Qualities

A CAGE OF WORDS

The Antagonist is a skilled dissembler, hiding behind veritable volumes of verbiage when pressed on a subject.  Any attempts to Influence the character though reason or debate are at +2 difficulty. Additionally, if a character fails such a roll, they gain the Befuddled Condition for a scene, as they try to work out what was just said.

A THOUSAND SHIPS

The Antagonist is stunningly beautiful — whatever that may mean for the present cultural milieu. While wars are no longer typically fought over extremely attractive individuals, competition for the Antagonist’s affections is practically certain, and bitter hostility between competitors is not unlikely. The Antagonist may induce any two Storyguide characters to come to blows over their besotted passions, or for 1 Tension cause a Storyguide character to attack a player character, even in situations where violence would not normally be expected or tolerated.

APOCALYPTIC PRESENCE

Prerequisite: Rival or higher Archetype
The Antagonist is something deeply otherworldly — there is no way it can pass itself off as a something mundane, let alone mortal. It is terrifying and wondrous to behold, an awesome-in-the-literal-sense revelation that leaves even the most stalwart of mortals utterly befuddled. Only beings with a Legend rating (or those doing so from a great distance, where proper apprehension of the Antagonist is impossible) may oppose or attack the Antagonist.

ARMED

Pick two weapon tags. Pick two weapon tags corresponding with the tags of the creature’s main weapon. You can take this quality multiple times to represent multiple weapons.

ARMOR PIERCING

Prerequisites: Rival or higher Archetype
Attacks made by the Antagonist do not suffer increased Difficulty to Inflict Damage due to Soft Armor.

ARMORED SHELL

This creature includes some kind of built in protection such as Metal or hard Chitin. Give it two Armor tags.

ASTRIDE THE WORLD

Many semi-divine beings possess a sense of power and size wildly out of step with their true shape. They may seem to fill a room despite being no larger than a mortal, so tall that their head scrapes the very vault of the heavens — but nonetheless, they can pass through a normal door like anyone else. Antagonists with this Quality gain Narrative Scale against trivial characters and surroundings. This Quality may be purchased multiple times, each granting a level of Scale.

Attentive

The adversary is extraordinarily difficult to take by surprise. All actions to avoid its attention face a Major Complication. Failure to buy it off alerts the adversary that something’s amiss despite not noticing the character, and it will investigate the general area. Additionally, attempts to evade its pursuit or lead it on a false trail are made at a +1 difficulty.

If the adversary is supernatural, this grants it the ability to provoke clashes against anyone in any form of invisibility or in incorporeal form using the adversary’s primary pool.

BALEFUL TOUCH

The Antagonist seethes with some kind of energy or substance inimical to life — anything from fire to acid to the touch of death itself. Any attack made by this Antagonist fills in an additional Health box, unless that Health box would inflict an Injury Complication greater than the one marked normally. For example, if a character only had one Bruised and one Injured Condition remaining, she would only mark Bruised.  For 1 Tension, the effect lingers — the target’s clothes catch on fire, the acid clings and keeps eating away, etc. If the target does not take an action on her next turn to ameliorate the effects (which can be Mixed), she will take one additional damage.

BEHAVIOR

The Antagonist is compelled to do something or consume something outside the bounds of what is considered normal. Wendigo consume human flesh, for example (a popular choice when it comes to mythological monsters, but far from the only one).  To resist this impulse (for example, to attempt to hide their true nature), the Antagonist must succeed on a difficulty 2 Desperation Pool roll. Failure does not necessarily mean immediate indulgence (this is left to the Storyguide’s discretion), but some behavioral quirk shines through. An Occult roll (difficulty 2) is necessary to discern the Antagonist’s nature if the Antagonist attempts to restrain themselves; if they indulge, the roll is difficulty 1 instead. If the Antagonist has one or more Flairs on Cooldown, indulgence of the Antagonist’s Unnatural Hunger counts as satisfying one Cooldown condition — Storyguide’s pick.

BURROWER

This creature is capable of digging through any material. It can move into the ground as part of it’s movement. When it is underground, it gains Heavy Cover against any attacks and full concealment against most attacks._

creature quality

BY DIVINE RIGHT

Prerequisites: Nemesis or higher Archetype
The Antagonist is a leader or ruler, perhaps of a Worldly sect or nation, perhaps from Terra Incognita. In any case, she has tremendous resources to draw upon — if she needs something, she has it, unless it’s one of a kind and already claimed or plot-important (in which case, she’s probably coming for it as part of the story!). In addition, she has bodyguards — two Rivals and three Foes, whose design is at Storyguide discretion. For 1 Tension, she can instantly summon these bodyguards even in situations where it wouldn’t be reasonable for them to be at hand.

CENTER OF GRAVITY

The Antagonist is the center of the social scene, and effectively controls the discourse. Attempts to shift attitude above the Antagonist’s own Attitude towards that character suffer a +2 Complication.

