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Unit TPK-1 Peacekeeper Class

Adversaries Designed by Geoff Nori • Art by Geoff Nori

Adversary overview

A hulking, iron-plated Clank wielding a massive greatsword with two eyes that glow with a cold, blue light.

In the city of Thalassa, Peacekeepers are high-ranking enforcers of the Order of the Vigil, designed to maintain the Intercession and suppress any free magic that might destabilize the city’s safety.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
12
Stress
6
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
21
Major Damage — Mark 2 HP Major
Mark 2 HP
38
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Heavy Slash
Range: Melee
Damage: 3d8+1
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

  • Magic Dampeners

    Whenever a PC makes a Spellcast Roll within Far range of the Peacekeeper and rolls with Fear, they must mark 1 Stress immediately due to the Peacekeeper siphoning their aether.

Actions

  • Lockdown
    fear 1

    Spend a Fear to releases a pulse of energy. All PCs within Close range must succeed on an Instinct Reaction Roll or be Restrained by bands of blue light. While Restrained in this way, Spellcast Rolls are made with disadvantage.

  • Overwhelming Overhead
    stress 1

    Spend 1 Stress to have the Peacekeeper bring its greatsword down with bone-crushing force. Make an attack against a target. On a success, the target takes damage making them Vulnerable and Restrained until they clear at least 1 HP.

  • Whirlwind
    stress 2

    Spend 2 Stress to have the Peacekeeper spins in a violent arc with its massive blade. All targets within Close range must make an Agility Reaction Roll. On a failure, the target takes 3d8+1 Physical Damage and are knocked back to Far range. On a success, they take half damage and are not knocked back.

Reactions

  • Momentum

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

Motives & tactics

Enforcement Magic Supression Protection

Experiences

  • Intimidation +2

Unit TPK-1 Peacekeeper Class

Tier 3 solo

A hulking, iron-plated Clank wielding a massive greatsword with two eyes that glow with a cold, blue light.

Motives & Tactics: Enforcement, Magic Supression, Protection

Difficulty: 18 | Thresholds: 21 / 38 | HP: 12 | Stress: 6

ATK: +3 | Heavy Slash: Melee | 3d8+1 Physical

Experience: Intimidation +2

HP:

Stress:

Features

Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Relentless (3) – Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

Magic Dampeners – Passive: Whenever a PC makes a Spellcast Roll within Far range of the Peacekeeper and rolls with Fear, they must mark 1 Stress immediately due to the Peacekeeper siphoning their aether.

Lockdown – Action: Spend a Fear to releases a pulse of energy. All PCs within Close range must succeed on an Instinct Reaction Roll or be Restrained by bands of blue light. While Restrained in this way, Spellcast Rolls are made with disadvantage.

Overwhelming Overhead – Action: Spend 1 Stress to have the Peacekeeper bring its greatsword down with bone-crushing force. Make an attack against a target. On a success, the target takes damage making them Vulnerable and Restrained until they clear at least 1 HP.

Whirlwind – Action: Spend 2 Stress to have the Peacekeeper spins in a violent arc with its massive blade. All targets within Close range must make an Agility Reaction Roll. On a failure, the target takes 3d8+1 Physical Damage and are knocked back to Far range. On a success, they take half damage and are not knocked back.

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