WEEJIT BRAINY
Weejit Brainy
Tier 1 Leader
A group of six Weejits who pool their efforts into becoming smarter, if not wiser.
Motives & Tactics: Strategize, direct, predict
Difficulty: 13 | Thresholds: 8/15 | HP: 6 | Stress: 4
ATK: +3 | Bonk: Melee | 1d10+3 phy
Experience: Better with Friends +2
FEATURES
Friends! - Action: Once per scene, mark a Stress to summon 1d6 Weejits, which appear at Far range.
Battle Conductor - Action: Spend a Fear to spotlight the Brainy and up to 1d4 allies within Far range.
Saw That Coming - Reaction: When an attack targets the Brainy, you can mark a Stress to increase its difficulty by 1d4 until your next GM turn. If that causes the attack to miss, the attacker loses a Hope.
Recombine - Reaction: When the Brainy takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.