Rival Malice (Level 1+ Malice Features)¶
Malice Features
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
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.
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 damage; the condition affects the target (save ends)
@8 damage; the condition affects the target (EoT)
#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.
Source: Draw Steel: Monsters ·
printing 1.01