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FAE FLAME

Adversary

DH IC · p.43 · 3p

Open source p.43
Demiplane
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!dh-import --name|FAE FLAME --HP|2 --Stress|6 --Difficulty|14 --Thresholds|8/None --Attack_Dice|1d20+2 --Damage|2d4+2 --Special_1|**Floating (Passive):** The Flame floats a few feet off the ground and can’t be Restrained. --Special_2|**Incorporeal (Passive):** The Flame has resistance to physical damage. --Special_3|**Follow Me! (Action):** The Flame dances playfully, beckoning those who can see it to follow. Mark 2 Stress to move the Flame up to Far range and force all targets within Close range of its path to make a Presence or Instinct Reaction Roll. Targets who fail must immediately move to stay within at least Close range of the Flame and lose one Hope. You gain one Fear for each failure. Targets who succeed must mark a Stress.
FAE FLAME

Tier 2 · Support

Difficulty 14 Thresholds 8/None M/S HP 2 Stress 6

ATK ·Searing Flash: Very Close | mag

Motives & Tactics: Mislead outsiders, tease, make dangerous mischief

Floating Passive The Flame floats a few feet off the ground and can’t be Restrained.

Incorporeal Passive The Flame has resistance to physical damage.

Follow Me! Action The Flame dances playfully, beckoning those who can see it to follow. Mark 2 Stress to move the Flame up to Far range and force all targets within Close range of its path to make a Presence or Instinct Reaction Roll. Targets who fail must immediately move to stay within at least Close range of the Flame and lose one Hope. You gain one Fear for each failure. Targets who succeed must mark a Stress.

A flickering, disembodied flame or orb of light, usually yellow, blue, or green in color.

Motives & Tactics: Mislead outsiders, tease, make dangerous mischief

Difficulty: 14 | Thresholds: 8/None | HP: 2 | Stress: 6

ATK: | Searing Flash: Very Close | mag

Features

Floating - Passive: The Flame floats a few feet off the ground and can’t be Restrained.

Incorporeal - Passive: The Flame has resistance to physical damage.

Follow Me! - Action: The Flame dances playfully, beckoning those who can see it to follow. Mark 2 Stress to move the Flame up to Far range and force all targets within Close range of its path to make a Presence or Instinct Reaction Roll. Targets who fail must immediately move to stay within at least Close range of the Flame and lose one Hope. You gain one Fear for each failure. Targets who succeed must mark a Stress.