The Opposition
Characters find themselves arrayed against a multitude of foes. People and creatures that stand against them use the following rules. Opposition is divided into NPCs - GM-controlled characters that behave similarly to player characters - and monsters - powerful foes that have deadly advantage during combat.
NPCs
Most sentient creatures are NPCs. They function as simplified versions of player characters. You should avoid any rolls or mechanics for an NPC that do not directly impact the characters.
If not otherwise noted, NPCs test against a TN of 7. Adjust the TN as needed to match the NPCs strengths and weaknesses. They have 2 AP. They do not have wounds, but instead fall unconscious or die when reduced to 0 Stamina. They may use an action to dodge 7 damage or parry damage equal to their weapon's TN.
Foes without Focus may not exert. They may attempt a gambit by testing with disadvantage.
Foes with Focus may exert as players do.
When running NPCs, be aware of the dangers of action economy! Numbers make all the difference in a fight.
Reaction
The fiction should inform enemy reactions. For a random result, have someone test Shine and consult the table below. Adjust the target number based on the opponent's disposition.
| Roll | Result |
|---|---|
| Critical Failure | Hostile |
| Failure by 5 or more | Belligerent |
| Failure | Distrusting |
| Success by 4 or less | Disinterested |
| Success by 5 or more | Friendly |
| Critical Success | Helpful |
Morale
Very few creatures will fight to the death. Most will flee or surrender if they lose half their numbers or more than 2/3 of their health.
To let the dice decide, test Morale each round a single creature is at less than 2/3 of its health or a group of enemies has lost more than half of its forces. To test Morale, pick the character that dealt the most damage or had the most intimidating presence in the previous round and have them test their Shine. On a success, the enemy flees the battle.
Fleeing units may be chased - see Races & Chases.
NPC Stats
This is an example NPC stat block:
Skurling Fire-Belcher
A forest sprite made up of vines studded with smoldering seeds. Common where forest fires have crossed over from the Lower World.
Difficulty: Normal (-). Stam: 10. Armor: 1. Speed: 15.
Strengths: Immune to fire. Fast.
Weaknesses: Difficulty becomes Easy (+2) when doused with water.
Weapons: Fiery seed-pod (TN 13, D8 fire in 1 meter burst, 15 meter range), sharpened root (TN 11, D6 stabbing).
Personality: Chitters non-stop in a nonsense language. Entranced by any fire bigger than a bonfire. Enjoys things that smell good when burned.
Carrying: D6 fire-seeds, charred stinkroot.
Difficulty
All NPCs and Monsters have a difficulty. This is a modifier to the TN of all tests against them.
Stamina, Armor, Speed
These function identically to players. If an NPC is reduced to 0 Stamina, they are defeated.
Strengths and Weaknesses
Most creatures have some strengths and weaknesses that make encountering them interesting. GMs are encouraged to emphasize these traits, particularly to players attempting to gain an advantage during combat.
If a player wants to check for pre-existing knowledge, a skill might be used (Woodcraft, Cultures, Science, Astrology, etc). A successful roll might reveal one or two pieces of information about a creature.
Weapons and Spells
These are used as they would be with players. The NPC must make the listed Test to hit and has the same options and limitations that a player would.
Gambits
A NPC may use any Gambit by rolling their test with disadvantage. Some NPCs may be trained in certain Gambits (listed next to the test TN) and do not suffer disadvantage. Particularly impressive NPCs might even be able to perform multiple Gambits with a single attack!
If an NPC has Focus, they may spend it to use any Gambit, like players. Their trained Gambits do not cost focus.
Personality
These are suggestions for the GM how an NPC might behave. These are suggestions, not universal truths.
Carrying
What interesting things a player might find on the person of one of these creatures, be it by trade, theft, or murder.
Monsters
Certain horrifying creatures - monsters - use a different procedure during combat.
Instead of rolling Tests and taking actions as players do, monsters generate Threat each turn and spend it on monster attacks at any point during the round.
Monster Stats
Here is an example monster stat block
Tentacled Quigling
An enormous frog-like creature with four massive tentacles extending from its back. It unleashes a thunderous croak.
