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Antagonist

🔥 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.
Used after they roll.
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.
Once per episode.

📈 Level Progression – Antagonist Archetype (1–10)

Table 5
Level
Feature
1
Core Archetype Access: Gain the Antagonist tag and Destiny Dice powers.
2
Fuel from Flaws: For every active T2 or higher Conflict you carry, gain +1 Destiny Die (max +3).
3
Saboteur: Once per episode, you may cause a team challenge to require +1 Success to succeed. You may also hide and withdraw your dice from a Group Challenge in exchange for +1 Destiny Dice.
4
Power From Their Pain: Gain +1 dice to all rolls for each T2 or higher conflict. (max +3)
5
Blame Game: When you fail a roll, you may shift the consequences onto an ally (if plausible). This includes sentiment loss/gain, reasonable conflicts, and narrative consequences.
6
Toxic Spotlight: When you escalate a Conflict in someone else, you gain +1 Sentiment and Destiny Die.
7
8
Irredeemable: Your T3 Conflicts are treated as their T2 versions for voting penalties and success penalties, but not special mechanics.
9
Descend: The climax has been reached.
10
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