EMISSARY

Emissary

Tier 4 Social
A sharp-witted, but strangely dressed ambassador from another world.
Motives & Tactics: Negotiate ruthlessly, kill with kindness, obfuscate and subjugate

Difficulty: 19 | Thresholds: 22/40 | HP: 7 | Stress: 6
ATK: +3 | Cane: Melee | 4d8+2 phy
Experience: Seal the Deal +4, Shell Game +3

FEATURES

Turning the Tables - Passive: All PCs within Far range of the Emissary replace their Fear die with a d20 until the scene ends or the Emissary phase changes.

Let’s Make a Deal - Action: Mark a Stress to subtly threaten someone else in the PCs’ presence. All PCs within Close range must succeed on an Instinct Reaction Roll or mark 2 Stress.

I Have Others Do That - Action: Once per scene, mark 2 Stress to summon an Otherworld Commander who appears at Far range and is spotlighted immediately.

Counteroffer - Reaction: When a PC makes a Presence Roll within Close range, mark a Stress to impose disadvantage.

You Only Think You’re Winning - Reaction: When a PC within Far range rolls with Fear, you gain an additional Fear.

I Am Your Nightmare (Phase Change) - Reaction: When the Emissary marks their last Stress or marks HP from a PC’s attack, replace them with the Otherworld Interloper: Horror and immediately spotlight them.

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