敌人机制介绍Adversary Mechanics

敌人与环境

使用敌人

敌人数据块

运作敌人所需的所有信息均包含在其数据块中。敌人的数据块包括:

名称

每个数据块都有一个独特的名称。 作用于具有特定名称敌人的能力,适用于所有使用这类数据块的敌人,无论他们在你的故事里叫什么。

TIER

每个敌人都设计为与特定位阶的玩家角色对抗。若你让小队面对不同位阶的敌人,请调整其属性。

敌人类型

敌人的类型显示在其位阶旁。敌人的类型代表其在冲突中的职责。敌人类型包括:

  • 斗士 强韧且攻击力强大。
  • 集群 指多只相同的生物作为一个单位协同行动。
  • 头目 指挥并召唤其他敌人。
  • 杂兵 容易被打败,但数量众多时非常危险。
  • 远程 在近距离接触时脆弱,但可以从远处进行高伤害攻击。
  • 潜伏 机动性强,利用机会伏击对手。
  • 社交 通过对话而非战斗来应对,带来独特的挑战。
  • 独狼 无论是否有支援,都能对整个队伍构成强大的挑战。
  • 标准 是其虚构群体中具有代表性的普通敌人。
  • 辅助 增强其盟友并扰乱其对手。

描述

敌人的外观与气质概述。

动机与战术

敌人的建议趋向、动作与目标。

难度

对该敌人进行的任何掷骰的难度,除非另有说明。

伤害阈值,生命点和压力点*

这些系统与玩家角色的运作方式相同。

“阈值”后列出的数字为该敌人的重度伤害阈值和严重伤害阈值。

攻击调整值

当你使用敌人进行攻击时,将此加值或减值应用于你的攻击掷骰。

普通攻击

描述敌人对玩家角色造成伤害的主要方式。包括攻击的名称、有效攻击范围及成功时造成的伤害。使用敌人的普通攻击属于游戏主持人行动。

经历(可选)

游戏主持人可以花费 1 恐惧点将一个敌人的相关经历加值添加到攻击掷骰或与其对抗的难度中。

经历示例

你总是可以调整数据块的经历来适应你的故事。这里有一些你可以使用的经历示例:

特技 空中猎杀 导航
伏击者 威吓 贵族身份
讨价还价 侵入 快速反应
剑术大师 敏锐感知 社交名流
保镖 魔法知识 隐匿
指挥官 自然之友 追踪者

特性

敌人特性分为三种类型:动作反应被动。注意:单独追踪每个敌人的压力点。如果激活特性需要游戏主持人花费压力点,则其必须花费来自激活特性的敌人的压力点。如果特性要求花费恐惧点,游戏主持人必须在已经花费的任何恐惧点之外额外进行花费——例如,打断玩家角色并聚焦于敌人。

  • 动作:聚焦于敌人时,其可以执行的特殊攻击或其它独特动作。
  • 反应:当触发条件发生时生效的特殊效果,无论是否聚焦于敌人。
  • 被动:默认保持生效且无需资源或触发条件来激活的特殊能力。

恐惧特性

需花费恐惧点以激活、影响力巨大的效果。

敌人特性示例:

动作

强力一击 Haymaker - 动作:* 对邻近范围内的一个目标进行一次攻击。成功时,造成 X 点直接物理伤害。

撕裂打击 Shredding Strike 动作: 对邻近范围内的一个目标进行一次攻击。成功时,造成 X 点物理伤害,且目标必须标记 1 护甲槽,但不能获得其增益(目标仍然可以使用护甲来减少伤害)。

后援不断 More Where That Came From - 动作:* 召唤三名“锯齿刀喽啰”,他们出现在远距离范围处。

反应

沉重打击 Heavy Hitter - 反应:当此敌人使用普通攻击造成伤害时,你可以花费 1 恐惧点来获得伤害掷骰的 +X 加值。

无间配合 Team-Up - 反应:当此敌人邻近范围内的另一个敌人对一个生物造成 X 点伤害时,你可以标记 1 压力点来对同一生物进行一次普通攻击。若命中,则合并计算伤害。

