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Old Firm Guvnor

Adversary overview

Cunning, Bully, Always in charge

This guy will get it done for his family at any cost to anyone else, ruthless, cunning and well connected. Always dressed in fine leather armour this is a knight of the lowliest order, a frontline organiser of the more brutal brand of organised crime.

Stat block

Tier
2
Type
Leader
Difficulty
16
HP
7
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Shade Razor Kukuri
Range: Close
Damage: 2d10+2
Attack Mod: +4
Damage Type: Magical

Features

Passives

Actions

  • Rally
    fear 2

    Spend 2 Fear to spotlight the Leader and up to 1d6 allies within Far range.

  • Boomerang Strike
    fear 1

    Make 1 standard attack at 2 PCs within range

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Let It Bleed
    stress 1

    Spend a stress on a hit to a PC that marks at least 1 HP. That PC loses 1 HP each GM turn. This can be treated with an Instinct/Knowledge/Finesse action roll or by any ability that restores HP.

Motives & tactics

Business first Hurt them until they negotiate Ends justify the means

Experiences

  • Threaten +2
  • Discern Loyalty +2

Old Firm Guvnor

Tier 2 leader

Cunning, Bully, Always in charge

Motives & Tactics: Business first, Hurt them until they negotiate, Ends justify the means

Difficulty: 16 | Thresholds: 14/24 | HP: 7 | Stress: 5

ATK: +4 | Shade Razor Kukuri: Close | 2d10+2 Magical

Experience: Threaten +2, Discern Loyalty +2

HP:

STRESS:

Features

Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Rally - Action: Spend 2 Fear to spotlight the Leader and up to 1d6 allies within Far range.
Boomerang Strike - Action: Make 1 standard attack at 2 PCs within range
Let It Bleed - Reaction: Spend a stress on a hit to a PC that marks at least 1 HP. That PC loses 1 HP each GM turn. This can be treated with an Instinct/Knowledge/Finesse action roll or by any ability that restores HP.

Discussion

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