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Rivals

They take the jobs you were eyeing on the local town's job board. They sit at your favorite table in the tavern with the best drinks, food, and entertainment. You know their names, and they know yours. They're rivalsβ€”heroes just like you. Maybe even better.

Rivals are NPCs built around the mechanics of seven of the classes in Draw Steel: Heroes-the conduit, elementalist, fury, null, shadow, tactician, and talent (see Chapter 5: Classes in that book). Their stat blocks are streamlined and modular, meant to be easy to adjust on the fly with ancestral traits or signature abilities. Examples of each type of rival are presented at every tier, capturing their foray into renown as they inevitably cross, clash with, and impede the player characters' own heroic journey.

Echelon Name Level Organization Role EV
1st Rival Conduit 2 Elite Support 16
1st Rival Elementalist 2 Elite Controller 16
1st Rival Fury 2 Elite Brute 16
1st Rival Null 2 Elite Harrier 16
1st Rival Shadow 2 Elite Ambusher 16
1st Rival Tactician 2 Elite Artillery 16
1st Rival Talent 2 Elite Hexer 16
2nd Rival Conduit 5 Elite Support 28
2nd Rival Elementalist 5 Elite Controller 28
2nd Rival Fury 5 Elite Brute 28
2nd Rival Null 5 Elite Harrier 28
2nd Rival Shadow 5 Elite Ambusher 28
2nd Rival Tactician 5 Elite Artillery 28
2nd Rival Talent 5 Elite Hexer 28
3rd Rival Conduit 8 Elite Support 40
3rd Rival Elementalist 8 Elite Controller 40
3rd Rival Fury 8 Elite Brute 40
3rd Rival Null 8 Elite Harrier 40
3rd Rival Shadow 8 Elite Ambusher 40
3rd Rival Tactician 8 Elite Artillery 40
3rd Rival Talent 8 Elite Hexer 40
4th Rival Conduit 10 Elite Support 48
4th Rival Elementalist 10 Elite Controller 48
4th Rival Fury 10 Elite Brute 48
4th Rival Null 10 Elite Harrier 48
4th Rival Shadow 10 Elite Ambusher 48
4th Rival Tactician 10 Elite Artillery 48
4th Rival Talent 10 Elite Hexer 48

Rival Stat Block List

Using Rivals in a Campaign

These grab-and-go adaptations of classes are meant to capture a class's fantasy without making Directors run a full hero character sheet. They also seamlessly work together, allowing Directors to build a party of NPC heroes or villains who can be rivals, enemies, or even allies. The next time the heroes need a bit of competition or need to quickly visit a local tavern, temple, or guild hall in search of capable adventurers to help with a quest, you won't be fumbling for a stat block. That's what rivals are for.

Rival Ancestries

You can adjust any rival stat block to more closely model a player character of a specific ancestry. Choose an ancestry from the Rival Ancestries table, then modify the stat block by adding the keyword, adjusting the size, adding the stability adjustment value, and giving them the ancestral trait.

Rival Abilities

Any rival can replace their signature ability with a signature ability a hero has access to. The fury, shadow, and tactician can select a signature ability from any kit (see Chapter 6: Kits in Draw Steel: Heroes), and other rivals can select a signature ability from their respective class. If you replace a rival's signature ability, the replacement ability deals extra damage equal to the rival's level and targets two creatures or objects if the original ability targets only one.

Rival Languages

Most rivals speak Caelian and two other languages.

Rival Malice (Level 1+ Malice Features)

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

⭐️ Work as One (3 Malice)

Until the end of the round, each rival can impose a bane on a strike made against an adjacent rival as a free triggered action.

⭐️ We Just Do It Better (3 Malice)

Until the end of the round, whenever any rival makes a power roll against the target of their Rivalry trait, they roll a d3 and add it to the power roll.

πŸ”³ Check Out Our Loot (5 Malice)

One rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 square of them or a 3 cube within 10 squares of them. Each enemy in the area makes an Agility test. The rival chooses a damage type and a condition for the outcome of the test from one of the following pairs: sonic damage and dazed, poison damage and weakened, or fire damage and frightened.

  • ≀11: 11 damage; the condition affects the target (save ends)
  • 12-16: 8 damage; the condition affects the target (EoT)
  • 17+: 5 damage

⭐️ Calling the Shots (7 Malice)

Each rival regains 10 Stamina. Until the end of the round, whenever a rival uses an ability against an enemy, each other rival adjacent to that enemy can make a free strike against them.

