Unit TPK-1 Peacekeeper Class
Adversary overview
A hulking, iron-plated Clank wielding a massive greatsword with two eyes that glow with a cold, blue light.
In the city of Thalassa, Peacekeepers are high-ranking enforcers of the Order of the Vigil, designed to maintain the Intercession and suppress any free magic that might destabilize the city’s safety.
Stat block
Standard attack
Features
Passives
-
Relentless (3)
This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
-
Magic Dampeners
Whenever a PC makes a Spellcast Roll within Far range of the Peacekeeper and rolls with Fear, they must mark 1 Stress immediately due to the Peacekeeper siphoning their aether.
Actions
-
Lockdownfear 1
Spend a Fear to releases a pulse of energy. All PCs within Close range must succeed on an Instinct Reaction Roll or be Restrained by bands of blue light. While Restrained in this way, Spellcast Rolls are made with disadvantage.
-
Overwhelming Overheadstress 1
Spend 1 Stress to have the Peacekeeper bring its greatsword down with bone-crushing force. Make an attack against a target. On a success, the target takes damage making them Vulnerable and Restrained until they clear at least 1 HP.
-
Whirlwindstress 2
Spend 2 Stress to have the Peacekeeper spins in a violent arc with its massive blade. All targets within Close range must make an Agility Reaction Roll. On a failure, the target takes 3d8+1 Physical Damage and are knocked back to Far range. On a success, they take half damage and are not knocked back.
Reactions
-
Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
Motives & tactics
Experiences
- Intimidation +2
Unit TPK-1 Peacekeeper Class
Tier 3 solo
A hulking, iron-plated Clank wielding a massive greatsword with two eyes that glow with a cold, blue light.
Motives & Tactics: Enforcement, Magic Supression, Protection
Difficulty: 18 | Thresholds: 21 / 38 | HP: 12 | Stress: 6
ATK: +3 | Heavy Slash: Melee | 3d8+1 Physical
Experience: Intimidation +2
HP:
Stress:
Features
Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Relentless (3) – Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Magic Dampeners – Passive: Whenever a PC makes a Spellcast Roll within Far range of the Peacekeeper and rolls with Fear, they must mark 1 Stress immediately due to the Peacekeeper siphoning their aether.
Lockdown – Action: Spend a Fear to releases a pulse of energy. All PCs within Close range must succeed on an Instinct Reaction Roll or be Restrained by bands of blue light. While Restrained in this way, Spellcast Rolls are made with disadvantage.
Overwhelming Overhead – Action: Spend 1 Stress to have the Peacekeeper bring its greatsword down with bone-crushing force. Make an attack against a target. On a success, the target takes damage making them Vulnerable and Restrained until they clear at least 1 HP.
Whirlwind – Action: Spend 2 Stress to have the Peacekeeper spins in a violent arc with its massive blade. All targets within Close range must make an Agility Reaction Roll. On a failure, the target takes 3d8+1 Physical Damage and are knocked back to Far range. On a success, they take half damage and are not knocked back.
Unit TPK-1 Peacekeeper Class
In the city of Thalassa, Peacekeepers are high-ranking enforcers of the Order of the Vigil, designed to maintain the Intercession and suppress any free magic that might destabilize the city’s safety.
Domains
—
Starting Evasion
—
Starting Hit Points
—
Class Items
—
Unit TPK-1 Peacekeeper Class Subclasses
No subclasses available.
—
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.