Skip to content

Threats

Threat Overview

AX.C.13.01

Threats are the adversaries, hazards, and obstacles that challenge the player characters. They range from disposable foot soldiers to forces of nature that reshape the world around them. Unlike player characters, Threats are built for a purpose, they exist to create tension, test different aspects of the party and give the events of the story weight.

Threat Types

Threats are organized into broad categories based on their nature, origin, and behavior. These categories help the GM quickly communicate what kind of threat the characters are facing and set expectations for how it operates. Categories have no universal mechanical weight, they are tags that Genre Catalogs use to define interactions, resistances, or special rules appropriate to their setting.

Each Genre Catalog defines its own threat type taxonomy. Some examples:

  • Fantasy: Beast, Construct, Dragon, Elemental, Humanoid, Magical Beast, Undead, Aberration
  • Sci-Fi: Synthetic, Xeno-form, Rogue AI, Augmented, Mutant, Swarm
  • Modern: Criminal, Paramilitary, Hazmat, Cult, Rogue Agent, Megafauna
  • Horror: Revenant, Corrupted, Possessing Entity, Predator, Manifestation

When no Genre Catalog category applies, the universal fallback is Creature (biological), Construct (manufactured), or Entity (supernatural or undefined origin).

Threat Power Tiers

Every Threat belongs to one of five Power Tiers, which define the total number of Attribute dice used to build them. Tiers provide a shared language for encounter design: when a GM says "three Standard threats," every player at the table has an instinctive sense of what that means.

Power Tier Total Attribute Dice Role
Minion 3–4D Weak threats encountered in numbers; their danger is collective
Standard 5–7D Average threats that match typical adventurers one-for-one
Elite 8–10D Powerful threats that require tactical attention and planning
Champion 11–13D Major threats capable of challenging an entire party alone
Legendary 14D+ Forces of nature; treat as an environment as much as an enemy

Minions: A single Minion is rarely dangerous. Their threat comes from overwhelming action economy — many small attacks, many opportunities to apply conditions, many bodies standing between the party and the objective. Build Minion encounters around numbers.

Legendary Threats: A Legendary Threat may not register that the characters exist. Drawing its attention is itself an outcome, not a given. Characters who attempt to engage a Legendary Threat directly should understand that retreat, evasion, and clever use of the environment may be the only viable strategies. These encounters are rarely traditional combat — they are survival situations.

Building and Running Threats

For the mechanical process of building individual Threats — Attribute distribution, Health, Defense, and stat block construction — see AX.C.13.02 (Threat Building) and AX.C.13.03 (Stat Block Reference).

For Threat behaviors, intelligence tiers, and how to adjust difficulty during play, see AX.C.13.04 (Threat Behaviors & Tactics).

For encounter composition and power budgeting when designing a session, see AX.C.14.04 (Adventure Design).

Threat Building

AX.C.13.02

This section covers the mechanical process of constructing a Threat from scratch. Building a Threat follows the same core logic as building a player character using Attributes, Talents, and Derived Statistics, but uses a simplified framework designed for fast, consistent results.

For the full stat block template and field-by-field reference, see AX.C.13.03.

Step 1: Choose a Power Tier

Select the Threat's Power Tier based on its role in the encounter. The tier defines the total number of Attribute dice available to the Threat. See AX.C.13.01 for the full tier descriptions.

Power Tier Total Attribute Dice
Minion 3–4D
Standard 5–7D
Elite 8–10D
Champion 11–13D
Legendary 14D+

Step 2: Distribute Attributes

Divide the total Attribute dice across Body, Speed, and Wit. The distribution should reflect the Threat's role and nature. A melee bruiser is Body-heavy; a skirmisher is Speed-heavy; a manipulator or caster is Wit-heavy.

Attribute maximum is 5D. Champions and Legends may reach 6D in a single Attribute at GM discretion, representing exceptional capability.

