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Table of Contents
Enemy Builder
Use this page to build enemies quickly and consistently.
Enemies use:
- Health
- Attack Bonus
- Defense TN
- Damage (2d10 + bonus)
- Armor (0β5)
- 0β3 Special Abilities
Keep enemies simple. Complexity belongs in bosses.
Step 1: Choose Role
| Role | Health | Attack | Damage Bonus | Armor |
|---|---|---|---|---|
| Minion | 6β8 | +3 | +0 | 0β1 |
| Standard | 12β16 | +5 | +1 | 1β2 |
| Elite | 18β26 | +7 | +2 | 2β3 |
| Boss | 30β45 | +9 | +3 | 3β5 |
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 +2β4 if in cover.
Do not exceed 18 unless supernatural.
Damage Guidelines
All enemies roll:
2d10 + Damage Bonus
Expected averages:
Minion: 11 Standard: 12β13 Elite: 14β15 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.
