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Appendix F — Enemies

This section is only really necessary to read as a GM, though if you're another player, you won't find any sort of "spoilers" by choosing to read it, and may even find some inspirations for builds in the "minions" section. As a GM, you will need to provide enemies for your players to fight. These enemies come in two basic types: detailed enemies and minions. These enemies also have a Difficulty Rating, which can help guide the GM in balancing encounters. Note that despite this section being called "enemies", any allies the players may have are created using the same rules.

Difficulty Ratings

Each combatant in an encounter will have a Difficulty Rating, including the players. The player's Difficulty Rating is the total number of Skill Points they have. An enemy's Difficulty Rating will be mentioned in the section discussing that enemy type.

When determining the difficulty for a fight, organize the combatants into two sides: the players and their allies, and those hostile to them. Each side will have a Total Difficulty Rating determined by the sums of the Difficulty Ratings of their combatants.

The difficulty for the players of a fight can be estimated by comparing the two Total Difficulty Rating. If the two are equal, expect a rather tough fight, where the two sides have roughly equal odds of winning. For easier or harder fights, simply shift this balance one way or the other.

Also note that there are other factors that affect encounter difficulty which aren't accounted for with the raw Difficulty Ratings. Encounter rate is highly important, especially given the potentially slow rate of health recovery: what might be a hard fight at full preparedness could turn deadly if the player Characters haven't had time to recover. Another thing to consider is the encounter goal. A fight to the death could easily lead to deaths on both sides, even if the players have a decent advantage. However, not all fights have to be to the death. You may consider creating situations where players are trying to drive enemies out of an area without needing to kill them, or stop enemies from stealing an artifact, or assassinate an important Character. If you create situations where non-lethal solutions are encouraged and rewarded, you may be able to run more difficult encounters than you might otherwise have been able to.

Detailed Enemies

Detailed enemies are used especially for notable figures the players will fight. You should choose to create a detailed enemy if the enemy is a proper Character in their own right, or is the centerpiece of a particularly difficult or important encounter.

To create a detailed Character, simply follow the same guide you would for creating a player Character. You may also choose enemy-only feats when creating the Character. The Character's Difficulty Rating is equal to their Skill Points.

Minions

Minions tend to be less important enemies, either helping a detailed enemy in combat, or comprising a smaller encounter meant to simply wear down the player Character's resources. They are designed to be dropped into an encounter with less planning required as compared to the detailed enemies, and are also designed to run through their turns quicker to keep combat flowing.

The primary simplification is with Standard Rolls: each minion has a list of Standard Rolls for certain Abilities. Whenever the minion would need to make a Check, instead of rolling, just use the listed number as a proxy for the roll, adding any Adjustments as needed.

Minion Archetypes

Minions are organized by the roles they play in battle. The exact form these enemies take can be chosen by the GM through description and customization. The archetypes listed here are meant only as a base from which the more fleshed out minions that will be used in combat can be made from.

Here, minions will be listed first by archetype, then by level, allowing the GM to choose combatants that fill the needed roles for certain situations and certain levels. The stat blocks for these minions will include:

Some stats will be listed as an equation instead of a number, for customization purposes. If this is the case, the number after the "=" is the stat's actual value.

Assassin

The assassin archetype is designed to move quickly and attack their opponents from behind while avoiding attacks against themselves.

Level 1

Difficulty 8

Health 9

Speed 9

Defense: 10

Saves: Resilience 3, Will 3, Spirit 3

Standard Rolls: Athletics 6, Dexterity 6


Melee Attack Hit 10, Dmg 11

Evasion

May Disengage as a Minor Action.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Assassin, but not Attacks made by the Assassin.


  • Precise Striker
  • Evasion
  • Cover Cognizance
  • Favorite Weapon
Level 2

Difficulty 12

Health 9

Speed 10

Defense: 13

Saves: Resilience 3, Will 3, Spirit 3

Standard Rolls: Athletics 8, Dexterity 7


Melee Attack Hit 11, Dmg 12

Ranged Attack Hit 7, Dmg 9, 30m

Sneak Attack

Attacks made against Targets unaware of the Assassin's position inflict one of the following: damage rolled with twice the dice, Blinded, Deafened, Grappled, Prone, or +7 Damage.

Evasion

May Disengage as a Minor Action.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Assassin, but not Attacks made by the Assassin.


  • Precise Striker
  • Evasion
  • Cover Cognizance
  • Favorite Weapon
  • Sneak Attack
Level 3

Difficulty 16

Health 12

Speed 11

Defense: 14

Saves: Resilience 5, Will 4, Spirit 3

Standard Rolls: Athletics 9, Dexterity 9


Melee Attack Hit 13, Dmg 14

Attacks and Opportunity Attacks are made with a range of 2m.

Ranged Attack Hit 9, Dmg 11, 30m

Sneak Attack

Attacks made against Targets unaware of the Assassin's position inflict one of the following: damage rolled with twice the dice, Blinded, Deafened, Grappled, Prone, or +9 Damage.

Evasion

May Disengage as a Minor Action.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Assassin, but not Attacks made by the Assassin.


  • Precise Striker
  • Evasion
  • Cover Cognizance
  • Favorite Weapon
  • Sneak Attack
Level 4

Difficulty 20

Health 12

Speed 11

Defense: 15

Saves: Resilience 5, Will 4, Spirit 3

Standard Rolls: Athletics 9, Dexterity 9


Melee Attack Hit 13, Dmg 14

Attacks and Opportunity Attacks are made with a range of 2m.

Secondary Melee Attack Hit 9, Dmg 11

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Attack Hit 9, Dmg 11, 30m

Sneak Attack

Attacks made against Targets unaware of the Assassin's position inflict one of the following: damage rolled with twice the dice, Blinded, Deafened, Grappled, Prone, or +9 Damage.