Recommended Distributions by Tier

Tier Example Distributions
Minion (3–4D) 2D / 1D / 1D 2D / 2D / 0D
Standard (5–7D) 3D / 2D / 2D 4D / 2D / 1D 3D / 3D / 1D
Elite (8–10D) 4D / 3D / 3D 5D / 3D / 2D 4D / 4D / 2D
Champion (11–13D) 5D / 4D / 4D 6D / 4D / 3D 5D / 5D / 3D
Legendary (14D+) 6D / 5D / 5D 6D / 6D / 4D (or higher across all three)

A Threat with 0D in an Attribute cannot attempt rolls using that Attribute. Avoid this for Standard and above unless the restriction is intentional and meaningful (e.g., a mindless construct with Wit 0D).

Step 3: Assign Talents

Threats use the same Talents as player characters. Assign Talents that reflect the Threat's role. A Threat with no melee training should have low or no Strike. A Threat built around hunting should have Notice and Stealth.

Talents cannot exceed 5D. Foci follow the same rules as player characters if used.

Talent Guidelines by Tier

Tier Number of Talents Typical Talent Dice
Minion 1–2 1D each
Standard 2–4 1–3D
Elite 3–5 2–4D
Champion 4–6 3–5D
Legendary 5–8 4–5D

Primary combat Talents (Strike, Precision, an Odd Talent) should be roughly 50–75% of the relevant Attribute's value. Secondary Talents (Stealth, Notice, Tactics) can be lower 25–50% and add texture without overloading the stat block.

Odd Talent Access: Threats may have access to one or more Odd Talents (Force, Resonance, Form). This is granted by the GM as part of the Threat's design there is no separate access mechanic required. The Genre Catalog defines what those abilities are called in setting. A Threat with an Odd Talent pools the relevant Attribute + Odd Talent for all related rolls.

Step 4: Calculate Health

Health = 20 + Body Value + Threat Type Health Modifier

The Threat Type Health Modifier is a flat bonus that scales with Power Tier:

Power Tier Health Modifier
Minion +5
Standard +10
Elite +15
Champion +25
Legendary +50

Note that Threats do not benefit from Fortitude when calculating Health. Fortitude is a Talent that adds dice to the Body Save pool and modifies Health for player characters during generation and advancement; for Threats, the Health Modifier replaces this calculation entirely for simplicity.

Examples

Body Value Tier Calculation Health
2D Minion 20 + 2 + 5 27
3D Standard 20 + 3 + 10 33
4D Elite 20 + 4 + 15 39
5D Champion 20 + 5 + 25 50
5D Legendary 20 + 5 + 50 75

Typical Health Ranges

Tier Typical Range
Minion 25–27
Standard 31–34
Elite 37–40
Champion 48–51
Legendary 74+

Step 5: Calculate Defense

Defense = 1 + (Speed Value + Armor Value) ÷ 3 (round down), minimum 1

Armor Values: None (0), Light (+1), Medium (+2), Heavy (+3). Shields add +1 Defense separately.

Examples

Speed Armor Calculation Defense
2D None 1 + (2+0)÷3 = 1 + 0 1
3D None 1 + (3+0)÷3 = 1 + 1 2
3D Light (+1) 1 + (3+1)÷3 = 1 + 1 2
4D Medium (+2) 1 + (4+2)÷3 = 1 + 2 3
5D Heavy (+3) 1 + (5+3)÷3 = 1 + 2 3
6D Heavy (+3) 1 + (6+3)÷3 = 1 + 3 4

Armor Penalty: Heavy armor applies a dice penalty to Athletics, Acrobatics, and Odd Talent pools −1D for Light, −2D for Medium, −3D for Heavy. This penalty applies when a Threat uses those Talents, including as a component of Save pools. Defense itself uses raw Speed + Armor Value and is not penalized.

Step 6: Calculate Saves

Body Save pool = Body + Fortitude
Speed Save pool = Speed + Acrobatics (−Armor Penalty if applicable)
Wit Save pool = Wit + Resolve

Saves are dice pools, not flat values. If a Threat lacks a relevant Talent (e.g., no Fortitude), the Save pool is just the bare Attribute. Many Minions and some Standard threats will have minimal or no Save Talent support that is intentional and appropriate.

