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Adversary overview

A crew bound by an ancient curse to restlessly haunt the waves.

CURSED CREW
Tier 2 Horde (2/HP)
A crew bound by an ancient curse to restlessly haunt the waves.
Motives & Tactics: Haunt, raid, serve, embrace the curse or hope
to free themselves
Diiculty: 12 | Thresholds: 15/20 | HP: 6 | Stress: 2
ATK: +1 | Rusty Weapons: Melee | 2d6+4 phy
Experience: Curse Like a Sailor +4
HP: □ □ □ □ □ □
Stress: □ □
FEATURES
Horde (1d6+2) – Passive: When the Crew has marked half or
more of their HP, their standard attack deals 1d6+2 physical
damage instead.
Ship Bound – Passive: While touching any ship’s surface on open
water, the Crew is immune to becoming Restrained. If the Crew
steps on dry land, they mark 1d4 HP.
Feed the Deep – Passive: When a PC within Very Close range of
the Crew marks a Stress, you gain a Fear.
Share the Curse – Reaction: When a Leader or Solo within Close
range of the Crew takes damage, you can mark a Stress to
redirect the damage to the Crew.

Stat block

Tier
1
Type
Standard
Difficulty
12
HP
6
Stress
2
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
15
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Rusty Weapons
Range: Melee
Damage: 2d6+4
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Horde (1d6+2)

    When the Crew has marked half or more of their HP, their standard attack deals 1d6+2 physical damage instead.

  • Ship Bound

    While touching any ship’s surface on open water, the Crew is immune to becoming Restrained. If the Crew steps on dry land, they mark 1d4 HP.

  • Feed the Deep

    When a PC within Very Close range of the Crew marks a Stress, you gain a Fear.

Actions

—

Reactions

  • Share the Curse

    When a Leader or Solo within Close range of the Crew takes damage, you can mark a Stress to redirect the damage to the Crew.

Evolutions

—

Motives & tactics

Haunt Raid Serve Embrace the curse or hope to free themselves

Experiences

  • Curse Like a Sailor +4

Cursed Crew

Tier 1 standard

A crew bound by an ancient curse to restlessly haunt the waves.

Motives & Tactics: Haunt, Raid, Serve, Embrace the curse or hope to free themselves

Difficulty: 12 | Thresholds: 15/20 | HP: 6 | Stress: 2

ATK: +1 | Rusty Weapons: Melee | 2d6+4 Physical

Experience: Curse Like a Sailor +4

HP:

STRESS:

Features

Horde (1d6+2) - Passive: When the Crew has marked half or more of their HP, their standard attack deals 1d6+2 physical damage instead.
Ship Bound - Passive: While touching any ship’s surface on open water, the Crew is immune to becoming Restrained. If the Crew steps on dry land, they mark 1d4 HP.

Feed the Deep - Passive: When a PC within Very Close range of the Crew marks a Stress, you gain a Fear.


Share the Curse - Reaction: When a Leader or Solo within Close range of the Crew takes damage, you can mark a Stress to redirect the damage to the Crew.

Discussion

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