Clingy

Whether through multiple limbs, an engulfing anatomy, or stranger features such as gravitational powers or time magic, the adversary locks their enemies into place with ease. The Break-up Grapple, Overwhelm, and Disengage Tricks cost 1 additional hit to be purchased against adversaries with this quality. This quality has two versions: aggressive and defensive.
With the aggressive version, the Establish Grapple Trick is
reduced to 0 hits.

With the defensive version, all Close Combat actions against the adversary suffer a Minor Complication. Failure to buy it off results in the adversary grappling the character.
The quality can be picked multiple times to grant the adversary both versions.

COLLATERAL DAMAGE

Prerequisites: Rival or higher Archetype
Whenever the Antagonist successfully deals damage, the surrounding area out to Short Range  automatically becomes Difficult Terrain, as the ground is torn up, walls collapse, and so on. The  storyguide may spend 1 Tension to completely destroy any object or structure (up to the size of a house or small apartment building) using such an attack, and is encouraged to give florid descriptions of the aftermath.

COMPANION CALL

Type: Utility
Cost: 1 Momentum
Duration: Instant
Subject: Your Companion
Range: Medium
Action: Simple
Cooldown: One scene.
Your companion is good at following along hidden just out of view until called upon. Whenever it is not present in a scene, you may spend a momentum to have it appear suddenly in the scene. This could represent creature being summoned via magic portals, being whistled at to come out of hiding, or lifting it’s invisibility to reveal it was there all along.

CROSS-TRAINING

Any mixed actions the Antagonist undertakes use the higher of the two Pools, not the lower.

DIPLOMYTHIC IMMUNITY

Prerequisite: Rival or higher Archetypes
The player characters may be the children of Gods, but some people are still off limits. The Antagonist is related to someone — almost certainly a God — who is powerful, dangerous, or well-connected. Whatever the reason, others will be unwilling to give evidence about her, higher-ups in the player characters’ own pantheon will discourage further investigation, and so on. All intervals spent directly investigating the Antagonist incur a +2 Complication. This Quality may be specified to include only a single pantheon, and will only affect intervals relying on anything associated with that pantheon.

DISEMBODIED

Prerequisite: Nemesis or higher Archetype
The Antagonist lacks a body — instead, she uses the bodies of others, hopping between them the way most people change their socks. This may be dangerous or even deadly to the victim being ridden — this is left to Storyguide discretion. Killing the ridden victim will not kill the Antagonist, only force her to take a new body. However, exorcism rituals can force the Antagonist out, bindings can trap her, and purification rituals may be able to destroy her. Antagonists with this Quality may not possess player characters.

DOMINION

The Antagonist has attained Dominion over a specific Purview. She may gain Divinity Dice by taking action that either strengths or resonates with the Purview, and may use those Divine Dice in the same manner as player characters. She may create marvels of the Purview as a Simple Action without spending Tension to do so.

DRAGON BREATH

Prerequisite: Rogue Agent or higher Archetype The Antagonist has some kind of breath weapon which she can unleash as a ranged attack. This could be anything from poison gas to gouts of flame. When she makes an attack with her breath weapon, it gains the Ranged, Aggravated, and Shockwave Tags.

Energy Vacuum

Anyone within medium range of this adversary immediately suffers either the Exhausted or Slowed status effect (chosen when gaining this quality). For as long as the character remains within range, this status effect resolves only if they lash out (verbally or physically) against another character within the same range. If they exit this range, they retain the status effect but may resolve it normally.

ENTRAP

The antagonist has a natural weapon that she can use to pin a target. It could be a web or spine that she shoots at her target, or a stinger at the tip of a long tail. When making an attack with that weapon, the antagonist can choose the Pin Stunt as though she were in control of a grapple with her target.

ETHEREAL

This creature does not exist in the material plane. It could be a spirit, ghost, or elemental. It does have a physical body but is immune to most kinds of attacks. You gain the Vulnerability quality but do not gain the bonus Quality

Exposing

Anyone within medium range of this adversary immediately suffers the Deprived status effect. For as long as the character remains within range, this status effect only resolves if they consume the flesh or blood of another character within the same range. If they exit this range, they retain the status effect but may resolve it normally.

FAST

When mounted on this steed, increase your Speed Scale according to its birthright Dots. If you have 1-3 Birthright dots in this Creature, the Speed Scale is 1. If you have 4-5 dots, the Speed Scale is 2.

Feral

Whether ferocious or docile, the adversary’s mind is alien to the characters’ thought processes. Influence actions against it incur a Major Complication, where failure to buy it off indicates the creature reacts badly, misinterprets orders, or forces a hard bargain instead.

