Threat Templates

Overview

Threat templates help the Storyteller build opponents and hazards quickly.

A threat does not need a full character sheet. It needs enough structure to shape : threat scale, Talent tier, wound capacity, pressure options, tags, cohesion behavior, and any special rule that changes how the threat is handled.

Threats can be people, beasts, monsters, spirits, machines, drones, formations, swarms, vehicles, rituals, environments, or dangerous social situations. Large forces, vehicles, and vessels may instead use Scale Conflict and Vehicles when system damage, crew roles, or battle phases matter.


Threat Template Fields

Use these fields when preparing a reusable threat.

Field Use

Threat Name

The table-facing name of the threat.

Scale

Minion, Lesser Threat, Standard Threat, Elite Threat, Mythic Threat, Group, Swarm, Formation, or Hazard.

Role

What the threat does in the scene: guard, hunter, brute, sniper, ward, swarm, negotiator, drone, ritual, terrain, or similar.

Talent Tier

The relevant opposition tier: usually Basic, Advanced, Master, or none for simple hazards.

Wound Capacity

How much harm removes the threat as an active danger.

Pressure Options

Concrete pressures the threat can create.

Cohesion Trigger

What makes the threat surrender, break, retreat, scatter, shut down, or change behavior.

Special Rule

Any focused exception that makes the threat distinct.

Most threats should have one clear special rule at most.


Threat Scale Templates

Use these as defaults when a scene does not need a custom stat block.

Scale Use Wound Capacity Default Pressure

Minion

Weak individual threat, nuisance, fragile creature, untrained foe, simple drone.

Defeated by any clean hit or one relevant Minor wound.

Distract, expose, nip, alarm, block, cling, or force attention.

Lesser Threat

Dangerous but fragile combatant, trained guard, wolf, skeleton, armed thug, small monster.

Defeated by 2 Minor wounds or 1 Serious wound.

Press, flank, trip, harry, pin, call help, or exploit exposure.

Elite Threat

Champion, veteran monster, dangerous mage, advanced combat drone, warded knight.

Higher capacity, stronger consequences, special defenses, or improved cohesion.

Worsen wounds, break cover, resist nonlethal control, command allies, or ignore weak pressure.

Mythic Threat

Dragon, demigod, major spirit, legendary horror, world-scale machine, impossible ritual.

Requires phases, objectives, vulnerabilities, or special permissions.

Reshape terrain, create Severe consequences, force scene objectives, or threaten groups at once.

Threat scale sets default toughness. Talent tier sets opposition quality.


Group Threats

Group threats represent multiple opponents acting as one scene pressure.

Group Type Use Default Handling

Mob

Frightened crowd, rioters, untrained attackers, panicked evacuees.

Dangerous through mass, panic, trampling, noise, and blocked routes. Cohesion breaks quickly.

Pack

Wolves, hunting beasts, street gang, drone wing, raiders.

Creates flank pressure, isolates targets, and retreats when the hunt turns costly.

Swarm

Rats, insects, microdrones, hostile spores, minor spirits.

Often ignores single-target tactics until scattered, burned, warded, sealed out, or disrupted.

Formation

Shield line, soldiers, security team, ritual guard, boarding squad.

Keeps momentum more easily and applies pressure even on Costly Success.

Crew

Vehicle team, artillery group, ritual circle, hacker cell, ship boarders.

Defeat may require disrupting roles rather than wounding every member.

Group threats should have a cohesion trigger. When cohesion breaks, reduce pressure, split the group, force retreat, or change the scene objective.

Trained formations should usually require both attrition and disruption before cohesion breaks. Removing half the members may not be enough if the leader, route, banner, command signal, oath, defensive position, or formation purpose remains intact.


Hazard Threats

Hazard threats are dangerous forces that act like opposition.

Hazard Type Examples Default Handling

Terrain

Ledge, flood, fire, collapsing bridge, vacuum breach, storm deck.

Creates pressure, blocks routes, worsens wounds, or changes distance bands.

Social

Riot, trial panic, hostile checkpoint, public accusation, crowd crush.

Applies exposure, delay, separation, legal pressure, or reputation harm.

Magical

Curse field, resonance storm, ward backlash, hungry shrine, unstable ritual.

Applies Conditions, drains resources, changes permissions, or creates supernatural pressure.

Technological

Security grid, turret, drone net, failing reactor, hostile AI lockout.

