Apocrypha Adversary Creation Skill
Create adversaries using the keyword system. Adversaries are defined the same way as player characters: by keywords with modifiers. This skill provides templates, tier guidelines, and examples.
Authoritative Source: For complete rules, use the ap-rules skill. For combat procedures, use the ap-combat skill.
Adversary Structure
Every Apocrypha adversary is defined by:
- Keywords: Same as player characters. Natural-language phrases with modifiers.
- Stress threshold: Total stress the adversary can absorb before defeat.
- Fear abilities: Special capabilities the GM activates by spending Fear tokens.
- Tier: Minor, standard, or major, determining keyword count, threshold, and Fear ability budget.
Tier Reference
| Tier | Keywords | Stress Threshold | Fear Abilities | Typical Difficulty | |------|----------|-----------------|----------------|------------| | Minor | 2-3 | 2-3 | 0-1 (cost 1 each) | 10-14 | | Standard | 3-4 | 4-6 | 1-2 (cost 1-2 each) | 14-17 | | Major | 4-6 | 8-12 | 2-4 (cost 1-3 each) | 17-20 |
Stress Tracking by Tier
- Minor: Aggregate stress pool. Single counter toward threshold. GM narrates which capability degrades.
- Standard and major: Per-keyword tracking. Stress is allocated to specific keywords, each degrades independently, and total across all keywords counts toward the threshold.
Creating an Adversary: Step by Step
Step 1: Define the Concept
What is this adversary? What role does it play in the story? What makes it interesting or threatening?
Step 2: Choose Tier
| Tier | Use When | |------|----------| | Minor | Thugs, wild animals, minor obstacles. Defeated quickly. | | Standard | Rivals, monsters, meaningful threats. A real fight. | | Major | Bosses, dragons, nemeses. A defining encounter. |
Step 3: Write Keywords
Adversary keywords follow the same rules as player keywords:
- Natural-language phrases with modifiers (+1 to +3)
- Each keyword describes a capability, trait, or nature
- Keywords are fixed once introduced; no inventing new capabilities mid-encounter
Guidelines:
- Minor: 2-3 keywords at +1 to +2
- Standard: 3-4 keywords at +1 to +3
- Major: 4-6 keywords at +2 to +3
Step 4: Set Stress Threshold
Choose a threshold within the tier's range. Higher thresholds make the fight longer.
- Minor: 2-3 (one or two successful hits defeats it)
- Standard: 4-6 (requires sustained effort)
- Major: 8-12 (a protracted, dramatic fight)
Step 5: Set Difficulty
The difficulty is the target number for player rolls against this adversary. The tier's typical range is a starting point; adjust based on the fiction and the specific action.
- Minor: typically 10-14
- Standard: typically 14-17
- Major: typically 17-20
Step 6: Design Fear Abilities
Fear abilities are special capabilities the GM triggers by spending Fear tokens. The cost is defined per ability when the adversary is created.
Design guidelines:
- Each ability should have a clear narrative effect
- Cost should match impact: 1 Fear for tactical effects, 2-3 Fear for dramatic ones
- Abilities should create interesting choices, not remove player agency
Good Fear abilities:
- Inflict stress on specific keyword types
- Change the battlefield or environment
- Call reinforcements or allies
- Create narrative complications
- Force the player to react
Avoid:
- Effects with no counterplay
- Removing player choice entirely
- Effects that bypass the stress system
Step 7: Record the Adversary
Write the adversary's keyword block into world.md when introducing a significant adversary. Minor adversaries encountered once can be narrated inline.
Use references/adversary-template.md for the format.
Adversary Keyword Design
Keyword Quality
Adversary keywords should evoke the creature's nature and suggest how it fights:
Good: "Ancient Terror of the Skies (+3)" tells you this is a flying predator that has dominated its territory for ages.
Bad: "Strong (+2)" tells you nothing about the adversary's nature or how to narrate its actions.
Keyword Coverage
Keywords should cover the adversary's main capabilities:
- How it fights (offensive)
- How it defends (defensive or evasive)
- What makes it special (unique trait)
- What drives it (motivation, for major adversaries)
Stressed Keyword Narration
When an adversary keyword takes stress, narrate the degradation:
- "Pack Tactics (+2)" at 1 stress: the coordination falters, wolves bumping into each other
- "Impenetrable Scales (+3)" at 2 stress: cracks appear, showing vulnerable flesh
- "Ancient Terror of the Skies (+3)" at 3 stress: one wing drags, flight is labored
Using the Dice Tool
Adversaries don't roll in Apocrypha (player-rolls-everything), but the GM uses difficulty numbers derived from the adversary's tier. The player rolls against these difficulties.
Player attacking a standard adversary (difficulty 14, keyword +2):
{ "groups": [{ "n": 1, "d": 12, "label": "hope" }, { "n": 1, "d": 12, "label": "fear" }], "modifier": 2, "threshold": 14 }
References
references/adversary-template.md- Adversary block formatreferences/adversary-examples.md- One example of each tier (minor, standard, major)