Step 7: Define Special Abilities

Special abilities are what make a Threat memorable beyond its stats. They are optional for Minions, expected for Elites, and essential for Champions and Legends.

Recommended Ability Count by Tier

Tier Special Abilities
Minion 0–1
Standard 1–2
Elite 2–3
Champion 3–5
Legendary 5+

Every special ability should state: action type (Primary, Minor, Reaction, or Free), frequency (At-Will, Per Combat, Short Rest, Long Rest, or Recharge X–6), range, Save Threshold if applicable, effect, and duration.

Save Threshold Guidelines by Tier

Tier Typical Threshold
Minion 2
Standard 3
Elite 4
Champion 5
Legendary 6+

Encounter Composition

This section covers how to build the Threat stat block. For how to combine Threats into a balanced encounter power budgets, action economy, party scaling, and difficulty calibration see AX.C.14.04 (Adventure Design, Encounter Balance Guidelines).

Threat Stat Blocks

AX.C.13.03

This section provides the standard stat block template for AxiomRPG Threats and a field-by-field guide to filling it out correctly. Every Threat in a published Genre Catalog or custom encounter should use this format to ensure consistency and playability at the table.

For the step-by-step building process (Attributes, Health, Defense, Saves), see AX.C.13.02.

The Stat Block Template

Tip

[THREAT NAME] ([Power Tier])

[One sentence capturing the essence of this Threat and its primary danger.]

Type: [Category] ([Subcategory if applicable])

Threat Power Tier: [Minion / Standard / Elite / Champion / Legendary]

Size: [Tiny / Small / Medium / Large / Huge]

Attributes

  • Body: [X]D
  • Speed: [X]D
  • Wit: [X]D

Talents

  • [Additional Talents as appropriate]

Combat Statistics

  • Health: [XX] (20 + Body [X] + [Tier] Modifier [X])
  • Defense: [X] (1 + (Speed [X] + Armor [X]) ÷ 3 = [X], round down)
  • Armor: [None / Light / Medium / Heavy] ([Armor Value])

Saves

  • Body Save: [X]D (Body [X]D + Fortitude [X]D)
  • Speed Save: [X]D (Speed [X]D + Acrobatics [X]D[, − Armor Penalty if applicable])
  • Wit Save: [X]D (Wit [X]D + Resolve [X]D)

Attacks

  • [Attack Name]: [Attribute] [X]D + [Talent] [X]D = [Total]D vs. Defense
  • [Secondary Attack]: [Pool composition] = [Total]D vs. Defense / Threshold [X]

Special Abilities

  • [Ability Name] ([Action Type], [Frequency]): [Mechanical description range, Save Threshold if any, effect, duration.]

Tactics [2–4 sentences: opening move, preferred targets, use of special abilities, response to adversity, and retreat conditions.]

Lore [2–4 sentences: origin, habitat, behavior, motivations, and relationship to other Threats or factions. Written for Genre Catalog tone.]

Rewards [Setting-appropriate rewards per Genre Catalog guidelines. See your Genre Catalog's wealth and reward tables for specific values.]

Field Reference

Name and Power Tier: The header sets table expectations immediately. The Power Tier in parentheses tells players what they're broadly dealing with before the first roll.

Type: A Genre Catalog category tag. Has no universal mechanical effect in Core Rules — Genre Catalog may add interactions (e.g., fire damage vs. Undead). Use the most specific applicable tag. If none fits, "Creature," "Construct," or "Entity" covers most cases.

Size: Size has no default mechanical effect but may interact with Genre Catalog rules for grappling, cover, and area effects. Use the scale that fits the fiction.

Attributes: Always show the dice notation (e.g., Body 3D). All three Attributes must be present, even if 0D. A Threat with 0D in an Attribute cannot roll with it.

Talents: List all assigned Talents with their dice value. Omit Talents with 0D — their absence is implied.

Health: Show the full calculation in parentheses. This helps GMs verify accuracy at a glance and makes it easy to adjust on the fly. Threats do not use Fortitude in Health calculation.

Defense: Show the full calculation. Rounding down happens before adding the +1 base. Minimum Defense is 1 regardless of calculation result.

