<!-- Exodus NDS Core Rules. Source: https://inkandmayhem.exodusnds.com/core-rules/adversaries-threats -->

<div class="chapter-head"><div class="chapter-num">Chapter Ten</div><div class="chapter-sub">Adversaries</div></div>

# Adversaries

Non-player characters and creatures are divided into three tiers reflecting their narrative significance and mechanical complexity.

The example stat blocks below may include armor, protection, natural toughness, or other built-in defenses. Their listed Resistance is the final value used in play, not only the value from half Might.

**Stat Block Format:** Characteristics are listed as Might / Agility / Intellect / Savvy / Willpower / Charisma. Defenses and durability are listed as Resistance / Wound Points / Strain Points where applicable / Melee Defense / Ranged Defense.

### Minions

Minions are low-tier adversaries, guards, wildlife, untrained combatants. They operate in **groups**, sharing a single pool of Wounds as a unit.

- A Minion group's Wound total equals the **Wound Points of one Minion × the number of Minions** in the group.
- Each time the group suffers Wounds equal to one Minion's Wound Points, one Minion is eliminated.
- Minions do not have Strain Points. Strain-causing effects remove Wounds instead at a rate of **1 Strain = 1 Wound**.
- A Minion group acts as a single entity on its initiative slot. It makes one check per round.
- Minions **cannot** spend Story Points and **do not** suffer Critical Injuries, they are simply eliminated when their Wounds are exhausted.

##### Minion Name (Minion)

<div class="archetype">
<span class="mig stat">2</span>
<span class="agi stat">2</span>
<span class="int stat">1</span>
<span class="sav stat">2</span>
<span class="wil stat">1</span>
<span class="cha stat">2</span>
</div>

<div class="minion">
<span class="res stat">1</span>
<span class="wound stat">8</span>
<span class="mdef stat">0</span>
<span class="rdef stat">0</span>
</div>

- **Group Size:** 4
- **Skills:** Melee 1, Ranged 1 
- **Abilities:** None
- **Equipment:** Dagger, Slingshot

### Elites

Elites are mid-tier adversaries, skilled opponents, dangerous beasts, significant threats. They act as individuals.

- Elites have **Wound Points** but **no Strain Points**. Effects that would cause them Strain cause Wounds instead at a rate of **1 Strain = 1 Wound**.
- Elites **can** suffer Critical Injuries.
- Elites **cannot** spend Story Points.

##### Elite — Example: Veteran Guard

<div class="archetype">
<span class="mig stat">3</span>
<span class="agi stat">3</span>
<span class="int stat">2</span>
<span class="sav stat">2</span>
<span class="wil stat">2</span>
<span class="cha stat">1</span>
</div>

<div class="adversary">
<span class="res stat">5</span>
<span class="wound stat">14</span>
<span class="mdef stat">0</span>
<span class="rdef stat">1</span>
</div>

- **Skills:** Melee 2, Ranged 2, Stealth 1, Perception 2
- **Abilities:** Quick Draw
- **Equipment:** Pistol, Combat Knife

### Nemeses

Nemeses are top-tier adversaries, major antagonists, boss-level threats, unique creatures. They are full characters in mechanical terms.

- Nemeses have both **Wound Points** and **Strain Points**.
- Nemeses **can** suffer Critical Injuries.
- Nemeses **can** spend Peril Points from the GM's shared Peril Pool as if they were a player spending Fortune Points, to upgrade their own dice, activate Breakthroughs, or introduce complications. Universes or encounters may grant a Nemesis a private Peril reserve.

##### Nemesis — Example: Crime Lord

<div class="archetype">
<span class="mig stat">2</span>
<span class="agi stat">3</span>
<span class="int stat">4</span>
<span class="sav stat">4</span>
<span class="wil stat">3</span>
<span class="cha stat">4</span>
</div>

<div class="adversary">
<span class="res stat">4</span>
<span class="wound stat">15</span>
<span class="strain stat">16</span>
<span class="mdef stat">0</span>
<span class="rdef stat">2</span>
</div>

- **Skills:** Streetwise 3, Subterfuge 4, Ranged 4
- **Abilities:** Cool Head, 
- **Equipment:** Pistol, Grenades x3

### Defense

Adversaries (and characters with certain abilities or equipment) may have **Melee Defense** and **Ranged Defense** ratings. Each point of defense in the relevant category adds one Bane Die <span class="dice bane d6"></span> to attack checks made against them.

Defense from different sources stacks, including armor, cover, talents, equipment, and conditions. Unless a Universe or specific effect says otherwise, final Melee Defense and Ranged Defense are each capped at **3**. Higher values are possible but should be rare and deliberate.
