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: dice: 1d20+3 | Bonk: Melee | dice: 1d10+3 phy
Experience: Better with Friends +2

FEATURES

Friends! - Action: Once per scene, mark a Stress to summon dice: 1d6 Weejits, which appear at Far range.

Battle Conductor - Action: Spend a Fear to spotlight the Brainy and up to dice: 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 dice: 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.

name: Weejit Brainy
thresholds: 8/15
hp: 6
stress: 4
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