Adversaries
Non-player characters and creatures are divided into three tiers reflecting their narrative significance and mechanical complexity.
The example stat blocks below may include armor, protection, natural toughness, or other built-in defenses. Their listed Resistance is the final value used in play, not only the value from half Might.
Stat Block Format: Characteristics are listed as Might / Agility / Intellect / Savvy / Willpower / Charisma. Defenses and durability are listed as Resistance / Wound Points / Strain Points where applicable / Melee Defense / Ranged Defense.
Minions
Minions are low-tier adversaries, guards, wildlife, untrained combatants. They operate in groups, sharing a single pool of Wounds as a unit.
- A Minion group's Wound total equals the Wound Points of one Minion × the number of Minions in the group.
- Each time the group suffers Wounds equal to one Minion's Wound Points, one Minion is eliminated.
- Minions do not have Strain Points. Strain-causing effects remove Wounds instead at a rate of 1 Strain = 1 Wound.
- A Minion group acts as a single entity on its initiative slot. It makes one check per round.
- Minions cannot spend Story Points and do not suffer Critical Injuries, they are simply eliminated when their Wounds are exhausted.
Minion Name (Minion)
- Group Size: 4
- Skills: Melee 1, Ranged 1
- Abilities: None
- Equipment: Dagger, Slingshot
Elites
Elites are mid-tier adversaries, skilled opponents, dangerous beasts, significant threats. They act as individuals.
- Elites have Wound Points but no Strain Points. Effects that would cause them Strain cause Wounds instead at a rate of 1 Strain = 1 Wound.
- Elites can suffer Critical Injuries.
- Elites cannot spend Story Points.
Elite — Example: Veteran Guard
- Skills: Melee 2, Ranged 2, Stealth 1, Perception 2
- Abilities: Quick Draw
- Equipment: Pistol, Combat Knife
Nemeses
Nemeses are top-tier adversaries, major antagonists, boss-level threats, unique creatures. They are full characters in mechanical terms.
- Nemeses have both Wound Points and Strain Points.
- Nemeses can suffer Critical Injuries.
- Nemeses can spend Peril Points from the GM's shared Peril Pool as if they were a player spending Fortune Points, to upgrade their own dice, activate Breakthroughs, or introduce complications. Universes or encounters may grant a Nemesis a private Peril reserve.
Nemesis — Example: Crime Lord
- Skills: Streetwise 3, Subterfuge 4, Ranged 4
- Abilities: Cool Head,
- Equipment: Pistol, Grenades x3
Defense
Adversaries (and characters with certain abilities or equipment) may have Melee Defense and Ranged Defense ratings. Each point of defense in the relevant category adds one Bane Die to attack checks made against them.
Defense from different sources stacks, including armor, cover, talents, equipment, and conditions. Unless a Universe or specific effect says otherwise, final Melee Defense and Ranged Defense are each capped at 3. Higher values are possible but should be rare and deliberate.