FLIGHT QUALITY

Creature
This Creature ignores any Difficult or Dangerous Terrain, unless that Terrain represents atmospheric conditions. Additionally, if this Creature chooses to Disengage vertically, she cannot be followed unless the pursuer has some means of matching her, such as flight or superhuman leaping abilities

Antagonst
The Antagonist has speed Scale 1 when flying and ignores any Complication from Difficult or Dangerous Terrain, unless that Terrain represents Atmospheric conditions. Additionally, if this Antagonist chooses to Disengage vertically, she cannot be followed unless the pursuer has some means of matching her, such as wings or magi

Frightening Presence

Both people and animals see the adversary as a threat not to be provoked, providing 1 Social Advantage when intimidating others, and imposing the Terrified status effect when it successfully frightens a target. Mundane people and Shivers flee from the adversaries at the mere sight of them.

Fury

When reduced to half its injuries or lower, the adversary gains 1 Power Advantage for the remainder of the scene, even if it subsequently heals above half its injuries.

GIANT

You are not only large, but you are very tall. Melee Attacks normally come up to your knees at best. Your Defense is increased by 1 against attains Melee Attacks and attacks with Range: Close. Your weapons are also massive, and you gain +1 Power Scale in addition to your Size Scale.

GOLIATHS QUALITY

Milestones: Size+Legend+Threat
Player Threat: 0 (Unawareness) - 5 (Active Threats)
Scale:
Extras:
GOLIATH

Characters opposing a Goliath must pass a given number of Milestones, equal to the Goliath’s relative Size + Legend +Threat, to destroy it. The difficulty of each Milestone is equal to the Goliath’s Scale, and represents minutes equal to the Goliath’s Size. Failure on Milestones may inflict Conditions; Complications on Milestones may include increasing the Goliath’s awareness of the characters (and therefore its Threat; if this would exceed 5, the Goliath is enraged, with suitable consequences). Success on a Milestone represents focused but significant damage done to the Goliath or actions that successfully impede the Goliath in some manner.

The monster has several segments each with its own health boxes. If a Segment is destroyed by filling its three Health boxes, that Segment cannot act until it fully regenerates. Segments in the process of regenerating cannot be targeted. Add one Health box each time a head fully regenerates — once three have been added, they form a new Segment.

Some Antagonists have clearly defined subsystems or parts that pose a threat on their own. Consider a gigantic scorpion, which pinches and cleaves with its razor-sharp claws while its venomous tail rains down blows from above — dealing with one might not end the threat from the other,in the short term or otherwise. The Independent Segments rules model complex opponents like this.

Regardless of how many Segments a creature possesses, all those Segments use the creature’s overall Traits, with the following caveat — each Segment has its own Health track, Defense, and Initiative; and Qualities and Flairs are assigned to a specific Segment.

Characters opposing a Goliath must pass a given number of Milestones, equal to the Goliath’s relative Size + Legend +Threat, to destroy it. The difficulty of each Milestone is equal to the Goliath’s Scale, and represents minutes equal to the Goliath’s Size. Failure on Milestones may inflict Conditions; Complications on Milestones may include increasing the Goliath’s awareness of the characters (and therefore its Threat; if this would exceed 5, the Goliath is enraged, with suitable consequences). Success on a Milestone represents focused but significant damage done to the Goliath or actions that successfully impede the Goliath in some manner.

When all Milestones are passed, the Goliath is effectively destroyed, even if its physical form is intact. Use the following template for Goliaths:

Threat: Threat represents the Goliath’s willingness or ability to directly attack the player characters, rated from 0-5; 0 represents a Goliath that is unaware of the characters’ actions, while 5 represents a Goliath that is both highly aware of and actively trying to harm the characters. If the Goliath takes an action, roll its Threat as a dice pool and apply Scale (Dramatic against Heroes, Demigods, and similar mythic beings; Narrative against anything else).

Legend: If the Goliath is divine (likely, but not required), it has a Legend rating.

Size: The size (in terms of Scale) of the Goliath relative to the attackers; if Sizes vary, use the smallest Size in the group and apply Enhancements relative to that Scale. If the Goliath is essentially a collective (such as an army or a population at large), the Size models their number.

Narrative Scale: This represents the Goliaths destructive powers relative to the characters and environment.

Extras: If the Goliath has any particularly unusual abilities, list them here. Goliaths are most useful, in a storytelling sense, as a way to include conflict without that conflict necessarily revolving around interpersonal violence (though it can also serve as a big cinematic boss-fight system, as well).

SEGMENTS

Health: (Segments of 3, Health Base 1)
Extras: Segment Regeneration

SEGMENT REGENERATION
The monster has several segments each with its own health boxes. If a Segment is destroyed by filling its three Health boxes, that Segment cannot act until it fully regenerates. Segments in the process of regenerating cannot be targeted. Add one Health box each time a head fully regenerates — once three have been added, they form a new Segment.

GROUP

This is not one enemy, but many working together. This creature can attack multiple times (Equal to the number of PC actions, plus one). Abilities that usually target single enemies, are applicable against this entire group. This enemy can forgo one of it’s actions to gain +2 Enhancement on it’s turn. If the creature has Armor, it’s considered to have Armor boxes equal to it’s health.

