Prev: Opponents Level 1
The following tables provide a collection of Opponents at level 2. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.
Next: Opponents Level 3
Opponent | Rank | Type | WP | Init |
---|---|---|---|---|
Goon | Mook | Antagonist | 9 | 1d4 |
Cynic | Mook | Debater | 7 | 1d6 |
Lackey | Mook | Debater | 8 | 1d8 |
Gossip | Mook | Leader | 8 | 1d8 |
Smart-ass | Mook | Trickster | 8 | 1d8 |
Charmer | Regular | Antagonist | 16 | 1d6 |
Rascal | Regular | Antagonist | 17 | 1d6 |
Student | Regular | Debater | 15 | 1d10 |
Raconteur | Regular | Leader | 16 | 1d8 |
Wordsmith | Regular | Trickster | 16 | 1d8 |
Tribal Chief | Mini-boss | Antagonist | 35 | 1d8 |
Suspicious Guard | Mini-boss | Debater | 30 | 1d8 |
Bandit Captain | Mini-boss | Leader | 32 | 1d10 |
Mystic | Mini-boss | Trickster | 26 | 1d12 |
Prisoner | Boss | Antagonist | 68 | 1d8 |
Magistrate | Boss | Debater | 59 | 1d12 |
Wise Hermit | Boss | Leader | 64 | 1d8 |
Shopkeep | Boss | Trickster | 60 | 1d10 |
Bandit Captain | Level 2 Opponent | Mini-boss | Leader |
---|---|---|---|
WP: 32 | Initiative: 1d10 | Charisma: 1d10 | |
This leader of outlaws takes a direct and straightforward approach to discussion. | |||
(Action) Issue Challenge [Aggressive] | |||
Range | 1 | ||
Argue | 1d8 | ||
Damage | 1d6 | ||
Special | All enemies in the target's occupied position suffer -2 Skill. | ||
(Reaction) Authority [Aggressive] | |||
Rebuttal | 1d8 | ||
Special | Advance the Debate Counter one notch toward defeat. The Bandit Captain gains +1 Power. | ||
(Strategy) Criminal Honor | |||
The Bandit Captain and allies within range 1 restore their Skill. Allies in the occupied position gain +1 Power. |
Charmer | Level 2 Opponent | Regular | Antagonist |
---|---|---|---|
WP: 16 | Initiative: 1d6 | Charisma: 1d10 | |
This smooth-talker turns enemies into friends, chipping away at their willingness to disagree. Such talents can be used for good or for ill. | |||
(Action) Disarming Compliment [Charming] | |||
Argue | 2d4 | ||
Damage | 1d6 | ||
Special | The target suffers -1 Power and -2 Resilience. | ||
(Reaction) Topic Change [Charming] | |||
Rebuttal | 1d6 | ||
Damage | 1d6 | ||
Special | The target may choose to suffer -3 Mind in lieu of suffering damage. This decision may be made after the Damage roll. |
Cynic | Level 2 Opponent | Mook | Debater |
---|---|---|---|
WP: 7 | Initiative: 1d6 | Charisma: 1d4 | |
Getting through to someone predisposed into thinking whatever you're suggesting is a lie or impossible is quite the trick. | |||
(Action) Wry Observation [Comical] | |||
Argue | 1d10 | ||
Damage | 1d6 | ||
Special | Advance the Debate Counter one notch toward defeat. The Cynic gains +1 Mind. | ||
(Reaction) Satirical Counter [Comical] | |||
Rebuttal | 1d6 | ||
Damage | 1d2 | ||
Special | The target suffers -1 Mind. | ||
(Interrupt) Parting Dig | |||
Trigger | An enemy deals enough damage to the Cynic to defeat it. | ||
Effect | The triggering enemy suffers -3 Resilience. |
Goon | Level 2 Opponent | Mook | Antagonist |
---|---|---|---|
WP: 9 | Initiative: 1d8 | Charisma: 1d4 | |
The goon represents common criminals or low-ranking members of shady organizations. They rely entirely on the hierarchy to protect and guide them. | |||
(Action) Biting Words [Aggressive] | |||
Damage | 1d8 | ||
Defense | 1d2 | ||
(Reaction) Scoff [Comical] | |||
Rebuttal | 1d4 | ||
Special | The target suffers -1 Resilience and -1 Skill. |
