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Commoner Folk

Adversary overview

Farmers, merchants, and passersby without combat training. Though not warriors, they serve as the city’s eyes and ears, and in moments of panic they can rally together to resist threats.

Ordinary townsfolk vary widely depending on where they live—ranging from ragged farmers in the countryside, sly merchants in bustling markets, to skilled artisans in great cities. They typically wear simple, practical clothing and often carry the tools of their trade: a sickle, a lantern, or a small coin pouch. Though they may appear harmless, their watchful eyes are always observing the rhythms and secrets of the community.

Stat block

Tier
1
Type
Social
Difficulty
10
HP
3
Stress
2
Attack mod
-4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
3
Major Damage — Mark 2 HP Major
Mark 2 HP
6
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Improvised Weapon
Range: Melee
Damage: 1d4+1
Attack Mod: -4
Damage Type: Physical

Features

Passives

  • Crowd Morale

    If three or more Commoner are within Close range, their courage increases. When a PC attempts to intimidate or persuade the crowd, +2 Difficulty on Presence roll against Commoner, as the crowd rallies with supportive shouts. Additionally, the Commoner gain a +1 bonus on attack rolls during combat.

Actions

  • Call the Guards!
    stress 1

    When Commoner feel threatened, they scream for help. Mark a Stress to summon 1d6 Bladed Guards who arrive at Far range. Additionally, the GM may spend a Fear to call forth a Head Guard to join them.

Reactions

  • Local Gossip

    Commoner are a rich source of information. If a player questions them and rolls a result of Fear whether the attempt succeeds or fails the Commoner may provide exaggerated or misleading details that could send the party astray. A PC may mark a Stress to attempt to analyze how truthful the information really is.

  • Weight of Guilt
    fear 1

    When a Commoner is killed or dies in a scene where the PCs are present, the GM may spend a Fear to force every PC who witnessed the event to make an Instinct Reaction roll at Difficulty 12 to steady themselves. If they fail, the character is severely shaken and must Mark a Stress and lose 1 Hope, and if a PC is the one who killed them, whether intentionally or not, they do not roll anything because the guilt takes root immediately; that player must Mark a Stress and lose 1 Hope immediately, and if that PC has no Hope to lose (Hope is 0) it is changed to Mark 2 Stress instead.

Motives & tactics

Protect Gossip Flee Shout

Experiences

  • Local Knowledge +2

Commoner Folk

Tier 1 social

Farmers, merchants, and passersby without combat training. Though not warriors, they serve as the city’s eyes and ears, and in moments of panic they can rally together to resist threats.

Motives & Tactics: Protect, Gossip, Flee, Shout

Difficulty: 10 | Thresholds: 3/6 | HP: 3 | Stress: 2

ATK: -4 | Improvised Weapon: Melee | 1d4+1 Physical

Experience: Local Knowledge +2

HP:

STRESS:

Features

Crowd Morale - Passive: If three or more Commoner are within Close range, their courage increases. When a PC attempts to intimidate or persuade the crowd, +2 Difficulty on Presence roll against Commoner, as the crowd rallies with supportive shouts. Additionally, the Commoner gain a +1 bonus on attack rolls during combat.
Call the Guards! - Action: When Commoner feel threatened, they scream for help. Mark a Stress to summon 1d6 Bladed Guards who arrive at Far range. Additionally, the GM may spend a Fear to call forth a Head Guard to join them.
Local Gossip - Reaction: Commoner are a rich source of information. If a player questions them and rolls a result of Fear whether the attempt succeeds or fails the Commoner may provide exaggerated or misleading details that could send the party astray. A PC may mark a Stress to attempt to analyze how truthful the information really is.
Weight of Guilt - Reaction: When a Commoner is killed or dies in a scene where the PCs are present, the GM may spend a Fear to force every PC who witnessed the event to make an Instinct Reaction roll at Difficulty 12 to steady themselves. If they fail, the character is severely shaken and must Mark a Stress and lose 1 Hope, and if a PC is the one who killed them, whether intentionally or not, they do not roll anything because the guilt takes root immediately; that player must Mark a Stress and lose 1 Hope immediately, and if that PC has no Hope to lose (Hope is 0) it is changed to Mark 2 Stress instead.

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