⭐️ Coordinated Takedown (10 Malice)

Each rival moves up to their speed and uses a main action or maneuver that doesn't cost Malice.

Rival Ancestries Table
Keyword Size Adjustment Stability Adjustment Ancestral Trait
Devil 1M 0 Prehensile Tail: The rival can't be flanked.
Draconian (for the dragon knight) 1M +1 Wings: The rival can fly. While flying, their stability is 0.
Dwarf 1M +2 Great Fortitude: The rival can't be made weakened.
High Elf/Wode Elf 1M 0 Otherworldly Grace: At the start of each of their turns, the rival can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
Hakaan 1L +2 Forceful: When the rival force moves a creature or object, they can force move them an additional 2 squares.
Human 1M +1 Determination: As a maneuver, the rival can end the frightened, slowed, or weakened condition on themself.
Memonek 1M -1 (minimum 0) Nonstop: The rival can't be made slowed.
Orc 1M +2 Glowing Recovery: Once per round, the rival can use a maneuver to regain Stamina equal to 5 times their level.
Polder 1S 0 Nimblestep: The rival ignores difficult terrain and can move at full speed while sneaking.
Revenant 1M +1 Vengeance Mark: The rival places a magic sigil on an enemy within 10 squares of them. The rival always knows the direction to that enemy while the sigil is active on them. As a main action, the rival can detonate the sigil, dealing damage to the target equal to the rival's free strike and sliding the target up to 2 squares.
Time Raider 1M 0 Four-Armed Martial Arts: Whenever the rival uses the Grab or Knockback maneuver, they can target one additional creature.

Rivals-1st Echelon

It's possible that these rivals gained a head start on their adventures and will pose a significant challenge to the heroes if they weren't expecting them.

Rival Conduit
Humanoid, Rival - Level 2 Elite Support EV 16
1M
Size
5
Speed
80
Stamina
1
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+1
Might
+0
Agility
+0
Reason
+2
Intuition
+0
Presence

βš”οΈ Thunder of Heavens (Signature Ability)

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 Two creatures or objects

Power Roll + 2:

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

Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.

🏹 Imbue with Might (2 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and five allies

Effect: Each target gains an edge on their next strike.

⭐️ Stalwart Guardian

Strikes made against allies adjacent to the conduit take a bane.

⭐️ Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival - Level 2 Elite Controller EV 16
1M
Size
5
Speed
60
Stamina
1
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+0
Might
+0
Agility
+2
Reason
+1
Intuition
+0
Presence

🏹 The Writhing Green (Signature Ability)

Green, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 damage; slide 1
  • 12-16: 10 damage; slide 2
  • 17+: 13 damage; slide 3

πŸ”³ The Earth Devours (3 Malice)

Area, Green, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 3 damage
  • 12-16: 5 damage; restrained (EoT)
  • 17+: 8 damage; restrained (save ends)

Effect: The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 2.

❗️ Jaws of the Void

Magic, Void Triggered action
πŸ“ Self 🎯 Self

Trigger: The elementalist takes damage.

Effect: The elementalist can teleport up to 2 squares. Each creature adjacent to the space they leave takes 2 corruption damage.

⭐️ Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival - Level 2 Elite Brute EV 16
1M
Size
5
Speed
100
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

πŸ—‘ Brutal Impact (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 damage; push 1
  • 12-16: 11 damage; push 2
  • 17+: 14 damage; push 3

2 Malice: Each target who has M < 1 is slowed (save ends).

πŸ—‘ Let's Tussle (2 Malice)

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

Power Roll + 2:

  • ≀11: 8 damage; M < 0 grabbed
  • 12-16: 13 damage; M < 1 grabbed
  • 17+: 16 damage; M < 2 grabbed

Effect: The target must be the fury's size or smaller. While the target is grabbed this way, the fury gains an edge on strikes against them.

⭐️ Overwhelm

Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can make a free strike against that creature or object.

