This week we'll begin adding some depth to the "Bandit" Encounter type, with twenty Titles to personify and modify your fearsome felons:
_The Elusive_ They have a way of fading away... > When reduced to 0 or fewer hp, the adventurer who dealt the blow makes a :roll:. On a 10 or below, the Bandit avoids the attack and escapes instead.
_Breaker of Chains_ No chains can hold them. > Deals +1 damage each round in combat, due to hideous strength.
_The Shadow_ Known for striking first from the shadows. > Adventurers must make a Notice :ranged: check of 11 or above, otherwise they cannot use abilities the first round of combat.
_Spell Thief_ A wizard turned criminal, excelling in stealing spells. > Once per round when an offensive :magic: ability is played, if the ability :roll: was below 10, the Spell Thief turns the effect back on its caster (it also doesn't strike the intended target).
_The Craven_ Blusters when things go well, turns tail when they don't. > Flees when reduced to half hp. Update the Tier count.
_The Lightning Lord_ Precise, quick tactical strikes are their specialty. > The first round of combat the Lord and his henchmen inflict +1 extra damage and take -1 damage.
_The Tumbler_ Acrobatics are his forte. > Any ability :roll: less than 12 deals -1 damage against this agile foe.
_Sneakhand_ His sleight of hand is superb. > On the first round of combat, choose one adventurer to :roll:. On a 10 or less, Sneakhand steals 1 :loot: item from the adventurers in the first combat exchange. He can then use it for his own benefit.
_Snaremaster_ It's a trap! > The adventurers must make a Notice :ranged: check on the first round of combat. The adventurer with the lowest :roll: steps into the trap, and suffers -2 to hp and their first ability roll.
_Riddler_ You wish they'd shut up and fight. > On a "solve riddle" check of 11 or above, adventurers deal +1 damage to the Riddler, but on a failed check lose 1 Persona.
_The Brute_ Your blows only serve to enrage him. > Any round in which they take 3 or more damage, they Surge.
_Master of Disguise_ They look so familiar...> On a failed ability :roll:, if it is the first round or a Surge round, the ability instead deals another adventurer damage.
_Halfhand_ In this kingdom they take fingers every time a thief is caught. He's lost more than a few. > Deals -1 damage each round.
_The Tongueless_ His tongue was removed for insolence. > Make a Persona check at the beginning of combat. If the :roll: was 10 or below, you are unnerved and make the next ability :roll: at -2.
_Stumpfoot_ His foot was cut off as punishment for crimes. > This opponent surges every 4th round, not every 3rd.
_The Swift_ He's sooo fast! > Surges every 2 rounds instead of every 3.
_The Fallen_ Disgraced and disowned, even by fellow criminals. > On an Intimidation :influence: :roll: of 10+Tier Value, you can shame them, gaining a +2 to your next ability :roll:.
_Thief Lord_ Truly he is a king of thieves. > The round after each Surge, add a Tier 1 Bandit and upgrade the Tier count.
_The Poisoner_ They coat all their blades with it. > Any round an adventurer takes damage, the adventurer's next :roll: is made at -3.
_The Widowmaker_ Women and children weep at mention of their name. > At the beginning of combat, adventurers make a Persona check. A roll below 9+Tier Value of the Widowmaker results in a loss of 1 Persona, so potent is the fear associated with them.
Have an idea for the next Quest Crafter or feedback on how we can make it more useful to you? Email us at Authors@Fabricate.io or leave a comment below.