Saves: Show the component breakdown. If armor applies a penalty to the Speed Save's Acrobatics component, note it inline: "Speed Save: 3D (Speed 3D + Acrobatics 1D − Light Armor 1D)."

Attacks: Every attack shows its full dice pool (Attribute + Talent = Total). Show the Threshold type vs. Defense for attacks, or vs. Threshold [X] for abilities targeting saves.

Standard attack types:

  • Melee: Body + Strike
  • Ranged: Speed + Precision
  • Odd Talent: Relevant Attribute + Odd Talent (Force, Resonance, or Form)

Damage: Damage equals the number of successes from a successful attack. There is no separate damage roll. A typical result at each tier:

Tier Typical Damage Per Hit
Minion 2–3
Standard 3–5
Elite 5–7
Champion 7–9
Legendary 9–12

Explosion on Attack Rolls: When the Wild Die shows 6 on a successful attack, the result was exceptional. Narrate a meaningful contextual consequence beyond the raw damage — a character is driven back, disarmed, caught off-guard, or left in a worse position for the next exchange. There is no fixed "double damage" result; the effect should serve the fiction and the scene.

Implosion on Attack Rolls: When the Wild Die shows 1 on a failed attack, the failure cost something. Narrate what went wrong — overextension, a stumble, a weapon lodged in the environment, or a momentary opening the party can exploit.

Critical Triggers (Optional — see AX.C.02.05): Groups using the Critical Triggers optional rule apply the structured Critical Success and Critical Failure effect lists to Threat attack rolls as well. The GM selects from the appropriate combat options when a Critical Success (attack succeeds AND Wild Die shows 6) or Critical Failure (attack fails AND Wild Die shows 1) is triggered.

Special Abilities: Every ability entry must be self-contained. A GM should be able to run the ability mid-combat without referencing another section. Include: action type, frequency, range, Save (pool and Threshold) if applicable, effect, and duration. If an ability produces a Condition, reference it by name and severity (Minor −1D / Moderate −2D / Major −3D) and note which Attribute track it affects.

Tactics: Write in prose, not bullet points. Two to four sentences covering how this Threat opens a fight, what it prioritizes, how it uses its special abilities, and when it retreats or changes approach. Tactics should be consistent with the Threat's intelligence tier (see AX.C.13.04).

Lore: Two to four sentences for the GM's eyes. Cover origin, territory, motivations, and how this Threat fits into the larger setting. Keep it Genre Catalog-appropriate — tone and content should match the catalog's established voice.

Rewards: Reference Genre Catalog wealth guidelines. Do not embed currency amounts in Core Rules stat blocks — what constitutes valuable treasure varies fundamentally by setting.

Power Level Summary

This table provides a quick sanity check against a completed stat block.

Tier Total Attr. Dice Typical Health Typical Defense Typical Attack Pool
Minion 3–4D 25–27 1–2 3–4D
Standard 5–7D 31–34 2 4–6D
Elite 8–10D 37–40 2–3 6–8D
Champion 11–13D 48–51 3–4 8–10D
Legendary 14D+ 74+ 4+ 10–12D

Typical Attack Pool = primary Attribute + primary combat Talent.

Stat Block Quality Checklist

Before finalizing any Threat entry:

  • Total Attribute dice match the chosen Power Tier range
  • Health calculated correctly: 20 + Body Value + Tier Health Modifier
  • Defense calculated correctly: 1 + (Speed + Armor Value) ÷ 3 (round down), minimum 1
  • All attack pools shown as full calculations: Attribute + Talent = Total
  • Armor Penalty applied to Acrobatics component of Speed Save if applicable
  • Special abilities state: action type, frequency, range, Save Threshold, effect, duration
  • Odd Talent access established if Threat uses Force, Resonance, or Form
  • Tactics consistent with Threat's Wit value and intelligence tier (see AX.C.13.04)
  • Lore appropriate to Genre Catalog tone
  • Rewards reference Genre Catalog guidelines rather than generic currency amounts

For worked examples using this template, see AX.C.13.05.

