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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