Team Attack

Attacks gain +1 Hit and +1 Damage per ally that has the Target in their Melee Range.

Evasion

May Disengage as a Minor Action.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Assassin, but not Attacks made by the Assassin.


  • Precise Striker
  • Evasion
  • Cover Cognizance
  • Favorite Weapon
  • Sneak Attack
  • Team Attack
  • Dual-Wielder
Level 5

Difficulty 24

Health 12

Speed 12

Defense: 18

Saves: Resilience 5, Will 4, Spirit 3

Standard Rolls: Athletics 12, Dexterity 12

Energy: 12


Melee Attack Hit 16, Dmg 17

Attacks and Opportunity Attacks are made with a range of 2m.

Secondary Melee Attack Hit 12, Dmg 14

Can choose to make a Hit Target become Poisoned. Any Characters poisoned by this ability may make a Resilience Check with Difficulty 12 as a Free Action at the end of each of their Turns, ending the Poisoned Effect on a Success. This ability costs 5 Energy per Poisoning.

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Attack Hit 12, Dmg 14, 30m

Sneak Attack

Attacks made against Targets unaware of the Assassin's position inflict one of the following: damage rolled with twice the dice, Blinded, Deafened, Grappled, Prone, or +12 Damage.

Team Attack

Attacks gain +1 Hit and +1 Damage per ally that has the Target in their Melee Range.

Evasion

May Disengage as a Minor Action.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Assassin, but not Attacks made by the Assassin.


  • Precise Striker
  • Evasion
  • Cover Cognizance
  • Favorite Weapon
  • Sneak Attack
  • Team Attack
  • Dual-Wielder
Level 6

Difficulty 28

Health 15

Speed 14

Defense: 21

Saves: Resilience 6, Will 5, Spirit 4

Standard Rolls: Athletics 15, Dexterity 15

Energy: 15


Melee Attack Hit 19, Dmg 20

Attacks and Opportunity Attacks are made with a range of 2m.

Secondary Melee Attack Hit 15, Dmg 17

Can choose to make a Hit Target become Poisoned. Any Characters poisoned by this ability may make a Resilience Check with Difficulty 15 as a Free Action at the end of each of their Turns, ending the Poisoned Effect on a Success. This ability costs 5 Energy per Poisoning.

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Attack Hit 15, Dmg 17, 30m

Sneak Attack

Attacks made against Targets unaware of the Assassin's position inflict one of the following: damage rolled with twice the dice, Blinded, Deafened, Grappled, Prone, or +15 Damage.

Team Attack

Attacks gain +1 Hit and +1 Damage per ally that has the Target in their Melee Range.

Evasion

May Disengage as a Minor Action.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Assassin, but not Attacks made by the Assassin.


  • Precise Striker
  • Evasion
  • Cover Cognizance
  • Favorite Weapon
  • Sneak Attack
  • Team Attack
  • Dual-Wielder

Ranger

The ranger archetype is designed to be placed behind the main lines and deal heavy damage from a distance.

Level 1

Difficulty 8

Health 9

Speed 8

Defense: 5

Saves: Resilience 3, Will 3, Spirit 3

Standard Rolls: Dexterity 9, Perception 6


Ranged Attack Hit 13, Dmg 17, 500m

Extra Sense

Aware of all Characters and magic items within 5 meters, even if hidden or magically obscured. As a Minor Action, can search a 5x5 meter area within 50 meters; anything hidden or trying to hide in this area must succeed an appropriate Save with Difficulty 4 or be found.


  • Favorite Weapon
  • Sharp-Shooter
  • Extra Sense
Level 2

Difficulty 12

Health 12

Speed 9

Defense: 8

Saves: Resilience 6, Will 3, Spirit 3

Standard Rolls: Dexterity 9, Perception 6, Athletics 6


Ranged Attack Hit 13, Dmg 17, 500m

Can Attack up to two extra Targets within 3 meters of the primary Target.

Extra Sense

Aware of all Characters and magic items within 5 meters, even if hidden or magically obscured. As a Minor Action, can search a 5x5 meter area within 50 meters; anything hidden or trying to hide in this area must succeed an appropriate Save with Difficulty 4 or be found.


  • Favorite Weapon
  • Sharp-Shooter
  • Extra Sense
  • Split Shot
Level 3

Difficulty 16

Health 12

Speed 9

Defense: 8

Saves: Resilience 6, Will 3, Spirit 3

Standard Rolls: Dexterity 12, Perception 9, Athletics 6


Ranged Attack Hit 16, Dmg 20, 500m

Can Attack up to two extra Targets within 3 meters of the primary Target.

Extra Sense

Aware of all Characters and magic items within 5 meters, even if hidden or magically obscured. As a Minor Action, can search a 5x5 meter area within 50 meters; anything hidden or trying to hide in this area must succeed an appropriate Save with Difficulty 7 or be found.

Choose Mark

As a Major Action, choose a Character in sight as a Mark. For one minute, or until the Mark is removed from combat, the location of the Mark is always known, and Hit and Damage Checks against the Mark gain +3 Adjustments.


  • Favorite Weapon
  • Sharp-Shooter
  • Extra Sense
  • Split Shot
  • Targeted Attacks
Level 4

Difficulty 20

Health 12

Speed 11

Defense: 11

Saves: Resilience 6, Will 3, Spirit 3

Standard Rolls: Dexterity 15, Perception 12, Athletics 9


Ranged Attack Hit 19, Dmg 23, 500m

Can Attack up to two extra Targets within 3 meters of the primary Target.

Extra Sense

Aware of all Characters and magic items within 5 meters, even if hidden or magically obscured. As a Minor Action, can search a 5x5 meter area within 50 meters; anything hidden or trying to hide in this area must succeed an appropriate Save with Difficulty 10 or be found.

