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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Build Selections

Build Selections

Every adversary is assembled from a few Build Selections, made in this order:

  1. Choose a Role Maneuver. Take at least one maneuver from the adversary's Role. Role maneuvers set how it works in a fight, so this normally comes first.
  2. Choose an Identity Trait. Take a trait from the adversary's Creature Type or subtype. The trait and one maneuver tied to it count as a single selection; if the trait offers more than one maneuver, take the one that best fits the concept and trappings. The trait says what the creature is; the maneuver backs that up mechanically.
  3. Complete the Creature. Spend what's left on whatever develops the concept best: another Role maneuver, another Identity Trait with one of its maneuvers (a second identity layer the creature really has), or a Generic maneuver.

As a rule (GM discretion), every adversary has at least 1 Role maneuver and 1 Identity Trait. Generic maneuvers are shared tools not tied to any Role or identity; reach for one only when the Role and identity lists lack the effect you need.

Selections by Rank

Every rank gets the same three Build Selections. An Elite's Elite Action and a Solo's Solo Package come on top of them. The GM may give a creature more or fewer selections; the Adversary Builder offers to shift its XP value by 10% per selection either way.

Baseline Attacks

Baseline attacks are an adversary's reusable attacks: a sword, claw, bite, bow and so on. Every adversary has at least one. A maneuver with the Baseline trait delivers its effect through a baseline attack; each time you choose such a maneuver, either add a new baseline attack or reuse one it already has, whichever suits the theme and the maneuver. Damage tiers below scale with level on the Damage table.

Bite

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average piercing damage (Damage Track).

Crafting tags: Essence none; Ingredients Bone, Preservative.

Claw

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average slashing damage (Damage Track).

Crafting tags: Essence none; Ingredients Bone, Preservative.

Slam

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average bludgeoning damage (Damage Track).

Tail Strike

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average piercing damage (Damage Track). Has the Reach trait; deals piercing, slashing or bludgeoning to suit the creature.

Crafting tags: Essence none; Ingredients Animal, Preservative.

Beak / Peck

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average piercing damage (Damage Track). Against a smaller target, add Weak damage.

Crafting tags: Essence none; Ingredients Bone, Preservative.

Gore / Horn

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average piercing damage (Damage Track). If the attacker moved at least 10 feet right before attacking, add Weak damage.

Crafting tags: Essence none; Ingredients Bone, Preservative.

Tentacle / Limb Wrap

Baseline, Melee, Natural · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average bludgeoning damage (Damage Track). Has the Reach trait. Instead of dealing damage it may grapple the target, gaining Advantage equal to the Average Step on checks to maintain the grapple.

Crafting tags: Essence none; Ingredients Organ, Preservative.

Longsword

Baseline, Melee, Weapon · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average slashing damage (Damage Track). If the target is adjacent to one of the attacker's allies, add Weak damage.

Spear

Baseline, Melee, Weapon · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average piercing damage (Damage Track). Has the Reach trait. If the attacker moved at least 5 feet right before attacking, add Weak damage.

Warhammer

Baseline, Melee, Weapon · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Strong bludgeoning damage (Damage Track). The damage has the Heavy trait. On a miss, the target gains 1 Advantage on its next attack against this adversary until the adversary's next action or turn.

Short Sword

Baseline, Melee, Weapon · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Weak slashing damage (Damage Track). If the attack has at least 1 Advantage, add Weak damage.

Dagger

Baseline, Melee, Thrown, Weapon · 1 AP

Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Weak piercing damage (Damage Track). It can be thrown instead, Range(10), using the ranged check bonus. Against a Prone, grabbed, Restrained or otherwise compromised target, add Weak damage.

Crossbow

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(30). Has Armor Piercing equal to the Average Step.

Bow

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(40). Within 20 feet, add Weak damage.

Sling

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(40). If the target's Soak is no higher than the Average Step, add Weak damage.

Javelin

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Thrown(20). If the attacker moved at least 5 feet first, the attack gains Armor Piercing equal to the Average Step.

Flintlock Pistol

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Weak piercing damage (Damage Track). Range(40). Has Armor Piercing equal to the Average Step.

Revolver

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(30). Has Armor Piercing equal to the Average Step.

Heavy Revolver

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Strong piercing damage (Damage Track). Range(40). Has Armor Piercing equal to the Average Step.

Winchester Rifle

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(100). Has Armor Piercing equal to the Average Step.

Heavy Winchester Rifle

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Strong piercing damage (Damage Track). Range(150). Has Armor Piercing equal to the Average Step.

Flintlock Musket

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Strong piercing damage (Damage Track). Range(70). Has Armor Piercing equal to the Average Step.

Shotgun

Baseline, Ranged, Weapon · 1 AP

Make 1 action check with the adversary's ranged check bonus against 1 creature within range. On a success, deal Average piercing damage (Damage Track). Range(10). Has Armor Piercing equal to the Average Step.

Ability Timing

  • Passive – always on; costs nothing.
  • Activated – chosen actions. A Taxing ability is limited to once per round, and a creature can use only one Taxing ability per round.
  • Reactive – triggered; spends Reaction Points.
  • Automatic round-limited – applies once per round without a reaction (e.g., "the first time each round…").
  • Recharge – becomes expended when used. At the end of each later turn (not the turn it was used), roll 1d12; on the rank's target (see Ranks table) it is available again.