Gossip | Level 2 Opponent | Mook | Leader |
---|---|---|---|
WP: 8 | Initiative: 1d8 | Charisma: 1d8 | |
The utterly disinterested can be even more discouraging and frustrating conversation partners than the disagreeable. This person has something very different they'd rather be talking with you about. | |||
(Action) Carry On [Charming] | |||
Argue | 1d8 | ||
Damage | 1d4 | ||
Special | The Gossip gains +2 Resilience and +2 Skill. | ||
(Reaction) Don't Stop Talking [Comical] | |||
Rebuttal | 1d8 | ||
Damage | 1d6 |
Lackey | Level 2 Opponent | Mook | Debater |
---|---|---|---|
WP: 8 | Initiative: 1d6 | Charisma: 1d4 | |
Sidekicks such as these offer little of their own in discussion. If they're kept around, it's probably due to some other skillset they provide. | |||
(Reaction) Withdraw [Comical] | |||
The target's Action loses any Special entry. The target may force the Lackey to Move 1 The Lackey suffers -1 Skill. | |||
Defense | 1d2 | ||
(Assist) Opportune Comment | |||
Trigger | An ally in the occupied position deals damage to an enemy with an Action. | ||
Effect | Advance the Debate Counter one notch toward defeat. |
Deckless Variant: Whenever an enemy advances the Debate Counter toward victory without playing an Action, the Magistrate gains +2 Power.
Magistrate | Level 2 Opponent | Boss | Debater |
---|---|---|---|
WP: 59 | Initiative: 1d12 | Charisma: 1d10 | |
The Magistrate can represent a judge or similar legal authority figure. They are most commonly associated with governments and religious organizations. | |||
(Action) Magistral Contemplation | |||
The Magistrate gains +1 Mind and +1 Skill. If the Magistrate has 29WP or fewer remaining, it also gains +1 Resilience. This Action is non-hostile. | |||
(Action) Command of the Law [Persuasive] | |||
Range | 1 | ||
Argue | 1d8 | ||
Damage | 1d6 | ||
Special | The target suffers -2 Power. The target may immediately restore their Power; if they do, advance the Debate Counter one notch toward defeat. | ||
(Reaction) Insufficient Evidence [Persuasive] | |||
Rebuttal | 1d6 | ||
Special | Advance the Debate Counter one notch toward defeat. | ||
(Strategy) Magistral Clarity | |||
The Magistrate restores any one Stat Track. |
Mystic | Level 2 Opponent | Mini-boss | Trickster |
---|---|---|---|
WP: 26 | Initiative: 1d12 | Charisma: 1d4 | |
Mystics practice a set of relatively low-end illusion and mind-affecting magics. For the most part they don't cross the line into illegal spells, though that depends on the local society's specific laws on the matter. | |||
(Action) Mind Fog [Charming] | |||
Reactions cannot be played against this Action. | |||
Range | 1 | ||
Damage | 1d4 | ||
Special | The target suffers -2 Mind. | ||
(Action) Eyes of Charm [Charming] | |||
If the target plays a Reaction, the target suffers -2 Mind, and advance the Debate Counter one notch toward victory. Otherwise, the target suffers -3 Power. | |||
(Reaction) Misdirect | |||
The Mystic immediately swaps places with an ally within range 1. The target's Action is played against the ally instead. | |||
(Strategy) Soothsayer's Whispers | |||
Advance the Debate Counter one notch toward defeat. The Mystic suffers -3 Power. |
Deckless Variant: The Prisoner must suffer 1d6 damage instead of discarding a card to play False Information. As an Interrupt, when an enemy advances the Debate Counter toward defeat, the Prisoner gains +1 Power.