Difficulty: Hard (-2). Threat: 3. Stamina 35, Armor 3, Speed 10.
Strengths: Can breathe underwater, leap its Speed vertically. Its tentacles are very sticky. +1 Threat while it touches water.
Weaknesses: Endlessly hungry, vulnerable to fire.
Personality: Communicates only withs bone-shaking, belching croaks. Looks for the largest edible thing and tries to eat it. Prefers insects and slimes.
Carrying: A barrel's worth of quigling adhesive, D50 coins deep within its belly
Monster Attacks
| Threat | Attack | Effect |
|---|---|---|
| 1 | Sticky Tongue | The quigling licks a target within 8 meters for 2D8 damage. They are dragged within 2 meters and entangled until the end of the round unless they pass a Quick save. |
| 1 | Deafening Croak | All creatures within 10 meters of the Quigling must test Shine or be deafened. |
| 2 | Crushing Tentacles | Deal 2D12 damage to a target. The victim must pass a Grit test or be entangled until they escape with a test that takes an action. |
| 2 | Thundering Leap | The quigling leaps up to 10 meters. All creatures within 3 meters of the target suffer 3D6 damage. They are knocked prone unless they pass a Quick save. |
| 3 | Swallow Whole | Deal 3D12 damage to an entangled target. They must pass a Grit test or be swallowed. While swallowed they take D12 damage each turn. They may free themselves by dealing 20 points of damage with a small weapon or causing sufficient indigestion. |
| 3 | Tentacle Rampage | Attack all enemies within 10 meters for for 3D8 damage. Each target must pass a Quick save or be entangled. |
Threat
Threat is the number of actions a monster may take during a combat round. Some monsters may have ways to generate additional Threat during combat.
Monsters spend Threat at any time before or after any player turn to perform actions as indicated by their monster attacks. In addition, monsters may spend 1 Threat to perform any of the following actions:
- Move their Speed.
- Defend, reducing damage by (10 - Difficulty).
- Force a player to re-roll a Test.
TODO: Example
Monster Attacks
Monster attacks always hit, though they may be dodged or parried as normal. Monster attacks that provide a buff are typically used at the beginning of a round of combat. Monsters should spend all of their Threat each round.
You may randomize monster attacks by rolling a die based on the monster's current Threat when you think the monster should take an action.
| Threat | Die |
|---|---|
| 1 | D2 |
| 2 | D4 |
| 3+ | D6 |
| To keep combat dynamic, it is a good idea to spread out monster attacks through a round - avoid spending all Threat at the beginning or end of a round. |
Creating Creatures
Description
Keep your description to 1-3 sentences. Focus on the immediate - what does the monster look, smell, sound like? What is it doing? Where can it typically be found? What are its most distinctive behaviors?
Difficulty
Difficulty represents how hard a NPC or monster is to hit and how difficult it is to resist their effects. It can be a very rough analogue to player level by using the table below.
| Difficulty | Player Level |
|---|---|
| Trivial (+10) or Simple (+5) | Negligible, these encounters probably should not be combat-oriented unless there are other mitigating mechanics at play. |
| Easy (+2) | 1-2 |
| Normal (0) | 1-4 |
| Hard (-2) | 3-6 |
| Daunting (-5) | 5-8 |
| Impossible (-10) | 7-10 |
Stamina and Armor
Combined, these two represent how long an enemy will be in the fight. We use an estimated 8 damage per round from a character to determine these ranges. Adjust Stamina or armor up or down a step to better fit the enemy fantasy.
Be cautious with armor values higher than 7 - this can lead to enemies that are untouchable by many characters. It should be accompanied by a commensurate weakness. More than 5 rounds of combat is probably too many.
| Expected Rounds | Stamina | Armor |
|---|---|---|
| 0-1 | 15 | 0 |
| 1-2 | 25 | 1 |
| 2-3 | 45 | 3 |
| 3-4 | 60 | 5 |
| 4-5 | 70 | 7 |
Speed
The baseline Speed is 10. Very slow creatures might have as low as a 5, and very fast ones might be as high as 30 or even higher for highly specialized water or air travel.
