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Sable the Unstable

Adversary overview

The rat-like leader of The Unclean, Sable serves as a mentor and leader of his Assassin's Guild who call the city sewers their home.

The rat-like leader of The Unclean, Sable serves as a mentor and leader of his Assassin’s Guild who call the city sewers their home. Being granted his title from those who fear him, those within his organisation know the Sable is the grounding rod they need to operate swiftly and efficiently.

Stat block

Tier
2
Type
Social
Difficulty
15
HP
6
Stress
3
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Butterfly Knife
Range: Close
Damage: 2d8+6
Attack Mod: +2
Damage Type: Physical

Features

Passives

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Actions

  • Put the Pressure On
    stress 1

    Sable doubts the words of most, regardless of it possibly being the truth. Mark a Stress to ask a PC to report on their most recent task, prioritising PCs who are part of The Unclean. Based on their response, they must make a relevant Trait Reaction Roll to make their report sound convincing. On a success, they gain 1d10 handfuls of gold and a Rare Consumable. On a failure, they gain 1d6 handfuls of gold and their next social interaction with Sable has disadvantage.

Reactions

  • First Impressions

    Sable reads and judges people based on first impressions. When a PC first speaks with Sable, they must make a Presence Reaction Roll to give Sable a sense of them being a capable adventurer. On a success, Sable's difficulty for that PC decreases by 1. On a failure, his difficulty for that PC increases by 1.

  • Guiding Hand

    Sable will try his best to give information and guidance to those who are part of his organisation, The Unclean. As a group, the party can make a Group Presence or Knowledge Roll to ask Sable a number of questions based on the outcome. If a PC is part of The Unclean, they gain advantage on this roll.

    • Critical Success: 4 questions - Sable has lots of useful information.

    • Success with Hope: 3 questions - Sable knows a bit about what they ask.

    • Success with Fear: 2 questions - Sable knows things, but it's limited.

    • Failure with Hope: 1 question - Sable has heard one reliable rumour.

    • Failure with Fear: 1 question - Sable has heard an unreliable rumour.

  • Disgraced

    The Unclean operate on a series of tenets that none may break. If they do, they are disgraced and removed from or shunned by the organisation, with Sable tolerating them no more. Should they return to their base of operations, they are swiftly dealt with. The tenets include:

    • Always be Loyal to your brothers

    • Always pursue righteous Justice

    • Act with Heroic Courage against overwhelming odds

    • Always have Mercy on children and innocents

Evolutions

—

Motives & tactics

Guide Correct Mentor

Experiences

  • Assassin +3
  • Leader +3

Sable the Unstable

Tier 2 social

The rat-like leader of The Unclean, Sable serves as a mentor and leader of his Assassin's Guild who call the city sewers their home.

Motives & Tactics: Guide, Correct, Mentor

Difficulty: 15 | Thresholds: 10/20 | HP: 6 | Stress: 3

ATK: +2 | Butterfly Knife: Close | 2d8+6 Physical

Experience: Assassin +3, Leader +3

HP:

STRESS:

Features

Put the Pressure On - Action: Sable doubts the words of most, regardless of it possibly being the truth. Mark a Stress to ask a PC to report on their most recent task, prioritising PCs who are part of The Unclean. Based on their response, they must make a relevant Trait Reaction Roll to make their report sound convincing. On a success, they gain 1d10 handfuls of gold and a Rare Consumable. On a failure, they gain 1d6 handfuls of gold and their next social interaction with Sable has disadvantage.
First Impressions - Reaction: Sable reads and judges people based on first impressions. When a PC first speaks with Sable, they must make a Presence Reaction Roll to give Sable a sense of them being a capable adventurer. On a success, Sable's difficulty for that PC decreases by 1. On a failure, his difficulty for that PC increases by 1.
Guiding Hand - Reaction:
Sable will try his best to give information and guidance to those who are part of his organisation, The Unclean. As a group, the party can make a Group Presence or Knowledge Roll to ask Sable a number of questions based on the outcome. If a PC is part of The Unclean, they gain advantage on this roll.
  • Critical Success: 4 questions - Sable has lots of useful information.

  • Success with Hope: 3 questions - Sable knows a bit about what they ask.

  • Success with Fear: 2 questions - Sable knows things, but it's limited.

  • Failure with Hope: 1 question - Sable has heard one reliable rumour.

  • Failure with Fear: 1 question - Sable has heard an unreliable rumour.

Disgraced - Reaction:
The Unclean operate on a series of tenets that none may break. If they do, they are disgraced and removed from or shunned by the organisation, with Sable tolerating them no more. Should they return to their base of operations, they are swiftly dealt with. The tenets include:
  • Always be Loyal to your brothers

  • Always pursue righteous Justice

  • Act with Heroic Courage against overwhelming odds

  • Always have Mercy on children and innocents

Discussion

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