Prisoner | Level 2 Opponent | Boss | Antagonist |
---|---|---|---|
WP: 68 | Initiative: 1d8 | Charisma: 1d4 | |
Interrogating captured prisoners can be a difficult process, but information gleaned can be worth the effort. | |||
(Action) Stubborn Silence [Aggressive] | |||
Reduce the Argue dice level by 1 if the target plays a Charming Reaction. | |||
Argue | 1d8 | ||
Damage | 1d10 | ||
(Reaction) Refuse to Talk [Aggressive] | |||
The Damage entry only applies against targets in the occupied position. Each time the Defense entry of this Reaction is rolled against a target in the occupied position, it is then decreased by 1 until the end of the scenario. Once decreased past 1d2 (ignoring any Resilience effects), it is gone. | |||
Rebuttal | 1d4 | ||
Defense | 1d10 | ||
Damage | 1d6 | ||
(Strategy) False Information | |||
Discard a card: Advance the Debate Counter one notch toward defeat. |
Raconteur | Level 2 Opponent | Regular | Leader |
---|---|---|---|
WP: 16 | Initiative: 1d8 | Charisma: 1d6 | |
While traveling musicians are common, so too are the storytellers who use traditional methods, puppet theater, or character acting to tell their tales. | |||
(Action) Enthralling Tale [Comical] | |||
Argue | 1d8 | ||
Damage | 1d4 | ||
Special | The target suffers -1 Skill. The Raconteur gains +2 Skill. | ||
(Reaction) Moral of the Story [Persuasive] | |||
Rebuttal | 1d8 | ||
Special | Advance the Debate Counter one notch toward defeat. |
Rascal | Level 2 Opponent | Regular | Antagonist |
---|---|---|---|
WP: 17 | Initiative: 1d6 | Charisma: 1d4 | |
Rascals represent experienced criminals, bodyguards, or rank and file soldiers and bandits. | |||
(Action) Brash Insult [Aggressive] | |||
Argue | 1d8 | ||
Damage | 2d4 | ||
(Reaction) Petty Dismissal [Aggressive] | |||
This Action loses its Defense entry against Aggressive Actions. | |||
Defense | 1d4 | ||
Damage | 1d6 |
Deckless Variant: The Shopkeep may only play Talk Fast once per round, and an enemy may perform the opposed Charisma roll regardless of the Shopkeep's WP and without paying any cost to do so. Rather than +1 Mind, the Shopkeep gains +1 Skill. If the Shopkeep's WP is 30 or less, Talk Fast instead reduces the Round Limit by 1 but cannot be played on the final round.
Shopkeep | Level 2 Opponent | Boss | Trickster |
---|---|---|---|
WP: 60 | Initiative: 1d10 | Charisma: 1d12 | |
Haggling usually doesn't tweak prices much, but sometimes a trader might be reluctant to buy or sell a particular thing, or prices may be strangely and unfairly inflated for various reasons. | |||
(Action) Sales Pitch [Charming] | |||
Argue | 1d8 | ||
Damage | 1d8 | ||
Special | The target suffers -2 Mind. | ||
(Reaction) Fair Prices [Persuasive] | |||
Rebuttal | 1d6 | ||
Special | The target suffers -1 Skill if they are in the occupied position or -1 Power if they are not. | ||
(Strategy) Talk Fast | |||
Discard a card: Gain +1 Power and +1 Mind. If the Shopkeep has more than 30WP remaining, an enemy in the occupied position may discard a card to attempt an opposed Charisma roll to counter this effect with ties in the Shopkeep's favor; if the enemy wins the roll, the Shopkeep's card is still discarded. |
Smart-ass | Level 2 Opponent | Mook | Trickster |
---|---|---|---|
WP: 8 | Initiative: 1d8 | Charisma: 1d6 | |
Everyone knows one. Everyone sometimes is one. | |||
(Action) Wisecrack [Comical] | |||
Argue | 1d8 | ||
Damage | 1d8 | ||
Special | The target suffers -2 Resilience. | ||
(Reaction) Whatever [Aggressive] | |||
The target's Action cannot advance the Debate Counter toward victory. | |||
Defense | 1d2 |
Student | Level 2 Opponent | Regular | Debater |
---|---|---|---|
WP: 15 | Initiative: 1d10 | Charisma: 1d6 | |
With the limitations on access to education, those who make it as scholarly students have either high capabilities or a lot of money. The latter often contributes to the former. | |||
(Action) Simple Premise [Persuasive] | |||
Argue | 2d4 | ||
