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People

Not all antagonists are creatures, monsters, outsiders, brutal humanoids, or elementals.

Bandits

People who have taken to robbery and predatory crime rather than seeking an "honest" living.

Summoning Difficulty: +4

Pesh and Night Lotus Addict, Hungry For Street Cred

Good At: Being Thuggish (+2), Being Brash (+2)

Bad At: Being Legit (-2), Being Brave (-2)

Stress [1][2][3]

Mild (2)

A gang of drug addicted 'cousins' eager to impress bigger criminals and become part of a bigger operation. They fight as individuals.

Summoning Difficulty: +4

Worse Than The Damn Goblins, Irredeemable

Good At: Guerrilla Tactics (+2), Hiding in the Deepwoods (+2), Ambushing Caravans (+2)

Bad At: Prolonged Engagements (-2), Toe-to-toe Fighting (-1)

Hits: [1]  

Up to five (5) bandits will fight as a mob, adding one (1) hit box per bandit. +1 when attacking and defending for every three (3) bandits remaining in the mob.

Summoning Difficulty: +3

Merciless Scum, An Unsympathetic Lot

Good At: Banditry (+2), Fighting (+2)

Bad At: Fighting When Outnumbered (-2)

Hits: [1][1]

A Bandit fights as an individual but as part of a gang of at least two.

Cultists

Norgorber

Norgorber (pronounced NOR-gore-ber) is known as a deity of thievery and assassination, as well as a keeper of secrets. He is called the 'Reaper of the Reputation' by some, but he has more insidious titles among his other worshipers. He remains an enigma to most, and his true motives are unknown. Many of his own followers remain ignorant of his plans and designs. Norgorber is the only evil aligned god amongst the Ascended.

Norgorber's worshipers come from all walks of life and all of them are termed Sons and Daughters of the Mask; many are clerics, rogues, bards and assassins. Most followers of Norgorber will choose one of his Four Aspects to particularly worship.

The most extreme are numbered among the murderous insane, who commit atrocities in his reverence. The followers of the cult of Father Skinsaw are known as the Skinsaw Men or the Skinsaw Cult. Spies and politically minded folk who worship him as the Reaper of Reputation consider him the deity of secret knowledge, such as the Ustalavic organization called the Anaphexia. Thieves revere the Gray Master. Assassins, alchemists and herbalists follow Blackfingers.

Norgorber's ceremonial colours are black and brown. The cultist's clothes usually follow modern fashions, in order to blend in wherever they are.

Summoning Difficulty: +6

Hidden In Plain Sight, Murder Cult Members

Good At: Sneak Attack (+2), Going Unnoticed (+2), Black Murder (+2)

Bad At: Open Dealings (-2), Empathy and Compassion (-2)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Guards

City watch, house troops, hired guards, private security...not always uniformed but organized.

Summoning Difficulty: +3

Serving And Protecting, Local Cops

Good At: Fighting (+2), Noticing (+2)

Bad At: Risking Their Lives Over Petty Crime (-2)

Hits: [1][1]  

Up to five (5) watchmen will form a mob, adding two (2) hit boxes per individual. +1 when attacking and defending for each remaining watchman.

Militants

Militant is usually used to describe a person engaged in aggressive verbal or physical combat (e.g. a soldier, an activist, revolutionary, terrorist or insurgent).

GreyMaidens

The Gray Maidens were the all-female, elite bodyguard for Queen Ileosa Arabasti of Korvosa. Since the queen's death the group has been officially disbanded; however, some cells remain active in Varisia (outside of Korvosa) and Cheliax.

Summoning Difficulty: +8

Heavily Armored Bulwark, Member Of An Infamous Fallen Order

Good At: Sword & Board (+4)

Bad At: Letting Go Of The Past (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

Maiden Armor

Sczarni

The Sczarni are a loose collection of Varisian crime families, operating primarily in the cities and towns of Varisia, but found wherever significant numbers of Varisians gather.

Sczarni focus is on the less violent crimes such as robbery, pickpocketing, and confidence schemes, and generally target only non-Varisians. They believe that this affords them the maximum profit with minimum risk.

They may be driven out of town, beaten, jailed, or even mutilated, but rarely is a Sczarni put to death for his or her crimes. Their activities are notorious enough, however, that they have greatly contributed to the racial stereotype of Varisians as untrustworthy thieves. Being independently minded in the extreme, one Sczarni family will have next to nothing in common with another, other than their occupation, cultural background, and general methods.

Most Varisians are opposed to the Sczarni and want nothing to do with them. They believe that their activities invite trouble and further stereotyping against their kind. Despite this opinion, most Varisians will offer aid to a Sczarni who is in trouble, especially when outsiders are involved.

Summoning Difficulty: +6

Dirty Deeds Done For A Reasonable Negotiated Rate,
Hardened Criminals

Good At: Combatives (+2), Roguish (+3), Sneaky (+1)

Bad At: Polite Society (-2), Being Legit (-2), Resisting A Sweet Deal (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

Big shots and named men among the Sczarni, and far more dangerous than oily street punks. Professional criminals, muscle-for-hire, underbosses, racketeers...they run the gamut. These are the kind of men and women who make people fear the term Sczarni.

Summoning Difficulty: +4

Street Enforcer, Tough And Mean

Good At: Blunt Force Trauma (+3), Shrugging It Off (+3)

Bad At: Blending In (-2), Strategy (-2), Being Nimble (-2)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Run of the mill Sczarni Thugs are sometimes accompanied by one or two big hulking bruisers.

Summoning Difficulty: +4

Street Enforcer, Aloof and Sinister

Good At: Crossbow or Shortbow (+3), Daggerwork (+1)

Bad At: Toe to Toe Fights (-2), Seeming Legit and Normal (-2)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Run of the mill Sczarni Thugs are sometimes accompanied by one or two sinister beady-eyed marksmen.

Summoning Difficulty: +0

Oily Street Punks, Wise Guys

Good At: Shakedowns And Protection Rackets (+3), Street Savvy (+2)

Bad At: One On One (-2), Being On The Other Side Of The Tracks (-2), Long-Term Planning (-2)

Hits: [1][1]  

Up to five (5) will fight as a mob, adding two (2) hit boxes per thug. +1 when attacking and defending for every three (3) thugs remaining in the mob.

Summoning Difficulty: +4

The Crow Is Ours!, Recovering From Defeat By The Wringers

Good At: Second Story Work (+2), Roguish (+2)

Bad At: One On One (-3), Cooperating with Each Other (-1)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Tend to operate in packs of two (2), but they fight as individuals.

Summoning Difficulty: +0

Dirty Impoverished Scumbag, Ignorant And Bent On Survival

Good At: Dirty Fighting (+3), Underbridge (+2)

Bad At: Where To Start? Almost Everything Else (-2)

Hits: [1][1]  

Up to five (5) will fight as a mob, adding two (2) hit boxes per Scum. +1 when attacking and defending for every three (3) Scum remaining in the mob.

Scum will generally break and run (concede), but only after at least one or two of them have been killed.

Summoning Difficulty: +0

We Protect Our Own, Resentful Exploited Minority

Good At: Passive Intimidation (+2), Brawling (+3)

Bad At: One On One (-2), Being On The Other Side Of The Tracks (-2), Long-Term Planning (-2)

Hits: [1][1]  

Up to five (5) will fight as a mob, adding two (2) hit boxes per Varisian. +1 when attacking and defending for every three (3) Varisian remaining in the mob.