Choose Mark

As a Major Action, choose a Character in sight as a Mark. For one minute, or until the Mark is removed from combat, the location of the Mark is always known, and Hit and Damage Checks against the Mark gain +3 Adjustments.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Ranger, but not Attacks made by the Ranger.


  • Favorite Weapon
  • Sharp-Shooter
  • Extra Sense
  • Split Shot
  • Targeted Attacks
  • Cover Cognizance
Level 5

Difficulty 24

Health 12

Speed 11

Defense: 11

Saves: Resilience 6, Will 3, Spirit 3

Standard Rolls: Dexterity 15, Perception 12, Athletics 9

Energy: 12


Ranged Attack Hit 19, Dmg 23, 500m

Can Attack up to two extra Targets within 3 meters of the primary Target.

Can choose to make a Hit Target become Poisoned. Any Characters poisoned by this ability may make a Resilience Check with Difficulty 19 as a Free Action at the end of each of their Turns, ending the Poisoned Effect on a Success. This ability costs 5 Energy per Poisoning.

Extra Sense

Aware of all Characters and magic items within 5 meters, even if hidden or magically obscured. As a Minor Action, can search a 5x5 meter area within 50 meters; anything hidden or trying to hide in this area must succeed an appropriate Save with Difficulty 10 or be found.

Choose Mark

As a Major Action, choose a Character in sight as a Mark. For one minute, or until the Mark is removed from combat, the location of the Mark is always known, and Hit and Damage Checks against the Mark gain +3 Adjustments.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Ranger, but not Attacks made by the Ranger.


  • Favorite Weapon
  • Sharp-Shooter
  • Extra Sense
  • Split Shot
  • Targeted Attacks
  • Cover Cognizance
Level 6

Difficulty 28

Health 15

Speed 11

Defense: 11

Saves: Resilience 9, Will 3, Spirit 3

Standard Rolls: Dexterity 15, Perception 12, Athletics 9

Energy: 15


Ranged Attack Hit 19, Dmg 23, 500m

Can Attack up to two extra Targets within 3 meters of the primary Target.

Can choose to make a Hit Target become Poisoned. Any Characters poisoned by this ability may make a Resilience Check with Difficulty 19 as a Free Action at the end of each of their Turns, ending the Poisoned Effect on a Success. This ability costs 5 Energy per Poisoning.

Extra Sense

Aware of all Characters and magic items within 5 meters, even if hidden or magically obscured. As a Minor Action, can search a 5x5 meter area within 50 meters; anything hidden or trying to hide in this area must succeed an appropriate Save with Difficulty 10 or be found.

Choose Mark

As a Major Action, choose a Character in sight as a Mark. For one minute, or until the Mark is removed from combat, the location of the Mark is always known, and Hit and Damage Checks against the Mark gain +3 Adjustments.

Take Cover

As a Major Action. Cover level is increased by 1 until Movement is taken. This extra cover is one-way, only affecting Attacks against the Ranger, but not Attacks made by the Ranger.

High Maneuverability

Can move through Difficult Terrain and Climb at full Speed


  • Favorite Weapon
  • Sharp-Shooter
  • Extra Sense
  • Split Shot
  • Targeted Attacks
  • Cover Cognizance
  • Steady Footing
  • Climbing

Skirmisher

The skirmisher archetype is designed to rush their opponents formation and break it up for positional advantages.

Level 1

Difficulty 8

Health 12

Speed 9

Defense: 9

Saves: Resilience 6, Will 3, Spirit 3

Standard Rolls: Strength 6, Dexterity 6, Athletics 6


Tackle Hit 7, Dmg 7

On Hit, can attempt Grapple as Minor Action

Grapple

Checks made to initiate or maintain a grapple use a Standard Roll of 9

Melee Weapon Attack Hit 6, Dmg 8

Grenades Hit 6, Dmg 10, 10m

10 uses, AoE-A 1m


  • Brawler
  • Grappler
Level 2

Difficulty 12

Health 14

Speed 10

Defense: 10

Saves: Resilience 8, Will 3, Spirit 3

Standard Rolls: Strength 8, Dexterity 7, Athletics 7


Tackle Hit 8, Dmg 9

On Hit, can attempt Grapple as Minor Action

Grapple

Checks made to initiate or maintain a grapple use a Standard Roll of 11

Melee Weapon Attack Hit 7, Dmg 10

Grenades Hit 7, Dmg 11, 10m

Quick Reflexes

Can take one Reaction per Round as its own Action type, instead of expending an Action.

Evasion

Can Disengage as a Minor Action.

10 uses, AoE-A 1m


  • Brawler
  • Grappler
  • Quick Reflexes
  • Evasion
Level 3

Difficulty 16

Health 16

Speed 10

Defense: 11

Saves: Resilience 10, Will 3, Spirit 3

Standard Rolls: Strength 10, Dexterity 7, Athletics 8, Performance 7


Tackle Hit 8, Dmg 11

On Hit, can attempt Grapple as Minor Action

Grapple

Checks made to initiate or maintain a grapple use a Standard Roll of 13

Melee Weapon Attack Hit 7, Dmg 12

Grenades Hit 7, Dmg 11, 10m

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 7 or become Frightened (see Frightening Feat) until the end of next Turn. This effect can be applied to those already Frightened as a Minor Action.

Quick Reflexes

Can take one Reaction per Round as its own Action type, instead of expending an Action.

Evasion

Can Disengage as a Minor Action.

10 uses, AoE-A 1m


  • Brawler
  • Grappler
  • Quick Reflexes
  • Evasion
  • Frightening
Level 4

Difficulty 20

Health 17

Speed 12

Defense: 14

Saves: Resilience 11, Will 3, Spirit 3

Standard Rolls: Strength 11, Dexterity 11, Athletics 11, Performance 7


Tackle Hit 11, Dmg 12

On Hit, can attempt Grapple as Minor Action

If Skirmisher moved two meters towards the Target directly before the Attack, they may choose to push the Target back two meters.

