
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, and as a guideline to help you make the most fitting opponents for your game.
Adversary Creation
Adversary Advice and Guidelines
Adversary Skill. Adversaries do not gain Skill Improvements, but have an unlimited number of Technique Points and can have any number of Skill Ranks that you deem fit, even ignoring the usual limit applied by their base Tier of Power. You should, however, keep in mind that additional Skill Ranks may make certain effects or clashes too difficult for players to beat.
Adversary Abilities. Adversaries do not need to meet any Attribute Score Prerequisites for Unique Abilities and their Advancements. For Unique Abilities/Advancements that require certain Skill Ranks, Adversaries only require 2 Skill Ranks in the required Skill, regardless of how many are requested.
Adversaries and Attributes. Adversaries are not limited by the Attribute Score Limit (see — Attributes). You should still use these Attribute Score Limits as a guideline, as to not make Adversaries with Attribute Scores too high for them to ever be beaten by your players.
Adversaries and Power Levels. Adversaries can be any Power Level you deem fit for your party to face. Keep in mind, however, that Power Levels are more impactful at the earlier Tiers of Power, so it is recommended to be more careful with how many additional Power Levels you grant to Adversaries at lower Tiers of Power.
Any Adversary that has a higher base Tier of Power than the party will naturally be more challenging than those who are of the same Tier of Power, but this is a larger problem at lower Tiers of Power; this can be due to Tier of Power Extra Dice, the jump in (T) bonuses (the increase from 1 to 2 is comparatively larger than the increase from 2 to 3, being double the value while the latter is an increase in value of 50%), or the fact that each Power Level gained at a change to Tier of Power grants various perks all at once.
Adversaries and Transformations. Adversaries can ignore the Awakening Limit and have as many Transformations as is necessary to keep them a threat to your party. You should still, however, use the Awakening Limit as a general guideline – but consider what your party is capable of and adjust accordingly.
Returning Adversaries. If an Adversary comes back at a higher ToP or changes dramatically (see — Cell gaining Perfection, or Buu going through his various incarnations), remake that Adversary, using its previous sheet as a guideline. This allows you to make each change or the time they’ve spent away from the players stand out, enabling them to showcase different capabilities than before… Or just be stronger, if you don’t feel like shaking them up much.
The Golden Rule for Adversaries. To make a good Adversary, you should be aware of what your players are capable of. Make sure to learn or at least have a solid idea of the resting and maximum values of your player’s Combat Rolls, Saving Throws, Soak Value, and how much effort each Character must put in (aka how much time and resources are required) to reach and maintain those levels.
This doesn’t have to be a perfect recollection, but if you understand how high players can reach, you can gauge your Adversary’s capabilities and decide how difficult you want them to be in relation to that information. It is recommended that you aim for somewhere between the resting and maximum values for most Characters to make your Adversaries threatening but beatable (though, this is just in general, certain adversaries may require a different approach).
Experiment and have fun with it! Remember that being an ARC should be a pleasant experience for you, too.
To create an Adversary, follow the steps below:
- Step 1) Choose an Adversary Category (shown below) and the intended PCC of the Adversary.
- Step 2) Undergo typical Character Creation, then gain Power Levels up to the Power Level you want that Adversary to be at.
- Step 3) Choose and gain Transformations for the Adversary (see: Adversary Transformations for some Transformations unique to Adversaries).
- Step 4) Gain Villainous Traits depending on your Adversary’s Adversary Category.
Quickplay Adversaries
Making an Adversary can take a lot of time, so when you have to make one quickly, you can follow these rules instead of the usual 2nd Step of Character Creation. 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 Categories
Just as there are many different levels of opponents, there are different categories for Adversary. These Categories apply various benefits that make different levels of opponent feel unique in degrees of how challenging they are.