Threat Behaviors & Tactics

AX.C.13.04

A stat block tells you what a Threat can do. This section tells you how a Threat decides what to do. Running Threats well is about more than applying correct dice pools it's about giving each enemy a consistent decision-making logic so that combat feels like an unfolding problem rather than a series of random rolls.

Intelligence Tiers

A Threat's Wit Attribute is the clearest indicator of how it thinks. Use these tiers as a behavioral framework, not a rigid script. A clever GM adapts based on context a cornered animal behaves differently than one with escape routes; a general with a plan behaves differently than one whose plan has just failed.

Animal Intelligence (Wit 0D–1D)

Instinct-driven. The Threat reacts to immediate stimuli without strategy. It attacks what is closest, loudest, or most threatening to its survival. It does not distinguish between armored and unarmored targets; it does not protect allies; it does not exploit conditions.

Behavioral indicators: charges the nearest visible target, flees when reduced below half Health (unless cornered or territory-defending), does not press an advantage after the immediate threat moves away.

Low Intelligence (Wit 2D)

Simple pattern recognition. The Threat can identify an obvious threat (the character that hurt it) and will prioritize that target. It may coordinate loosely with others of its kind pack creatures rush together rather than spacing out, but do not execute deliberate flanking or focus fire.

Behavioral indicators: retaliates against whoever last damaged it, retreats when significantly outnumbered, calls for reinforcements if its own survival instinct is strong enough to do so.

Average Intelligence (Wit 3D)

Tactical awareness. The Threat uses cover and elevation, focuses attacks on the most vulnerable or isolated target, and can respond to the party's strategy with adaptation. It knows when the tide is turning and may attempt to disengage rather than die on principle.

Behavioral indicators: moves to cover before attacking, targets characters that appear wounded or isolated, shouts for backup or coordinates with allies on their action, will retreat deliberately if below a third of its Health and escape is possible.

High Intelligence (Wit 4D)

Sophisticated tactics. The Threat has a plan and executes it. It targets support characters and Odd Talent users first to degrade the party's capability over time. It uses terrain, conditions, and its allies' actions as part of a coherent strategy. It can recognize when a plan has failed and pivot.

Behavioral indicators: opens with a disabling ability before attacking, keeps distance from the strongest melee character, attempts to separate the party using terrain or abilities, adapts target priority based on observed party behavior.

Exceptional Intelligence (Wit 5D+)

Comprehensive threat awareness. Champions and Legendaries at this level read the entire battlefield and make decisions that account for multiple turns ahead. They may not reveal their full capability immediately. They identify and neutralize key party members before the threat becomes critical. They have contingencies.

Behavioral indicators: delays using signature abilities until they can be decisive, identifies the party's tactical center (healer, commander, primary damage source) and applies pressure there, uses environmental factors proactively rather than reactively.

Group Behavior Patterns

When multiple Threats act together, their collective behavior is as important as any individual's stats.

Minion Swarms

Minions have strength in numbers and action economy. Their behavioral priority is simple: maximize the number of attack rolls per round. They spread across the party to prevent any single character from becoming irrelevant. If a Minion is eliminated, the others fill the gap immediately they do not hesitate or mourn.

Minions protect Champions and Elites by positioning between them and the party's strongest melee character. They are expendable and should behave as if they know it.

Elite + Minion Combinations

The Elite directs and the Minions execute. The Elite conserves its most powerful abilities until Minions have opened gaps in the party's position applying conditions, drawing reactions, forcing movement. When the party is disrupted, the Elite strikes.

If the Elite is threatened directly, Minions should redirect to protect it, even at cost to themselves. The Elite represents the encounter's long-term threat; its survival matters more than any individual Minion's.

Multi-Elite Encounters

Two or more Elites create genuine tactical problems because each one demands attention. They should have complementary roles when possible one applying conditions, one dealing damage; one engaging melee, one attacking range. They do not crowd the same target when the party has multiple members to threaten.

Champion Encounters

A Champion's behavior should feel deliberate and authoritative. It does not rush it closes when the moment is right. It uses its action economy advantage (powerful single actions, potent special abilities) rather than imitating Minion aggression. It should feel like it is managing the fight rather than reacting to it.