Uses tags such as Electronic, Networked, Autonomous, Smart, Sealed, or Volatile.

Biological

Poison cloud, disease nest, spores, swarm ecology, living terrain.

Applies sickness, contamination, panic, exhaustion, or movement pressure.

Hazards usually do not surrender. They are escaped, endured, disabled, redirected, contained, cleansed, repaired, negotiated with, or survived.


Magical and Technological Threats

Magical and technological threats often need permission rules instead of higher wound capacity.

Threat Quality Use

Warded

Requires bypass, breach, dispel, ritual authority, special tool, or accepted cost.

Resonant

Reacts strongly to resonance pressure, anchors, zones, rituals, or metaphysical exposure.

Autonomous

Acts without direct human control; may continue after its operator is defeated.

Networked

Shares perception, targeting, alarms, or control with other systems.

Bound

Linked to a place, oath, spirit, body, memory, or object that must be addressed.

Adaptive

Learns from repeated tactics or shifts defense after exposure.

Draining

Consumes lifeforce, charge, heat, blood, memory, time, or another scene resource.

Nullifying

Suppresses magic, signals, tools, senses, or other permissions.

These qualities should create specific problem-solving routes. A warded spirit, smart turret, cursed machine, and resonant storm should not all be defeated by simply dealing more wounds.

Networked threats should have a control, signal, command, or cohesion breakpoint. Before the breakpoint, they create strong coordinated pressure. At the first breakpoint, reduce pressure or break shared targeting. At the final breakpoint, the threat scatters, shuts down, falls back to weak individual behavior, or becomes vulnerable to capture.


Example Threat Templates

Use these examples as runnable first-pass threats. Adjust Talent tier, tags, and wound capacity to match species, equipment, scene importance, and the focus eras defined in System Design Principles.

Trained Guard

Field Template

Threat Name

Trained Guard, watch soldier, security officer, patrol fighter.

Scale

Lesser Threat alone; Formation when acting with a trained unit.

Role

Block, delay, raise alarm, protect a route, guard a prisoner, or hold a checkpoint.

Talent Tier

Basic by default; Advanced for veteran guards or elite security.

Wound Capacity

2 Minor wounds or 1 Serious wound as a Lesser Threat.

Pressure Options

Block route, press with shield or baton, call help, expose a trespasser, pin a weapon arm, force a retreat step.

Tags

ME: Shield, Guarding, Reach. MO or PM: Hardened, Limited, Precise, Electronic. Magical variants: Warded, Sanctified, or Revealing.

Cohesion Trigger

Breaks if isolated, outnumbered, command is cut off, alarm fails, or the protected post becomes untenable.

Special Rule

If the guard’s job is delay, a Clean Success by the guard-equivalent threat may create objective delay instead of a wound.

Duelist

Field Template

Threat Name

Duelist, champion, sword-master, pistol ace, arena fighter.

Scale

Standard Threat; Elite Threat if famous, magically protected, cybernetically enhanced, or narratively central.

Role

Single-opponent pressure, honor challenge, assassination, public contest, or elite bodyguard.

Talent Tier

Advanced by default; Master for a true champion.

Pressure Options

Feint, disarm, counter, exploit reach, punish hesitation, separate a defender from allies, force public embarrassment.

Tags

Fast, Precise, Guarding, Concealable, Reach, Warded, Attuned, or Cybernetic.

Cohesion Trigger

May yield when honor is satisfied, weapon is lost, patron withdraws, public legitimacy breaks, or the duel’s terms are violated.

Special Rule

Strong against one foe. If several player characters coordinate with Cover, Engage, or Set Up, reduce the duelist’s pressure unless they have terrain, status, or a defensive style that answers groups.

Minor Beast

Field Template

Threat Name

Rat, feral dog, cave lizard, small parasite, maintenance vermin.

Scale

Minion alone; Swarm or Pack when many act together.

Role

Alarm, distraction, disease risk, small bite, panic trigger, environmental complication.

Talent Tier

None or Basic.

Wound Capacity

Defeated by any clean hit or one relevant Minor wound.

Pressure Options

Distract, bite, cling, contaminate supplies, force noise, startle mount, expose hiding place.

Tags

Fast, Concealable, Living, Draining, or scene-specific biological traits.

Cohesion Trigger

Flees from fire, loud force, blood loss, food distraction, magic, predator scent, or obvious danger.

Special Rule

A lone minor beast should rarely threaten defeat. Its danger comes from disease, panic, hidden movement, or becoming a swarm.