Player Character Count (PCC). Every Adversary makes use of the PCC value. Your PCC value for your Adversary is, essentially, how many Player Characters that the Adversary is intended to fight. Player Characters refer to any non-Minion Characters controlled by a player. Your PCC is not always the number that is equal to your number of players. Your players may have an additional Character (see — Marvelous Master), your players may be intended to be split and only some face this Adversary, or if there’s multiple Adversaries in one encounter, they shouldn’t each be intended to fight all of the Player Characters at once (in these situations, most Adversaries will be aimed to fight only a couple of Player Characters each).
Adversary Category List
Standard. Standard Adversaries are those that may serve a challenge initially, but can be overcome without a tremendous amount of effort. Sometimes, it can be fun to allow Standard Adversaries to be a threat for a single Character, rather than requiring the entire party to face off against them.
Some examples of Standard Adversaries are: Cui, Dodoria, Zarbon, Android #19 and #20, Yakon, etc…
Elite. Elite Adversaries are dangerous foes who may serve as a major threat to the players. These Adversaries should be considered something akin to a ‘Mid-Boss’, a major challenge unto themselves but not the main antagonist of a story.
Some examples of Superior Adversaries are: Raditz, Nappa, the Ginyu Force, the Androids, Dabura, etc…
Villain. Villain Adversaries are the real deal. These Adversaries serve as the final opponent for a storyline, the big climactic battle that brings it to an end. Each one should be dangerous and, if possible, push your players to their absolute limit.
Some examples of Villains are: Vegeta, Frieza, Cell, Majin Buu, etc…
Adversary Table. Below is the Adversary Table, which details benefits that Adversaries gain:
| Adversary Category | Max LP per PL | Max KP per PL | AP per base ToP | Narrative Stamina | Villainous Traits |
|---|---|---|---|---|---|
| Standard | 1 | 1 | N/A | N/A | N/A |
| Elite | PCC | 2(PCC) | PCC | PCC*6(bT) | 1 |
| Villain | 2(PCC) | 4(PCC) | 2(PCC) | PCC*12(bT) | 2 |
Max LP per PL. Increase your Adversary’s Maximum Life Points by the amount shown on the table for each Power Level reached.
Max KP per PL. Increase your Adversary’s Maximum Ki Points by the amount shown on the table for each Power Level reached.
AP per base ToP. Increase the amount of Attribute Points your Adversary has at Character Creation by the amount shown on their table for each base Tier of Power they’ve reached.
Narrative Stamina. This value is used for Narrative Stamina (see — Adversaries in Combat).
Villainous Traits. This value is used for Adversary Creation. It is how many Villainous Traits your Adversary gains.
Adversaries in Combat
Adversaries of the Villain or Elite 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 Narrative Stamina equal to the amount listed on the Adversary Category Table above. You lose all Narrative Stamina at the end of each Combat Round.
Narrative Stamina is a resource that can be used in the place of Ki Points, and when you take Damage, you can reduce your Narrative Stamina by any amount to reduce how many Life Points you lose by an equal amount.
One-Man Army. Instead of 1 Counter Action, Elite and Villain Adversaries gain PCC Counter Actions at the start of each Combat Round.
Without Capacity. 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.
When Ki Wagering, you should try to avoid ever Ki Wagering more than your Character’s Max Capacity. There may be instances where it seems narratively appropriate, but in general, this kind of action should be heavily limited.
Capacity should, however, still be used as a guideline for how many Ki Points they should be using at any time. Just do not be afraid of going over it if you have to when facing multiple opponents.
The one exception to this should be in a Duel Maneuver, in which case you should heed the restrictions of your Character’s Capacity, and maybe consider starting with a lower Capacity to account for having spent Ki Points previously in the Combat Round, but this is ultimately down to what you find most suitable for the situation at hand. Though, if multiple players join a Duel Encounter, it makes sense to go a little beyond what Capacity normally allows to maintain tension.