GROUP TACTICS

The Antagonist has been trained to operate in a group. This Quality is typically assigned to several Antagonists at once. When doing so, select one Antagonist as the leader. If that Antagonist is a Mook, promote them to Professional. If the leader is taken out, remove this Quality from all other Antagonists under their command. Antagonists with Group Tactics receive +1 Defense, +1 Health, and a +1 Enhancement to any combat action when two or more Antagonists with Group Tactics attack a single target during the same turn.

HARDENED

Your creature is made of some supernaturally tough material and is nearly impenetrable. Increase its Durability Scale according to the dots invested in this Birthright. If you have 1-3 dots in this brighright the Durability Scale is 1. If you have 4-5 dots in this birthright, the Durability Scale is 2.

HEARTY

Your creature does not know the meaning of the word ‘Quit’. Gain 2 additional Health Boxes.

HEAVILY ARMORED

The Antagonist has +3 Armor. Split this between Hard and Soft Armor.

HELPLESS FASCINATION

The Antagonist is fascinated by a certain object, condition, or type of individual, and when confronted with one must roll her Desperation Pool to avoid becoming entranced. Entranced Antagonists suffer the effects of the DREAD GAZE Flair (p. 149) until the triggering stimulus is removed.

HIT AND RUN

Type: Attack
Cost: None
Duration: Instant
Subject: Self
Range: Self
Action: Simple (Reflexive for companions)
Cooldown: One round.
The Antagonist makes a single attack roll at close range, subtracting three dice. Whether the attack succeeds or not, immediately afterward the Antagonist moves to short range. A companion with a Scion currently mounted on them can use this Flair as a reflexive action when their Scion makes an attack roll (and sacrifices the required three dice).

HONOR BOUND

The Antagonist is bound by oaths freely given; once she’s made a promise, she must uphold it. She may try to weasel out on a technicality — this is not only acceptable, it is encouraged — but the letter of the oath cannot be contravened.

Hopeless Scenario

Anyone within medium range of this adversary immediately suffers the Crestfallen status effect. For as long as the character remains within range, this status effect resolves only if they pass on the status effect to another character. If they exit this range, they retain the status effect but may resolve it normally.

IMMORTAL-ISH

The Antagonist can be killed, but will inevitably return to life, whether by reanimating their body, reincarnating, or whatever method is appropriate. Choose a source of damage (fire, arrows, drowning, etc.) that can permanently kill the Antagonist, preferably something thematic such as antivenom for a venomous or otherwise toxic Antagonist.  This Quality does not apply if the Antagonist was slain by a being of greater Tier, or if the Antagonist has completed the Descent Deed of Apotheosis.

Immunity

Choose a single source of damage, such as toxins, fire, electricity, and so on. The adversary doesn’t suffer damage from this source. This quality can be applied up to three times.
Incorporeal

The adversary has a ghostly body and cannot be damaged by ordinary means. It can also pass through solid objects, walls, and other obstructions. Incorporeal entities cannot take actions against corporeal entities without the use of Dread Powers. It is typically hard to perceive while incorporeal, unless magic is involved or otherwise stated. When you choose this quality, select at least one source of damage that the adversary is vulnerable to while incorporeal. Nonphysical attacks, such as spells with the Emotional, Ethereal, or Psychic attunements, always ignore this quality.

IMPERFECT DISGUISE

The Antagonist may be able to hide most of her supernatural qualities, but something still shows. This results in a distinguishing feature that may give them away, be it behavioral or physical — huldrefolk have a tail, for example. Spotting the feature and correctly identifying it requires a Difficulty 2 Occult roll.

INCORPOREALITY

Antagonists with this Quality cannot be damaged by ordinary means, and may pass through objects, walls, or other obstructions. Antagonists with this Quality must take the Vulnerability Quality — this source of damage is capable of affecting the Antagonist.

INDESTRUCTIBLE

Choose a source of damage. This source of damage is the only one the Antagonist marks Health boxes from suffering. Storyguides should resist the urge to make Antagonists, even ones that are load-bearing for the ongoing story, vulnerable only to things that are practically impossible to get, like weapons-grade nuclear material or the atmosphere of Saturn.

INSTITUTIONAL DISBELIEF

Mortals in The World are generally aware of the supernatural in a vague sense, but this does not mean that most are willing to engage with it. Indeed, even apart from disbelief, believers themselves may be best inclined to leave well enough alone. Maybe they’re just a part of society nobody wants to deal with, like the Mob of whatever-culture. Whatever the reason, mortal authorities and organizations are largely unwilling to deal with the Antagonist. Any attempts to evoke a mundane Path to gain resources or leads for investigating or dealing with them automatically fail. Players may attempt to lie, mislead, or otherwise conceal the nature of their request, but must make an appropriate roll to do so, with a difficulty of 2. Should they succeed, they must still keep things quiet — retaliation may occur if the truth comes out. Explicitly supernatural or Pantheon Paths are unaffected by this Quality.

