Bound by Rite
Adversary is bound to serve by a powerful ritual. They cannot refuse their caller.
Passive: The Caller is able to use Action or Response to give the Adversary an Action or Response, as long as they have awareness.
Draw: Mark as Drawn when the Caller summons Adversary to appear. Appear by the Caller and recover Wounds even if dead or destroyed.
Companion
Adversary is accompanied by a skilled being. Are they a servant, a friend or a watcher?
Passive: Adversary is Accompanied by an ally with half adversarys Prowess, three Wounds and one Source of Power.
Draw: Draw Strength to have the Companion recover Hit-points and Break an effect.
Guardians
Adversary has earned respect and service of a trusted guard.
Passive: Adversary is accompanied by up to half Prowess allies.
Draw: Draw Strength to have Each Guardian take an Action.
Summon
Adversary is able to call allies to their aid.
Passive: As an Action Adversary makes a Channeling or social Test against Difficulty 10. On success beings with total Prowess up to half Adversarys Prowess arrive. This can be one powerful being or multiple weaker ones.
Draw: Draw Strength to increase Summons total Prowess by half the Adversarys Prowess.
Choose a type of beings to Summon when creating the Great Adversary.
– Beasts
– Dead
– Mortals
– Outsiders
– Spirits
– Wyrms
Monstrous Transformation
There is a monster inside the adversary ready to break free at moments notice.
Passive: Adversary adds full Prowess to damage of attacks.
Draw: Draw Strength to have Adversarys size increase by a category. Their Harm increases by a die type. They gain the ability to jump or Climb their Pace without Tests. They lose the ability to use tools and weapons. They recover a Wound. This lasts until Significant Time passes.
Many Faces
Adversary changes faces like clothes. They may even become a copy of a familiar being, stealing both faces and lives.
Passive: As an Action [Exhaust] to take form of another being.
Draw: Draw Strength to have the Adversary become a being they have witnessed, gaining their Gifts and Skills. This does not affect equipment. Add Wounds of the new form to Adversarys total Wounds.
Winged Form
Adversary has been gifted an ability to sprout wings.
Passive: [Exhaust] on movement to increase Pace by one Distance step.
Draw: Draw Strength to gain ability to fly Pace. This lasts until Significant Time passes.
Draining Touch
Magic of death has given the adversary an ability to feed on the life of others.
Passive: [Exhaust] to Attack in melee dealing 1D6 + half Prowess damage. Recover Hit-points by opponents lost Hit-points. This can heal a Wound.
Draw: Draw Strength to inflict 1D6 + half Prowess damage to all within Near. Recover Hit-points by opponents’ total lost Hit-points. This can heal a Wound.
Elemental Fury
Adversary radiates with power of the elements striking fire and thunder when they unleash their wrath.
Passive: Adversarys Attacks deal +1D6 physical damage in form of fire, ice, lightning, tearing wind or jagged stone.
Draw: Draw Strength to have all beings within Close make a Reflex Test against Difficulty 10 + Prowess. On failure they suffer 1D6 + Prowess physical damage. This Hazard remains for half Prowess Rounds provoking a Test when a being enters the area or ends their Turn inside. If Adversary suffers damage they make a Vigor Burden Test. On failure effect ends.
Fleetness
Adversarys swiftness is beyond mortal measure.
Passive: [Exhaust] to Increase Pace by a distance step. Close to Near for example.
Draw: Draw Strength to ignore obstructions to movement for Half Prowess Rounds.
Foresight
Adversary is gifted a with a sight into the future.
Passive: Adversary has half Prowess Premonitions. They can spend a Premonition to alter a die roll by one.
Draw: Draw Strength to regain spent Premonitions.
Haunt
Part of the adversary belongs to the dead and they have given part of their nature in return.
Passive: Adversarys physical attacks are Otherwordly and deal +1D6 mental damage.
Draw: Draw Strength to become Incorporeal for half Prowess Rounds. During this time all Adversarys damage is mental.
Hidden Step
Step of the adversary is obscured by living shadow or they take them partially in other worlds.
Passive: Adversary has Advantage on Tests for Stealth.
Draw: Draw Strength to become Invisible. During this time Adversary is Hidden. When they suffer damage they make a Will Test against 10 + damage. On failure they are no longer Invisible.
Power from Beyond
Adversary is connected to a grand source of Power. Whenever they channel magic they open this conduit.
Passive: When channeling magic Adversary can give it one Power for free.
Draw: Draw Strength to give magic half Prowess Power.