Adversary’s Workshop

When designing foes, there is no need to go through the full character creation process, as with player characters. Simply assign the foe’s stats and relevant skills using common sense and ballpark estimates, then calculate their scores.

Human Foes

For most human adversaries, we recommend picking out two to five relevant skills and assigning them a value of 3 or 4. Focus on combat skills or other skills that might be applicable in the context of how the team is likely to encounter them. For all other skills, you can use common sense to decide if they’re proficient or not (see page xxx).

Afterward, pick out a few relevant pieces of gear for the foe to carry. We recommend one to four items, paying particular attention to select a weapon, and assuming it makes sense for the character, armor.

Monstrosities

For non-human adversaries, we recommend giving each a small handful of traits. For these, you should begin by looking at the list of creature traits, particularly the Attack trait (see page xxx).

If none of the traits in the list fit the ability you’re trying to model, you can also make up your own. When in doubt, any custom trait should be clear and simple to resolve. Making up your own also has the added advantage that players are kept guessing as to the foe’s capabilities.

For adversaries that are intended to take on the entire team by themselves, we particularly recommend considering adding several of: Actions (see page XXX), Frenzy (see page XXX), Indomitable (see page XXX), Unstoppable (see page XXX) and Untouchable (see page XXX).