Rules

Adversary Experience

Adversary Experience

Adversaries tend to have fewer but broader Experiences than PCs. In situations where you think an adversary’s capabilities would come into play, you can spend a Fear to apply an Experience modifier to their Difficulty, attack rolls, and reaction rolls as follows:

Difficulty

When a PC makes an action roll against an adversary, you can spend a Fear to add a relevant Experience modifier to the roll’s Difficulty.

Adversary Attack and Reaction Rolls

When an adversary makes an attack or reaction roll, you can spend a Fear to add a relevant Experience modifier to the roll.

When you use an adversary’s Experience, describe how it improves their odds at performing that action. Experiences feel more impactful if you save them for certain dramatic moments or situations, rather than applying them to most rolls.

While some adversaries specialize in combat, others do best in nonviolent situations, and their Experiences reflect that. For example, the Tier 1 Merchant has the Experience “Shrewd Negotiator +3” that can apply whenever a PC tries to haggle with them, increasing the Difficulty to 15 to reflect their keen business acumen.

Example Experiences

You can always adjust a stat block’s Experiences to fit your story. Here are examples of Experiences you can use:

AcrobaticsHunt from AboveNavigation
AmbusherIntimidationNobility
BarteringIntrusionQuick Reflexes
BlademasterKeen SensesSocialite
BodyguardMagical KnowledgeStealth
CommanderNature’s FriendTracker

Comments

There are no comments yet