⭐️ Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival - Level 2 Elite Harrier EV 16
1M
Size
7
Speed
80
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+1
Reason
+2
Intuition
0
Presence

πŸ—‘ Nimble Step (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 damage; the null shifts up to 2 squares
  • 12-16: 10 damage; the null shifts up to 3 squares
  • 17+: 13 damage; the null shifts up to 4 squares

πŸ—‘ Numb (2 Malice)

Melee, Psionic, Strike, Weapon Maneuver
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 damage; R < 0 slowed (EoT)
  • 12-16: 10 damage; R < 1 slowed (EoT)
  • 17+: 13 damage; R < 2 dazed and slowed (EoT)

⭐️ Inertial Shield

The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.

⭐️ Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival - Level 2 Elite Ambusher EV 16
1M
Size
7
Speed
80
Stamina
1
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

πŸ—‘ Swift Serration (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 11 damage
  • 17+: 14 damage; A < 2 bleeding (save ends)

1 Malice: The shadow can teleport up to 5 squares, then can attempt to hide.

πŸ‘€ Poison the Blade

- Maneuver
πŸ“ Self 🎯 Self

Effect: The shadow coats their weapon with poison. They gain an edge on their next strike, and any potency for that strike increases by 1.

⭐️ Exploit Opening

The shadow deals an extra 5 damage to any bleeding target.

⭐️ Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Customizing Rivals

Customizing Rivals

Rival stat blocks fill out a typical party in terms of roles, but you can easily change them to represent a class that isn't presented here. For example, you can make a troubadour by using the elementalist as a starting point and making the following changes:

  • Make Presence their highest characteristic.
  • Replace their signature ability with the troubadour's Cutting Sarcasm ability (adjusting it to target two creatures and deal extra damage equal to the troubadour's level).
  • Replace their second main action with Quick Rewrite.
  • Replace their triggered action with Turnabout Is Fair Play.

You can also use the fury as a starting point for a censor by making the following changes:

  • Reverse their Might and Agility scores.
  • Replace their signature ability with the censor's Your Allies Cannot Save You ability (adjusting it to target two creatures and deal extra damage equal to the censor's level).
  • Replace their second main action with Behold a Shield of Faith.
  • Replace their trait with Lead By Example.
Rival Tactician
Humanoid, Rival - Level 2 Elite Artillery EV 16
1M
Size
5
Speed
60
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
0
Agility
+1
Reason
0
Intuition
0
Presence

🏹 Dual Targeting Shot (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 11 damage
  • 17+: 14 damage

2 Malice: Two allies within distance can make a free strike against one of the targets.

🏹 I'll Cover You! (3 Malice)

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

Power Roll + 2:

  • ≀11: 8 damage; M < 0 weakened (save ends)
  • 12-16: 13 damage; M < 1 weakened (save ends)
  • 17+: 16 damage; M < 2 weakened (save ends)

Effect: One ally adjacent to the target regains 5 Stamina.

❗️ Overwatch

Ranged Triggered action
πŸ“ Ranged 10 🎯 The triggering enemy

Trigger: An enemy within distance willingly moves.

Effect: At any point during the movement, the tactician makes a free strike against the target.

⭐️ Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival - Level 2 Elite Hexer EV 16
1M
Size
5
Speed
60
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
0
Agility
+2
Reason
0
Intuition
+1
Presence

🏹 Reverberating Blast (Signature Ability)

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 psychic damage; M < 0 prone
  • 12-16: 10 psychic damage; push 2; M < 1 prone
  • 17+: 13 psychic damage; push 3; M < 2 prone

🏹 Muddle the Mind (2 Malice)

Psionic, Ranged, Telepathy Maneuver
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≀11: R < 0 slowed (save ends)
  • 12-16: R < 1 dazed (save ends)
  • 17+: R < 2 dazed and slowed (save ends)

❗️ Precognitive Shift (1 Malice)

Psionic Triggered action
πŸ“ Self 🎯 Self

Trigger: A creature deals damage to the talent.

Effect: The talent halves the damage and shifts up to 2 squares.

⭐️ Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

Rivals-2nd Echelon

The rivals have learned a few new tricks since they last encountered the heroes. Rivalry is a two way street, however, and they'll be sorely disappointed if the heroes can't keep up.

Rival Conduit
Humanoid, Rival - Level 5 Elite Support EV 28
1M
Size
5
Speed
140
Stamina
1
Stability
6
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
0
Agility
0
Reason
+3
Intuition
+1
Presence

βš”οΈ Raging Tempest (Signature Ability)

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 9 holy damage; vertical slide 1
  • 12-16: 14 holy damage; vertical slide 2
  • 17+: 17 holy damage; vertical slide 3

Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.

