
You can’t have a Dragon Ball story without antagonists. They are the figures that push the protagonists, motivate them to get stronger, and force them to their limits and beyond. As a reminder, the Adversary Creation system below is a suggestion, nothing set in stone. Use it as a tool to help you make different enemy types stand out, or as a tool to help you get your feet as a new ARC.
Quickplay Adversaries
Making an Adversary can take a lot of time, so when you have to make one quickly, you can follow these rules. The Adversaries made in this may not be as strong as those made in the traditional method, but should be simpler to play and therefore are good in a pinch when you need to rush out a foe.
Create an Adversary as you normally would, but you do not use Character Perks to define your Adversary’s Talents and Attribute Scores. Instead, follow the below rules:
- Set 1 Attribute’s Attribute Score to the Score Limit.
- Set 2 Attribute’s Attribute Scores to 3/4 of the Score Limit.
- Set 1 Attribute’s Attribute Score to 1/2 of the Score Limit.
- Gain 3(bT) Talents.
- If you want the Adversary to take the Balanced Warrior Talent, set the lower of their Force and Magic to the Attribute Score of the higher.
Adversary Creation
To create an Adversary, follow the rules below to figure out their Power Level and additional bonuses but otherwise (once you have their Power Level), make them as you would any typical character which had gained that Power Level normally. The only exceptions is that they do not require to meet the Prerequisites for any Talent or Unique Ability, nor do they need to keep track of their Technique Points – instead, simply grant them whatever Signature Techniques and Unique Abilities you deem fitting.
Adversary Category
The first thing you must do when making an Adversary is decide the category of that Adversary – the kind of enemy they will be. This depends on the role in which that Adversary will play in your story. There are four Adversary Categories, listed below with the various effects applied to them:
Villain. Villain Adversaries have their Maximum Life Points and Maximum Ki Points increased by 4 for each of their Power Levels.
Some examples of Villains are: Vegeta, Frieza, Cell, Majin Buu, etc…
Superior. Superior Adversaries have their Maximum Life Points and Maximum Ki Points increased by 2 for each of their Power Levels.
Some examples of Superior Adversaries are: Raditz, Nappa, the Ginyu Force, the Androids, Dabura, etc…
Standard. Standard Adversaries function identically to normal characters.
Some examples of Standard Adversaries are: Cui, Dodoria, Zarbon, Android #19 and #20, Yakon, etc…
Mook. Mooks do not have Health Thresholds but are always considered to be under the Injured Health Threshold for their effects. Additionally, Mooks only have a quarter of their Maximum Life Points and a half of their Maximum Ki Points. If a Mook is Defeated by a player’s Attacking Maneuver, that Character gains Bonus Momentum.
Some examples of Mook Adversaries are: Saibamen, Frieza Soldiers, Pui-Pui, etc…
Dealing with a Party
Adversaries of the Villain or Superior Adversary Categories may have to face a great deal of enemies, making it easy to overwhelm them with sheer numbers. So, they also benefit from the following rules:
Narrative Stamina. At the start of each Combat Round, gain a number of Temporary Life and Ki Points equal to 1/20th their respective maximum values for every Opponent that exceeds that Adversary’s number of Allies (not including Defeated characters). When making the calculations for Narrative Stamina, treat the number of Minions (except Special Minions) and Mook-category Adversaries as if only half their number was present. If you would lose any Life Points or spend any Ki Points through any means, remove your Temporary Life and Ki Points first. At the end of each Combat Round, you lose all Temporary Life and Ki Points.
At the start of each Combat Round, have an Adversary in the God Ki Special State regain a number of Divine Ki Points equal to their Power Level.
Adversaries do not benefit from Narrative Stamina if they only have a single Opponent.
One-Man Army. At the start of each Combat Round, gain an additional Counter Action for each Opponent after the first. Additionally, increase the Might and all Saving Throws of a Villain-category Adversary by 1(T).
Villainous Karma. At the start of each Combat Encounter, a Villain-Category Adversary gains 6 Karma Points to spend, and a Superior-Category Adversary gains 3 Karma Points to spend during that Combat Encounter.
Every third Karma Point spent, an Adversary regains 2d10(T)+(Power Level) Life and Ki Points.
Adversaries do not gain Karma Points at Character Creation and do not suffer penalties for being low on Karma Points.
Without Capacity. Villains-Category Adversaries should be allowed to ignore the rules on Capacity entirely. Any effects that would allow them to regain Capacity should instead be applied to their Ki Points. Unlike players, your objective isn’t to win but to be a challenge. As such, ignoring this otherwise limiting rule can allow you to have an Adversary more freely use their abilities in a way that fits the pacing you desire for a Combat Encounter.