乘胜追击 Momentum - 反应:当此敌人对玩家角色进行一次成功的攻击时,你获得 1 恐惧点

被动

集群 Horde (X) - 被动:当这组集群敌人标记了其一半或更多的生命点时,其普通攻击改为造成 X 点伤害。

杂兵 Minion (X) - 被动:此敌人在受到任何伤害时就会被击败。玩家角色对此敌人每造成 X 点伤害,则击败攻击范围内一个此次攻击能够命中的额外杂兵。

无情 Relentless (X) - 被动:每个游戏主持人轮次,此敌人可以至多被聚焦 X 次。像往常一样花费恐惧点来聚焦该敌人。

迟缓 Slow - 被动:当你聚焦此敌人且其数据块上没有指示物时,该敌人还不能行动。在其数据块上放置一个指示物,并描述其正在准备做的事。当你聚焦此敌人且其数据块上有指示物时,移除指示物,然后该敌人可以行动。

奥术形态 Arcane Form - 被动:此敌人具有魔法伤害抗性。

硬化甲壳 Armored Carapace - 被动:当此敌人受到物理伤害时,将其减少 X 点。

恐惧特性

爆炸 Explosion - 行动:花费 1 恐惧点爆发出一次火焰爆炸。对近距离范围内的所有目标进行一次攻击。被该敌人命中的目标受到 1d8 点魔法伤害,并被击退至远距离范围。

构建平衡遭遇

规划战斗时,先准备 [(3 × 参与战斗的玩家角色数量) + 2] 战斗点数,然后进行以下调整:

  • 如果战斗应该更简单或更短,减去 1 点
  • 如果你使用 2 个或更多的独狼敌人,减去 2 点
  • 如果你给所有敌人的伤害掷骰增加 +1d4(或固定 +2)(在不延长战斗时间的情况下增加挑战性),减去 2 点
  • 如果你选择较低位阶的敌人,增加 1 点
  • 如果你不使用任何斗士、集群、头目或独狼敌人,增加 1 点
  • 如果战斗理应更危险或持续更长时间,增加 2 点

然后使用你的战斗点数,将敌人添加至遭遇中: 花费 1 点 设置一组数量等于队伍规模的杂兵。 花费 1 点 设置一个社交或辅助敌人。 花费 2 点 设置一个集群、远程、潜伏或者标准敌人。 花费 3 点 设置一个头目敌人。 花费 4 点 设置一个斗士敌人。 花费 5 点 设置一个独狼敌人。

被击败的敌人

当敌人标记最后的生命点时,即被击败:失去战斗能力、被绑缚、溃散、死亡,或由游戏桌上所有人共同决定的其他合理结果。

敌人数据块基准

敌人属性 位阶 1 位阶 2 位阶 3 位阶 4
攻击调整值 +1 +2 +3 +4
伤害骰 1d6+2 至 1d12+4 2d6+3 至 2d12+4 3d8+3 至 3d12+5 4d8+10 至 4d12+15
难度 11 14 17 20
伤害阈值 重度 7 /严重 12 重度 10 /严重 20 重度 20 /严重 32 重度 25 /严重 45

ADVERSARIES AND ENVIRONMENTS

USING ADVERSARIES

ADVERSARY STAT BLOCKS

All the information required to run an adversary is contained in their stat block. An adversary's stat block includes their:

NAME

Each stat block has a unique name. Abilities that affect adversaries with a certain name include all adversaries who use that stat block, regardless of their in-story name.

TIER

Each adversary is designed to oppose PCs of a certain tier. If you confront the party with an adversary from another tier, adjust their stats.

TYPE

The adversary's type appears alongside their tier. An adversary's type represents the role they play in a conflict. The adversary types are:

  • Bruisers: tough; deliver powerful attacks.
  • Hordes: groups of identical creatures acting together as a single unit.
  • Leaders: command and summon other adversaries.
  • Minions: easily dispatched but dangerous in numbers.
  • Ranged: fragile in close encounters but deal high damage at range.
  • Skulks: maneuver and exploit opportunities to ambush opponents.
  • Socials: present challenges around conversation instead of combat.
  • Solos: present a formidable challenge to a whole party, with or without support.
  • Standards: representative of their fictional group.
  • Supports: enhance their allies and disrupt their opponents.

DESCRIPTION

A summary of the adversary's appearance and demeanor.

MOTIVES & TACTICS

Suggusted impulses, actions and goals for the adversary.

DIFFICULTY

The Difficulty of any roll made against the adversary, unless otherwise noted.

DAMAGE THRESHOLDS, HIT POINTS, AND STRESS

These systems function the same way they do for PCs. The

numbers listed after "Threshold" are the adversary's Major and Severe Thresholds.