Grapple

Checks made to initiate or maintain a grapple use a Standard Roll of 14

Melee Weapon Attack Hit 11, Dmg 13

If Skirmisher moved two meters towards the Target directly before the Attack, they may choose to push the Target back two meters.

Grenades Hit 11, Dmg 15, 10m

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 7 or become Frightened (see Frightening Feat) until the end of next Turn. This effect can be applied to those already Frightened as a Minor Action.

Quick Reflexes

Can take one Reaction per Round as its own Action type, instead of expending an Action.

Evasion

Can Disengage as a Minor Action.

10 uses, AoE-A 1m


  • Brawler
  • Grappler
  • Quick Reflexes
  • Evasion
  • Frightening
  • Ramming Attack
Level 5

Difficulty 24

Health 20

Speed 12

Defense: 14

Saves: Resilience 11, Will 6, Spirit 3

Standard Rolls: Strength 13, Dexterity 12, Athletics 11, Performance 7


Tackle Hit 12, Dmg 14

On Hit, can attempt Grapple as Minor Action

If Skirmisher moved two meters towards the Target directly before the Attack, they may choose to push the Target back two meters.

On Hit, may swap positions with Target as a Minor Action, invoking Opportunity Attacks if relevant

Grapple

Checks made to initiate or maintain a grapple use a Standard Roll of 16

Melee Weapon Attack Hit 12, Dmg 15

If Skirmisher moved two meters towards the Target directly before the Attack, they may choose to push the Target back two meters.

On Hit, may swap positions with Target as a Minor Action, invoking Opportunity Attacks if relevant

Grenades Hit 12, Dmg 16, 10m

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 7 or become Frightened (see Frightening Feat) until the end of next Turn. This effect can be applied to those already Frightened as a Minor Action.

Quick Reflexes

Can take one Reaction per Round as its own Action type, instead of expending an Action.

Evasion

Can Disengage as a Minor Action.

10 uses, AoE-A 1m


  • Brawler
  • Grappler
  • Quick Reflexes
  • Evasion
  • Frightening
  • Ramming Attack
  • Deft Footwork
Level 6

Difficulty 28

Health 29

Speed 13

Defense: 17

Saves: Resilience 14, Will 9, Spirit 6

Standard Rolls: Strength 13, Dexterity 12, Athletics 14, Performance 7


Tackle Hit 12, Dmg 14

On Hit, can attempt Grapple as Minor Action

If Skirmisher moved two meters towards the Target directly before the Attack, they may choose to push the Target back two meters.

On Hit, may swap positions with Target as a Minor Action, invoking Opportunity Attacks if relevant

Grapple

Checks made to initiate or maintain a grapple use a Standard Roll of 16

Melee Weapon Attack Hit 12, Dmg 15

If Skirmisher moved two meters towards the Target directly before the Attack, they may choose to push the Target back two meters.

On Hit, may swap positions with Target as a Minor Action, invoking Opportunity Attacks if relevant

Grenades Hit 12, Dmg 16, 10m

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 7 or become Frightened (see Frightening Feat) until the end of next Turn. This effect can be applied to those already Frightened as a Minor Action.

Quick Reflexes

Can take one Reaction per Round as its own Action type, instead of expending an Action.

Evasion

Can Disengage as a Minor Action.

10 uses, AoE-A 1m


  • Brawler
  • Grappler
  • Quick Reflexes
  • Evasion
  • Frightening
  • Ramming Attack
  • Deft Footwork

Soldier

The soldier archetype is designed to be a heavy-hitting front-line attacker.

Level 1

Difficulty 8

Health 11

Speed 9

Defense: 9

Saves: Resilience 5, Will 3, Spirit 3

Standard Rolls: Athletics 6, Dexterity 8, Strength 8


Melee Weapon Attack Hit 12, Dmg 14

Ranged Weapon Attack Hit 8, Dmg 10, 30m


  • Favorite Weapon
Level 2

Difficulty 12

Health 14

Speed 10

Defense: 11

Saves: Resilience 6, Will 5, Spirit 3

Standard Rolls: Athletics 8, Dexterity 9, Strength 10, Perception 4


Melee Weapon Attack Hit 13, Dmg 16

Ranged Weapon Attack Hit 9, Dmg 11, 30m

Evasion

Can Disengage as a Minor Action


  • Favorite Weapon
  • Evasion
Level 3

Difficulty 16

Health 17

Speed 11

Defense: 12

Saves: Resilience 7, Will 6, Spirit 4

Standard Rolls: Athletics 9, Dexterity 10, Strength 11, Perception 4


Melee Weapon Attack Hit 14, Dmg 17

Secondary Melee Attack Hit 10, Dmg 13

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Weapon Attack Hit 10, Dmg 12, 30m

Evasion

Can Disengage as a Minor Action


  • Favorite Weapon
  • Evasion
  • Dual-Wielder
Level 4

Difficulty 20

Health 18

Speed 11

Defense: 13

Saves: Resilience 8, Will 6, Spirit 4

Standard Rolls: Athletics 10, Dexterity 12, Strength 13, Perception 4


Melee Weapon Attack Hit 16, Dmg 19

Attacks and Opportunity Attacks are made with a range of 2m.

Secondary Melee Attack Hit 12, Dmg 15

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Weapon Attack Hit 12, Dmg 14, 30m

Evasion

Can Disengage as a Minor Action


  • Favorite Weapon
  • Evasion
  • Dual-Wielder
Level 5

Difficulty 24

Health 23

Speed 12

Defense: 15

Saves: Resilience 11, Will 7, Spirit 5

Standard Rolls: Athletics 12, Dexterity 14, Strength 18, Perception 6, Insight 4


Melee Weapon Attack Hit 18, Dmg 23

Attacks and Opportunity Attacks are made with a range of 2m.