INTERFERENCE

The Antagonist possesses a powerful Fate. At the Storyguide’s discretion, she can Fatebind other Storyguide characters who are not already Fatebound to a player character, replenishing one Tension if she does so. Fate is warped in the Antagonist’s immediate presence, reducing the strength of other Fatebindings by 1 for the duration unless the character to whom the Storyguide character is Fatebound has a Legend higher than the Antagonist’s Desperation Pool.

INVULNERABILITY

Choose a source of damage, such as toxins, fire, electricity, and so on. The Antagonist does not take Health damage from this source. Storyguides take note: “Player characters” is not a valid category for this Quality.

KEYSTONE

The Antagonist’s life force is bound to an object, person, or element. Should the Antagonist’s Keystone be removed, damaged, or otherwise negated, apply the following effects: −2 Defense, −2 Health. The Health track cannot be reduced below 1; all other Traits cannot be reduced below zero. If the Antagonist has already taken damage, remove empty Health boxes first. If the Antagonist has no Health boxes remaining afterwards, she is Taken Out.

LARGE

Your creature increases in size based on the companion birthright. If you have 1-3 dots in this birthright, the creature can be up to Scale Size 1. If you have 4-5 dots, you may increase to Scale Size 2. If you have exactly 3 dots, then your creature receives Size 1 for free.

LIFE DRAIN

Prerequisites: Rival or higher Archetype
The Antagonist’s blows drain the life out of victims, sapping their strength even as it kills them, and empowering the Antagonist to boot! Whenever a character takes damage from the Antagonist’s Close Combat attacks, the following occurs: The target character suffers marks off a Health box as usual, and suffers a cumulative +1 Complication on all rolls involving physical exertion for the remainder of the scene for each blow taken (this does not include attack rolls). The Antagonist gains a +1 Enhancement to any Close  Combat roll for every successful attack made, to a cap of the number of player characters in the scene.

Life Drain 1

Prerequisite: Terror or higher
Everyone within short range of this adversary suffers 1 injury per round. A character may choose to suffer this damage for another who is also in range. A character cannot force another to suffer damage for them; it must be taken willingly.
Locked Door

The adversary is immune to acts of bodily possession from creatures that can use spells to inhabit and control their form, such as the Dead. This quality confers no additional defense against acts of mental or emotional control from acts of hypnotism, influence, and other forms of coercion.

LOAD-BEARING VILLAIN

A structure (preferably but not always the one the confrontation is taking place in) is inextricably bound up with the Antagonist. The Antagonist is aware of what happens inside the structure, gaining a +2 Enhancement for tracking, perception, and associated rolls. When the Antagonist suffers Health damage, the structure begins to shake itself apart or is otherwise compromised; if the Antagonist dies, the structure collapses or is otherwise destroyed.

MAGICAL ASSISTANT

Type: Utility
Cost: None
Duration: One Action
Subject: Self
Range: Self
Action: Reflexive
Cooldown: One Scene
This creature is filled with arcane energy that can be used to enhance certain kind of magicks. Instead of taking it’s own action, the creature grants the Scion +2 Enhancement towards a certain type of action (Determined when this flair is taken). This could be, for example, a Homunculus using it’s Alchemical knowledge to help the Scion create a potion.

Malleable

The adversary possesses a pliable body or lacks any skeletal structure to speak of. It can slip through cracks and crevices effortlessly, though depending on the difference between its size and the width of the passage, the movement could count as a simple action rather than a reflexive one.

MARTIAL ARTIST

Martial Artists train their bodies to maximize their own potential. As such, they are capable of physical feats in excess of the average fighter. Rare Martial Artists may develop supernatural powers that defy rational explanation, but this is beyond the scope of this particular Quality. Mortal Martial Artists receive a +1 Enhancement to Barehanded Combat. Select a specific weapon, such as a tonfa or a sword. This weapon counts as barehanded for the purposes of this Enhancement. They also receive +1 Defense and +1 Health.

MARTIAL ARTIST (HEROIC)

The Antagonist’s martial-arts training goes beyond the mundane application of force and enters the realm of the fantastic. In addition to the benefits listed below, choose an effect associated with the Antagonist’s attacks, such as causing flame to erupt wherever her punches land or being able to strike foes in near range as though they were in close range. This effect is always on — it is a natural ability that the Antagonist has honed until it has become second nature. She gains a +2 Enhancement to Barehanded Combat. Select a specific weapon, such as a tonfa or a sword. This weapon counts as barehanded for the purposes of this Enhancement. She also gains +1 Defense and +2 Health.

MIASMIC PRESENCE

The Antagonist’s very presence contaminates The World in some way, clearly showing the work of the unusual and mythic. A ghost’s presence may cause mirrors to tarnish or shadows to lengthen unnaturally, while a vampire might cause holy symbols to burst into flame. Select the condition and effect when this Quality is assigned — any character, if successful on an Occult roll (difficulty 2), may immediately recognize the presence of the specific kind of creature she is dealing with.

