Threats
The next element of a cinematic starship scene is the inclusion of one or more threats that contend with the PCs as they perform their actions. The …
The next element of a cinematic starship scene is the inclusion of one or more threats that contend with the PCs as they perform their actions. The values for many of a threat's entries, including AC, Hit Points, Initiative, Saving Throws, Shields, and Skills, should correspond to the numbers presented in Building Creatures, with the threat's numbers matching the scene's level. Threat Name: A name and general description of the threat the PCs face. Initiative: The statistic and appropriate modifier the threat uses to determine its initiative. Skills: A list of skills relevant to the threat in an encounter. This should be filled in only if the threat has some means of using the skill or the skill is relevant to an ability the PCs might possess in the encounter. AC: The Armor Class of the threat, if any. Some threats might be intangible (such as a computer virus affecting the PCs' starship during the scene) or too large in scope to attack (like an asteroid field) and won't require an AC entry. Saving Throws: The relevant saving throws of the threat. In most cases, this indicates a Fortitude and Reflex save, but sometimes (such as with a living creature) a Will save might be necessary. Hit Points & Shields: The Hit Points and Shields of the threat when relevant. Generally, a threat should have no higher than moderate Hit Points and only have Shields equal to the minimum resistance of the scene's level, if shields are appropriate on the threat. Threat Routine: Like a complex hazard, each threat has a routine it performs on its turn in the initiative order. This routine lists the specific actions the threat takes during its initiative as well as relevant rules.
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