Adjusting Difficulty in Play

Even well-designed encounters can land differently than intended at the table. Use these adjustments when the encounter is running too easy or too hard.

If the encounter is too easy

  • Mid-combat reinforcements arrive a second wave of Minions, or an ally of the primary Threat that was delayed
  • The primary Threat reveals an ability it had not yet used a second phase, a defensive posture, a dramatic environmental change
  • Environmental complications increase: terrain shifts, hazards expand, the clock advances
  • Increase a Threat's Attribute by +1D on the fly if needed (treat this as the Threat drawing on reserves)

If the encounter is too hard

  • A Threat makes a tactical error a Champion that targeted the wrong character and overextended, leaving an opening
  • Environmental factors shift in the party's favor cover becomes available, a hazard changes direction
  • A Threat that has been reduced below half Health retreats or shifts to a defensive posture, reducing its offensive pressure
  • Reduce a Minion count by removing one that "breaks" at a dramatically appropriate moment

What not to adjust mid-combat

Do not change Health totals after the encounter has begun. Players track damage and begin to feel the weight of the fight; removing that feedback is disorienting and undercuts their sense of accomplishment. Adjust behavior and tactics instead of statistics.

Conditions and Threats

Threats apply and receive Conditions the same way player characters do appropriate Save vs. Threshold, severity scaling, recovery on Long Rest with a Save.

When designing a Threat's special abilities, consider which Attribute track is most useful to attack:

  • Body Conditions (Bleeding, Exhausted, Poisoned): best against high-Body Threats and characters relying on melee and endurance
  • Speed Conditions (Slowed, Restrained, Hampered): best against mobile characters, ranged attackers, and Threats trying to maintain distance
  • Wit Conditions (Frightened, Confused, Disoriented): best against Odd Talent users, support characters, and Threats relying on tactical decision-making

A Threat's Save pools are its defense against incoming Conditions. Low Save pools are intentional design a Minion with no Resolve is genuinely vulnerable to fear effects. That vulnerability should be exploitable and matter at the table.

Threat Stat Block Examples

AX.C.13.05

The following examples demonstrate completed stat blocks using the template from AX.C.13.03. Each example shows the full calculation chain and serves as a reference when building custom Threats. Annotations mark key decisions.

All examples are genre-neutral. Genre Catalog versions would adjust type labels, ability names, and lore to match their setting.

Bandit Captain (Standard)

An experienced criminal who leads through intimidation and results, not loyalty.

Type: Humanoid (Human)

Threat Power Tier: Standard

Size: Medium

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 3D

9D total — upper end of Standard range (5–7D), reflecting a veteran who is strong in all areas rather than specialized.

Talents

  • Strike: 2D
  • Precision: 1D
  • Stealth: 2D
  • Tactics: 1D
  • Persuade: 1D
  • Fortitude: 1D
  • Acrobatics: 1D
  • Resolve: 1D

Combat Statistics

  • Health: 33 (20 + Body 3 + Standard Modifier 10)
  • Defense: 2 (1 + (Speed 3 + Light Armor 1) ÷ 3 = 1 + 1 = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D + Acrobatics 1D − Light Armor Penalty 1D)
  • Wit Save: 4D (Wit 3D + Resolve 1D)

Speed Save: Light armor applies −1D to Acrobatics pools. The Acrobatics component of the Speed Save is reduced from 1D to 0D, giving a Speed Save of 3D.

Attacks

  • Shortsword: Body 3D + Strike 2D = 5D vs. Defense
  • Hand Crossbow: Speed 3D + Precision 1D = 4D vs. Defense

Special Abilities

  • Rally the Gang (Primary Action, once per combat): All allied Minions within Near range gain +1D on their next attack roll. The Captain must be visible and able to speak to use this ability.
  • Dirty Fighting (Free Action, At-Will): When the Bandit Captain attacks a target that is currently suffering a Condition of any kind, the attack deals +2 damage on a successful hit.
  • Tactical Retreat (Minor Action, At-Will): The Bandit Captain commands one allied Minion within Near range to disengage from its current target and move up to its full movement without provoking a Reaction. The Minion must be able to hear the Captain.

