1. UNIVERSAL THREAT SCALING
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) |
VOID-GLEAMERS
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.
FOLD-TICKS
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
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
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
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
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. |