Adversary Difficulty
Now that you’ve identified the type of Adversary you are creating, you need to choose a Difficulty Level. This is tied to both the Power Level of the resident Adversary and the number of Villainous Traits they possess (see below). An Adversary’s base Power Level should be the average of your player group at their time of creation before applying the Difficulty Level variations and use your party’s average base Tier of Power for any (bT) calculations.
| Difficulty Level | Power Level | Villainous Traits | Adversary Transformations |
|---|---|---|---|
| Easy | +0 | 0 | 0 |
| Medium | +1(bT)-1 (min. 1) | 1 | 1(bT)-1 |
| Hard | +1(bT)+1 | 2 | 1(bT) |
| Super | +1(bT)+2 | 3 | 1(bT)+1 |
The Difficulty Level Table gives a few suggestions: how many additional Power Levels should be given to an Adversary, as well as how many Villainous Traits and how many Adversary Transformations they should possess. Of course, this is just a guideline. Consider experimenting and modifying your Adversaries depending on the results they inflict upon your players – every party is different and you should design your Adversaries (both personality and combat capabilities) around them.
A Terror beyond Comprehension. For every Power Level an Adversary would gain from their Difficulty Level that exceeds Power Level 30, increase an Attribute Modifier of your choice by 2.
Adversaries and Transformations. While the Difficulty Level table gives a suggestion regarding Adversary Transformations, it’s important to note that these aren’t referring to normal Transformations. As for those, just give what feels appropriate depending on what Transformations your party possesses. Generally, it’s best to aim in a similar ballpark, but adjust based on the capabilities of individual Transformations and what seems fitting.
For example, while Frieza was using True Form against Goku – who himself was only using the Kaioken or Super Saiyan (both relatively low Tier of Power Transformations), Goku likely possessed a large number of Manifested Powers that helped make up the difference (such as Zenkai and Unlocked Potential).
Villainous Traits
Villainous Traits are unique Traits possessed by Adversaries that grant them greater capabilities and unique features. It’s usually suggested to make dynamic Villainous Traits that fit your specific villain, but below is a list of example Villainous Traits:
The Pain Will Make Me Stronger!: When you’re hit, all you feel is an ever-increasing rage.
-[Passive]: Increase the Dice Score of your Steadfast Checks by 2.
-[Triggered/Threshold]: If you succeed at your Steadfast Check for this Health Threshold, increase your Combat Rolls for the remainder of the Combat Encounter by +1(bT). This bonus may stack.
Overflowing Outburst: Your explosive power strengthens your attacks.
-[Passive]: While you are in the Raging or Surging State, increase the Dice Category of the Extra Dice gained from any Energy Charges by 1.
-[Triggered/Raging, Triggered/Surging]: Use the Energy Charge Maneuver as an Out-of-Sequence Maneuver.
Stay Down: Your cruelty bleeds through into your attacks, leaving your opponents reeling.
-[Triggered]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver, reduce their Stress Bonus by 2 until the end of their next turn.
-[Triggered, 1/Encounter]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver, they automatically fail their Steadfast Check for that Health Threshold.
No More Games: When you get serious, you become nigh-unstoppable.
-[Passive]: If you have not used the second effect of No More Games during this Combat Encounter, the Combat Recovery Maneuver does not reduce your Defense Value or trigger the Exploit Maneuver.
-[Triggered, 1/Encounter]: If an Opponent’s Attacking Maneuver would knock you through a Health Threshold or Defeat you, use the Basic Attack Maneuver on that Opponent as an Out-of-Sequence Maneuver. If you deal damage to that Opponent, their Attacking Maneuver is canceled and they regain any Ki Points spent on it (any Actions spent are still lost).
Instantaneous Assault: You are lightning-quick, able to attack while your opponents are still trying to figure out where you’ve gone.
-[Passive]: You do not need to spend Ki Points for any effect of the Movement Maneuver (including Rapid Movement).
-[Triggered, 1/Round]: If you would end your movement within an Opponent’s Melee Range, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
The Perfect Plan: You have a plan to ruthlessly take out a single individual. Anyone who gets in your way will be taken down.
-[Permanent, Passive, Ruling]: Choose a Character to become your “Chosen Nemesis”. You always benefit from both effects of the Analysis Maneuver on that Character.
-[Triggered, 1/Round]: If a Character who is not your Chosen Nemesis uses the Intervene Maneuver for an Attacking Maneuver that originally targeted your Chosen Nemesis, increase the Damage Category of the Attacking Maneuver by 1.
-[Triggered, 1/Round]: If an Opponent who is not your Chosen Nemesis targets you with an Attacking Maneuver, use a Special Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver, targeting that Opponent.
An Unreachable Strength: Your power is so great that none can think to oppose you.
-[Passive]: Increase your Combat Rolls against Opponents of a lower Tier of Power than you by 1(bT).
-[Triggered/Power, 1/Encounter]: If you are below the Injured Health Threshold, increase your Tier of Power by 1 (see — Breakthrough) until the end of your next turn.
Narrative Transformation: You are able to transform without any stress at all, allowing you to focus on reducing your enemies to ashes.
-[Passive]: Select a Transformation or Transformation Line you possess. You do not need to roll Stress Tests for that Transformation or Transformation Line unless you are in the Full Power State, Exceed State, or using another Transformation in conjunction with them.