List alternate speeds for different modes of travel, if applicable.
Strengths
List any strengths or interesting characteristics the creature has. Strengths should be both flavorful and mechanical. They can be open-ended and left to GM interpretation, or tightly specified. Every creature should have 1-3 strengths.
Here are some examples:
- Acute senses (sight, smell, hearing).
- Supernatural senses (can see magic, heat, emotions).
- Modes of transportation (can leap, burrow, fly, hold its breath).
- Environmental adaptation (resistant to heat, cold, acid).
- Stealth or camouflage.
- Poison or venom (though this can also be expressed via monster attacks).
- Resistant to magic, swords, or sweet words.
- A feat the creature favors (throwing trees, reading minds, boiling blood).
- Situations where the creature grows stronger (bonus Threat, Difficulty, or armor when bloodied, submerged, electrocuted).
- Spells that are always active or that the creature can cast outside of combat.
- Resistance to certain tests, granting disadvantage to the attacker.
Weaknesses
Like strengths, these can be as specific or vague as desired. Most creatures should have at least one weakness.
Here are some examples:
- Poor senses (sight, smell, hearing).
- Susceptibility to certain tests, granting advantage to the attacker.
- Situations where the creature grows weaker (reduced Threat, armor, or healing when on fire, in the light, carapace is broken).
- Vulnerability to magic, swords, or sweet words.
- Things the creature is scared of (loud noises, small children, disease).
- Things poisonous to the creature (water, metal, kindness).
- Locations or conditions the creature is bound by (the forest, the night, must be invited inside).
- Exploitable quirks of personality (greedy, gluttonous, sleepy)
Personality
List the most interesting aspects of interacting with this creature.
- What does it want?
- What does it fear?
- What is it likely to do when confronted?
- What tactics might it use in battle?
- Who does it hang out with?
Carrying
List some sample treasure or interesting things that might be harvested from the creature. More difficult creatures should have more interesting loot.
Creating NPCs
Weapons
List 1-3 weapons or abilities the NPC might use in combat. Consider whether any of the weapons should allow a Gambit.
To generate a TN for an NPC's weapon or ability, subtract their Difficulty from 10. Adjust up or down by 1-4 to account for special skill or adaptation.
The Skurling Fire-Belcher typically throws fiery seed-pods. Its Difficulty is 0, so a good TN would be 10. I adjusted it up to 13 to account for its skill in throwing the seeds.
Creating Monsters
Threat
For monsters, the most important stat to set is Threat. As Threat determines the number of actions a monster takes in combat, it is the best way to scale a monster's lethality. Generally, Threat should be set to the number of player characters who would face the creature in a fair fight, plus 1 or 2.
There are a few other levers you can adjust alongside Threat to make interesting monsters - Difficulty makes the monster easier or harder to hit and to avoid, and the monster attacks determine the monster's damage.
It is a good idea to add Threat modifiers as a strength or weakness. These give texture to the encounter and allow players to creatively adapt to the monster.
| Threat | Monster archetype |
|---|---|
| 2-3 | Generally found alongside other enemies, dangerous but not usually lethal by itself. |
| 4-5 | A deadly individual monster. Most monsters will have Threat in this range. |
| 6+ | A horrifyingly powerful creature. Expect player deaths. |
Monster Attacks
Each monster should have a variety of attacks that cost between 1 and 3 (or more!) Threat. Arrange the attacks by Threat. Ensure each monster has at least 1 attack that costs 1 Threat so they always have something to do, and should typically have 2 attacks of each Threat cost to make it easy to randomize attacks.
The following tables have example attacks divided up by category and suggested Threat cost. You can roll on the tables to create a horrifying creature or carefully pick. It's a good idea to have a spread of attacks on most creatures - some cheap, some expensive, some offensive, some more tactical or utilitarian.
| D6 | Monster Ability Category |
|---|---|
| 1 | Quick |
| 2 | Brutal |
| 3 | Defensive |
| 4 | Magical |
| 5 | Debilitating |
| 6 | Tactical |
In addition, you can use the following table of damage expressions to create your own monster attacks. It may seem like a lot of damage but remember - players have many ways to defend and a fairly large pool of Stamina.