MONSTROUS PRESENCE

name: Cask of Faerie Winete
●●
Motif: Oh, faerie wine, sweet as a dream,  One sip, and nothing is what it would seem.
Purview: Passion
knack:  When freely imbibed, 

MYSTIC ARSENAL

Prerequisite: Rival or higher Archetype
The Antagonist is experienced with mythic forces, wielding them like the finest and most sophisticated of weapons. She likely possesses a Relic — if not, she has some other form of signature weapon or item that greatly empowers her. Any actions undertaken with this item receive a +2 Enhancement, and if the Storyguide spends 1 Tension, she may raise that to +4 for a single action. Choose a Purview — when wielding the item, she may channel it to create marvels at the cost of 1 Tension. Play fair — if the player characters defeat the Antagonist and take her stuff, they get a totally cool Relic or other mystical object. No takebacks. Of course, that doesn’t mean the Antagonist’s friends won’t try to get it back! Work with the players to design an appropriate Relic using the rules provided for player characters.

NATURAL WEAPON

Some beings are possessed of natural weaponry, such as claws, teeth, armored tails, horns, and so on. Such weapons cannot be disarmed without a (likely very gruesome) stunt.

NOTICE

This creature is large enough or powerful enough that it simply ignores things until they do something to earn it’s ire. Notice exists on a scale of 0-5. For each level of notice, it takes an aggressive action against a PC. It also adds this amount in extra dice to it’s dice pool and can purchase the ‘Inflict Damage (1s)’ stunt one additional time per level.

Notice is a collective pool that applies to all PCs equally. It is ultimately up to the GM to determine if an action is significant enough to raise the level of Notice in an encounter. However, as a general rule, successful attacks against the Antagonist raise Notice, and successful attempts to evade notice decrease it.

At the end of a scene, Notice is reset to zero.

Noxious Blood

Acid, mercury, or another hazardous substance runs through the adversary’s veins. Characters who attack it in close range must buy off a Complication to avoid taking 1 injury.

OBLIGATION

Prerequisites: Rival or higher Archetype
The Antagonist is steeped in the power of reciprocity, of exchange and obligation. Any agreement made with her is supernaturally binding. When used against player characters, the Storyguide may spend 1 Tension to force the issue in a number of ways — Fate will conspire to see the accord carried out, the character feels a compulsion to do so (represented by a Condition such as Addiction), or retribution awaits the oathbreaker.

OMNI-ORACULAR

The Antagonist is gifted with an on-demand prophetic sense; regardless of how she does so, she is able to do it reliably, even amid combat. As long as the Antagonist is able to communicate with her allies, those allies gain a general +2 Enhancement.

PERFECTED SOLDIER

Even among legendary warriors, there are those who inspire awe or terror. Beyond the level of Super Soldier, the Perfected Soldier Antagonist is a terrifying hing to behold. She gains a +2 Enhancement to any Combat Ability, Soft Armor, and +3 Health. In addition, whenever she successfully inflicts damage, she may reflexively inspire a nearby ally, giving them a +1 Enhancement toward their next action

PHANTASMIC SUBSTANCE

The Antagonist’s physical substance is of a form of matter alien to the World in some way, whether it’s from another part of the universe or a different universe altogether. This alien matter reacts in strange ways with normal matter, often either consuming or replacing it on a cellular level like a disease of chemistry. Areas the Antagonist has spent more than a scene in acquire an increasingly otherworldly cast that deepens the longer it spends there — eventually, the locale will come to look completely alien.

PHYSIOLOGICAL VOID

The Antagonist is only embodied in the most tenuous of senses, and does not depend upon her flesh and blood to sustain her existence, much less to remain active. The cost of the Inflict Damage stunt is raised by 1 success for all physical attacks (spiritual or magical attacks, including those made with relics, pay the normal rate) made against the Antagonist, and she does not suffer Injury Conditions.

Reanimation

When you choose this quality, pick a specific method or tool. Unless killed by the chosen method, the adversary returns to life after the session ends. Common options to counter this quality include fire, beheading, or complete body destruction. Some adversaries follow other criteria, such as a limited number of resurrections or specific conditions.

REGENERATION

Prerequisites: Nemesis or higher Archetype
The Antagonist heals one Health box per round, starting from the left and moving right. Antagonists with this Quality must also take the Vulnerability Quality (Scion: Origin, p. 149). Damage from the defined source is not regenerated. If the Antagonist survives the fight, the damage heals at a rate of one box per day.

SANDBAGS

Not all Qualities are positive — after all, even Antagonist characters have weakness consisting of more than those actions they aren’t good at. Sandbags exist to tune difficulty down just a hair by giving specific gaps in an Antagonist’s abilities — in other words, the big flashing weak point for players to figure out, expose, and strike.

