When the PCs encounter an NPC or creature whose reaction to the party is not obvious, the referee may roll d20 and consult the following table. Modify the roll with the PC's Ego bonus if they can communicate with the creature.
| d20 | Reaction |
|---|---|
| 1-3 | Attacks Immediately |
| 4-6 | Hostile, Can't Be Swayed |
| 7-9 | Hostile, Could Be Swayed |
| 10-13 | Wary, Defensive |
| 14-16 | Uninterested |
| 17-19 | Curious, Approachable |
| 20+ | Actively Helpful |
Level: A measure of the adversary’s power, used to determine its Hit Points (HP) and bonuses. To calculate HP, multiply the level by 4 (or 5 if you’re feeling mean).
Armour: The Armour score gives the number a PC’s attack roll must exceed to damage them.
Abilities: Adversaries have ability bonuses equal to their level, with the corresponding defenses.
?>Example: a Level 4 adversary has an attack bonus of +4 and a defense of 14 in all of its abilities, unless modified by the Referee.
Attack: Number of attacks an adversary can make per round, and the damage dice rolled for each. Attacks separated by a / symbol are mutually exclusive, the adversary must use one or the other. Attacks joined by a + symbol are multi-attacks, the adversary can use all in the same round.
Morale: When adversaries face more danger than expected, the Referee can make a Morale roll by rolling d20 and adding the respective bonus. If the result is less than 15, the adversary flees, hides or attempts to parley. Morale rolls can be triggered by defeating half of an enemy group, their leader or similar.
Biological: A living creature, made from flesh and blood. No unusual resistances or weaknesses.
Fungal: A creature formed from motile fungus. Takes half damage from kinetic attacks such as bludgeoning, stabbing, etc. Takes double damage from fire or fungicide bombs.
Hypergeometric: A creature that exists outside the bounds of Euclidean geometry. Takes double damage from hypergeometric weaponry.
Mineral: A creature made from living rock or crystal. Immune to damage from suffocation, poison, radiation, electricity, extreme temperatures, or fungal spores. Takes double damage from bludgeoning weapons.
Outsider: A being that is alien to our reality. Too strange to be categorised. Resistances and vulnerabilities vary wildly.
Psychic: A creature with psychic powers. May utilize Gifts and can detect Psychic Gleam.
Synthetic: An artificial creature, made from metal, plastic, and an ego-engine. Immune to damage from suffocation, poison, radiation, or fungal spores. Takes double damage from electrical attacks. Vulnerable to weaponised LogLang syntax.