Drone Wing

Field Template

Threat Name

Drone wing, smart turret group, hunter-killer flock, resonant microdrone cloud.

Scale

Pack, Swarm, or Group; individual drones are usually Minion or Lesser Threat.

Role

Track, reveal, suppress, herd targets, protect a perimeter, maintain a sensor net.

Talent Tier

Basic for simple drones; Advanced for smart combat drones; Master for military or exotic systems.

Wound Capacity

Individual drones may fall quickly, but the wing remains active until enough units, the control node, or the network link is disabled.

Pressure Options

Suppress, flank, reveal stealth, tag target, cut off route, force cover, coordinate fire, trigger alarm.

Tags

Autonomous, Networked, Smart, Electronic, Limited, Revealing, Resonant, Area.

Cohesion Trigger

First breakpoint disrupts shared targeting. Final breakpoint disables command, scatters drones, forces fallback behavior, or makes capture possible.

Special Rule

Before the first breakpoint, treat the wing as coordinated group pressure. After the first breakpoint, reduce pressure or remove shared targeting until the network recovers.

Shield Formation

Field Template

Threat Name

Shield line, riot squad, boarding team, ritual guard, security phalanx.

Scale

Formation.

Role

Hold a route, protect a leader, defend a gate, advance through fire, keep prisoners contained.

Talent Tier

Basic for militia; Advanced for trained soldiers or security; Master for elite oath-guards or powered boarding teams.

Wound Capacity

Track members as Lesser Threats, but formation cohesion does not break until both attrition and disruption occur.

Pressure Options

Crowd, pin, block, separate, drive back, protect an asset, make Clean Defense insufficient without cover or movement.

Tags

Shield, Guarding, Reach, Heavy Armor, Hardened, Warded, Powered, or Sanctified.

Cohesion Trigger

Test cohesion when at least half the group is removed or disabled and leadership, route, position, signal, oath, or formation purpose has also been compromised.

Special Rule

While intact, reduce the first ordinary wound or removal effect against the formation each spotlight cycle unless the attack breaks position, targets leadership, uses area force, or exploits a clear weakness.

Magical Hazard

Field Template

Threat Name

Resonance storm front, hungry shrine, curse field, unstable ward, breached ritual circle.

Scale

Hazard; may become Elite or Mythic when embodied by a spirit, divine force, or major entity.

Role

Drain, expose, corrupt, separate, overload, mark, block passage, transform terrain.

Talent Tier

None for passive hazards; Advanced or Master when an active will controls it.

Wound Capacity

Cannot usually be wounded directly. Requires stabilization, grounding, escape, cleansing, ritual repair, anchor disruption, or containment.

Pressure Options

Apply Storm-Marked, Drained, Contaminated, Disoriented, Resonance-Burned, lost route, unstable cover, or maintained-effect pressure.

Tags

Resonant, Warded, Bound, Draining, Unstable, Nullifying, Anomalous.

Cohesion Trigger

Ends or weakens when anchor is disrupted, source is grounded, ritual sequence is repaired, offering is accepted, containment is restored, or the group escapes.

Special Rule

Maintained magic gives the hazard something to strain or corrupt. Costly Success can advance stabilization while also increasing magical pressure.

Vehicle Threat

Field Template

Threat Name

War wagon, armored car, tank, gunship, walker, pursuit skimmer, ritual engine.

Scale

Vehicle; personal-scale PCs usually engage it as a hazard, objective, or scale mismatch.

Role

Pursue, ram, suppress, transport, breach, protect cargo, dominate open ground.

Talent Tier

Driver or crew tier: Basic for improvised crews, Advanced for trained military or corporate crews, Master for ace operators.

Wound Capacity

Use system damage from Scale Conflict and Vehicles: mobility, weapons, armor, sensors, crew, cargo, power, or control.

Pressure Options

Force cover, separate passengers, crush route, suppress zone, create collision risk, threaten civilians, expose a weak system.

Tags

Heavy Armor, Powered, Hardened, Breach, Area, Limited, Volatile, Electronic, Warded, Resonant.

Cohesion Trigger

Retreats, crashes, stalls, surrenders, or changes objective when mobility, command, power, crew confidence, or mission cargo is compromised.

Special Rule

Without anti-vehicle permission, personal attacks usually create position, sabotage access, exposed systems, or escape progress rather than direct defeat.