SEEING RED

Cost: None
Duration: (filled Health boxes) turns
Subject: Self
Range: Self
Action: Reflexive
Cooldown: The Antagonist takes damage
The Creature may enter a frenzied state, during which they feel no pain and are largely incapable of doing anything but attacking the nearest target. This adds a general +1 Enhancement to Close Combat rolls, which rises to +2 if the Creature has has only a single Health box remaining

SEGMENTED

Prerequisite: Wyrm Tracker or higher Archetype
The antagonist exists in a segmented form. When you choose this Quality, select a number of Segments that makes sense (ex. a young hydra with 3 segments, one for each head). Each segment has the same number of Health, which adds up to no more than twice the archetype’s maximum Health.
The antagonist is not fully defeated until all segments are Taken Out. Segments count as allies to the antagonist for the purposes of Flairs that heal or buff allies. Certain Qualities may come from the segmentation, such as an extra arm or an extremely long tail. Take note that the antagonist may not have access to those Qualities if that segment is Taken Out.

SHADOW STEP

Type: Movement
Cost: None
Duration: Instant
Subject: Self
Range: N/A
Action: Simple
Cooldown: One Scene
The Creature is able to reestablish stealth during combat, allowing her to make a surprise attack on her next turn. She must still succeed at a stealth roll in order to do so — this Flair simply makes it possible.

SHATTERING TRANSFORMATION

Prerequisite: Rogue Agent or higher Archetype
The Antagonist has a drastically more powerful form, such as a Dragon shape or other. For 1 Tension, they can they assume that form. Doing so grants +2 Enhancement to one action in a Primary Pool, +1 size and force Scale, and Hard Armor 3 if they don’t already have it. This power is always obvious and usually quite loud.

SHROUD

The Antagonist is able to partially conceal her presence, along with any characters within close range. All attacks made against shrouded characters suffer a +2 Complication to the Inflict Damage Stunt.

SLIPPERY

The Antagonist’s body is covered in a slick surface, maybe scales or a slippery hide. Attempts to establish a grapple suffer a +1 Difficulty, and using the Pin, Position, and Takedown Stunts in a grapple cost an additional success to perform. Additionally, the Antagonist can slither their way into tight spaces one would not think they could based on their size.

SLOTHFUL RESILIENCE

The Antagonist is either unwilling or unable to consider action. Consider the Scale to be two higher than it normally could be for the purposes of Influencing this Antagonist, to a maximum of five.

SNIPER

Snipers are trained to engage at long ranges — sometimes, even beyond what would ordinarily be considered the effective range of their weapon.  However, as a consequence of keeping their enemies at arms’ length, they are somewhat less accustomed to physical punishment, and have −1 Health as a result. All ranged weapons wielded by Snipers consider their range to be one greater than it actually is.

Split

Upon death, the adversary divides into two smaller versions of itself, or components of the original (i.e., a cultist of the scuttling tongue becomes a crawling tongue and a homicidal human). The creatures share the same qualities and Dread Powers as their progenitor, but their template lowers by one step. Once reduced to Shiver, the adversary loses this quality and all Dread Powers for which they no longer meet the prerequisites.

If this adversary possesses the Vulnerability quality and is slain via these means, the adversary doesn’t split.

Spread Infection

Choose a vector for the infection when picking this quality. Whenever the adversary attacks with that vector, it gains access to the following combat Trick:
Infect (2 hits): The target must succeed on a Survival action against a difficulty 1 or gain the Infection status effect. Circumstances such as Dread Powers or area effects my increase the difficulty of the Survival action.

STABLE

The Antagonist is extremely stable, either because of their body shape or training. The Antagonist is immune to effects of the Knockdown/Trip Stunt.

STAND TALL

Attempts to employ the Knock Down Stunt against this Antagonist suffer a +2 Complication.

SUBTERRANEAN MOVEMENT

The Antagonist may elect to move through the ground rather than over it. Digging into the ground or emerging from under the ground is a basic action. While underground, she cannot be attacked; however, she cannot attack others without emerging. If she emerges beneath another character, treat this as an attack at close range and halve the Antagonist’s Defense until her next turn. If the Antagonist wishes, she may Disengage by digging into the ground and tunneling away, and cannot be followed unless her pursuer also has some means of doing so.

SUPER SOLDIER

Many cultures have oral legends of men and women who were, by their very nature, superior combatants in every way. Sometimes, this was the result of training or lineage; other times, divine guidance or blessing. In any case, a Super Soldier is an extremely dangerous foe, and likely to be a master of whatever techniques she has devoted herself to. She receives a +1 Enhancement to any Combat Ability, +1 Armor (choose Hard or Soft), and +2 Health.

SURE FOOTED

Difficult Terrain doesn’t affect the movement of this Antagonist.

SWALLOWED NAME

The Antagonist has mystically devoured or hidden its own true name and source, making it very difficult to verify any true details about them or magically harm them. Any attempts to, track, make Intrigue actions against, or to harm them with any magical effects from Purviews, Dragon Magic, or similar sources suffers +2 Difficulty. Finding out their true name negates this effect. Attempts to reveal the name with magical means provokes a Clash of Wills.

