Super-Villians Cosmic Threats: Enemies Chart

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Enemies Chart

Super-Villians Threat SC
Fodder 1
Description
Fodder enemies are people or animals that have
Cosmic Threats
virtually no combat ability. They can be used to throw Cosmic Threats are massive entities capable of taking on multiple
Super-Villains are made with the standard Hero generation rules additional enemies into combat for a more epic feel.
that players use in Tiny Supers. A few extra Power Traits or Traits heroic teams. Primus (page 212) is a great example of a Cosmic
Low 2 Low threat enemies may represent wild animals Threat. Simply give the Cosmic Threat as much Stress Capacity
will (especially ones like Tough, Armor, or Force Field) will help or average criminals.
Super-Villains to stand against foes. If you’re generating a team, as you feel is required (8 to 10 per opposing hero is a good start)
Medium 3-5 Medium threat enemies can begin to be dangerous and as many Traits and Power Traits as you need to accurate
keep them on the same level as the player characters.
in small groups and can represent skilled
model the threat. They often have Fodder or Low Threat mooks
However, if you are attempting to generate a threat that can stand combatants or predatory creatures.
supporting them. They tend to just be Mastered in all possible
solo against a super-heroic team, you’ll need to dramatically up their High 6-8 High threat enemies are just as dangerous as a attacks (they are just that powerful)!
SC. A good rule of thumb is 4 Stress Capacity per opposing player. skilled superhero. They are often leaders of Low
threat or Fodder threat enemies. Since they’re

tests
Heretic (page 202) in the Tiny Supers book is a good example usually leaders, they often have unique abilities
of a solo threat for a group of heroes. The Reign (page 208) is a that bolster their minions.
good example of a super-team threat with a few extra Trait picks Heroic 9-14 Heroic threat enemies are easily more skilled
to make their fight a bit more difficult (The Reign generally has 2 than your average superhero. Provide two or Roll 2d6, any result of 5 or 6 makes it a success.
extra Trait picks over standard level heroes.) three unique abilities for Heroic enemies, and
several Fodder enemies to protect them. Advantage: Roll 3d6, any result of 5 or 6 makes it a success.
Solo 15-25 Solo threats are enemies that require an entire Disadvantage: Roll 1d6, any result of 5 or 6 makes it a success.

Mooks party to engage with them. This is the realm


of giant monsters, city-leveling war machines,
and reality-warping entities. These creatures
Disadvantage trumps and overrides Advantage.

Player Actions
often have a wide variety of abilities to defend
Mooks are lesser foes, like gangsters, thugs, A.C.T.I.O.N. agents, themselves from attackers.
or other smaller, non-superpowered threats. If Mooks do have
World- 26-50 World-Shattering threats are enemies that can
superpowers, they’re usually given via gadgets (like the Gadgeteer Shattering devastate a world and require multiple super Players may take up to two actions on their turn.
power.) Mooks generally have 3 or less Hit Points and only one or heroic teams to work together to defeat them.
• Evade: Until your next turn, Test 1d6 when you are struck by an enemy.
two Traits. They generally don’t have a Mastered Weapon but can This is the realm of cosmic conquerors, insane
If successful, you evade the attack and do not take damage.
at the GM’s discretion. nihilist warlords, and near-infinite godlike power.
• Focus: Until after you Attack, your next Attack Test is successful on a 4, 5, or 6.
Galactic 51+ A Galactic Threat is an enemy that the heroes can
Threat not hope to stop through any level of brawn, being • Attack: If successful, you deal 1 of point damage to your target.
vanquished only through cunning, science, and • Move: Move approximately 25 feet, or an equivalent activity.
clever tactics!
• Test for an ability: As per description.

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