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Enemy Abilities

Abilities are generally reserved for Level 2 to Level 4 enemies, helping major NPCs feel distinct without adding unnecessary complexity to lesser foes. It is not recommended every NPC in a scene has an ability, even if they are allowed to have one.

Enemy Abilities may be taken directly from existing Archetypes or Pathways, adapted from them, or created by the GM to suit the enemy. Existing player Abilities already provide a good model for the kind of effects these should have: modifying Throws, changing Harm, granting unusual movement, altering Sorcery, or creating once-per-Scene exceptions.

Enemy LevelSuggested Abilities
0Usually none
1Up to 1 Level 1
2Up to 2 Level 1, 1 Level 5
3Up to 4 Level 1, 2 Level 5, 1 Level 10
4Any fitting Level 1 or 5 Words, and up to 3 Level 10 Abilities

NPC Quick Reference:

Enemy LevelAttribute PointsHarmWords of PowerAbilities
Level 06-8 Attribute PointsUp to 1 Level One HarmUp to 1 x Level 1None
Level 19-11 Attribute PointsUp to 3 Level One HarmsUp to 2 x Level 1Up to 1 x Level 1
Level 212-15 Attribute PointsUp to 3 Level One - Two HarmsUp to 4 x Level 1, 1 x Level 5Up to 2 x Level 1, 1 x Level 5
Level 316-19 Attribute PointsUp to 3 Level One - Three HarmsUp to 6 x Level 1, 3 x Level 5, 1 x Level 10Up to 4 x Level 1, 2 x Level 5, 1 x Level 10
Level 420+ Attribute PointsUp to 3 Level One - Four HarmsAny number of Level 1 & Level 5, Up to 3 x Level 10Any fitting Level 1 or 5 Words, and up to 3 Level 10 Abilities

As a reminder, all of these numbers are guidelines, not rules. The GM is free to interpret them as they wish.