-[Triggered, 1/Encounter]: Double the amount of Life and Ki Points regained through Legend Realized.
Endless Barrage: You can attack with seemingly-limitless power, unhindered by the need to gather your strength.
-[Passive]: Reduce the Ki Point Cost of your Signature Techniques by 2(T).
-[Passive]: You may use the Signature Technique Maneuver any number of times during each Combat Round. Additionally, if you are using the Path of Power Rules, ignore the Limited Signatures rule.
Second Phase: There’s more to fighting you than anyone can possibly realize; you keep your true power hidden to use against those fools who dare to oppose you.
-[Passive]: You cannot enter your Transformation with the highest Tier of Power Requirement, nor can you use two Transformations in conjunction with one another until you trigger the second effect of Second Phase.
-[Triggered/Defeated]: Regain Life Points equal to 1/2 of your Maximum Life Points and stop being Defeated. Then, you may use the Transformation Maneuver as an Out-of-Sequence Maneuver.
Endless Resources: You never seem to tire in combat.
-[Triggered/Start of Combat Round]: Regain 5(bT) Ki Points.
-[Triggered, 1/Encounter]: If you are targeted by an Attacking Maneuver that is a Signature Technique or has a Ki Wager of 10(bT) or more, you may use the Defend Maneuver without spending a Counter Action.
Dauntless: Nothing fazes you, making it difficult for your enemies to get a read on how to defeat you.
-[Passive]: Ignore the rules for Forcing a Stress Test.
-[Triggered, 1/Encounter]: If you are above the Critical Health Threshold and are hit by an Attacking Maneuver would reduce your Life Points to 0, instead set your Life Points to 1 Life Point below the Critical Health Threshold.
Drain Defying: Your transformations don’t have any strain on your energy reserves.
-[Passive]: Halve the Draining Aspect for all of your Transformations while you are not in the Power Stressed Special State.
-[Triggered, 1/Encounter]: If you would lose Ki Points from the Draining Aspect, gain that many Ki Points instead.
Condescending: You don’t even bother giving your opponents the courtesy of going all out; they can’t hope to beat you even when you hold back, after all.
-[Passive]: While you have any stacks of Holding Back or any Restrictions placed by the Swaggering Wager Talent, reduce the Ki Point Cost of all Attacking Maneuvers by 1(T).
-[Triggered, 1/Encounter]: If you knock an Opponent through a Health Threshold with one of your Attacking Maneuvers while you have any stacks of Holding Back or any Restrictions placed by the Swaggering Wager Talent, they automatically fail their Steadfast Check made for that Health Threshold.
Weaknesses
A Weakness is something that an Adversary possesses that actually makes them easier to defeat. Each time you apply a Weakness to an Adversary, you can gain an additional Villainous Trait for them. A Weakness should be something that does have a meaningful effect on an Adversary and, upon becoming aware of it, should greatly increase the chances of the players against them.
Here are some example weaknesses:
Weak Stamina: This Adversary is strong at the outset, but has trouble recovering their energy.
-[Passive]: Reduce the amount of Ki Points you regain for any reason by 2(bT).
-[Passive]: While your Ki Points are below 1/2 of your Maximum Ki Points, reduce your Combat Rolls by 1(bT).
-[Automatic]: While you are below the Injured Health Threshold, increase the Ki Point Cost of all Attacking Maneuvers by 1(T).
The Tipping Point: This Adversary is almost impossible to damage, but once you pierce their defenses, they will crumble and implode.
-[Triggered]: If you would take less than 20(bT) Damage from an Attacking Maneuver, you do not reduce your Life Points and instead reduce your Ki Points by the amount of Life Points you would lose. You do not benefit from this effect if you have fewer Life Points than your Maximum Life Points.
-[Passive]: You do not reduce your Life Points from Combat Conditions or Damage Over Time.
-[Automatic/Start of Turn]: If you have fewer Life Points than your Maximum Life Points, reduce your Life Points by 5(bT).
Obsessive Opponent: This Adversary meticulously focuses on a single enemy until they are no more.
-[Automatic/Start of Combat Encounter, Ruling]: Target an Opponent. They become your “Source of Obsession”. Increase your Combat Rolls against your Source of Obsession by 2(T), but reduce your Strike and Dodge Rolls against all other Opponents by 2(T).
-[Automatic]: If your Source of Obsession is Defeated, select a new Opponent to be your Source of Obsession.
-[Passive]: You cannot target any Opponent other than your Source of Obsession with Attacking Maneuvers unless you cannot target your Source of Obsession with an Attacking Maneuver, or your Attacking Maneuver has an AoE that also targets your Source of Obsession.
Personality Flaw: This Adversary has a crippling personality flaw.
-[Passive]: Gain a Drawback.
Flawed Physiology: This Adversary has some unusual defect that negatively impacts their performance.
-[Passive]: Gain a Flaw (see — Custom Species).