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 |
|
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 |
|---|---|---|---|
|
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. |
|
Dangerous but fragile combatant, trained guard, wolf, skeleton, armed thug, small monster. |
Defeated by |
Press, flank, trip, harry, pin, call help, or exploit exposure. |
|
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. |
|
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 |
|---|---|---|
|
Frightened crowd, rioters, untrained attackers, panicked evacuees. |
Dangerous through mass, panic, trampling, noise, and blocked routes. Cohesion breaks quickly. |
|
Wolves, hunting beasts, street gang, drone wing, raiders. |
Creates flank pressure, isolates targets, and retreats when the hunt turns costly. |
|
Rats, insects, microdrones, hostile spores, minor spirits. |
Often ignores single-target tactics until scattered, burned, warded, sealed out, or disrupted. |
|
Shield line, soldiers, security team, ritual guard, boarding squad. |
Keeps momentum more easily and applies pressure even on Costly Success. |
|
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 |
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 |
|---|---|
|
Requires bypass, breach, dispel, ritual authority, special tool, or accepted cost. |
|
Reacts strongly to resonance pressure, anchors, zones, rituals, or metaphysical exposure. |
|
Acts without direct human control; may continue after its operator is defeated. |
|
Shares perception, targeting, alarms, or control with other systems. |
|
Linked to a place, oath, spirit, body, memory, or object that must be addressed. |
|
Learns from repeated tactics or shifts defense after exposure. |
|
Consumes lifeforce, charge, heat, blood, memory, time, or another scene resource. |
|
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 |
|
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 |
|
Pressure Options |
Block route, press with shield or baton, call help, expose a trespasser, pin a weapon arm, force a retreat step. |
Tags |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
Tags |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|---|---|---|
|
Guard patrol, duelist, minor beast, shield formation, shrine hazard, raider ship. |
Position, reach, armor, morale, terrain, oath, ward, supply, and formation cohesion. |
|
Rifle squad, factory security, rail pursuit, ironclad, artillery battery, industrial hazard. |
Reload, smoke, machinery, panic, fire, rail timing, chain of command, and supply strain. |
|
Checkpoint team, sniper pair, riot line, armored vehicle, submarine, air support. |
Suppression, radio command, hard cover, detection, vehicle pressure, and collateral risk. |
|
Corporate security, drone wing, smart turret, cybernetic duelist, networked patrol. |
Sensor state, jamming, hacking, target locks, network breakpoints, and remote command. |
|
Boarding team, habitat security, vacuum breach, shuttle pursuit, orbital interceptor. |
Sealed spaces, life support, hull integrity, docking access, cargo stakes, and system damage. |
|
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 |
|
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. |
|
Drone Wing |
Pack |
Advanced |
Breaks when enough drones are disabled or control fails. |
Flank, track, suppress, reveal position. |
|
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. |
|
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.