Unofficial Tabletop Role-Playing Game
Different from Minions (See — Minions), Villains and Adversaries are real threats. These foes are built in a similar way to a PC, with some differences, and can usually contend with one or more on even footing. Go through the following step-by-step guide to create an Adversary for your players to fight.
Let’s go through the process again with an example.
There is an important distinction between an Antagonist and a Villain. While both are Adversaries, they play different roles.
Vegeta in the Saiyan Saga is a Villain, but overtime, he shifts to an Antagonist when facing off against our heroes, then a tenuous ally in future sagas. However, Majin Buu and Super Buu (along with his continued fusions), are true-blue Villains. They have greater powers, are generally stronger, and are built up over the entire Arc as a true threat that needs to be taken out.
Below you’ll find the list of Villainous Traits to give your Adversary some spice and depth.
Villainous Traits
Trait Name | Trait Description |
Dynamic Trait | Can’t find something that fits? Make your own! |
One Hand is Enough For You | The Adversary begins combat with Swaggering Wager active, even if they don’t have that talent. This Swaggering Wager has your choice of restriction, defaulting to the third one, and will restrict the Adversary until they reach the Bloodied Threshold, where the second half of the talent will activate as normal. If the adversary has Swaggering Wager, they may be convinced to use it more than once per Combat Encounter. You may decide whether a Persuasion Check is necessary, or perhaps the Adversary must win a Very Hard TN Cognitive save. |
Dauntless | When an attack would kill the Adversary or push them over a Health Threshold, they may reduce the damage taken by 75%. This may only be used five times per Combat Encounter. |
Large and in Charge! | Increase all of the Adversary’s Physical Wound Rolls by +1d6(T), and their Soak Value by +1(T). They may also use their Force Modifier to calculate movement speed. |
Now I’m Mad! | Whenever the Adversary reaches a Health Threshold, they automatically enter Rage, ignoring the Combat Session limitation. They must still forfeit their next turn as normal. |
This Is Getting Annoying | For each Health Threshold reached, increase the Adversary’s Critical Range by 1, to a limit of 7. |
Inspiring Commander | A Counter Action may be spent to have another ally re-roll a result after learning the outcome. Allies have +1(T) to all rolls. |
Wrecking Ball | If the first attack the Adversary makes on their turn is Physical, increase all Energy Wound Rolls by +3(T) until the start of their next turn. |
Dynamo | If the first attack the Adversary makes on their turn is Energy, increase all Physical Wound Rolls by +3(T) until the start of their next turn. |
Terrifying Pose | When the Adversary uses the Dynamic Pose Talent, all enemies must make a Medium TN Morale Save. If they fail, they gain the Impediment Combat Condition for their next roll. |
Tight-Knit Squad | On their turn, the Adversary may spend an Action to have an ally with Tight-Knit Squad immediately take an Action. Additionally, they may use the Dynamic Pose Talent for 3 Actions. Doing so gives all regular bonuses to the next ally in the Initiative Order with the Tight-Knit Squad Trait. These bonuses stack, but if the ally with the bonuses is attacked, they must make a Morale Save, TN Easy to keep the bonuses. Increase the TN by one rank for each stack of Dynamic Pose. |
Super, Dynamic, Posing, ATTACK! | Dynamic Pose can now be used three times in one turn, with modified bonuses. Bonuses above the first one can only be gained by using Dynamic Pose in a row. 1. Double its normal bonuses, but they only affect Strike or Wound Rolls of the next attack. 2. The enhanced bonus applies to all the Adversary’s rolls in that attack. 3. The attack gains two free levels of the Energy Charge maneuver. |
Dual Heat Attack | When this Adversary makes a Combination Attack, both them and the partner may spend another Action to combine their final Wound totals and reduce it by 33%. |
The Dance of Inspiration! | Instead of affecting themself, the Adversary may instead use the Dynamic Pose talent to affect all of their allies. If the Adversary and any of their allies have the Tight-Knit Squad trait, the Adversary must pass an Easy TN Morale Save to successfully pose, spending the Action and failing to do anything but embarrass themself on a failure. Increase the TN by +2 for every defeated Tight-Knit Squad member past the first, and by another +2 if they are dead. |
The Greatest Power and High | Once every two rounds, the Adversary may spend 6(T) Ki Points and Two Actions to stop time. They cannot gain any more Actions this turn. The Adversary then uses one of the following: – Their next action gains Superiority. – Make any combination of three basic Physicals and Energy Spheres, automatically hitting. These may not be wagered on. – Immediately move three times. |
Terrifying | When this Adversary enters a Combat Encounter, or if they transform into an Alternate Form, all enemies that can see or sense them receive Impediment to their rolls. This can be removed by making a Medium TN Morale save as an action. The TN is reduced by -2 for every round that passes. |
Parasitic Growth | As an Action, the Adversary can drain the target of a grapple, regardless of who started it. The enemy must make an Opposed Save that is chosen now; failing has them lose 1d8(T) Life and Ki Points, and restoring that much to the Adversary. If the adversary has Organic Consumption or Kiri Drain, they may use those traits instead. Successfully draining a target grants the Adversary +1(T) to all rolls for the rest of combat. They may only gain this bonus once per target, but it can stack. The Adversary also gains stacks by draining from population centers, which will degrade at -1(T) per Combat Encounter. |
Blood in the Water | When any target is at the Bloodied threshold, increase this Adversary’s Wound Rolls against them by +1d4(T). Increase the size of these dice by one category for every Health Threshold they’ve reached after Bloodied, to a maximum of 1d8(T) at Wounded. The Adversary’s Wound Rolls are also increased by +2(T) if their target has the lowest current Life Points in this Combat Encounter. Disable these bonuses if the target has more Life Points than the Adversary. |
Almost Immortal | At the start of their turn, the Adversary activates a Healing Surge that also restores Ki Points. When this Adversary is reduced to 0 Life Points, they are considered Defeated, but not dead. Roll a 2d10 percentile upon their defeat, and consult the table below: Regenerate in 1 Round Regenerate in 2 Rounds Regenerate in 3 Rounds Regenerate in 4 Rounds 01-30 31-60 61-80 81-00 The Adversary will regenerate in that many rounds and restore 15% of their Life and Ki Points for every round they took to regenerate. The only way to permanently kill them is to deal 100% of their current Life Points with one attack that engulfs them entirely. Ignore this part if the Adversary is truly immortal. |