Game Master / Adversaries / Adversary Roles
Adversary Roles
| Role | HP | Strong | Weak |
|---|---|---|---|
| Brute | Strong | Might, Fortitude, Soak, morale, melee offense, holding the line | Intellect, Reflex, stealth, finesse, perception, tactics |
| Controller | Average | Intellect, Perception, forced movement, conditions, area control, battlefield shaping | Direct damage, prolonged melee, single-target pressure, Soak, being locked down |
| Leader | Average | Intellect, Charisma, commands, ally support, coordination, working with allies | Might, Fortitude, direct combat, Soak, fighting alone |
| Predator | Weak | Intellect, Reflex, stealth, patience, exploiting openings | Fortitude, Soak, morale, direct combat, prolonged engagements |
| Soldier | Average | Might, Reflex, melee offense, morale, holding the line, interception, coordination | Stealth, speed, spellcasting, independent action, chase pressure |
| Sniper | Weak | Reflex, Perception, ranged offense, target selection, precision, overwatch | Might, Fortitude, melee offense, Soak, morale |
| Skirmisher | Average | Reflex, speed, repositioning, pursuit, exploiting openings | Fortitude, Soak, holding the line, being locked down, morale |
Role Maneuver Categories
Each Role's maneuvers are grouped by theme; choose from the category that matches the concept.
Role maneuvers generally scale with Strong steps/magnitude; identity and Generic maneuvers generally with Weak or Average. Most rider saves use DC 10 + half the damage actually taken (after Soak and Resistance); others are made against the creature's action check.
If a quality is listed as Strong, use the Strong value from the statistic tables for the adversary's level; if Weak, the Weak value; anything not listed is Average.