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Humans

Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power.

Villains and Heroes

Recognizing their limited lifespans, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes that their names will be remembered forever.

Violence and greed are close cousins in the human family. Those with power and wealth often strive for more with might or magic. Others turn to theft, sometimes driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons both seeking to exact a toll.

Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek fell power in exchange for service, sacrificing to forbidden gods and courting apocalypse.

Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Human heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice.

Risks and Rewards

Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive nature explains their renowned knack for seizing the momentβ€”knowing when to risk all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent's mistakes and seize the advantage.

Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village, or an ancient dungeon yielding chests filled with coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it's a game worth playing.

Swords for Hire

With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally... if you can afford their price.

Connected to the Natural World

Humans are connected to the natural world in a way that many other folk are not. As such, they have an uncanny knack for detecting when nearby creatures, objects, and phenomena have been created by magic and psionics. This same sense allows them to resist supernatural effects.

Human Languages

Most humans speak Caelian and one Vaslorian human language.

Human Malice (Malice Features)

At the start of any human's turn, you can spend Malice to activate one of the following features.

πŸ”³ Alchemical Device (3 Malice)

Area, Magic, Ranged Maneuver
πŸ“ 3 cube within 10 🎯 Each enemy and object in the area

Power Roll + 2:

  • ≀11: 4 corruption damage; A < 0 slowed (save ends)
  • 12-16: 6 corruption damage; A < 1 slowed (save ends)
  • 17+: 9 corruption damage; A < 2 restrained (save ends)

Special: This ability can't be used by a minion.

⭐️ Exploit Opening (5 Malice)

Each human acting this turn gains an edge on abilities until the end of their turn, or has a double edge on any ability that targets an enemy affected by a condition.

⭐️ Staying Power (7 Malice)

Each non-minion human in the encounter regains Stamina equal to 5 times their level.

Human Apprentice Mage
Human, Humanoid - Level 2 Minion Controller EV 4 for four minions
1M
Size
5
Speed
4
Stamina
0
Stability
2
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🏹 Lightning Strike (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 lightning damage
  • 12-16: 3 lightning damage
  • 17+: 5 lightning damage

Effect: If the apprentice mage doesn't use a maneuver or a move action this turn, the target is also slowed (EoT).

⭐️ Supernatural Insight

The apprentice mage ignores concealment if it's granted by a supernatural effect.

Human Archer
Human, Humanoid - Level 1 Minion Artillery EV 3 for four minions
1M
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🏹 Crossbow (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

⭐️ Supernatural Insight

The archer ignores concealment if it's granted by a supernatural effect.

Human Death Acolyte
Human, Humanoid - Level 1 Minion Hexer EV 3 for four minions
1M
Size
5
Speed
3
Stamina
0
Stability
1
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🏹 Necrotic Bolt (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 corruption damage
  • 12-16: 2 corruption damage
  • 17+: 3 corruption damage

Effect: One creature within 5 squares regains 1 Stamina.

⭐️ Supernatural Insight

The death acolyte ignores concealment if it's granted by a supernatural effect.

Human Guard
Human, Humanoid - Level 1 Minion Brute EV 3 for four minions
1M
Size
5
Speed
5
Stamina
0
Stability
2
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- +2 bonus to speed
With Captain
-
Weakness
+2
Might
0
Agility
0
Reason
0
Intuition
0
Presence

πŸ—‘ Halberd (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 2 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: If the guard is flanked, they can make a free strike against a different target adjacent to them.

⭐️ Supernatural Insight

The guard ignores concealment if it's granted by a supernatural effect.

Human Raider
Human, Humanoid - Level 1 Minion Harrier EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

πŸ—‘ Handaxes (Signature Ability)

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: If this ability is used as part of a charge, the raider can make a ranged free strike before using the ability.

⭐️ Supernatural Insight

The raider ignores concealment if it's granted by a supernatural effect.

Human Rogue
Human, Humanoid - Level 1 Minion Ambusher EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
2
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

βš”οΈ Concealed Dagger (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or Ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: If the rogue is disguised or hidden when they use this ability, it deals an extra 3 damage.

⭐️ Supernatural Insight

The rogue ignores concealment if it's granted by a supernatural effect.

Human Brawler
Human, Humanoid - Level 1 Platoon Brute EV 6
1M
Size
5
Speed
40
Stamina
0
Stability
4
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

πŸ—‘ Haymaker (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; M < 2 grabbed and the target takes a bane on the Escape Grab maneuver

Effect: A target who is already grabbed takes an extra 2 damage.

