Adversaries
Adversaries are the most dangerous foes players might face in a strife, being powerful foes capable of pushing multiple players to the brink; the closest RPGStuck has videogame bosses.
The Denizen and the Black King are the two foremost examples of Adversaries, exemplifying their actual purpose; they’re pivotal, climactic encounters in the story of a session.
Adversaries have some differences from regular creatures.
- Tier [1]: This is the tier for which the Adversary’s block is intended. When selecting an Adversary, you also choose this to match the player’s tier.
- Player Count [2]: This is the number of players for which the Adversary’s block is intended. Adversaries can be made to scale to the number of players in the encounter.
- Difficulty [3]: This is the difficulty of the Adversary, of which there are three: Normal, Final, and Mythic.
- Normal difficulty is the default. Adversaries should be this difficulty unless the player(s) fighting them have their legendary alchemy, reserved for the endgame of a session.
- Final difficulty is meant for final bosses, to challenge players with their legendary alchemy and the full breath of their powers with one last fight before the session concludes.
- Mythic difficulty is meant for extraordinary sessions where players have far exceeded the bounds of even what legendary alchemy can provide them. An Adversary of this difficulty is punishingly difficult.
With these, Adversaries can be tailored to the players’ needs.
