People
Not all antagonists are creatures, monsters, outsiders, brutal humanoids, or elementals.
Bandits
People who have taken to robbery and predatory crime rather than seeking an "honest" living.
Pesh and Night Lotus Addict, Hungry For Street Cred
Good At: Being Thuggish (+2), Being Brash (+2)
Bad At: Being Legit (-2), Being Brave (-2)
Stress [1][2][3]
Mild (2)
A gang of drug addicted 'cousins' eager to impress bigger criminals and become part of a bigger operation. They fight as individuals.
Worse Than The Damn Goblins, Irredeemable
Good At: Guerrilla Tactics (+2), Hiding in the Deepwoods (+2), Ambushing Caravans (+2)
Bad At: Prolonged Engagements (-2), Toe-to-toe Fighting (-1)
Hits: [1]
Up to five (5) bandits will fight as a mob, adding one (1) hit box per bandit. +1 when attacking and defending for every three (3) bandits remaining in the mob.
Merciless Scum, An Unsympathetic Lot
Good At: Banditry (+2), Fighting (+2)
Bad At: Fighting When Outnumbered (-2)
Hits: [1][1]
A Bandit fights as an individual but as part of a gang of at least two.
Cultists
Norgorber
Norgorber (pronounced NOR-gore-ber) is known as a deity of thievery and assassination,
as well as a keeper of secrets. He is called the 'Reaper of the Reputation' by some,
but he has more insidious titles among his other worshipers. He remains an enigma
to most, and his true motives are unknown. Many of his own followers remain ignorant
of his plans and designs. Norgorber is the only evil aligned god amongst the Ascended.
Norgorber's worshipers come from all walks of life and all of them are termed Sons
and Daughters of the Mask; many are clerics, rogues, bards and assassins. Most followers
of Norgorber will choose one of his Four Aspects to particularly worship.
The most extreme are numbered among the murderous insane, who commit atrocities
in his reverence. The followers of the cult of Father Skinsaw are known as
the Skinsaw Men or the Skinsaw Cult. Spies and politically minded folk who worship
him as the Reaper of Reputation consider him the deity of secret knowledge,
such as the Ustalavic organization called the Anaphexia. Thieves revere the Gray
Master. Assassins, alchemists and herbalists follow Blackfingers.
Norgorber's ceremonial colours are black and brown. The cultist's clothes usually
follow modern fashions, in order to blend in wherever they are.
Hidden In Plain Sight, Murder Cult Members
Good At: Sneak Attack (+2), Going Unnoticed (+2), Black Murder (+2)
Bad At: Open Dealings (-2), Empathy and Compassion (-2)
Stress [1][2][3]
Mild (2)
Guards
City watch, house troops, hired guards, private security...not always uniformed but organized.
Serving And Protecting, Local Cops
Good At: Fighting (+2), Noticing (+2)
Bad At: Risking Their Lives Over Petty Crime (-2)
Hits: [1][1]
Up to five (5) watchmen will form a mob, adding two (2) hit boxes per individual. +1 when attacking and defending for each remaining watchman.
Militants
Militant is usually used to describe a person engaged in aggressive verbal or physical
combat (e.g. a soldier, an activist, revolutionary, terrorist or insurgent).
GreyMaidens
The Gray Maidens were the all-female, elite bodyguard for Queen Ileosa Arabasti
of Korvosa. Since the queen's death the group has been officially disbanded; however,
some cells remain active in Varisia (outside of Korvosa) and Cheliax.
Heavily Armored Bulwark, Member Of An Infamous Fallen Order
Sczarni
The Sczarni are a loose collection of Varisian crime families, operating primarily
in the cities and towns of Varisia, but found wherever significant numbers of Varisians
gather.
Sczarni focus is on the less violent crimes such as robbery, pickpocketing, and
confidence schemes, and generally target only non-Varisians. They believe that this
affords them the maximum profit with minimum risk.
They may be driven out of town, beaten, jailed, or even mutilated, but rarely is
a Sczarni put to death for his or her crimes. Their activities are notorious enough,
however, that they have greatly contributed to the racial stereotype of Varisians
as untrustworthy thieves. Being independently minded in the extreme, one Sczarni
family will have next to nothing in common with another, other than their occupation,
cultural background, and general methods.
Most Varisians are opposed to the Sczarni and want nothing to do with them. They
believe that their activities invite trouble and further stereotyping against their
kind. Despite this opinion, most Varisians will offer aid to a Sczarni who is in
trouble, especially when outsiders are involved.
Dirty Deeds Done For A Reasonable Negotiated Rate,
Hardened Criminals
Good At: Combatives (+2), Roguish (+3), Sneaky (+1)
Bad At: Polite Society (-2), Being Legit (-2), Resisting A Sweet Deal (-2)
Stress [1][2][3]
Mild (2)
Moderate (4)
Do not treat as a mob.
Big shots and named men among the Sczarni, and far more dangerous than oily street punks. Professional criminals, muscle-for-hire, underbosses, racketeers...they run the gamut. These are the kind of men and women who make people fear the term Sczarni.
Street Enforcer, Tough And Mean
Good At: Thuggishness (+3), Shrugging It Off (+3)
Bad At: Blending In (-2), Strategy (-2), Being Nimble (-2)
Stress [1][2][3]
Mild (2)
Do not treat as a mob.
Run of the mill Sczarni Thugs are sometimes accompanied by one or two big hulking bruisers.
Street Enforcer, Aloof and Sinister
Good At: Crossbow or Shortbow (+3), Bladework (+1)
Bad At: Toe to Toe Fights (-2), Seeming Legit and Normal (-2)
Stress [1][2][3]
Mild (2)
Do not treat as a mob.
Run of the mill Sczarni Thugs are sometimes accompanied by one or two sinister beady-eyed marksmen.
Oily Street Punks, Wise Guys
Good At: Shakedowns And Protection Rackets (+3), Street Savvy (+2)
Bad At: One On One (-2), Being On The Other Side Of The Tracks (-2), Long-Term Planning (-2)
Hits: [1][1]
Up to five (5) will fight as a mob, adding two (2) hit boxes per thug. +1 when attacking and defending for every three (3) thugs remaining in the mob.
The Crow Is Ours!, Recovering From Defeat By The Wringers
Good At: Second Story Work (+2), Roguish (+2)
Bad At: One On One (-3), Cooperating with Each Other (-1)
Stress [1][2][3]
Mild (2)
Do not treat as a mob.
Tend to operate in packs of two (2), but they fight as individuals.
Dirty Impoverished Scumbag, Ignorant And Bent On Survival
Good At: Dirty Fighting (+3), Underbridge (+2)
Bad At: Where To Start? Almost Everything Else (-2)
Hits: [1][1]
Up to five (5) will fight as a mob, adding two (2) hit boxes per Scum. +1 when attacking and defending for every three (3) Scum remaining in the mob.
Scum will generally break and run (concede), but only after at least one or two of them have been killed.
We Protect Our Own, Resentful Exploited Minority
Good At: Passive Intimidation (+2), Brawling (+3)
Bad At: One On One (-2), Being On The Other Side Of The Tracks (-2), Long-Term Planning (-2)
Hits: [1][1]
Up to five (5) will fight as a mob, adding two (2) hit boxes per Varisian. +1 when attacking and defending for every three (3) Varisian remaining in the mob.