πŸ—‘ Throw (1 Malice)

Melee Maneuver
πŸ“ Melee 1 🎯 One creature grabbed by the brawler

Effect: The brawler pushes the target up to 5 squares.

⭐️ Shoot the Hostage

The brawler halves the damage from any strike if they have a creature or object grabbed of size 1S or larger. The grabbed creature or object takes the remaining damage.

⭐️ Supernatural Insight

The brawler ignores concealment if it's granted by a supernatural effect.

Human Death Cultist
Human, Humanoid - Level 2 Platoon Support EV 8
1M
Size
5
Speed
40
Stamina
0
Stability
4
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

βš”οΈ Death Scythe (Signature Ability)

Magic, Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 corruption damage
  • 12-16: 9 corruption damage
  • 17+: 12 corruption damage; I < 2 weakened (save ends)

2 Malice: The death cultist regains Stamina equal to half the damage dealt.

❇️ Rise, My Minions (1 Malice per minion)

Area Maneuver
πŸ“ 5 burst 🎯 Each dead minion in the area

Effect: Each target who died during this encounter revives with full Stamina. They immediately die at the end of the encounter or if the death cultist is killed. A target can be revived multiple times by this ability.

⭐️ Supernatural Insight

The death cultist ignores concealment if it's granted by a supernatural effect.

Human Knave
Human, Humanoid - Level 2 Platoon Defender EV 8
1M
Size
5
Speed
50
Stamina
0
Stability
4
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
0
Agility
+1
Reason
0
Intuition
0
Presence

βš”οΈ Morningstar and Javelin (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; M < 2 the target has a double bane on their next power roll

Effect: The target is taunted (EoT).

⭐️ I'm Your Enemy

Whenever an adjacent creature the knave has taunted deals damage to a creature other than the knave, the knave can make a free strike against them.

⭐️ Overwhelm

An enemy who starts their turn adjacent to the knave can't shift.

⭐️ Supernatural Insight

The knave ignores concealment if it's granted by a supernatural effect.

Human Scoundrel
Human, Humanoid - Level 1 Platoon Ambusher EV 6
1M
Size
5
Speed
30
Stamina
0
Stability
4
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

πŸ—‘ Rapier and Dagger (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage

2 Malice: If this ability gains an edge or has a double edge, it deals an extra 2 damage.

πŸŒ€ Dagger Storm (5 Malice)

- Main action
πŸ“ - 🎯 -

The scoundrel uses Rapier and Dagger against up to three targets. They shift up to 2 squares before or after each strike.

⭐️ Supernatural Insight

The scoundrel ignores concealment if it's granted by a supernatural effect.

Human Storm Mage
Human, Humanoid - Level 3 Platoon Controller EV 10
1M
Size
5
Speed
40
Stamina
0
Stability
5
Free Strike
Corruption 3, psychic 3
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
0
Agility
+2
Reason
0
Intuition
+1
Presence

🏹 Lightning Bolt (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 lightning damage
  • 12-16: 10 lightning damage
  • 17+: 13 lightning damage

5 Malice: The ability loses the Ranged and Strike keywords, takes the Area keyword, and is a 10 x 1 line within 15 that targets each enemy and object in the area.

πŸ”³ Gust of Wind (3 Malice)

Area, Magic Maneuver
πŸ“ 5 cube within 1 🎯 Each enemy and object in the area

Power Roll + 2:

  • ≀11: Slide 2; M < 0 slowed (save ends)
  • 12-16: Slide 4; M < 1 slowed (save ends)
  • 17+: Slide 6; M < 2 slowed (save ends)

Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including supernatural effects.

⭐️ Arcane Shield

Any melee ability targeting the storm mage takes a bane.

Additionally, whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage, and if they have R < 1 they are pushed up to 2 squares.

⭐️ Supernatural Insight

The storm mage ignores concealment if it's granted by a supernatural effect.

Human Trickshot
Human, Humanoid - Level 1 Platoon Artillery EV 6
1M
Size
5
Speed
20
Stamina
0
Stability
4
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
+1
Intuition
0
Presence

βš”οΈ Trick Crossbow (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage

Effect: This ability ignores cover and concealment.

3 Malice: This ability targets one additional target.

⭐️ Supernatural Insight

The trickshot ignores concealment if it's granted by a supernatural effect.

