🌀 THE FOLD BESTIARY

DYNAMIC THREAT REGISTRY
"The Fold does not just kill; it mimics, adapts, and consumes."

1. UNIVERSAL THREAT SCALING

QUICK-MATH TABLE

Apply these multipliers to any creature base stats based on today's attendance.

THREAT TYPE SMALL (1-3) MEDIUM (4-6) RAID (7-8)
Swarm (Minions) 5 Units 15 Units 40 Units
Elite (Mini-Boss) 15 HP / 1 Act 35 HP / 2 Act 75 HP / 3 Act (Armor 2)
Raid Boss 50 HP / 1 Act 125 HP / 2 Act 300 HP / 4 Act (Armor 4)
1

VOID-GLEAMERS

MINION SWARM

1 HP Units - Minions die in one hit. Their danger comes from their numbers and "Death Throes."

Trait: Explosive Resonance

When a Gleamer is killed, it deals 1 Damage to all adjacent players.

Raid Modifier

If 5+ are killed in one AOE, the blast radius increases to 20ft.

2

FOLD-TICKS

MINION SWARM

1 HP Units - Minions die in one hit. Their danger comes from their numbers and "Death Throes."

Trait: Latching

If a Tick hits, it reduces the player's Focus by 1 every turn until removed (Difficulty 10 Resilience).

Raid Modifier

While latched, the player is Prone (Trampled).

THE ECHO STALKER

ELITE ASSASSIN

Elites require teamwork to bring down. They focus on disrupting player Synergy.

Ability - Phase Shift

The Stalker is invisible until it attacks. Players must pass a DC 15 Spirit Check (Scan) to reveal it.

Ability - Synergy Eater

If it hits a player, that player loses 2 Synergy Points immediately.

THE HULL-CRUSHER

ELITE TANK

Elites require teamwork to bring down. They focus on disrupting player Synergy.

Ability - Ground Slam

Everyone within 10ft must pass a DC 12 Resilience check or be Prone.

Ability - Shield Aura

Allies within 10ft of the Crusher gain +2 Armor.

THE SINGULARITY GOLIATH

RAID BOSS

A massive entity of shifting shells and void-energy. Use this for 7-8 player sessions.

INITIATIVE

Acts at 20, 15, 10, and 5

STUN IMMUNITY

Requires 3 different players to use Stun in same round

Phase 1 (100% HP): Shell-Storm

The Boss deals 3 Damage to all players at the end of the round unless they are behind Cover.

Phase 2 (50% HP): Fracture

The Boss sheds its Armor but spawns 20 Void-Gleamers.

Legendary Actions

Aptitude Drain

The Boss targets one player. That player's highest Pool Maxima is reduced by 2 (Temporary) for the rest of the fight.

5. GM BATTLEFIELD HAZARDS

d100 TABLE

Roll at the start of Round 2 and Round 4 to shift the environment.

d100 HAZARD MECHANICAL EFFECT
01-40 Spice Bloom Safe: All players gain +2 to their next d20 roll.
41-70 Tidal Surge Push: All players are shoved 20ft in a random direction.
71-90 Void Leak Drained: Random player loses access to Path Abilities for 1 round.
91-100 Singularity Gravity: All players are pulled 30ft toward the center/Boss.

6. VICTORY & REWARDS

LOOT DROP

STANDARD WIN

+1 Aptitude Point
4 Common Shells

FLAWLESS WIN (No KOs)

+1.5 Aptitude
6 Common / 2 Prism Shells

RAID BOSS WIN

+2.0 Aptitude
8 Common / 1 Glimmer Shell
1 Rare Component