🏹 Imbue with Power (3 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and five allies

Effect: Each target has a double edge on their next strike.

⭐️ Stalwart Guardian

Strikes made against allies adjacent to the conduit take a bane.

⭐️ Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival - Level 5 Elite Controller EV 28
1M
Size
5
Speed
120
Stamina
1
Stability
6
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+3
Reason
+2
Intuition
0
Presence

🏹 The Thriving Wilds (Signature Ability)

Green, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 9 damage; slide 1; M < 1 3 acid damage
  • 12-16: 14 damage; slide 2; M < 2 5 acid damage
  • 17+: 17 damage; slide 3; M < 3 7 acid damage

πŸ”³ The Depths Hunger (4 Malice)

Area, Green, Magic, Ranged Main action
πŸ“ 4 cube within 10 🎯 Each enemy in the area

Power Roll + 3:

  • ≀11: 5 damage
  • 12-16: 9 damage; restrained (EoT)
  • 17+: 11 damage; restrained (save ends)

Effect: The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 3.

❗️ Fissures of Darkness

Magic, Void Triggered action
πŸ“ Self 🎯 Self

Trigger: The elementalist takes damage.

Effect: The elementalist can teleport up to 3 squares. Each creature adjacent to the space they leave takes 3 corruption damage.

⭐️ Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival - Level 5 Elite Brute EV 28
1M
Size
5
Speed
160
Stamina
3
Stability
7
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+3
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

πŸ—‘ Thunderous Slam (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 10 damage; push 2
  • 12-16: 15 damage; push 3
  • 17+: 18 damage; push 4

2 Malice: Each target who has M < 2 is slowed (save ends).

πŸ—‘ Roughed Up (3 Malice)

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

Power Roll + 3:

  • ≀11: 11 damage; M < 1 grabbed
  • 12-16: 16 damage; M < 2 grabbed
  • 17+: 21 damage; M < 3 grabbed

Effect: The target must be the fury's size or smaller. While the target is grabbed this way, the fury and their allies gain an edge on strikes against them.

⭐️ Overpower

Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability against that creature or object.

⭐️ Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival - Level 5 Elite Harrier EV 28
1M
Size
7
Speed
140
Stamina
3
Stability
6
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+3
Agility
+2
Reason
+3
Intuition
0
Presence

πŸ—‘ Agile Stride (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 9 damage; the null shifts up to 3 squares; A < 1 6 damage
  • 12-16: 14 damage; the null shifts up to 4 squares; A < 2 11 damage
  • 17+: 17 damage; the null shifts up to 5 squares; A < 3 11 damage

πŸ—‘ Deaden (2 Malice)

Melee, Psionic, Strike, Weapon Maneuver
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≀11: 9 damage; R < 1 dazed (EoT)
  • 12-16: 14 damage; R < 2 dazed (save ends)
  • 17+: 17 damage; R < 3 dazed and restrained (save ends)

⭐️ Inertial Shield

The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.

⭐️ Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival - Level 5 Elite Ambusher EV 28
1M
Size
7
Speed
140
Stamina
1
Stability
7
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+3
Agility
+1
Reason
0
Intuition
+2
Presence

πŸ—‘ Ambuscade (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 10 damage
  • 12-16: 15 damage; A < 2 bleeding (save ends)
  • 17+: 18 damage; A < 3 bleeding (save ends)

1 Malice: The shadow can teleport up to 6 squares, then can attempt to hide.

πŸ‘€ Poison the Blade

- Maneuver
πŸ“ Self 🎯 Self

Effect: The shadow coats their weapon with poison. They gain an edge on their next strike, and any potency for that strike increases by 1.

⭐️ Exploit Opening

The shadow deals an extra 7 damage to any bleeding target.

⭐️ Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Rival Tactician
Humanoid, Rival - Level 5 Elite Artillery EV 28
1M
Size
5
Speed
120
Stamina
2
Stability
7
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+3
Might
0
Agility
+2
Reason
0
Intuition
+1
Presence

🏹 Mark Targets (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 10 damage
  • 12-16: 15 damage
  • 17+: 18 damage

3 Malice: Two allies within distance can use a signature ability against the same target.

🏹 Preserve and Protect (3 Malice)

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

Power Roll + 3:

  • ≀11: 11 damage; M < 1 weakened (save ends)
  • 12-16: 16 damage; M < 2 weakened (save ends)
  • 17+: 21 damage; M < 3 weakened (save ends)

Effect: One ally adjacent to the target regains 7 Stamina.