Villainous Karma. Adversaries do not gain Karma Points at Character Creation, but instead, they have no limit on Karma Points and at the start of each Combat Encounter, a Villain-Category Adversary gains PCC Karma Points, and an Elite-Category Adversary gains 1/2 of PCC Karma Points (min. 1). Adversaries lose all remaining Karma Points at the end of each Combat Encounter.
Once an Adversary runs out of Karma Points, an Adversary regains Life and Ki Points equal to 1/4 of their Maximum Life and Ki Points.
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 Adversary.
Each Villainous Trait should be powerful enough to give an edge to your Adversary, but they should usually be something that allows an Adversary to patch a weakness, or a crutch that they rely on to make them feel more powerful than they truly are. If an Adversary Trait does more than simply enable an Adversary to deal with some weakness they are struggling with, it should have a weakness – such as a situational limit (for example, certain Health Thresholds or not being able to make use of something, such as their strongest Transformation until a situation is reached) or a trade off that players can exploit.
Below is a few example Villainous Traits:
Arrogant and Unstoppable: Your power is so great that none can think to oppose you.
(1)-[Passive]: While in the Healthy Health Threshold, increase your Combat Rolls, Soak Value, and Might by 2(T).
(2)-[Triggered/Power, 1/Encounter]: You may treat yourself as if you are in the Healthy Health Threshold for all of your effects until the start of your next turn.
Dauntless: Nothing fazes you, making it difficult for your enemies to get a read on how to defeat you.
(1)-[Passive]: Characters do not gain Bonus Momentum from knocking you through a Health Threshold and you cannot suffer from Reduced Momentum.
(2)-[Passive]: Increase your Maximum Life Points by 1/4.
(3)-[Automatic/Threshold]: Reduce your Maximum Life Points by 1/4.
Desperate Adversary: When you’re hit, all you feel is an ever-increasing rage.
(1)-[Passive]: For each Health Threshold you are below, increase your Combat Rolls by 1(T), but reduce your Soak Value by 1(T).
(2)-[Triggered/Threshold]: Gain 1 Counter Action.
Narrative Transformation: You are able to transform without any stress at all, allowing you to focus on reducing your enemies to ashes.
(1)-[Passive]: Select a Form or Transformation Line you possess. You do not need to roll Stress Tests for that Transformation or Transformation Line unless you are using another Transformation in conjunction with them.
(2)-[Triggered, 1/Encounter]: Double the amount of Life and Ki Points regained through Legend Realized.
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.
(1)-[Passive]: You cannot enter your Transformation with the highest Tier of Power Requirement until you trigger the second effect of Second Phase.
(2)-[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.
Statstick: You have no need for fancy tricks, because your raw strength is enough to mow down your enemies.
(1)-[Passive]: Increase your Combat Rolls and Soak Value by 1(T).
(2)-[Passive]: Double the amount of Maximum Life and Ki Points you gain due to your Adversary Category.
(3)-[Passive]: You cannot use any Unique Abilities or Special Maneuvers (except the Soar Maneuver).
Wild Swings: You can attack with seemingly-limitless power, unhindered by the need to gather your strength.
(1)-[Passive]: Reduce your Strike Rolls by 2(bT), but increase your Wound Rolls by 3(T).
(2)-[Triggered, 2/Round]: If you use an Attacking Maneuver, it becomes an Absolute Attack.
Villainous Maneuvers
Villainous Maneuvers are a form of Special Maneuver that all Adversaries have access to. They function to shift the dynamics of combat and add both additional levels of threat and stakes to what would otherwise be a battle between individuals.
1-on-1 Duel [1/Encounter]: You focus your attacks on a single person, intent on reducing enemy numbers.
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: N/A
–Effect: Target a Player Character and request a 1-on-1 Battle. If they agree, then until another Character targets you (or that Character) with a Maneuver or effect (except through the 1st effect of the Spectator State), you ignore the rules of Narrative Stamina and One-Man Army.
If you defeat a Player Character, regain Life and Ki Points equal to 1/2 of their Maximums and then regain the use of this Villainous Maneuver.