Adjust attacks up a step if they are particularly severe and down a step if they have additional significant effect, such as area of effect or venom.
| Severity | Example Dice |
|---|---|
| Weak | 2D4, 2D6, D8 |
| Light | 3D4, 2D6, 2D8, D10, D12 |
| Medium | 3D6, 3D8, 2D10, 2D12 |
| Heavy | 5D6, 4D8, 3D10, 3D12 |
| Extreme | 8D6, 6D8, 5D10, 5D12 |
Quick
| D8 | Threat | Name | Effect |
|---|---|---|---|
| 1 | 1 | Pounce | Move your Speed, attack a target for D12 |
| 2 | 1 | Harry | Attack a target within 10 meters for 2D8. It cannot be dodged or parried. |
| 3 | 1 | Snatch | Move your speed, attack a target for 2D4. If they fail a Wits test, you steal an item from their person. |
| 4 | 2 | Flurry | Attack 3 targets within 10 meters for D10. |
| 5 | 2 | Submerge | Become hidden and move your Speed. Enemies who fail a Wits test are vulnerable to your next attack. |
| 6 | 2 | Dive-Bomb | Move your Speed, grab your target and hurl them D6 meters for 3D8 damage. They are knocked prone unless they pass a Quick test. |
| 7 | 3 | Frenzy | Attack all targets within 10 meters for 2D12. Anyone who takes damage must pass a Grit test or bleed for UD4 damage on their turn. |
| 8 | 3 | Eruption | Move your Speed (preferably with an alternate movement mode). All characters within 3 meters of your ending spot suffer 3D8 damage and are knocked prone unless they pass a Quick test. |
Brutal
| D8 | Threat | Name | Effect |
|---|---|---|---|
| 1 | 1 | Smash | Deal 3D8 damage to a single target within 3 meters. |
| 2 | 1 | Headbutt | Deal 2D8 damage to a single target within 6 meters, knock them back D6 meters. They land prone unless they pass a Quick test. |
| 3 | 1 | Swing | Deal 2D6 damage to all targets within 3 meters. |
| 4 | 2 | Crushing Blow | Deal 2D10 damage to a target. They must succeed a Shine test or you break their armor. |
| 5 | 2 | Grievous Wound | Deal 3D8 damage to a target. They begin to bleed for UD6 damage on their turn. |
| 6 | 2 | Rampage | Deal 4D6 damage to all targets within 3 meters. Victims must pass a Quick test or be knocked prone. |
| 7 | 3 | Impale | Deal 4D8 damage to a target. The victim must pass a Grit test or be stuck on your body and vulnerable until they escape with a test that takes an action. |
| 8 | 3 | Devour | Deal 3D12 damage to a target. They must pass a Grit test or you swallow them. While swallowed, they take D12 damage each turn. They may free themselves by dealing 20 points of damage with a small weapon or causing sufficient indigestion. |
Defensive
| D8 | Threat | Name | Effect |
|---|---|---|---|
| 1 | 1 | Riposte | Use after a melee attack. Reduce the damage by D10 and do the same damage to the attacker. |
| 2 | 1 | Harden | Increase armor by 4. It may be smashed. |
| 3 | 1 | Patch Up | Remove one negative condition, restore 2D6 Stamina. |
| 4 | 2 | Nullify | Immediately end all spells and supernatural abilities targeting you. |
| 5 | 2 | Impervious | Pick a damage type from Crush, Slash, Pierce. Until the end of the turn you are vulnerable to that damage type and immune to all other damage. |
| 6 | 2 | Whirlwind | All ranged attacks against anyone within 3 meters are Impossible. Characters nearby must pass a Quick test or be moved D6 meters away and suffer the same amount of damage. |
| 7 | 3 | Rejuvenate | Gain a shield which negates the next 2D10 damage. At the end of each character's turn, if the shield holds, restore D10 Stamina. |
| 8 | 3 | Counter-Stance | Until the end of the round, counter-attack anyone within 3 meters who attacks you for 3D6 damage. |
Magical
| D8 | Threat | Name | Effect |
|---|---|---|---|
| 1 | 1 | Blast | Deal 2D8 damage to a target within 20 meters. |
| 2 | 1 | Bind | A target may not move until they pass a Wits test, which takes an action. A failed test deals D8 damage. |
