Listing Features for UNTAMED EXPERIMENT
| Title | Type | Description | Question | Order | Actions |
|---|---|---|---|---|---|
| Mad Creation | passive | When the Experiment appears, put 8 tokens on this stat block. Spend these tokens to add features to the Experiment when it appears or during its spotlight. These are one time costs. | |||
| Relentless (2) | passive | (0 tokens). The Experiment can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. | |||
| Flying | passive | (2 tokens). The Experiment has wings that can support flight. While Flying, the Experiment gains a +2 bonus to their Difficulty. | |||
| Ophidian Charm | passive | (2 tokens). When a PC makes an attack against the Experiment within Melee range they must roll a d6. On a 3 or lower, the creature has disadvantage on their next attack roll and must mark a Stress. | |||
| Terrifying Roar | action | (1 token). Once per scene, mark a Stress to roar loudly, intimidating all foes nearby. All targets within Close range must succeed on a Presence Reaction Roll. Targets who fail are Shaken until they roll with Hope. While Shaken, a target’s Hope die is reduced to a d10. | |||
| Double Swipe | action | (2 tokens). When the Experiment makes a standard attack, mark a Stress to make another against a different target within Melee range. | |||
| Ramming Charge | action | (2 tokens). Mark a Stress to charge through a group within Close range and make an attack against all targets in the Experiment’s path. Targets the Experiment succeeds against take 2d6+10 physical damage and are knocked back to Far range. | |||
| Powerful Kick | reaction | (2 tokens). When the Experiment takes Major or greater damage, mark a Stress to make an attack against a target within Melee range. On a success, the target takes 1d12+2 physical damage and is knocked back to Far range. | |||
| Burning Breath | reaction | (3 tokens). Countdown (Loop 1d4). When the Experiment sees a hostile target, activate the countdown. When it triggers, the Experiment breathes flames at all targets in front of them within a Very Close range. All targets in the area must succeed on an Agility Reaction Roll or take 1d8+3 magic damage. For each target that marks HP, you gain a Fear. |