Tactics

The Bandit Captain opens from range with the Hand Crossbow while Minions close the distance, using the action to look for a wounded or isolated target. Once a character is Conditioned — by Minion attacks or environmental hazards — the Captain moves to melee and triggers Dirty Fighting. Rally the Gang is held for a moment when the Minions are in position for a coordinated strike, not spent early. If reduced below a third of Health with an escape route available, the Captain signals a retreat rather than dying on the field.

Lore

Bandit Captains are survivors first. Most came from failed soldiers, discharged guards, or desperate people who discovered they were better at crime than honest work. They hold their gangs together through reputation and shared profit — sentiment rarely enters into it. Some operate under a larger criminal organization; others are independent operators with a specific grievance or goal driving their activities.

Rewards

Per Genre Catalog wealth guidelines for Standard threats. Typical additional items: quality weapon (may grant +1D to a relevant Talent on a successful use), light armor, written materials (a coded contract, a map to the hideout, a letter connecting the Captain to a larger faction or plot thread).


Pack Hunter (Standard)

A predatory creature built for pursuit and coordinated ambush, most dangerous when acting alongside its pack.

Type: Beast

Threat Power Tier: Standard

Size: Medium

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 1D

7D total — Standard tier; Body and Speed are equal at the high end, reflecting a physical predator. Low Wit indicates animal intelligence — instinctual, not tactical.

Talents

  • Strike: 2D
  • Acrobatics: 2D
  • Notice: 2D
  • Stealth: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 33 (20 + Body 3 + Standard Modifier 10)
  • Defense: 2 (1 + (Speed 3 + No Armor 0) ÷ 3 = 1 + 1 = 2)
  • Armor: None (natural hide, no mechanical Armor Value)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 5D (Speed 3D + Acrobatics 2D)
  • Wit Save: 1D (Wit 1D + no Resolve)

Virtually no defense against Wit-track Conditions. Fear effects, disorientation, and sensory disruption are highly effective against this Threat.

Attacks

  • Bite: Body 3D + Strike 2D = 5D vs. Defense
  • Pounce (replaces Bite, see below): Body 3D + Strike 2D + Advantage vs. Defense

Special Abilities

  • Pounce (Primary Action, At-Will): If the Pack Hunter moves at least Near range in a straight line before attacking, it gains Advantage on the attack roll (successes on 4+). On a successful hit, the target must make a Body Save (Threshold 2) or fall Prone (Speed track, Minor Condition, −1D to Speed rolls until corrected by standing as a Minor Action).
  • Pack Coordination (Free Action, At-Will): When a Pack Hunter makes an attack against a target that was also attacked by another Pack Hunter this round, it adds +1D to its attack pool. This bonus does not stack — regardless of how many Pack Hunters have attacked the same target, the bonus is always +1D.
  • Pursuit (Reaction, At-Will): When a creature within Near range uses a Move action to move away from the Pack Hunter, the Pack Hunter may immediately move up to Near range toward that creature. This movement does not use the Pack Hunter's Minor Action.

Tactics

Pack Hunters use Stealth to approach before initiating combat — when possible, they attack from surprise. The first action in a fight is always Pounce to knock a target Prone; subsequent Pack Hunters in the group then attack the Prone target to maximize Pack Coordination and Dirty Fighting-equivalent positioning. When quarry flees, Pursuit ensures no one escapes easily. A Pack Hunter that drops below half Health and lacks support will flee rather than die — it loops back to its territory and waits.

Lore

Pack Hunters appear in many forms across Genre Catalogs — wolves in fantasy settings, herd-stalking apex predators in wilderness survival settings, engineered pursuit units in sci-fi. What unifies them is social hunting behavior: they are built to work together, and alone, they are significantly less dangerous than their stats suggest. A lone Pack Hunter lacks Pack Coordination's bonus and has no one to trigger Pounce combinations with. GMs who want to use a single Pack Hunter should increase its Power Tier or add a different Threat to compensate.