❗️ Take the Opening

Ranged Triggered action
πŸ“ Ranged 10 🎯 The triggering enemy

Trigger: An enemy within distance willingly moves.

Effect: At any point during the movement, the tactician and one ally within distance can each make a free strike against the target.

⭐️ Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival - Level 5 Elite Hexer EV 28
1M
Size
5
Speed
120
Stamina
2
Stability
6
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
0
Agility
+3
Reason
0
Intuition
+1
Presence

🏹 Overwhelming Rend (Signature Ability)

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 9 psychic damage; push 2; M < 1 prone
  • 12-16: 14 psychic damage; push 3; M < 2 prone
  • 17+: 17 psychic damage; push 4; M < 3 prone

🏹 Disarrange Thoughts (2 Malice)

Psionic, Ranged, Telepathy Maneuver
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 3:

  • ≀11: 6 psychic damage; R < 1 dazed (save ends)
  • 12-16: 6 psychic damage; R < 2 dazed (save ends)
  • 17+: 6 psychic damage; R < 3 dazed and slowed (save ends)

❗️ Precognitive Shift (1 Malice)

Psionic Triggered action
πŸ“ Self 🎯 Self

Trigger: A creature deals damage to the talent.

Effect: The talent halves the damage and shifts up to 2 squares.

⭐️ Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

The Black Iron Pact

A secret society created to overthrow Capital's political and cultural structure, the Black Iron Pact draws its name from Ajax's sobriquet, the Iron Saint. Iron is a metal with deep symbolism to the tyrannical saint.

The five most powerful members of the pactβ€”the High Command formally lead the society and serve as its strike team. The identity and whereabouts of the Black Iron Pact's original founder are closely guarded secrets, known only to Ajax and the High Command.

The pact's true numbers also remain a mystery, and many citizens work for them unknowingly. Such subterfuge ensures the pact's agents can't be traced back to the High Command.

Goals

The Black Iron Pact's primary goal is the conquest of Capital and the installation of Ajax as its ruler and god. The pact's agents are true believers of Ajax's gospel, which seeks change through force and violence. Their evil belief is that humans are the true owners of this world, and as such, only humans can join the Black Iron Pact, though the society employs nonhuman pawns when risk of capture or death is high.

Additionally, many members of the pactβ€”notably senior member Erasmus and his wife Avallaβ€”openly sneer at the idea of guilds (essentially scorning everyone in the middle class), and they object to anyone but a human man holding public office, owning any assets, or even learning to read.

Running the Black Iron Pact

The Black Iron Pact is an example of a 5th-level rival party. You can use the following statblocks, modifying each rival with the human ancestry.

  • Lord Erasmus Deseo: Rival Tactician
  • Canon Athenodorus: Rival Conduit
  • Cloak: Rival Shadow
  • Lady Avalla Deseo: Rival Elementalist
  • Qar, Master of Jackals: Rival Null

Rivals-3rd Echelon

Rivals at the 3rd Echelon have been through quite a few adventures the heroes might not know anything about. Even if they've clashed with the heroes a few times in the past, there's something different about the rivals now.

Rival Conduit
Humanoid, Rival - Level 8 Elite Support EV 40
1M
Size
5
Speed
200
Stamina
1
Stability
8
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+3
Might
0
Agility
+1
Reason
+4
Intuition
+2
Presence

βš”οΈ Celestial Furor (Signature Ability)

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 holy damage; vertical slide 2
  • 12-16: 17 holy damage; vertical slide 3
  • 17+: 21 holy damage; vertical slide 4

Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.

🏹 Imbue with Power (3 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and five allies

Effect: Each target has a double edge on their next strike.

⭐️ Unwavering Defender

Damage dealt to any ally adjacent to the conduit is halved.

⭐️ Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival - Level 8 Elite Controller EV 40
1M
Size
5
Speed
180
Stamina
1
Stability
8
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+4
Reason
+3
Intuition
0
Presence

🏹 Verdant Rains (Signature Ability)

Green, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 damage; slide 2; M < 2 4 acid damage
  • 12-16: 17 damage; slide 3; M < 3 6 acid damage
  • 17+: 21 damage; slide 4; M < 4 8 acid damage

Effect: One ally within distance ends one condition on themself.

