Hitters are often easily overlooked, but they’re able to strike with devastating effect. Threats get in the way of the PCs’ plans they exist to thwart and stymie. The king’s chamberlain brooks no nonsense, does not tolerate fools, and is looking for an opportunity to get the rabble-rousing PCs tossed out of the palace. The bodyguards are big and tough, brandishing nasty-looking weapons. When you’re describing threats, play up their menace. Any conflict with a boss should have at least two threats to take the heat off of the boss, and any fight with a hitter should have at least one threat to distract the PCs. An easy fight has one, a standard fight has two or three, and a climactic encounter probably has four or five. Put at least one threat into most fights. Don’t be cautious with your threats they exist to soak up punishment, and they have the chops to do so. When a threat gets taken out, the PCs should be relieved. They attack constantly, relentlessly, making nuisances of themselves. Threats always get right up in the PCs’ faces. In addition, all threats have at least a mild consequence slot particularly tough ones also have a moderate slot. If you’re using Fate rules that don’t grant additional stress boxes for high skill ratings, consider giving the threat a stunt that does so. Physical threats have large physical stress tracks because of their high Physique, while social threats have similarly large mental stress tracks because of their high Will.