Secondary Melee Attack Hit 14, Dmg 20

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Weapon Attack Hit 14, Dmg 16, 30m

Evasion

Can Disengage as a Minor Action


  • Favorite Weapon
  • Evasion
  • Dual-Wielder
Level 6

Difficulty 28

Health 23

Speed 12

Defense: 15

Saves: Resilience 11, Will 7, Spirit 5

Standard Rolls: Athletics 12, Dexterity 17, Strength 21, Perception 6, Insight 4


Melee Weapon Attack Hit 21, Dmg 26

Attacks and Opportunity Attacks are made with a range of 2m.

If the Target's Defense Save is 16 or less, or if it is a Critical Failure, the Target is knocked Prone.

Secondary Melee Attack Hit 14, Dmg 20

If the Target's Defense Save is 12 or less, or if it is a Critical Failure, the Target is knocked Prone.

Double Attack

May make both a Melee Weapon Attack and Secondary Melee Attack using one Attack Action.

Ranged Weapon Attack Hit 17, Dmg 19, 30m

Evasion

Can Disengage as a Minor Action


  • Favorite Weapon
  • Evasion
  • Dual-Wielder
  • Shoving Strike

Support

The support archetype is designed to givie their allies buffs and form the nucleus of their allies' formation.

Level 1

Difficulty 8

Health 15

Speed 8

Defense: 12 (-3 if not wielding shield)

Saves: Resilience 3, Will 6, Spirit 6

Standard Rolls: Performance 6, Athletics: 3 / 2 = 1

Energy: 15


Unarmed Strike Hit 3, Dmg 3

Ranged Attack Hit 5, Dmg 3, 60m

Spell Casting Range 6m, Energy Limit 9

Any one Spell can be cast as a Major Action, taking effect within the Spell Range, and costing no more than the Energy Limit.

  • Heal: 1 Energy/HP, +2 Energy if not Targeting self. Heal the specified HP.
  • Extra Time: 3 Energy when Targeting self, 5 Energy when not Targeting self. Target gains an extra Major Action to be used before the end of their next Turn.
  • Reduced Time: 7 Energy, Will Save vs 6. On next Turn, Target gets either a Major Action, or Minor Action, but not both.

  • Elemental Initiate
  • Master of Duality
  • Master of All Elements
Level 2

Difficulty 12

Health 28

Speed 8

Defense: 12 (-3 if not wielding shield)

Saves: Resilience 3, Will 6, Spirit 9

Standard Rolls: Performance 6, Athletics: 3 / 2 = 1

Energy: 28


Unarmed Strike Hit 3, Dmg 3

Ranged Attack Hit 5, Dmg 3, 60m

Inspire

Has 6 Inspiration Points. Before a Character within sight makes a Check, can spend one or more of these points to add 1d4 to the Check per point spent.

Spell Casting Range 12m, Energy Limit 15

Any one Spell can be cast as a Major Action, taking effect within the Spell Range, and costing no more than the Energy Limit.

  • Heal: 1 Energy/HP, +2 Energy if not Targeting self. Heal the specified HP.
  • Extra Time: 3 Energy when Targeting self, 5 Energy when not Targeting self. Target gains an extra Major Action to be used before the end of their next Turn.
  • Reduced Time: 7 Energy, Will Save vs 9. On next Turn, Target gets either a Major Action, or Minor Action, but not both.
  • Protect: 2 Energy when Targeting Self, 4 when Targeting others. +1 Energy/Round Target gains Resistance to all Damage.

  • Elemental Initiate
  • Master of Duality
  • Master of All Elements
  • Hearty
  • Inspiring
Level 3

Difficulty 16

Health 29

Speed 8

Defense: 12 (-3 if not wielding shield)

Saves: Resilience 3, Will 6, Spirit 10

Standard Rolls: Performance 8, Athletics: 3 / 2 = 1

Energy: 29


Unarmed Strike Hit 3, Dmg 3

Ranged Attack Hit 5, Dmg 3, 60m

Inspire

Has 8 Inspiration Points. Before a Character within sight makes a Check, can spend one or more of these points to add 1d4 to the Check per point spent.

Warn

As a Major Action, grant all allies that can see or hear the Support a +5 Adjustment to all Saves (including Defense) until the start of next Turn.

Spell Casting Range 14m, Energy Limit 17

Any one Spell can be cast as a Major Action, taking effect within the Spell Range, and costing no more than the Energy Limit.

  • Heal: 1 Energy/HP, +2 Energy if not Targeting self. Heal the specified HP.
  • Extra Time: 3 Energy when Targeting self, 5 Energy when not Targeting self. Target gains an extra Major Action to be used before the end of their next Turn.
  • Reduced Time: 7 Energy, Will Save vs 10. On next Turn, Target gets either a Major Action, or Minor Action, but not both.
  • Protect: 2 Energy when Targeting Self, 4 when Targeting others. +1 Energy/Round Target gains Resistance to all Damage.

Potions

Has two of each of these Potions, which can be handed to another Character and be drunk as a Minor Action.

  • Athletics: +1 to Athletics Checks and Defense for 10 minutes
  • Strength: +1 to Strength Checks and Damage Checks for 10 minutes
  • Resilience: +1 to Resilience Checks for 10 minutes
  • Dexterity: +1 to Dexterity Checks and Hit Checks for 10 minutes
  • Health: Restores 1d6 HP
  • Energy: Restores 1d6 Energy

  • Elemental Initiate
  • Master of Duality
  • Master of All Elements
  • Hearty
  • Inspiring
  • Warning
  • Potion Brewer
Level 4

Difficulty 20

Health 31

Speed 8

Defense: 12 (-3 if not wielding shield)

Saves: Resilience 3, Will 6, Spirit 12

Standard Rolls: Performance 9, Athletics: 3 / 2 = 1

Energy: 31


Unarmed Strike Hit 3, Dmg 3

Ranged Attack Hit 5, Dmg 3, 60m

Inspire

Has 9 Inspiration Points. Before a Character within sight makes a Check, can spend one or more of these points to add 1d4 to the Check per point spent.

