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SharkCore

Adversary

Bruiser — Tier 2

A large aquatic predator, always on the move.

Motives and Tactics: Find the blood, isolate prey, target the weak

Difficulty

14

Damage Thresholds

14 / 28

Hit Points

7

Stress

3

Attack Bonus

+2

Weapon

Toothy Maw (Very Close)

Damage

2d12 +1 Physical

Experiences: Sense of Smell +3

Features

Terrifying - Passive

When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Rending Bite - Passive

When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Blood in the Water - Reaction

When a creature within Close range of the Shark marks HP from another creature’s attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.

Cards

Adversary
Shark

Bruiser — Tier 2

Hit Points 7 · Difficulty 14

A large aquatic predator, always on the move.

Core

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