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.