MKGB (Magical Kingdom Guarding Bureau) is a secret service of highly trained professional officers that enforce national security with steel and magic. They mastered all magic areas: casting spells with wizardry, brewing potions with alchemy and the making of magic weapons with runesmithing.
Human Malice Level 4+ Malice Features
At the start of a level 4+ human’s turn, you can spend malice to activate one of the following features.
Prior Malice Features ◆ X Malice
The human activates a malice feature available to humans level 3 or lower.
Can't Take Hold ◆ 3 Malice Each human acting this turn ends slowed condition. Until the end of their turn, each human acting this turn ignores difficult terrain and has a bonus to speed +2.
MKGB Infiltrator
MKGB Infiltrator Level 4 Troop Ambusher
Human, Humanoid EV 24
Stamina 130 Immunity Corruption 4, Psychic 4
Speed 7 Size 1M / Stability 1
Free Strike 6
Might 0 Agility +2 Reason +3 Intuition +2 Presence +2
Removing Mace (Action) ◆ 2d10 + 3 ◆ Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 1 Target 2 creatures or objects
✦ ≤11 9 acid damage; slide 2
★ 12–16 14 acid damage; slide 4
✸ 17 17 acid damage; slide 6
5 Malice The target is reduced to 1 Stamina if they have 2 or more Stamina after taking damage and are bloodied.
Deprivation Potion (Action) ◆ 2d10 + 3
Keywords Area, Magic
Distance 5 cube within 5 Target All enemies in the cube
✦ ≤11 6 corruption damage
★ 12–16 10 corruption damage
✸ 17 12 corruption damage
Effect Until the end of the encounter, the affected area is considered difficult terrain, grants concealment and no sound can travel through it.
Invisibility Potion (Maneuver)
Keywords Magic
Effect Infiltrator turns invisible and hides. Invisibility ends if they take damage or use an ability, or at the end of their next turn.
War Magic (Triggered Action) ◆ 2 Malice
Keywords Magic
Trigger A creature within distance targets a creature with a strike or ability with the magic keyword
Distance Ranged 10 Target Triggering creature
Effect The target has a double bane on the triggering strike or ability. The infiltrator has a double edge on their next power roll.
Supernatural Insight
The guard ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
MKGB Agent
MKGB Agent Level 5 Troop Controller
Human, Humanoid EV 28
Stamina 130 Immunity Corruption 5, Psychic 5
Speed 5 Size 1M / Stability 2
Free Strike 6
Might +2 Agility 0 Reason +3 Intuition +2 Presence +2
Chains Lightning Arrest (Action) ◆ 2d10 + 3 ◆ Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 1 Target 2 creatures or objects
✦ ≤11 9 lightning damage; A<1 grabbed
★ 12–16 14 lightning damage; A<2 grabbed
✸ 17 17 lightning damage; A<3 grabbed
Effect The agent can grab up to two creatures.
No Running Away (Action) ◆ 2d10 + 3 ◆ 3 Malice
Keywords Area, Magic
Distance 3 cube within 10 Target All enemies in the cube
✦ ≤11 6 cold damage; slowed (EoT) or M<1 restrained (save ends)
★ 12–16 11 cold damage; slowed (EoT) or M<2 restrained (save ends)
✸ 17 14 cold damage; slowed (EoT) or M<3 restrained (save ends)
Teleport Potion (Maneuver)
Keywords Magic
Effect Agent teleports up to 5 squares. All grabbed creatures teleport with him.
War Magic (Triggered Action) ◆ 2 Malice
Keywords Magic
Trigger A creature within distance targets a creature with a strike or ability with the magic keyword
Distance Ranged 10 Target Triggering creature
Effect The target has a double bane on the triggering strike or ability. The agent has a double edge on their next power roll.
