Skip to content

Human Scoundrel


Monster

Human Scoundrel

Human, Humanoid
Level 1
Platoon Ambusher
EV 6
1MSize
5Speed
30Stamina
0Stability
4Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
l

Rapier and Dagger

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage
2 MaliceIf this ability gains an edge or has a double edge, it deals an extra 2 damage.
l

Dagger Storm

Distance-
Target-

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.

*Malice Features

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

*

Alchemical Device

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 10
TargetEach enemy and object in the area
Power Roll+ 2
!4 corruption damage; A < 0 slowed (save ends)
@6 corruption damage; A < 1 slowed (save ends)
#9 corruption damage; A < 2 restrained (save ends)
Special

This ability can't be used by a minion.

*

Exploit Opening

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

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

Source: Draw Steel: Monsters · printing 1.01