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projects:odds_rpg:systems:enemy_builder

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Enemy Builder

Use this page to build enemies quickly and consistently.

Enemies use:

  • Health
  • Attack Bonus
  • Defense TN
  • Damage (2d10 + bonus)
  • Armor (0–5)
  • 0–3 Special Abilities

Keep enemies simple. Complexity belongs in bosses.


Step 1: Choose Role

Role Health Attack Damage Bonus Armor
Minion 6–8 +3 +0 0–1
Standard 12–16 +5 +1 1–2
Elite 18–26 +7 +2 2–3
Boss 30–45 +9 +3 3–5

Minions go down fast. Bosses define encounters.


Defense TN

Default Defense TN: 12

Adjust by role:

Minion: 12 Standard: 13 Elite: 14 Boss: 15

Add +2 if agile or heavily trained.

Add +2–4 if in cover.

Do not exceed 18 unless supernatural.


Damage Guidelines

All enemies roll:

2d10 + Damage Bonus

Expected averages:

Minion: 11 Standard: 12–13 Elite: 14–15 Boss: 16+

Bosses may also inflict conditions.


Special Abilities

Standard enemies: 1 ability Elite enemies: 2 abilities Bosses: 3 abilities + phase change

Choose from below.


Ability List

Cleave

On hit, deal half damage to adjacent target.

Grapple

On hit, target rolls TN 12 Might or becomes Restrained.

Terrify (1/scene)

All enemies in sight roll TN 15 Presence or become Frightened.

Regenerate

Recover 5 Health at start of turn.

Explosive Death

On defeat, all nearby take 2d10 damage (TN 12 Agility halves).

Call Reinforcements (1/combat)

1d4 Minions arrive next round.

Shield Breaker

Ignore 2 Armor.

Marked Target

Allies gain +2 to attack that target until next round.

Skirmisher

May disengage without penalty.

Brutal

+2 damage.

Sniper

+2 to hit if stationary.

Controller

May deal Resolve damage instead of Health.

Tank

+2 Armor, -2 Defense TN.

Boss Phases

Bosses should change behavior at:

50% Health
25% Health

Phase change examples:

  • Environment shifts
  • New ability activates
  • Reinforcements arrive
  • Damage increases by +2

Bosses should not feel static.


Quick Build Examples

Bandit (Standard)

Health 14 Attack +5 Damage 2d10+1 Defense TN 13 Armor 1 Ability: Skirmisher

War Machine (Elite)

Health 22 Attack +7 Damage 2d10+2 Defense TN 14 Armor 3 Abilities: Tank, Shield Breaker

Ancient Horror (Boss)

Health 38 Attack +9 Damage 2d10+3 Defense TN 15 Armor 4 Abilities: Terrify, Regenerate, Cleave Phase at 50%: Gains +2 damage


Keep enemies fast to run. If you need complexity, add narrative effects instead of extra math.

projects/odds_rpg/systems/enemy_builder.1771361884.txt.gz Β· Last modified: by freedomotter

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