πŸ”³ The Chasm Engulfs (4 Malice)

Area, Green, Magic, Ranged Main action
πŸ“ 5 cube within 10 🎯 Each enemy in the area

Power Roll + 4:

  • ≀11: 6 damage
  • 12-16: 10 damage; restrained (EoT)
  • 17+: 14 damage; restrained (save ends)

Effect: The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 5.

❗️ Maw of the Abyss

Magic, Void Triggered action
πŸ“ Self 🎯 Self

Trigger: The elementalist takes damage.

Effect: The elementalist can teleport up to 4 squares. Each creature adjacent to the space they leave or appear in takes 4 corruption damage.

⭐️ Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival - Level 8 Elite Brute EV 40
1M
Size
5
Speed
220
Stamina
3
Stability
9
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
+3
Agility
0
Reason
+1
Intuition
+2
Presence

πŸ—‘ Bonebreaker (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 13 damage; push 3
  • 12-16: 18 damage; push 4
  • 17+: 22 damage; push 5

3 Malice: Each target who has M < 3 is bleeding and slowed (save ends).

πŸ—‘ Steelfist (3 Malice)

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

Power Roll + 4:

  • ≀11: 15 damage; M < 3 grabbed
  • 12-16: 21 damage; M < 4 grabbed
  • 17+: 26 damage; M < 5 grabbed

Effect: The target must be the fury's size or smaller. While the target is grabbed this way, the fury and their allies have a double edge on strikes against them.

⭐️ Rout

Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability that gains an edge against that creature or object.

⭐️ Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival - Level 8 Elite Harrier EV 40
1M
Size
7
Speed
200
Stamina
3
Stability
8
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+4
Agility
+3
Reason
+4
Intuition
0
Presence

πŸ—‘ Inertial Flow (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 damage; the null shifts up to 3 squares; A < 2 8 damage
  • 12-16: 17 damage; the null shifts up to 4 squares; A < 3 13 damage
  • 17+: 21 damage; the null shifts up to 5 squares; A < 4 17 damage

πŸ—‘ Stun (3 Malice)

Melee, Psionic, Strike, Weapon Maneuver
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 4:

  • ≀11: 12 damage; R < 2 dazed (save ends)
  • 12-16: 17 damage; R < 3 dazed (save ends)
  • 17+: 21 damage; R < 4 dazed and restrained (save ends)

⭐️ Force Dampener

The first time each round that the null is targeted by a strike, it takes a bane and the null halves any damage from it.

⭐️ Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival - Level 8 Elite Ambusher EV 40
1M
Size
7
Speed
200
Stamina
1
Stability
9
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+4
Agility
+2
Reason
0
Intuition
+3
Presence

πŸ—‘ Assail and Serrate (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 13 damage; A < 2 bleeding (save ends)
  • 12-16: 18 damage; A < 3 bleeding (save ends)
  • 17+: 22 damage; A < 4 bleeding and weakened (save ends)

1 Malice: The shadow can teleport up to 7 squares, then can attempt to hide.

πŸ‘€ Poison the Blade

- Maneuver
πŸ“ Self 🎯 Self

Effect: The shadow coats their weapon with poison. They have a double edge on their next strike, and any potency for that strike increases by 2.

⭐️ Exploit Weakness

The shadow deals an extra 9 damage to any target affected by a condition.

⭐️ Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Rival Tactician
Humanoid, Rival - Level 8 Elite Artillery EV 40
1M
Size
5
Speed
180
Stamina
2
Stability
9
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
+1
Agility
+3
Reason
0
Intuition
+2
Presence

🏹 Command From the Back (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 13 damage
  • 12-16: 18 damage; A < 3 prone
  • 17+: 22 damage; A < 4 prone

4 Malice: Two allies within distance move up to their speed and can use a signature ability.

🏹 Safeguard (3 Malice)

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

Power Roll + 4:

  • ≀11: 15 damage; M < 2 weakened (save ends)
  • 12-16: 21 damage; M < 3 weakened (save ends)
  • 17+: 26 damage; M < 4 weakened (save ends)

Effect: Two allies adjacent to the target each regain 7 Stamina.

