Builder's Manual · Chapter 4

Adversary & Encounter Design

This project has no adversary records yet, only the stat blocks in the reference volumes. New adversaries go in as adversary records.

Stat Block Anatomy

  • Tier. Tier 1 suits level 1, Tier 2 levels 2–4, Tier 3 levels 5–7, Tier 4 levels 8–10.
  • Type. One of the ten types below.
  • Description and Motives & Tactics. The tactics are suggestions, not rules.
  • Difficulty. Every roll against the adversary uses it. Adversaries don't have Evasion.
  • Thresholds, HP, and Stress. Thresholds "8/14" mean Major 8 and Severe 14. These work as they do for player characters.
  • Attack modifier and standard attack: name, range, and damage.
  • Experiences. The GM spends a Fear to apply one.
  • Features: passives, actions, and reactions, plus rare Fear Features that cost Fear to activate.

Example, the Jagged Knife Bandit, Tier 1 Standard: Difficulty 12, thresholds 8/14, HP 5, Stress 3, ATK +1, Daggers (Melee, 1d8+1 phy), Experience Thief +2.

The Ten Adversary Types

TypeRole
BruiserTough, with powerful attacks
HordeA group of identical creatures acting as a single unit
LeaderCommands and summons other adversaries
MinionEasily dispatched, dangerous in numbers
RangedFragile up close, high damage at a distance
SkulkManeuvers and exploits openings to ambush
SocialA challenge overcome through conversation
SoloA formidable challenge for a whole party
StandardRank-and-file members of their group
SupportEnhances allies and disrupts opponents

These are exactly the values the adversaryType field accepts.

Signature Passives

  • Minion (X): defeated by any damage. For every X damage dealt, defeat one more Minion in range.
  • Horde (X): once half its HP is marked, its standard attack deals X instead.
  • Relentless (X): can be spotlighted up to X times per GM turn, spending Fear as usual.
  • Slow: needs a token placed before it can act.

Building an Encounter: Battle Points

Start with (3 × number of PCs) + 2 points.

AdjustmentPoints
Fight should be easier or shorter−1
Two or more Solos−2
+1d4 (or +2) to all adversary damage−2
An adversary from a lower tier+1
No Bruisers, Hordes, Leaders, or Solos+1
Fight should be more dangerous or longer+2
SpendCost
Group of Minions equal to party size1
Social or Support1
Horde, Ranged, Skulk, or Standard2
Leader3
Bruiser4
Solo5

Adversaries summoned by features don't count against the budget.

Fear Per Scene

SceneFear
Incidental0–1
Minor1–3
Standard2–4
Major4–8
Climactic6–12
Manual updated Oct 13, 2026.