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SeventhSun:Adversaries

From Crucible Codex
A thriving city of Old Earth beneath the immense red Seventh Sun, with small islands floating in the sky and an inexplicable green-black remnant rising from the sea.

Adversaries

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Adversaries use the same rules as heroes but record only the traits and abilities likely to matter in play.

Adversaries and Other Characters

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Only record what another character is likely to use. Most need six Attributes, a few Skills, derived combat scores, one attack, and one memorable ability. They do not require a Lineage, Path, Motive, Gifts, or a balanced allotment of Talents unless those things matter to the story.

Threat Grades

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Grade Capacity Use
Minor 1 Harm One useful Skill and perhaps one simple ability. Any Harm removes them from the conflict.
Capable 2 Harm Several useful Skills and one memorable ability.
Formidable 3 Harm Expert competence, strong combat scores, and up to two abilities.
Principal 4 Harm A central rival built as fully as needed; may possess Nerve and Path-like abilities.

Threat grade measures how much attention a character can sustain in a conflict, not social importance, moral worth, species, or rank. A celebrated scholar may be Minor in a fight and Master in Lore.

Fast Construction

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Choose a threat grade and write a one-line purpose.

Assign only plausible Attributes, usually from 0 to 3. Unlisted or undecided Attributes are 0.

Give ordinary competence 2, exceptional competence 4, and rare mastery 6 in the few Skills that matter.

Record Defense, Damage Resistance, Speed, Harm capacity, and the attack the character normally uses.

Add one short ability that expresses what makes the adversary memorable. Add a second only for a Formidable or Principal opponent.

Running Adversaries

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Adversaries use the same rolls, actions, damage margins, conditions, and reactions as heroes. Any Harm leaves them Battered, and filling their listed Harm capacity leaves them Down. For a Minor adversary, the first Harm removes them from the conflict in whatever way suits the attack and the fiction. An adversary spends no Nerve unless its profile explicitly lists Nerve.

A group of identical Minor adversaries may share one Initiative result. When two or more directly cooperate on the same action, choose one to roll with a bonus die; do not make a separate roll for every pair of hands.

Compact Profiles

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Write attacks as attack bonus, damage, and Tags. Resistance against a Phasmic Formula is still 11 plus the relevant Attribute. Ordinary rolls use the listed Attribute and Skill exactly as they do for heroes.

Salt-Road Reaver

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Minor raider. Aggressive in numbers; quick to flee when isolated.

Attributes. Brawn 1, Agility 1, Vigor 1; other Attributes 0.

Skills. Combat and Wayfaring Trained 2; others Untrained 0.

Scores. Defense 14, Damage Resistance 2, Speed 6, Harm 1.

Attack. Road blade 3; damage 1d6 + 1.

Pack Courage. Gain a bonus die on an attack when another reaver threatens the same target.

Tunnel Sentinel

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Capable Devisor guardian. Protects sealed works and knows every resonant passage nearby.

Attributes. Brawn 2, Agility 0, Vigor 2, Intellect 1, Spirit 1, Presence 0.

Skills. Combat, Awareness, and Technics Trained 2; others Untrained 0.

Scores. Defense 13, Damage Resistance 4 with medium armor, Speed 6, Harm 2.

Attack. Gravitic maul 4; damage 1d6H + 2; Gravitic Punch.

Brace. Attempts to force the sentinel’s movement or knock it Prone suffer a penalty die.

Glasswing Stalker

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Formidable phasmic predator. A translucent hunter that folds through reflections before striking.

Attributes. Brawn 2, Agility 3, Vigor 2, Intellect 0, Spirit 2, Presence 0.

Skills. Combat and Stealth Expert 4; Awareness Trained 2; others Untrained 0.

Scores. Defense 18, Damage Resistance 2, Speed 8, Harm 3.

Attack. Fractal talons 7; damage 1d6 + 3; ignore 1 Protection.

Mirror Step. Once per round after an attack misses it, move up to 4 squares as a reaction if it ends beside a reflective surface.

Shattering Cry. Once per scene, roll 3d6 + Spirit once and compare it with the Spirit Resistance of every other creature within 3 squares; each success makes that creature Stunned.