❗️ Quickshot

Ranged Triggered action
πŸ“ Ranged 10 🎯 The triggering enemy

Trigger: An enemy within distance willingly moves.

Effect: At any point during the movement, the tactician uses a signature ability against the target.

⭐️ Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival - Level 8 Elite Hexer EV 40
1M
Size
5
Speed
180
Stamina
2
Stability
8
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
0
Agility
+4
Reason
0
Intuition
+1
Presence

🏹 Control Synapses (Signature Ability)

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 4:

  • ≀11: 12 psychic damage
  • 12-16: 17 psychic damage
  • 17+: 21 psychic damage

3 Malice: Each target shifts up to their speed and can make a free strike against one enemy of the talent's choice. The target can't be moved in a way that would harm them.

🏹 Disorientate (2 Malice)

Psionic, Ranged, Telepathy Maneuver
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 4:

  • ≀11: 8 psychic damage; R < 2 dazed (save ends)
  • 12-16: 8 psychic damage; R < 3 dazed and slowed (save ends)
  • 17+: 8 psychic damage; R < 4 dazed and slowed (save ends)

❗️ Mind Requital (2 Malice)

Psionic Triggered action
πŸ“ Self 🎯 Self

Trigger: A creature deals damage to the talent.

Effect: The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage dealt.

⭐️ Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

Rivals-4th Echelon

This is what peak performance looks like. Few bands of monsters can put up a fight with the heroes like the rivals can. Even if they somehow lose, the rivals will always find a way back to the heroes for a rematch.

Rival Conduit
Humanoid, Rival - Level 10 Elite Support EV 48
1M
Size
5
Speed
240
Stamina
1
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+4
Might
+1
Agility
+1
Reason
+5
Intuition
+3
Presence

βš”οΈ Sunder the Very Skies (Signature Ability)

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 damage; vertical slide 3; M < 3 5 lightning damage
  • 12-16: 20 damage; vertical slide 4; M < 4 7 lightning damage
  • 17+: 24 damage; vertical slide 5; M < 5 9 lightning damage

Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.

2 Malice: Two additional allies within distance regain the same amount of Stamina.

🏹 Empyrean Boon (5 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and five allies

Effect: Each target has a double edge on their next strike, and that strike deals an extra 10 holy damage. Additionally, they can vertical slide each creature targeted by the strike up to 2 squares.

⭐️ Unwavering Defender

Damage dealt to any ally adjacent to the conduit is halved.

⭐️ Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival - Level 10 Elite Controller EV 48
1M
Size
5
Speed
220
Stamina
1
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+1
Might
+3
Agility
+5
Reason
+4
Intuition
+1
Presence

🏹 Viridescent Storm (Signature Ability)

Green, Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 damage; slide 3; M < 3 5 acid damage
  • 12-16: 20 damage; slide 4; M < 4 7 acid damage
  • 17+: 24 damage; slide 5; M < 5 9 acid damage

Effect: One ally within distance ends all conditions on themself.

πŸ”³ The World Consumes (5 Malice)

Area, Green, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Effect: The area becomes overgrown with caustic vines until the end of the encounter. While in the area, any enemy has acid weakness 5 and is slowed. Any enemy who ends their turn in the area and has M < 4 is restrained (save ends).

❗️ Breach of Nihility

Magic, Void Triggered action
πŸ“ Self 🎯 Self

Trigger: The elementalist takes damage.

Effect: The elementalist can teleport up to 5 squares. Each creature adjacent to the space they leave or appear in takes 5 corruption damage.

⭐️ Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival - Level 10 Elite Brute EV 48
1M
Size
5
Speed
260
Stamina
3
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+5
Might
+4
Agility
0
Reason
+2
Intuition
+3
Presence

πŸ—‘ Seismic Crush (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 damage; push 4
  • 12-16: 21 damage; push 5
  • 17+: 25 damage; push 6

2 Malice: Each target who has M < 4 is bleeding and slowed (save ends).

πŸ—‘ Death Grip (4 Malice)

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

Power Roll + 5:

  • ≀11: 15 damage; M < 3 grabbed
  • 12-16: 21 damage; M < 4 grabbed
  • 17+: 25 damage; M < 5 grabbed

Effect: The target must be the fury's size or smaller. While the target is grabbed this way, the fury and their allies have a double edge on strikes against them.