ATTACK MODIFIER

When you attack with the adversary, apply this bonus or penalty to your attack roll.

STANDARD ATTACK

A description of the adversary's primary mode of inflicting harm on the PCs. It includes the attack's name, its effective range, and the damage it deals on a success. Using an adversary's standard attack is a GM move.

EXPERIENCE (OPTIONAL)

The GM can spend a Fear to add an adversary's relevant Experience to raise their attack roll or increase the Difficulty of a roll made against them.

EXAMPLE EXPERIENCES:

Acrobatics Hunt from Above Navigation
Ambusher Intimidation Nobility
Bartering Intrusion Quick Reflexes
Blademaster Keen Senses Socialite
Bodyguard Magical
Knowledge
Stealth
Commander Nature's Friend Tracker

FEATURE(S)

There are three kinds of adversary features: actions, reactions, and passives. Note: each adversaries stress is tracked individually. If a feature requires the GM to spend Stress to activate it, the Stress must come from the adversary whose feature is being activate. If a feature has a Fear requirement, it must be spent in addition to any Fear already spent—for instance, to interrupt the PCs and put the spotlight on the adversary.

  • Actions: a special attack or other unique action that the adversary can perform when the spotlight is on them.
  • Reactions: special effects that take effect when their trigger occurs, regardless of whether the spotlight is on the adversary.
  • Passives: special abilities that remain in effect by default and require no resources or triggers to activate.

FEAR FEATURE(S)

High-impact effects that cost a Fear to activate.

EXAMPLE ADVERSARY FEATURES:

ACTIONS

Haymaker - Action: Make an attack against a target within Very Close range. On a success, deal X direct physical damage.

Shredding Strike - Action: Make an attack against a target within Very Close range. On a success, deal X physical damage and the target must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage).

More Where That Came From - Action: Summon three Jagged Knife Lackeys, who appear at Far range.

REACTIONS

Heavy Hitter - Reaction: When this adversary deals damage with a standard attack, you can spend a Fear to gain a +X bonus to the damage roll.

Team-Up - Reaction: When another adversary within Very Close range of this adversary deals X damage to a creature, you can mark a Stress to make a standard attack against that same creature. On a success, combine the damage.

Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

PASSIVES

Horde (X) - Passive: When the Horde has marked half or more of their HP, their standard attack deals X damage instead.

Minion (X) - Passive: This adversary is defeated when they take any damage. For every X damage a PC deals to this adversary, defeat an additional Minion within range the attack would succeed against.

Relentless (X) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

Slow - Passive: When you spotlight this adversary and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight this adversary and they have a token on their stat block, clear the token and they can act.

Arcane Form - Passive: This adversary is resistant to magic damage.

Armored Carapace - Passive: When this adversary takes physical damage, reduce it by X.

FEAR FEATURES

Explosion - Action: Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the adversary succeeds against take 1d8 magic damage and are knocked back to Far range.

BUILDING BALANCED ENCOUNTERS

When planning a battle, start with [(3 x the number of PCs in combat) + 2] Battle Points and make the following adjustments:

  • -1 for an easier or shorter fight
  • -2 if you're using 2 or more Solo adversaries

-2 if you add +1d4 (or a static +2) to all adversaries' damage rolls

+1 if you choose an adversary from a lower tier

+1 if you don't include any Bruisers, Hordes, Leaders, or Solos

+2 for a harder or longer fight

Then spend your Battle Points to add an adversary to the encounter:

Spend 1 point for each group of Minions equal to the size of the party.

Spend 1 point for each Social or Support adversary.

Spend 2 points for each Horde, Ranged, Skulk, or Standard adversary.

Spend 3 points for each Leader adversary.

Spend 4 points for each Bruiser adversary.

Spend 5 points for each Solo adversary.

DEFEATED ADVERSARIES

When an adversary marks their last Hit Point, they are defeated: incapacitated, tied up, routed, killed, or anything else the table decides makes sense.

ADVERSARY STAT BLOCK BENCHMARKS

Adversary Statistic Tier 1 Tier 2 Tier 3 Tier 4
Attack Modifier +1 +2 +3 +4
Damage Dice 1d6+2 to 1d12+4 2d6+3 to 2d12+4 3d8+3 to 3d12+5 4d8+10 to 4d12+15
Difficulty 11 14 17 20
Damage Thresholds Major 7/Severe 12 Major 10/Severe 20 Major 20/Severe 32 Major 25/Severe 45