Warn

As a Major Action, grant all allies that can see or hear the Support a +6 Adjustment to all Saves (including Defense) until the start of next Turn.

Counterspell

As a Major Reaction to a Spell being Cast, expend Energy up to Energy Limit, adding that amount on to the Cost of the Spell.

Spell Casting Range 16m, Energy Limit 21

Any one Spell can be cast as a Major Action, taking effect within the Spell Range, and costing no more than the Energy Limit.

  • Heal: 1 Energy/HP, +2 Energy if not Targeting self. Heal the specified HP.
  • Extra Time: 3 Energy when Targeting self, 5 Energy when not Targeting self. Target gains an extra Major Action to be used before the end of their next Turn.
  • Reduced Time: 7 Energy, Will Save vs 12. On next Turn, Target gets either a Major Action, or Minor Action, but not both.
  • Protect: 2 Energy when Targeting Self, 4 when Targeting others. +1 Energy/Round Target gains Resistance to all Damage.
  • Tremor: 3 Energy/Space + 2 Energy per disconnected block of affected Spaces. All Characters in Targeted Area must succeed a Difficulty 12 Athletics Save or be Knocked Prone.

Potions

Has two of each of these Potions, which can be handed to another Character and be drunk as a Minor Action.

  • Athletics: +1 to Athletics Checks and Defense for 10 minutes
  • Strength: +1 to Strength Checks and Damage Checks for 10 minutes
  • Resilience: +1 to Resilience Checks for 10 minutes
  • Dexterity: +1 to Dexterity Checks and Hit Checks for 10 minutes
  • Health: Restores 1d6 HP
  • Energy: Restores 1d6 Energy

  • Elemental Initiate
  • Master of Duality
  • Master of All Elements
  • Hearty
  • Inspiring
  • Warning
  • Potion Brewer
  • Counterspell
Level 5

Difficulty 24

Health 31

Speed 8

Defense: 12 (-3 if not wielding shield)

Saves: Resilience 3, Will 6, Spirit 12

Standard Rolls: Performance 9, Athletics: 3 / 2 = 1

Energy: 31


Unarmed Strike Hit 3, Dmg 3

On a Hit, Heal self Dmg/2+1 = 2 Hit Points

Ranged Attack Hit 5, Dmg 3, 60m

Health Redistribution

When Healed, may allocate any number of those Hit Points to another Character within 5 meters instead of self.

Inspire

Has 9 Inspiration Points. Before a Character within sight makes a Check, can spend one or more of these points to add 1d4 to the Check per point spent.

Warn

As a Major Action, grant all allies that can see or hear the Support a +6 Adjustment to all Saves (including Defense) until the start of next Turn.

Counterspell

As a Major Reaction to a Spell being Cast, expend Energy up to Energy Limit, adding that amount on to the Cost of the Spell.

Spell Casting Range 16m, Energy Limit 21

Any one Spell can be cast as a Major Action, taking effect within the Spell Range, and costing no more than the Energy Limit.

  • Heal: 1 Energy/HP, +2 Energy if not Targeting self. Heal the specified HP.
  • Extra Time: 3 Energy when Targeting self, 5 Energy when not Targeting self. Target gains an extra Major Action to be used before the end of their next Turn.
  • Reduced Time: 7 Energy, Will Save vs 12. On next Turn, Target gets either a Major Action, or Minor Action, but not both.
  • Protect: 2 Energy when Targeting Self, 4 when Targeting others. +1 Energy/Round Target gains Resistance to all Damage.
  • Tremor: 3 Energy/Space + 2 Energy per disconnected block of affected Spaces. All Characters in Targeted Area must succeed a Difficulty 12 Athletics Save or be Knocked Prone.

Potions

Has two of each of these Potions, which can be handed to another Character and be drunk as a Minor Action.

  • Athletics: +1 to Athletics Checks and Defense for 10 minutes
  • Strength: +1 to Strength Checks and Damage Checks for 10 minutes
  • Resilience: +1 to Resilience Checks for 10 minutes
  • Dexterity: +1 to Dexterity Checks and Hit Checks for 10 minutes
  • Health: Restores 1d6 HP
  • Energy: Restores 1d6 Energy

  • Elemental Initiate
  • Master of Duality
  • Master of All Elements
  • Hearty
  • Inspiring
  • Warning
  • Potion Brewer
  • Counterspell
  • Health Redistribution
Level 6

Difficulty 28

Health 34

Speed 8

Defense: 15 (-3 if not wielding shield)

Saves: Resilience 3, Will 6, Spirit 15

Standard Rolls: Performance 12, Strength 5, Dexterity 4, Athletics: 3 / 2 = 1

Energy: 34


Unarmed Strike Hit 4, Dmg 7

On a Hit, Heal self Dmg/2+1 = 4 Hit Points

Ranged Attack Hit 6, Dmg 4, 60m

Health Redistribution

When Healed, may allocate any number of those Hit Points to another Character within 5 meters instead of self.

Inspire

Has 12 Inspiration Points. Before a Character within sight makes a Check, can spend one or more of these points to add 1d4 to the Check per point spent.

Warn

As a Major Action, grant all allies that can see or hear the Support a +9 Adjustment to all Saves (including Defense) until the start of next Turn.

Counterspell

As a Major Reaction to a Spell being Cast, expend Energy up to Energy Limit, adding that amount on to the Cost of the Spell.

Spell Casting Range 22m, Energy Limit 27

Any one Spell can be cast as a Major Action, taking effect within the Spell Range, and costing no more than the Energy Limit.

