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<title>Antagonists Chapter</title>
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<h1>ANTAGONISTS</h1>
<p>This books fourth and final chapter delves into the creation of natural fantasy enemy NPCs especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.</p>
<h2 id="natural-fantasy-villains">NATURAL FANTASY VILLAINS</h2>
<p>An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.</p>
<h2 id="villain-examples">VILLAIN EXAMPLES</h2>
<p>Five different enemy NPCs one each for levels 5, 10, 20, 30, and 40 that make ideal natural fantasy Villains. For each, youll find this information:</p>
<ul>
<li><strong>History.</strong> The Villains base concept and possible backstory.</li>
<li><strong>Profile.</strong> The Villains statistics, as described on page 320 of the Core Rulebook.</li>
<li><strong>Tactics.</strong> The Villains preferred combat tactics.</li>
<li><strong>Extra content.</strong> One or more additional ideas, including tips for modifying the Villains profile, possible supporting enemies, and even additional phases (see Core Rulebook, page 301) that you can use during conflicts.</li>
</ul>
<p>These Villains were designed to spark the Game Masters imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that youll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your groups campaign.</p>
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