Threat Building
AX.C.13.02 - Threat Building
Scaling to the Party
Total the entire player character dice value.
Example: 4 characters built using 9D package = 36D
Your encounter's Dice Budget for enemies is 36D
Construct your Threats based on this total. Increase or decrease this value to adjust the overall difficulty of any encounter.
Threat Power Packages
Threat Power Packages are similar to Party Power Packages in that they offer the total number of dice used to generate the Attributes of a Threat.
- Minion (3-4D total): Weak threats, typically fought in groups
- Standard (5-7D total): Average threats matching typical adventurers
- Elite (8-10D total): Powerful threats requiring tactical planning
- Champion (11-13D total): Major threats that can challenge entire parties
- Legendary (14D+ total): Epic threats requiring multiple sessions or entire campaigns
Building Encounters
Solo Threats: Use threats 1-2 power levels above the party
Group Encounters: Mix different power levels
- 1 Elite + 2-3 Standard threats
- 1 Champion + several Minions
- Multiple Standard threats with complementary abilities
Environmental Factors: Use terrain and conditions to increase challenge
- Difficult terrain favors certain threat types
- Cover and elevation change tactics
- Environmental hazards add pressure
Threat Behavior
Consider how threats act based on intelligence:
- Animal Intelligence (Wit 1D): Instinct-driven, predictable patterns
- Low Intelligence (Wit 2D): Basic tactics, flee when wounded
- Average Intelligence (Wit 3D): Use cover, focus fire, call for help
- High Intelligence (Wit 4D+): Complex tactics, magic, strategic retreats
Adjusting Difficulty
If encounters feel too easy:
- Add reinforcements mid-combat
- Increase threat attributes by +1D
- Give threats better equipment or armor
- Add environmental complications
If encounters feel too hard:
- Reduce threat numbers
- Lower threat attributes by -1D
- Remove one special ability
- Provide cover or healing opportunities
Quick Reference Tables
Threat Power Level Summary
| Power Level | Total Dice | Health Range | Defense | Typical 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 |
Encounter Building by Party Size
| Party Size | Minions | Standard | Elite | Champion |
|---|---|---|---|---|
| 3 players | 6-9 | 3-4 | 2 | 1 |
| 4 players | 8-12 | 4-5 | 2-3 | 1 |
| 5 players | 10-15 | 5-6 | 3 | 1-2 |
| 6 players | 12-18 | 6-7 | 3-4 | 2 |
Common Damage Types
- Physical: Slashing, Piercing, Bludgeoning
- Energy: Fire, Cold, Lightning, Acid
- Special: Poison, Necrotic, Radiant, Psychic
Condition Application
When threats apply conditions:
- Target makes appropriate Save (Body/Speed/Wit)
- Threshold typically 2-4 based on threat power
- Severity: Minor (-1D), Moderate (-2D), Major (-3D)
- Duration: See Conditions section in core rules
Threat Type Health Modifier
A Threat's Health score is scaled by applying a Modifier based on their Type.
- Minions: +5 Health
- Standard: +10 Health
- Elite: +15 Health
- Champion: +25 Health
- Legendary: +50 Health