  • Heal: 1 Energy/HP, +2 Energy if not Targeting self. Heal the specified HP.
  • Extra Time: 3 Energy when Targeting self, 5 Energy when not Targeting self. Target gains an extra Major Action to be used before the end of their next Turn.
  • Reduced Time: 7 Energy, Will Save vs 15. On next Turn, Target gets either a Major Action, or Minor Action, but not both.
  • Protect: 2 Energy when Targeting Self, 4 when Targeting others. +1 Energy/Round Target gains Resistance to all Damage.
  • Tremor: 3 Energy/Space + 2 Energy per disconnected block of affected Spaces. All Characters in Targeted Area must succeed a Difficulty 15 Athletics Save or be Knocked Prone.

Potions

Has two of each of these Potions, which can be handed to another Character and be drunk as a Minor Action.

  • Athletics: +1 to Athletics Checks and Defense for 10 minutes
  • Strength: +1 to Strength Checks and Damage Checks for 10 minutes
  • Resilience: +1 to Resilience Checks for 10 minutes
  • Dexterity: +1 to Dexterity Checks and Hit Checks for 10 minutes
  • Health: Restores 1d6 HP
  • Energy: Restores 1d6 Energy

  • Elemental Initiate
  • Master of Duality
  • Master of All Elements
  • Hearty
  • Inspiring
  • Warning
  • Potion Brewer
  • Counterspell
  • Health Redistribution

Tank

The tank archetype is designed to draw attacks away from its allies and block its opponents from advancing.

Level 1

Difficulty 8

Health 25

Speed 8

Defense: 3 / 2 + 9 = 10

Saves: Resilience 5, Will 5, Spirit 5

Standard Rolls: Performance 6, Athletics 3 / 2 = 1


Unarmed Strike Hit 3, Dmg 3

AoE Attack Hit 3, Dmg 4, 30m

Targets all chosen Characters within 2 meters of the Targeted Space.

Until start of next Turn, a Character entering the Targeted Area triggers an Opportunity Attack as a Free Action

Provoke

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 6 or become Provoked (see Provocation Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Provoked.


  • Hearty
  • Provocation
Level 2

Difficulty 12

Health 25

Speed 8

Defense: 3 / 2 + 9 = 10

Saves: Resilience 5, Will 5, Spirit 5

Standard Rolls: Performance 9, Dexterity 6, Athletics 3 / 2 = 1


Unarmed Strike Hit 6, Dmg 3

AoE Attack Hit 6, Dmg 7, 30m

Targets all chosen Characters within 2 meters of the Targeted Space.

Until start of next Turn, a Character entering the Targeted Area triggers an Opportunity Attack as a Free Action

Provoke

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 9 or become Provoked (see Provocation Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Provoked.

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 9 or become Frightened (see Frightening Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Frightened.


  • Hearty
  • Provocation
  • Frightening
Level 3

Difficulty 16

Health 25

Speed 8

Defense: 3 / 2 + 12 = 13

Saves: Resilience 5, Will 5, Spirit 5

Standard Rolls: Performance 11, Dexterity 7, Athletics 3 / 2 = 1


Unarmed Strike Hit 8, Dmg 4

After Hit, may choose to use Grapple on the Target as a Minor Action/Reaction: Target must succeed a new Defense Save with Difficulty 8 or become Grappled.

AoE Attack Hit 7, Dmg 8, 30m

Targets all chosen Characters within 2 meters of the Targeted Space.

Until start of next Turn, a Character entering the Targeted Area triggers an Opportunity Attack as a Free Action

Provoke

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 11 or become Provoked (see Provocation Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Provoked.

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 11 or become Frightened (see Frightening Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Frightened.


  • Hearty
  • Provocation
  • Frightening
  • Brawler
Level 4

Difficulty 20

Health 28

Speed 9

Defense: 6 / 2 + 12 = 15

Saves: Resilience 8, Will 5, Spirit 5

Standard Rolls: Performance 14, Dexterity 7, Athletics 6 / 2 = 3


Unarmed Strike Hit 8, Dmg 4

After Hit, may choose to use Grapple on the Target as a Minor Action/Reaction: Target must succeed a new Defense Save with Difficulty 8 or become Grappled.

AoE Attack Hit 7, Dmg 8, 30m

Targets all chosen Characters within 2 meters of the Targeted Space.

Until start of next Turn, a Character entering the Targeted Area triggers an Opportunity Attack as a Free Action

Provoke

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 14 or become Provoked (see Provocation Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Provoked.

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 14 or become Frightened (see Frightening Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Frightened.


  • Hearty
  • Provocation
  • Frightening
  • Brawler
  • Favorite Weapon
Level 5

Difficulty 24

Health 28

Speed 9

Defense: 6 / 2 + 12 + 2 = 17

Saves: Resilience 8, Will 5, Spirit 5

Standard Rolls: Performance 15, Dexterity 9, Athletics 6 / 2 = 3

Resistance: Standard Damage


Unarmed Strike Hit 10, Dmg 4

After Hit, may choose to use Grapple on the Target as a Minor Action/Reaction: Target must succeed a new Defense Save with Difficulty 8 or become Grappled.

AoE Attack Hit 13, Dmg 14, 30m

Targets all chosen Characters within 2 meters of the Targeted Space.

Until start of next Turn, a Character entering the Targeted Area triggers an Opportunity Attack as a Free Action

Provoke

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 15 or become Provoked (see Provocation Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Provoked.

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 15 or become Frightened (see Frightening Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Frightened.


  • Hearty
  • Provocation
  • Frightening
  • Brawler
  • Favorite Weapon
  • Resistance
  • Natural Armor
Level 6

Difficulty 28

Health 28

Speed 9

Defense: 6 / 2 + 12 + 2 = 17

Saves: Resilience 8, Will 5, Spirit 5

Standard Rolls: Performance 15, Dexterity 9, Athletics 6 / 2 = 3

Resistance: Standard Damage


Unarmed Strike Hit 10, Dmg 4

After Hit, may choose to use Grapple on the Target as a Minor Action/Reaction: Target must succeed a new Defense Save with Difficulty 8 or become Grappled.