Vessel Threat

Field Template

Threat Name

Raider ship, airship, submarine, patrol cutter, orbital interceptor, starship, living ark.

Scale

Vessel.

Role

Intercept, blockade, board, bombard, pursue, protect convoy, demand surrender, control orbit or sea lane.

Talent Tier

Crew quality: Basic, Advanced, or Master. Individual role stations may vary.

Wound Capacity

Use system damage: hull, drive, weapons, sensors, shields, command, life support, cargo, boarding access, ritual core.

Pressure Options

Sensor lock, incoming fire, boarding risk, engine strain, shield collapse, hull breach, command disruption, life-support threat, hostile spell battery.

Tags

Sealed, Electronic, Networked, Autonomous, Orbital, Exotic, Warded, Resonant, Reactive, Adaptive.

Cohesion Trigger

Surrenders, retreats, loses mission capability, becomes boardable, breaks lock, or is disabled when key systems or command are compromised.

Special Rule

Crew-role spotlight matters. Wrong-role responses can make progress, but should create pressure that the correct role must stabilize.


Era Threat Variants

Use these variants when converting a threat template across the focus eras.

Era Example Threats Typical Pressure

ME

Guard patrol, duelist, minor beast, shield formation, shrine hazard, raider ship.

Position, reach, armor, morale, terrain, oath, ward, supply, and formation cohesion.

IN

Rifle squad, factory security, rail pursuit, ironclad, artillery battery, industrial hazard.

Reload, smoke, machinery, panic, fire, rail timing, chain of command, and supply strain.

MO

Checkpoint team, sniper pair, riot line, armored vehicle, submarine, air support.

Suppression, radio command, hard cover, detection, vehicle pressure, and collateral risk.

PM

Corporate security, drone wing, smart turret, cybernetic duelist, networked patrol.

Sensor state, jamming, hacking, target locks, network breakpoints, and remote command.

ES

Boarding team, habitat security, vacuum breach, shuttle pursuit, orbital interceptor.

Sealed spaces, life support, hull integrity, docking access, cargo stakes, and system damage.

FF

Autonomous vessel, adaptive swarm, exotic guardian, living ark, resonance engine hazard.

Permission, shielding, anomaly behavior, resonance state, autonomous doctrine, and phase objectives.

Era variants should change pressure and permission first. They should not turn every threat into a larger wound track.


Quick Examples

Use these examples as first-pass models.

Threat Scale Talent Tier Wound Capacity Pressure Options Tags or Special Rule

Lone Rat

Minion

None

One clean hit.

Distract, bite, spread disease, cause panic.

Becomes dangerous mainly as a swarm.

Trained Guard

Lesser Threat

Basic

2 Minor or 1 Serious.

Press, block, call help, disarm.

Breaks if isolated or visibly outmatched.

Duelist

Standard Threat

Advanced

Standard guideline.

Feint, disarm, counter, exploit reach.

Strong against single foes, weaker when surrounded.

Veteran Warder

Elite Threat

Master

Higher capacity or special defense.

Guard allies, cancel pressure, hold a route.

Warded, Guarding; weak if oath authority is broken.

Drone Wing

Pack

Advanced

Breaks when enough drones are disabled or control fails.

Flank, track, suppress, reveal position.

Autonomous, Networked, Smart; vulnerable to jamming or command breach.

Shield Formation

Formation

Basic to Master

Cohesion requires attrition plus disruption.

Crowd, pin, block, separate, drive back.

Reduces first ordinary wound each spotlight cycle while intact.

Resonance Storm Front

Hazard

None

Cannot be wounded directly.

Separate, expose, drain, overload, mark.

Requires shelter, grounding, ritual work, or escape.

Bound Gate-Spirit

Elite or Mythic

Master

Requires phase/objective.

Ward, bind, reveal, drain, deny passage.

Bound, Warded, Resonant; address its oath or anchor.

Pursuit Vehicle

Vehicle

Advanced

Uses system damage.

Force cover, ram, suppress, split route.

Personal attacks need anti-vehicle permission or sabotage access.

Raider Vessel

Vessel

Advanced

Uses system damage.

Lock sensors, fire weapons, board, strain engines.

Crew-role spotlight and wrong-role pressure matter.


Future Use

Later work should define adversary examples by focus era, threat creation steps, NPC-only conflict shortcuts, morale clocks, group cohesion clocks, vehicle threats, social threats, magical hazards, and digital stat-schema examples.

The current document is a template layer, not a bestiary.