SWARM

The Antagonist is not a single being, but a swarm of smaller creatures. Damage to this Antagonist’s Health boxes represents individual creatures dying or the swarm being dispersed. Normal attacks against Swarm Antagonists suffer a +2 Complication to the Inflict Damage stunt, unless the attack strikes an area or is suitably broad in scope (a Molotov cocktail would work, for example, as would a shotgun at close range).

SWIMMER

The Antagonist has speed Scale 1 when swimming and ignores any Complications from moving under water. For 1 Tension, the Antagonist can breath under water for the rest of the scene

TOUGH AS NAILS

Prerequisites: Rival or higher Archetype
When the Antagonist takes damage, raise the Antagonist’s Defense by 1 for a number of turns equal to the number of Health boxes currently filled. If she takes damage again before her Defense returns to normal, reset the countdown.

TOUGH HIDE

This Creature’s hide is made of strong material granting it protection in battle. Gain 1 Armor

TOXIC

The Antagonist is poisonous or venomous. Choose a vector for the toxin (touch, consumption, fluid  ransfer, aerosol, etc.), and select the Poisoned Condition (p. 125).  Aerosol toxins require the target to be within close range of the point of origin. All others require either a successful attack roll or a roll to trick the target into exposure.

TWITCHY

The Antagonist’s Initiative Pool receives a +2 Enhancement.

UNSEEN

The Antagonist is invisible. She cannot be detected by visual means. She receives +3 Defense and a +3 Enhancement to any stealth action. If other characters employ some method of tracking the Antagonist (throwing flour into the air, for example, or using superhuman hearing to follow her heartbeat), her Defense and Stealth Enhancement drop to +1. For 1 Tension, the Antagonist may make a surprise attack even after combat has started.
All Antagonists with this Quality must take the Vulnerability Quality (Scion: Origin, p. 149) — in the presence of their weakness, this Quality does not function.

UNSTOPPABLE

Prerequisites: Rival or higher Archetype
The Antagonist is blessed with a truly massive physical form, likely standing at least eight or nine feet tall and at least half that across. She automatically succeeds on any Feat of Strength rolls appropriate to her Tier. Additionally, any allied characters within close range of the Antagonist receive the benefit of the Antagonist’s Armor (but not her Defense).

Unusual Anatomy

The adversary’s biology demonstrates extraordinary resistance to all sorts of stress, to the point it’s questionable to define it as “living.” Increase the cost to purchase the Critical Trick by 1 hit for all non-spell altered attacks. The Storyguide can also use this quality to represent undead, artificial, or otherworldly creatures, choosing whether the adversary ages and if it needs to breathe, sleep, or eat.

VENGEFUL BLOOD

Prerequisite: Nemesis or higher Archetype
Whenever the Antagonist takes damage from a source that would spill blood (typically blades, but also bullets or particularly vicious beatings), create a number of Foes equal to the number of the Health boxes currently filled. Such beings (who may or may not be human) often spring from the very ground wherever the drops of blood fall.

VULNERABILITY

Choose a source of damage — for example, fire, salt, silver, etc. When the Antagonist takes any damage from this source, mark a second Health box as well. If attack is a critical strike, mark four Health boxes instead of two.

WALL WALKER

The Antagonist may Move up vertical surfaces at normal speed, and may even move across ceilings or other such overhangs. Attacks while clinging to such surfaces must be made as a Mixed Action if the Antagonist is attempting to Move while doing so.

WARNING CRY

Type: Utility
Cost: None
Duration: Instant
Subject: One character
Range: Medium
Action: Simple
Cooldown: One scene, Reflexive for companions
The Antagonist cries out, makes a gesture, or otherwise communicates a warning to their compatriots. They add their Initiative roll to the roll of another character who can perceive their warning. The Antagonist who uses Warning Cry takes no other action in the first round of combat.

When a companion uses Warning Cry to improve their Scion’s Initiative, the Scion gains Enhancement 1 to defend against the first attack directed at them

WEAKNESS

This creature has some discoverable weakness or vulnerability. This varies heavily by the specific creature, but always includes a concrete significant consequence.

  • The Creature is unable to take actions while in the presence of an object
  • The Creature’s Scale is negated.
  • The Creature’s Defense is halved against a certain type of attack.
  • The Creature takes an extra injury from a certain type of attack.
  • All dice rolls the creature makes use the Desperation Pool for a Scene

If you take this Quality, you gain an additional Flair or Quality for free.

WIDE-EYED INNOCENCE

Nobody suspects you, right up until the moment you swipe the prize from under their nose, punch them in the face, or commit some other act of flamboyant derring-do right in front of them. You automatically avoid suspicion in a place you’re technically allowed to access and have Enhancement 3 to do so in places you shouldn’t be. You don’t evade notice, only suspicion, and this Knack does nothing to get you out of trouble once you’ve committed your crime.

WILLFUL

Prerequisites: Rival or higher Archetype
The Antagonist is made of sterner stuff than her fellows. When she engages in a Clash of Wills, she adds three dice to her Desperation Pool.