| 3 | 1 | Essence Siphon | A target within 10 meters loses D10 Focus and you gain the same amount of Stamina. |
| 4 | 2 | Blaze | All enemies within 5 meters of a point you select within 10 meters take 3D8 damage and UD4 ongoing fire damage. A fire starts at that point. |
| 5 | 2 | Telekinesis | Until the end of combat, you may spend 1 Threat to throw an object or creature 10 meters. Anyone thrown or struck by by a thrown object takes 3D10 damage. A target may resist being moved with a Wits test. |
| 6 | 2 | Beckon | A target up to 20 meters away loses D10 focus and must pass a Wits test or move 2D10 meters towards you, taking the same amount of damage. |
| 7 | 3 | Call Forth | You summon forth a creature of one Difficulty below your own. It takes D10 damage at the beginning of each turn. |
| 8 | 3 | Soul Rip | A target within 5 meters must make a Spirit test. On a success, they take 2D10 damage. On a failure, they suffer 1 Wound and fall unconscious until treated. On a critical failure, they die. |
Debilitating
| D10 | Threat | Name | Effect |
|---|---|---|---|
| 1 | 1 | Venomous Strike | Deal D8 damage to the target. They are afflicted with a poison that deals UD6 damage per turn. |
| 2 | 1 | Horrify | A creature loses D10 Focus and must make a Spirit test against fear. |
| 3 | 1 | Facinate | Pick a target. They must pass a Wits test to attack you this turn. If they fail, they lose D10 Focus. |
| 4 | 2 | Darkness | All enemies within 5 meters of a point you select within 10 meters are blinded until the end of the next turn. |
| 5 | 2 | Plague | Target creature must pass a Grit test or suffer a plague that drains UD4 Grit per day. Anyone who spends more than 10 minutes near the target must make a Grit test or suffer the same disease. |
| 6 | 2 | Stench | All creatures within 5 meters must pass a Grit test or become vulnerable until the end of the round. |
| 7 | 3 | Nightmare | All creatures within 10 meters lose D10 Focus and must make a Spirit test against fear. |
| 8 | 3 | Possess | A creature that meets your gaze must make a Spirit test. If they succeed, they lose 2D10 Focus. If they fail, they are under your control until you can no longer see them. |
| 9 | 3 | Petrify | A creature must make a Quick test. On a success, they take 2D10 damage. On a failure, they become entangled. They may attempt to free themselves with a Quick test that takes an action. If they are still entangled at the end of the next round, they permanently turn to stone. |
| 10 | 4 | Corruption | All creatures within 10 meters are blinded, vulnerable, and move at half speed. They suffer 2D10 damage on their turn. This effect moves with you and lasts until the end of the next turn. |
Tactical
| D8 | Threat | Name | Effect |
|---|---|---|---|
| 1 | 1 | Command | An ally gains 1 AP or Threat which they can use immediately. |
| 2 | 1 | Charge! | Up to 3 nearby allies can move their Speed towards an enemy. |
| 3 | 1 | Take Cover! | Up to 3 nearby allies gain 3 armor until the end of the round. |
| 4 | 2 | Called Shot | Pick a target. Until the end of the round, they are vulnerable to you and your allies. |
| 5 | 2 | Inspire | An ally you see has advantage on their tests are resistant to attacks until the end of next turn. They restore D12 Stamina. |
| 6 | 2 | Last Stand | Pick an ally. Until the end of the turn, they cannot be defeated but are vulnerable to attacks. They gain an extra AP or Threat which they can use immediately. If reduced to 0 Stamina, they die at the end of the turn. |
| 7 | 3 | Coordinated Assault | Until the end of the turn, any ally standing next to another ally is resistant to attacks and spells and deals an extra D10 damage on their attacks. |
| 8 | 3 | Master Plan | All of your allies gain an extra AP or Threat which they can use immediately. |