AoE Attack Hit 13, Dmg 14, 30m

Targets all chosen Characters within 2 meters of the Targeted Space.

Until start of next Turn, a Character entering the Targeted Area triggers an Opportunity Attack as a Free Action

Redirection

When the Tank or an allies within 1 meter is Targeted by an Attack that misses, may choose a new Target within 1 meter of self, who must make a new Defense Check against the original Hit Check. May Target original Attacker.

Provoke

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 15 or become Provoked (see Provocation Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Provoked.

Frighten

As a Major Action, choose up to five Targets in sight within 15 meters. Each Target must succeed a Will Save with Difficulty 15 or become Frightened (see Frightening Feat) until the end of next Turn. As a Minor Action, this effect can be applied to those who are already Frightened.


  • Hearty
  • Provocation
  • Frightening
  • Brawler
  • Favorite Weapon
  • Resistance
  • Natural Armor
  • Redirection
  • Improved Redirection

Customizing Minions

While the listed archetypes should give a good roster of generic enemies, it's good to customize them for specific enemies. For example, if you're running an encounter with fire spirits, you may want to add resistance to fire as one of their traits. While customizing a minion, you may choose to give them higher Standard Rolls and Feats. For adding Feats, simply add the Feat's Skill Point cost to the minion's Difficulty Rating. As for Standard Rolls, the minion's Difficulty Rating will increase by one when its Standard Rolls increase by a total of three.

When you increase a minion's Standard Rolls, you may have to update its other stats:

For example, if you grant a minion the Redirection Feat, +2 to its Standard Strength Roll, and +1 to its Standard Will Roll, this will increase its Difficulty Rating by four. Three for the Redirection Feat, and one for the three points on its Standard Rolls. Its Maximum Health would also increase by 1, due to the increased Standard Will Roll.

When choosing stats for attacks and armor, pick items from the Equipment section, even if they represent something other than literal items. For example, you may give the minion a flamethrower to represent fire breath. For every 50 Credits spent on Equipment, add 1 to the minion's Difficulty Rating. You may also upgrade its attacks using the Legendary Weapon Upgrades, adding 2 to the Difficulty Rating for each Legendary Weapon Point.

As always, feel free to create new Weapons, Upgrades, Feats, etc., as long as you choose costs that are balanced when compared to the other options in those categories.

Stats listed with an equation

Some stats in a stat block will be listed as an equation instead of a number. In this case, when upgrading the stat, you will be upgrading the underlined number, and the actual stat will be determined by the expression on the left of the “=”. This is mostly meant to be used for minions with Heavy Armor, which halves the Athletics Standard Roll on all stats that depend on it.

Creating archetypes from scratch

Below is an example of a minion with no points spent on its difficulty. Note that all Standard Rolls start at 3, this is why stat blocks have an assumed value of three when a stat is not listed. The health of 9 is the sum of the Resilience, Will, and Spirit scores with no further modification. The speed is the Athletics Standard Roll (3), -3 to get the underlying score, and then put through the normal Character speed calculation of Athletics/2 + 8. Defense is the Athletics Standard Roll without Armor. The Attack uses the Dexterity and Strength Standard Rolls for Hit and Damage respectively, with no modification that a weapon would provide.

Template

Difficulty 0

Health 9

Speed 8

Defense: 3

Saves: Resilience 3, Will 3, Spirit 3

Standard Rolls: All Abilities 3

Vulnerability: None

Resistance: None

Immunity: None


Unarmed Strike Hit 3, Dmg 3


  • [no feats]

Enemy-only Feats

There are some Feats that can only be taken by enemies, mostly for balance reasons. These cover everything from simple stat adjustment, to powerful abilities.

Stat Adjustments

These Feats exist to make small adjustments to enemy stats without changing their Standard Rolls. Some of these Feats have a negative Skill Point cost, as they make the enemy weaker.

Health Increase

1 Skill Point, can be taken multiple times

Some enemies should stick in the combat longer than their Standard Rolls would suggest. Each time a Character takes this Feat, their Maximum Health is increased by five.

Health Reduction

-1 Skill Point, can be taken multiple times

Some enemies should just go down quickly. Each time a Character takes this Feat, their Maximum Health is reduced by five. If this Feat would reduce their Maximum Health below one, it instead sets it to one. This Feat cannot be taken by a Character with only one Maximum Health.

Speed Increase

1 Skill Point, can be taken multiple times

Some enemies should move faster than their Standard Athletics Roll would suggest. Each time a Character takes this Feat, their Speed increases by two,

Speed Reduction

-1 Skill Point, can be taken multiple times

Some enemies should not move as quickly as their Standard Athletics Roll would suggest Each time a Character takes this Feat, their Speed is reduced by two. If this Feat would reduce their Speed below zero, it instead sets it to zero. This Feat cannot be taken by a Character with zero Speed.

Other Feats

Damage Immunity

4 Skill Points, can be taken multiple times

Choose one Damage Type. The Character gains Immunity to all Damage of that type. If you choose an Elemental Damage Type, you may only choose one Element per time this Feat is taken.

Damage Vulnerability

-2 Skill Points, can be taken multiple times

Choose one Damage Type. The Character gains Vulnerability to all Damage of that type. If you choose an Elemental Damage Type, you may only choose one Element per time this Feat is taken.

Powerful Natural Weapons

0 Skill Points, can be taken multiple times

As enemies use Weapons and Armor to represent their Attacks and Defense, regardless of whether or not the Attack actually uses an item, this Feat converts an item to an ingrained part of the enemy. Choose an item. The Character always has that item equipped and cannot be disarmed of it.

Status Immunity

2 Skill Points, can be taken multiple times

Choose one Status Effect. The Character is unable to be affected by that Status Effect.