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Gabriel “The Dent” Danton

Adversary overview

A skeletal crime lord in an immaculate crimson suit, gold rings gleaming on bare finger bones. Hellfire burns faintly in his empty eye sockets. Every word is a wager. Every breath is a contract.

The Dent is not just a necromancer. He is a cheater. A contract breaker. A soul accountant empowered by hell itself.

He does not fear death because he has already negotiated with it.

His goal is not to win the fight.

His goal is to leave the table ahead.

He will retreat if losing unless prevented.

Stat block

Tier
4
Type
Leader
Difficulty
21
HP
9
Stress
8
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
33
Major Damage — Mark 2 HP Major
Mark 2 HP
66
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

House Advantage
Range: Far
Damage: 4d12+8
Attack Mod: +6
Damage Type: Magical

Features

Passives

Actions

  • The House Always Wins
    stress 1

    Mark 1 Stress to declare a wager with one target in Far range.

    Both The Dent and the target secretly choose:

    • Safe
    • Risky

    Then reveal.

    • If both choose Safe: nothing happens.
    • If both choose Risky: both take 2d10 direct magic damage.
    • If Dent chooses Risky and target chooses Safe: target takes 3d12 direct magic damage and Dent clears 2 Stress.
    • If Dent chooses Safe and target chooses Risky: Dent takes no damage and gains a Fear.

    Narrate this as glowing infernal cards appearing between them.

  • Raise the Stakes
    stress 2

    Mark 2 Stress to summon 1d4 Skeleton Warriors at Close range. They immediately take the spotlight.

    Their forms claw themselves from beneath the casino floor, still clutching chips and ledgers.

  • Tactician
    stress 1

    When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.

  • Double or Nothing
    fear 2

    Mark 2 Fear and target one creature within Far range.

    The target must make an Instinct Reaction Roll.

    Failure:
    Take 2d20+12 direct magic damage.

    Success:
    Take half damage.

    If the target marks 2 or more HP from this attack, The Dent clears 2 HP or 3 Stress.

Reactions

  • Stack the Deck

    When The Dent would mark HP, spend a Fear to reduce the HP marked by half (rounded up).

    Narrate as infernal contracts burning and rewriting reality.

  • Cash Out
    fear 1

    When The Dent marks 7 or more HP, spend a Fear to teleport anywhere in the casino or to a prepared escape point.

    A PC who succeeds on an Instinct Roll can intercept or follow him.

    Narrate as chips exploding into hellfire smoke.

  • Devil’s Buy-In (Countdown Loop 6)

    When The Dent marks 6 or more HP, activate countdown.

    When triggered:

    Target one creature within Close range.

    Deal 2d10+6 direct magic damage.

    The Dent then clears HP or Stress equal to the HP marked by that target.

    Narrate as hellfire chains ripping vitality from the victim.

Motives & tactics

Control Manipulate Escape loss Collect debts Cheat death Make deals

Experiences

  • Master of the House +3

Gabriel “The Dent” Danton

Tier 4 leader

A skeletal crime lord in an immaculate crimson suit, gold rings gleaming on bare finger bones. Hellfire burns faintly in his empty eye sockets. Every word is a wager. Every breath is a contract.

Motives & Tactics: Control, Manipulate, Escape loss, Collect debts, Cheat death, Make deals

Difficulty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 8

ATK: +6 | House Advantage: Far | 4d12+8 Magical

Experience: Master of the House +3

HP:

STRESS:

Features

The House Always Wins - Action: Mark 1 Stress to declare a wager with one target in Far range. Both The Dent and the target secretly choose: • Safe • Risky Then reveal. • If both choose Safe: nothing happens. • If both choose Risky: both take 2d10 direct magic damage. • If Dent chooses Risky and target chooses Safe: target takes 3d12 direct magic damage and Dent clears 2 Stress. • If Dent chooses Safe and target chooses Risky: Dent takes no damage and gains a Fear. Narrate this as glowing infernal cards appearing between them.
Raise the Stakes - Action: Mark 2 Stress to summon 1d4 Skeleton Warriors at Close range. They immediately take the spotlight. Their forms claw themselves from beneath the casino floor, still clutching chips and ledgers.
Tactician - Action: When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.
Double or Nothing - Action: Mark 2 Fear and target one creature within Far range. The target must make an Instinct Reaction Roll. Failure: Take 2d20+12 direct magic damage. Success: Take half damage. If the target marks 2 or more HP from this attack, The Dent clears 2 HP or 3 Stress.
Stack the Deck - Reaction: When The Dent would mark HP, spend a Fear to reduce the HP marked by half (rounded up). Narrate as infernal contracts burning and rewriting reality.
Cash Out - Reaction: When The Dent marks 7 or more HP, spend a Fear to teleport anywhere in the casino or to a prepared escape point. A PC who succeeds on an Instinct Roll can intercept or follow him. Narrate as chips exploding into hellfire smoke.
Devil’s Buy-In (Countdown Loop 6) - Reaction: When The Dent marks 6 or more HP, activate countdown. When triggered: Target one creature within Close range. Deal 2d10+6 direct magic damage. The Dent then clears HP or Stress equal to the HP marked by that target. Narrate as hellfire chains ripping vitality from the victim.

Discussion

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