Supernatural Insight
The guard ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
MKGB Marksman
MKGB Marksman Level 6 Troop Artillery
Human, Humanoid EV 32
Stamina 150 Immunity Corruption 6, Psychic 6
Speed 5 Size 1M / Stability 2
Free Strike 7
Might +2 Agility 0 Reason +3 Intuition +2 Presence +2
Runic Arrow (Action) ◆ 2d10 + 3 ◆ Signature
Keywords Magic, Ranged, Strike, Weapon
Distance Ranged 20 Target 1 creature or object 3 squares or further away from marksman
✦ ≤11 11 fire damage; A<1 burning (save ends)
★ 12–16 18 fire damage; A<2 burning (save ends)
✸ 17 22 fire damage; A<3 burning (save ends)
Effect A burning target takes 1d6 fire damage at the start of each of their turns until the condition ends.
Overwhelming Barrage (Action) ◆ 2d10 + 3
Keywords Area, Magic, Weapon
Distance 3 cube within 1 Target all enemies in the cube
✦ ≤11 7 sonic damage; push 2; I<1 frightened (EoT)
★ 12–16 12 sonic damage; push 4; I<2 frightened (EoT)
✸ 17 14 sonic damage; push 6; I<3 frightened (EoT)
Speed Potion (Maneuver) ◆ 2 Malice
Keywords Magic
Effect Marksman ends one save ends or EoT effect on them and shifts up to their speed.
War Magic (Triggered Action) ◆ 2 Malice
Keywords Magic
Trigger A creature within distance targets a creature with a strike or ability with the magic keyword
Distance Ranged 10 Target Triggering creature
Effect The target has a double bane on the triggering strike or ability. The marksman has a double edge on their next power roll.
Supernatural Insight
The guard ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
MKGB Chairman
MKGB Chairman Level 5 Leader
Human, Humanoid EV 28
Stamina 170 Immunity Corruption 5, Psychic 5
Speed 6 Size 1M / Stability 2
Free Strike 7
Might +3 Agility +1 Reason +4 Intuition +2 Presence +3
White Winds Estoc (Action) ◆ 2d10 + 4 ◆ Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 1 Target Two creatures or objects
✦ ≤11 10 cold damage; one target M<2 slowed (save ends); other target A<2 pushed 4
★ 12–16 15 cold damage; one target M<3 slowed (save ends); other target A<3 pushed 4
✸ 17 18 cold damage; one target M<4 slowed (save ends); other target A<4 pushed 4
2 Malice The potency of this ability increases by 1.
Decelerating Potion (Maneuver)
Keywords Area, Magic
Distance 3 cube within 5 Target All enemies in the cube
✦ ≤11 I<2 dazed (EoT)
★ 12–16 I<3 dazed (EoT)
✸ 17 I<4 dazed (EoT)
War Magic (Triggered Action) ◆ 2 Malice
Keywords Magic
Trigger A creature within distance targets a creature a strike or ability with the magic keyword
Distance Ranged 10 Target Triggering creature
Effect The target has a double bane on the triggering strike or ability. The chairman has a double edge on their next power roll.
End Effect
At the end of their turn, the chairman can take 10 damage to end
one save ends effect affecting them. This damage can’t be reduced
in any way.
Hurricane (Villain Action 1) ◆ 2d10 + 4
Keywords Magic, Melee, Strike, Weapon
Distance Self; see below Target Self
Effect The chairman shift up to their speed. They make one power roll that targets up to three enemies, each of who became adjacent to the chairman during the move.
✦ ≤11 6 cold damage; slide 2
★ 12–16 11 cold damage; slide 3
✸ 17 14 cold damage; slide 5
Time Potion (Villain Action 2)
Keywords Area, Magic
Distance 3 cube within 5 Target All allies in the cube
Effect Each target moves up to their speed and uses a signature action.
Volley of Fireballs (Villain Action 3) ◆ 2d10 + 4
Keywords Area, Magic, Melee
Distance Three 3 cubes within 10 Target All creatures
✦ ≤11 6 fire damage; A<2 2 fire damage
★ 12–16 11 fire damage; A<3 4 fire damage
✸ 17 14 fire damage; A<4 6 fire damage
Effect Until the end of the encounter every target has cold weakness 5.