🔥 Antagonist Archetype – "The Disruptor"
“I’m not here to make friends. I’m here to win.”
Playstyle: Antagonists gain power through Chaos and Conflict. They’re not villains by necessity—but they are agents of disruption. They gain bonuses for keeping Conflicts unresolved, for hurting feelings, and for making things worse at the right time.
🧩 Core Traits
Powers scale with active Conflicts (yours or others’) Can disrupt other players’ rolls or outcomes Generates tension and audience attention Rewards long-term flaws over clean resolutions 🎲 Destiny Dice Rules – Antagonist Archetype
You may spend Destiny Dice to:
1. Escalate the Scene
"Oh, you thought that was bad?"
Spend 1 Destiny Die to upgrade any existing Conflict (yours or someone else’s) by 1 tier, even mid-scene.
If used during a roll, escalate before outcomes are finalized. You gain +2 Sentiment if the escalation causes visible fallout. 2. Corrupt a Partial
“You can take the win… but it’s going to hurt.”
Spend 1 Destiny Die to force another player’s Partial to succeed—but they must take a Conflict.
You choose the Conflict’s theme (narrative guidance only; GM/Host finalizes exact Conflict). 3. Twist the Knife
"Let’s make it personal."
Spend 1 Destiny Die to force the Host to add a personal consequence to a failed or partially failed check, even if it already had one.
This can spawn new rivalries, story arcs, or unexpected social costs. 📈 Level Progression – Antagonist Archetype (1–10)