Rewards

Per Genre Catalog guidelines. Genre-appropriate components may be valuable to crafters, alchemists, or collectors depending on setting.


Architect of Ruin (Champion)

A calculating strategist who directs lesser Threats from a position of absolute tactical control.

Type: Humanoid (or Construct or Entity, per Genre Catalog)

Threat Power Tier: Champion

Size: Medium

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 6D

12D total — Champion tier. Extremely Wit-heavy distribution, with Speed for mobility and minimal Body. This Threat is physically fragile but mentally formidable. It will not survive direct melee attention.

Talents

  • Tactics: 4D
  • Notice: 3D
  • Resolve: 3D
  • Attunement: 2D (perception-focused; this Threat senses threats before seeing them)
  • Acrobatics: 2D
  • Deceive: 2D
  • Force (Odd Talent): 4D (Wit default)

Combat Statistics

  • Health: 47 (20 + Body 2 + Champion Modifier 25)
  • Defense: 2 (1 + (Speed 4 + No Armor 0) ÷ 3 = 1 + 1 = 2)
  • Armor: None (relies on evasion and positioning rather than protection)

Saves

  • Body Save: 2D (Body 2D + no Fortitude)
  • Speed Save: 6D (Speed 4D + Acrobatics 2D)
  • Wit Save: 9D (Wit 6D + Resolve 3D)

Body Save is the critical vulnerability — physical conditions land easily. Wit Save is nearly impenetrable. Speed Save is strong, reflecting extraordinary reflexes.

Attacks

  • Force Strike: Wit 6D + Force 4D = 10D vs. Defense (ranged, Near–Far range)
  • Suppressive Pulse (see Special Abilities)

Special Abilities

  • Command the Field (Minor Action, At-Will): The Architect designates one allied Threat within Far range. That Threat immediately moves up to its full movement. This does not use the designated Threat's action.
  • Suppressive Pulse (Primary Action, once per combat, Near range radius): All targets within Near range make a Wit Save (Threshold 4). Failure applies Disoriented (Wit track, Moderate Condition, −2D to Wit rolls) for 4 rounds. Success applies the Condition for 1 round only.
  • Tactical Withdrawal (Reaction, At-Will): When an attack against the Architect hits, before damage is applied, the Architect may move up to Near range in any direction. If this movement takes the Architect out of the attacker's melee range, the attack misses instead.
  • Forewarned (Passive): The Architect cannot be Surprised. Additionally, the Architect acts at the Top of Turn in the first round of combat regardless of its Initiative roll.
  • Orchestrated Strike (Primary Action, Short Rest): The Architect calls a coordinated attack. Up to three allied Threats within Far range each immediately make one attack against a target of the Architect's choice. These attacks are resolved using each Threat's normal attack pool but gain Advantage (successes on 4+).

Tactics

The Architect of Ruin does not come to the battlefield to fight — it comes to win. It positions behind its Minion screen at all times, using Command the Field to keep that screen in place between it and the party's melee characters. In the opening round, it uses Orchestrated Strike if multiple allies are positioned to maximize the impact; otherwise it opens with Suppressive Pulse to neutralize the party's Wit-dependent characters (healers, Odd Talent users). Force Strike is used to pick off characters who break through the Minion screen. Tactical Withdrawal is reserved for unexpected breakthroughs — it will not be wasted on minor hits. When the Architect drops below a quarter Health, it attempts to disengage fully, retreating from the encounter to fight again under better conditions.

Lore

An Architect of Ruin is whatever the Genre Catalog requires: a general of a conquering force, the intelligence behind a criminal network, a mastermind supernatural entity, or an AI tactical system that has decided its operators are obstacles. The Architect template describes a category of Threat — the mind behind the threat rather than the hand. Genre Catalog adaptations should define what this Threat wants, who it serves (if anyone), and what it fears. A Threat this intelligent will have planned for failure. There is something valuable to learn from defeating it, if the players look.

Rewards

Per Genre Catalog guidelines for Champion threats. The Architect's value is often informational — documents, access codes, names of co-conspirators, and intelligence about a larger threat. Physical rewards should reflect the Architect's preference for mobility over wealth.