Royal Djinn
As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
Motives & Tactics: Stay airborne, misdirect attackers, outmaneuver foes, manipulate odds, exhaust through trickery.
As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
This adversary is airborn and immune to standard melee attacks from grounded targets.
Spend 1 hope and the Djinn begins to throw elaborate illusions around, granting itself, or 1 ally +2 to evasion or difficulty.
When this adversary makes a successful attack against a PC, you gain a Fear.
When the Djinn is hit, it's caster can elect to mark 1 stress per hit point it takes to ignore that damage. This can't reduce damage in partial form, and all damage must be mitigated.
Tier 3 solo
As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
Motives & Tactics: Stay airborne, misdirect attackers, outmaneuver foes, manipulate odds, exhaust through trickery.
Difficulty: 18 | Thresholds: 16/22 | HP: 10 | Stress: 6
ATK: +6 | Wind-Woven Strike: Melee | 2d10+4 Magical
Experience: Aerial Maneuvering +3, Trickery and Misdirection +2
HP:
STRESS:
As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
Motives & Tactics: Stay airborne, misdirect attackers, outmaneuver foes, manipulate odds, exhaust through trickery.
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No subclasses available.
Answer any of the following, or create your own.
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