projects:odds_rpg:systems:enemy_builder
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Table of Contents
Enemy Builder
This page lets you build enemies in under 60 seconds.
Enemies use:
- Health (or Structure)
- Resolve (optional)
- Attack Bonus
- Defense TN
- Damage (2d10 + bonus)
- Armor (0–5)
- 0–3 Abilities
Defense TN
Instead of rolling defense, enemies have a Defense TN.
Default:
Defense TN = 12 + (Role bonus)
| Role | Role Bonus | Defense TN |
|---|---|---|
| Minion | +0 | 12 |
| Standard | +1 | 13 |
| Elite | +2 | 14 |
| Boss | +3 | 15 |
Players hit by rolling:
1d20 + Attribute + Skill vs Defense TN
Choose a Role
| Role | Health | Attack | Damage Bonus | Abilities |
|---|---|---|---|---|
| Minion | 5–8 | +3 | +0 | 0–1 |
| Standard | 10–16 | +5 | +1 | 1 |
| Elite | 18–26 | +7 | +2 | 2 |
| Boss | 28–45 | +9 | +3 | 3 + Phase |
Armor suggestion:
Minion 0–1 Standard 1–2 Elite 2–3 Boss 3–5
Pick a Theme Package
Choose ONE package and apply it.
Brute
- +6 Health
- +2 damage
- -1 Defense TN
Skirmisher
- +1 Defense TN
- Advantage on Initiative
- Can disengage without penalty
Sniper
- Ranged only
- +2 to hit if not moved this turn
- On Strong Success: +5 damage
Controller
- Attacks Resolve or inflicts conditions
- Once per round: impose Shaken (TN 12 Presence to resist)
Tank
- +2 Armor
- -2 damage
- Cannot be moved by force unless Strong Success
Trickster
- Once per scene: force a reroll (player rerolls a d20)
- If Nat 1 occurs nearby, Trickster immediately acts
Abilities List (Pick 1–3)
Cleave
On hit, deal half damage to a second target adjacent.
Grapple
On hit: target TN 12 Might or Restrained.
Terrify
Once per scene: all PCs in sight TN 15 Presence or Frightened.
Regenerate
At start of turn heal 5 Health (stop with fire/acid/tech shutdown).
Explosive Death
When defeated, all within close range take 2d10 damage (TN 12 Agility halves).
Phase Shift
Once per combat become untargetable until next turn.
Call Reinforcements
Once per combat: 1d4 minions arrive in 1 round.
Shield Breaker
Ignores 2 points of Armor.
Marked Target
Hit a PC; until end of next round, allies gain +2 to hit that PC.
Boss Phases
Bosses should change when reduced to:
- 50% Health
- 25% Health
Each phase:
- Gain new ability
- Change tactics
- Add environmental hazard
Example Phase Triggers:
- “The reactor goes critical”
- “The demon reveals its true form”
- “The outlaw lights the dynamite”
projects/odds_rpg/systems/enemy_builder.1771360184.txt.gz · Last modified: by freedomotter