Special | Advance the Debate Counter one notch toward defeat. | ||
(Reaction) Thoughtful Retort [Persuasive] | |||
Rebuttal | 1d8 | ||
Special | If the target's Action is not Comical or Persuasive, advance the Debate Counter one notch toward defeat. |
Suspicious Guard | Level 2 Opponent | Mini-boss | Debater |
---|---|---|---|
WP: 30 | Initiative: 1d8 | Charisma: 1d6 | |
You and your party may or may not actually be up to no good, but all that really matters is what you can convince the relevant authorities of. | |||
(Action) Interrogate [Aggressive] | |||
Argue | 1d10 | ||
Damage | 1d4 | ||
Special | Advance the Debate Counter one notch toward defeat. | ||
(Reaction) Suspicion [Aggressive] | |||
Rebuttal | 1d6 | ||
Defense | 1d4 | ||
(Strategy) Lots of Questions | |||
Advance the Debate Counter one notch toward defeat. Enemies may each suffer 1 damage to cancel the Debate Counter movement. |
Tribal Chief | Level 2 Opponent | Mini-boss | Antagonist |
---|---|---|---|
WP: 35 | Initiative: 1d8 | Charisma: 1d8 | |
There is little understanding of the ways of the various tribes throughout the land, but there is much misinformation about them. This can lead to unfortunate results even from well-meaning adventurers. | |||
(Action) Brash Insult [Aggressive] | |||
Argue | 2d4 | ||
Damage | 1d12 | ||
Special | The target suffers -1 Skill. | ||
(Action) Appeal to Tradition [Persuasive] | |||
Argue | 1d6 | ||
Damage | 1d6 | ||
Special | Advance the Debate Counter one notch toward defeat. The Tribal Chief gains +1 Resilience. | ||
(Reaction) Cultural Misunderstanding [Charming] | |||
Increase the Damage dice level by 1 against Charming Actions. | |||
Rebuttal | 1d6 | ||
Damage | 1d4 |
Deckless Variant: The Wise Hermit can, as a Strategy, force all enemies to either suffer -1 Mind, suffer 1d4 damage, or unequip an equipped Expertise. Each enemy may choose which effect to suffer, or they may choose as a group to instead advance the Debate Counter one notch toward defeat and suffer no other effects. If the Wise Hermit has already played this Strategy this round, it also suffers 1d4 damage when it plays this Strategy.
Wise Hermit | Level 2 Opponent | Boss | Leader |
---|---|---|---|
WP: 64 | Initiative: 1d8 | Charisma: 1d10 | |
While most hermits are arguably not wise, tales abound of those possessed of great knowledge and intellect who left society for a variety of very good reasons. Until now, such things probably did seem like mere stories. | |||
(Action) Straightforward Question [Persuasive] | |||
If the Wise Hermit loses the opposed roll, it suffers 1d4 damage. | |||
Argue | 1d12 | ||
Special | The target suffers -2 Skill. The target must choose an ally outside their occupied position (if any) to suffer -1 Resilience. | ||
(Action) Greater Wisdom [Aggressive] | |||
Range | 1 | ||
Argue | 1d8 | ||
Damage | 1d4 | ||
Special | The target suffers -2 Power, or -1 Power if they played a Comical Reaction. The target must choose an ally outside their occupied position (if any) to suffer -1 Mind. | ||
(Reaction) Unimpressed [Aggressive] | |||
Rebuttal | 1d6 | ||
Damage | 1d6 | ||
Special | If the target's Skill is below its base, advance the Debate Counter one notch toward defeat. | ||
(Interrupt) Reason For Leaving [Automatic] | |||
Trigger | The Wise Hermit is reduced to 32WP or fewer for the first time this scenario. | ||
Effect | The Wise Hermit immediately gains +3 to all Stat Tracks. |
Wordsmith | Level 2 Opponent | Regular | Trickster |
---|---|---|---|
WP: 16 | Initiative: 1d8 | Charisma: 1d6 | |
Tricky arguments, good-sounding non-sequiturs, and woven rhetorical nonsense are all tools of the oft-too-clever wordsmith. | |||
(Action) Surgical Emphasis | |||
An ally within range 1 gains +3 Power. This Action is non-hostile. | |||
(Reaction) Redefine the Argument [Persuasive] | |||
If the target's Action has Damage dice but no Argue dice, reduce the Damage dice by 1 level. | |||
Rebuttal | 1d6 |