Insta-Kill [1/Encounter]: You eliminate one of those pesky weaklings that stands before you with nary a thought.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: N/A
–Exploitable: All Adjacent Opponents. If you take Damage from an Attacking Maneuver made through the Exploit Maneuver in response to this Attacking Maneuver, the Maneuver fails.
–Effect: Target a Minion (except a Special Minion that is not a Duplicate Minion) or Buddy. That Minion or Buddy dies.
Area Wipe [1/Encounter]: You lob a force of destructive energy that hits everything in the surrounding area.
–Maneuver Type: Standard Maneuver
–Action Cost: 2 Actions
–KP Cost: N/A
–Exploitable: All Adjacent Opponents. If you take Damage from an Attacking Maneuver made through the Exploit Maneuver in response to this Attacking Maneuver, the Maneuver fails.
–Effect: Make an Attacking Maneuver of the Simple Profile (any Foundation) that targets all other Characters on the Battlefield regardless of if they are Hidden or no matter how many Squares they are away from you (even if this Attacking Maneuver is of the Physical Foundation).
Regardless of the results of the Attacking Maneuver, after concluding that Attacking Maneuver, destroy all Features in the Battlefield, and remove all Environmental Qualities from all Squares in the Battlefield.
Planet Burst [1/Round, 2/Encounter]: Channeling you strength into the planet beneath your feet, you cause untold devastation.
–Maneuver Type: Standard Maneuver
–Action Cost: 3 Actions
–KP Cost: Equal to your Narrative Stamina
–Exploitable: N/A
–Effect: Unleash an attack that will destroy the planet the Battlefield is currently on, or, if you are in space, a nearby planet of your choice. When using this Maneuver, Player Characters can initiate a Duel Maneuver in response to this as if you made an Attacking Maneuver that targeted all of them. In that case, this is treated as an Attacking Maneuver of the Mega Flare profile with PCC Energy Charges and 1/2 of PCC number of Power Shot stacks applied to it.
If the Characters lose this Duel Maneuver, they will take the Damage as usual, but the planet will also be destroyed.
Adversary Weakpoints
Sometimes, an Adversary may be very strong and not be intended to be simply beaten down in traditional Dragon Ball style. A Weakpoint is something that can be given to an Adversary to make them very imposing at first, but able to be beaten after it is figured out.
A Weakpoint can be anything from:
- A target for Called Shots.
- A certain Health Threshold.
- A certain Elemental Profile.
- A certain number of Combat Rounds having passed.
- And so on! Whatever you think of that would be interesting.
Once a Weakpoint’s condition has been hit, you can use it to:
- Remove Adversary Transformations.
- Prevent an Adversary from entering/staying in a very powerful Transformation.
- Remove a Villainous Trait.
- Apply Combat Conditions.
- Weaken their Attributes or other values.
- And so on! Try to think of fun Weakpoints and their effects once hit to make your Adversary fights more engaging.
Adversary Minions
Unlike regular Characters, the Minions of Adversaries can vary from your typical Minions to Characters that act even without a Master present.
Adversary Minions represent the various ‘mooks’, weak enemies that are typically used en masse to try and overwhelm players with numbers or, as is more common, to give players a sense of how strong their Characters are compared to the fodder used by their Adversaries.
Adversary Masters. Adversary Minions always have access to their Act Phase and do not need to be targeted by the Command Maneuver. If an Adversary Minion is targeted by the Command Maneuver, they may use the Power Up Maneuver or a Surge of your choice as an Out-of-Sequence Maneuver instead.
For any effects, Adversary Minions (except Duplicate Minions) consider all non-Minion Adversaries to be their Master.
Minion Power Level. Rather than the Power Level of their Master, an Adversary Minion can be made at any Power Level that seems appropriate, depending on the difficulty you intend to make them. Please refer to the advice and guidelines on making Adversaries for more information on this topic.