Human Blackguard
Human, Humanoid - Level 1 Leader EV 12
1M
Size
5
Speed
80
Stamina
2
Stability
4
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- -
With Captain
-
Weakness
+3
Might
+2
Agility
+2
Reason
0
Intuition
+2
Presence

❇️ Zweihander Swing (Signature Ability)

Area, Weapon Main action
πŸ“ 1 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≀11: 3 damage; M < 1 slowed (save ends)
  • 12-16: 6 damage; M < 2 slowed (save ends)
  • 17+: 8 damage; M < 3 slowed (save ends)

Effect: One ally within 10 squares can make a free strike.

1 Malice: One ally within 10 squares can use their signature ability instead.

🏹 You!

Ranged Maneuver
πŸ“ Ranged 10 🎯 One enemy

Effect: The target is marked until the start of the blackguard's next turn. The blackguard and each of their allies gain an edge on abilities used against targets marked by the blackguard.

⭐️ End Effect

At the end of each of their turns, the blackguard can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Supernatural Insight

The blackguard ignores concealment if it's granted by a supernatural effect.

❗️ Parry!

Melee Triggered action
πŸ“ Melee 1 🎯 Self or one ally

Trigger: A creature makes a strike against the blackguard or an ally adjacent to them.

Effect: The damage is halved.

☠️ Advance! (Villain Action 1)

- -
πŸ“ Self 🎯 Self

Effect: The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.

☠️ Back! (Villain Action 2)

Area, Magic -
πŸ“ 5 burst 🎯 Each enemy in the area

Effect: The blackguard slides each target up to 5 squares.

☠️ I Can Throw My Blade and So Should You! (Villain Action 3)

Area, Magic, Ranged, Weapon -
πŸ“ 3 cube within 5 🎯 Each enemy in the area

Effect: The blackguard uses their Zweihander Swing against each target. Each ally within 5 squares of the area can then make a free strike against a target (one target per ally).

Human Bandit Chief
Human, Humanoid - Level 3 Leader EV 20
1M
Size
5
Speed
120
Stamina
2
Stability
5
Free Strike
Corruption 4, psychic 4
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+3
Agility
+2
Reason
+3
Intuition
+2
Presence

πŸ—‘ Whip and Magic Longsword (Signature Ability)

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 2 🎯 Two enemies or objects

Power Roll + 3:

  • ≀11: 8 damage; pull 1
  • 12-16: 12 damage; pull 2
  • 17+: 15 damage; pull 3

Effect: Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.

2 Malice: This ability targets one additional target.

πŸ—‘ Kneel, Peasant!

Melee Maneuver
πŸ“ Melee 1 🎯 One enemy

Power Roll + 3:

  • ≀11: Push 1; M < 1 prone
  • 12-16: Push 2; M < 2 prone
  • 17+: Push 4; M < 3 prone

2 Malice: The ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.

❗️ Bloodstones

Magic Triggered action
πŸ“ Self 🎯 Self

Trigger: The bandit chief makes a power roll.

Effect: The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can't be reduced in any way.

⭐️ End Effect

At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Supernatural Insight

The bandit chief ignores concealment if it's granted by a supernatural effect.

☠️ Shoot! (Villain Action 1)

Area -
πŸ“ 10 burst 🎯 Each artillery ally in the area

Effect: Each target makes a ranged free strike.

☠️ Form Up! (Villain Action 2)

Area -
πŸ“ 10 burst 🎯 Each ally in the area

Effect: Each target shifts up to their speed. Additionally, until the end of the encounter, while the bandit chief or any ally is adjacent to a target, they have damage immunity 2.

☠️ Lead From the Front (Villain Action 3)

- -
πŸ“ Self 🎯 Self

Effect: The bandit chief shifts up to 10 squares regardless of their speed. During or after this movement, they can use their Whip and Magic Longsword against up to four targets. Additionally, one ally adjacent to each target can make a free strike against that target.

Giant Hawk
Animal, Human - Level 1 Platoon Mount EV 6
2
Size
5
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weakness
+2
Might
+2
Agility
-3
Reason
+1
Intuition
-2
Presence

πŸ—‘ Talons (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage; grabbed

2 Malice: If this ability gains an edge or has a double edge, it deals an extra 2 damage.

πŸ‘€ Dive (1 Malice)

- Maneuver
πŸ“ Self 🎯 Self

Effect: The hawk moves up to their speed.

⭐️ Mounted Platform

Once per turn when the hawk moves, any creature riding the hawk can make a free strike during or after the movement.