VEILSEER APPARITION
Veilseer Apparition
Tier 3 Solo
A ghastly figure that lives between the present and possible futures, hidden behind the veil of time.
Motives & Tactics: Rewrite reality, see outcomes, sow fear
Difficulty: 18 | Thresholds: 23/40 | HP: 11 | Stress: 6
ATK: +4 | Temporal Pulse: Close | 3d12+3 phy/mag
Experience: I Have Seen Your End +3
FEATURES
Veiled Presence - Passive: When the Apparition takes damage, reduce it by 1d12. Additionally, attacks made by the Apparition are considered both physical and magic.
Terrible Outcomes - Passive: PCs making action rolls against the Apparition must roll their Fear die twice and take the higher result.
Consume Memory - Action: Spend a Fear to devour the memories of a foe. Make an attack against a target within Close range. On a success the target takes no damage, instead, they move a random domain card into their vault and the Apparition clears a HP. If the recall cost for the card is zero, the target marks a Stress.
Haunting Echoes - Action: Mark a Stress to unleash a wail causing those who hear it to see haunting visions of potential futures. All targets within Far range must succeed on a Presence Reaction Roll. Targets who fail become Vulnerable until the Apparition takes Severe damage. You gain a Fear for each target that fails. Targets who are Vulnerable automatically succeed.
Inevitiable - Reaction: When a PC succeeds on an action roll against the Apparition, mark 2 Stress to make them reroll. If it still succeeds, it is a critical success.
Rend Reality - Reaction: When the Apparition marks HP, spend a Fear to teleport to a point within Far range. All targets within Melee range of the Apparition when it reappears must succeed on an Instinct Reaction Roll or take 3d8 magic damage and mark a Stress.
Whispers of Dread - Reaction: Countdown (Decreasing 4). When the Apparition is in the spotlight for the first time, activate the countdown. When it triggers, whispers of otherworldly outcomes spread over the area. All targets within Far range must make a Knowledge Reaction Roll. Targets who fail take 2d8+6 magic damage and their Hope die is reduced by one step (for example a d12 becomes a d10) until the Apparition is defeated. Targets who succeed take half damage. If the countdown ever decreases its maximum value to 0, any target with a Hope die of d6 or smaller must make a death move.