⭐️ Devastate

Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability against that creature or object that has a double edge.

⭐️ Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival - Level 10 Elite Harrier EV 48
1M
Size
7
Speed
240
Stamina
3
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+3
Might
+5
Agility
+4
Reason
+5
Intuition
0
Presence

πŸ—‘ Kinetic Danse (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 damage; the null shifts up to 4 squares; A < 3 10 damage
  • 12-16: 20 damage; the null shifts up to 5 squares; A < 4 15 damage
  • 17+: 24 damage; the null shifts up to 6 squares; A < 5 19 damage

πŸ—‘ Incapacitate (5 Malice)

Melee, Psionic, Strike, Weapon Maneuver
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 13 damage; R < 3 dazed and restrained (save ends)
  • 12-16: 17 damage; R < 4 dazed and restrained (save ends)
  • 17+: 20 damage; R < 5 dazed and restrained (save ends)

⭐️ Energy Conservation

The first time each round that the null is targeted by a strike, it takes a bane and the null halves the damage from it. The creature making the strike takes 10 damage.

⭐️ Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival - Level 10 Elite Ambusher EV 48
1M
Size
5
Speed
240
Stamina
1
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+5
Agility
+3
Reason
+2
Intuition
+4
Presence

πŸ—‘ A Hush of Ash (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 damage; A < 3 bleeding (save ends)
  • 12-16: 21 damage; A < 4 bleeding (save ends)
  • 17+: 25 damage; A < 5 bleeding (save ends)

1 Malice: The shadow can teleport up to 10 squares, then can attempt to hide.

πŸ‘€ Envenomed Steel

- Maneuver
πŸ“ Self 🎯 Self

Effect: The shadow coats their weapon with poison. They have a double edge on their next strike, any potency for that strike increases by 2, and if the target has M < 4, they are weakened (save ends).

⭐️ Exploit Weakness

The shadow deals an extra 10 damage to any target affected by a condition.

⭐️ Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Rival Tactician
Humanoid, Rival - Level 10 Elite Artillery EV 48
1M
Size
5
Speed
220
Stamina
2
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+5
Might
+2
Agility
+4
Reason
0
Intuition
+3
Presence

🏹 Forward Assault (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 damage
  • 12-16: 21 damage; A < 4 prone and can't stand (EoT)
  • 17+: 25 damage; prone; A < 5 can't stand (EoT)

5 Malice: Two allies within distance move up to their speed and can use a signature ability that has a double edge.

πŸ”³ Guardian From Afar (3 Malice)

Area, Ranged, Weapon Main action
πŸ“ 3 cube within 10 🎯 One creature in the area

Power Roll + 5:

  • ≀11: 10 damage; M < 3 weakened (save ends)
  • 12-16: 16 damage; M < 4 weakened (save ends)
  • 17+: 20 damage; M < 5 weakened (save ends)

Effect: Each ally in the area regains 10 Stamina.

❗️ Battlefield Control

Ranged Triggered action
πŸ“ Ranged 10 🎯 The triggering enemy

Trigger: An enemy within distance willingly moves.

Effect: At any point during the movement, the tactician and one ally within distance can use a signature ability against the target.

⭐️ Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival - Level 10 Elite Hexer EV 48
1M
Size
5
Speed
220
Stamina
2
Stability
10
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
0
Agility
+5
Reason
0
Intuition
+1
Presence

🏹 Override (Signature Ability)

Psionic, Ranged, Strike, Telekinesis Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 5:

  • ≀11: 15 psychic damage
  • 12-16: 20 psychic damage
  • 17+: 24 psychic damage

4 Malice: Each target moves up to their speed and can make a free strike against one enemy of the talent's choice. The target's movement can provoke opportunity attacks, but they can't otherwise be moved in a way that would harm them.

🏹 Steal Time (3 Malice)

Chronopathy, Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 5:

  • ≀11: R < 3 slowed (save ends)
  • 12-16: R < 4 restrained (save ends)
  • 17+: R < 5 restrained (save ends)

Effect: One ally within distance can use an additional main action on their next turn.

❗️ Psionic Retribution (2 Malice)

Psionic Triggered action
πŸ“ Self; see below 🎯 Self

Trigger: A creature deals damage to the talent.

Effect: The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage dealt and is pushed up to 5 squares.

⭐️ Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.