an instinct reaction roll dif (16) to identify who poisoned them. This effect ends when the scene ends.
Lure Into Ambush - Reaction: When the players succeed on a check to identify the poisoner or when they step outside naturally he steps outside and is joined by a master assassin and two apprentice assassins per player in ambushing the players.

Discussion

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