What's new

Outerlands Enemy Thread


SilentSilth

Lurker
Former Moderator
Joined
Nov 11, 2008
Messages
1,181
Reputation score
53
Descendants go through tons of bad guys, enemies, and natural fauna; because of this, the forces of Pekol are in desperate need of new, horrible creatures that are willing to break-in Descendants.

Enemies in Outerlands follow a hierarchy chart, from weakest to strongest:
Minions, Soldiers, Lieutenants, Bosses, Ancients and Giant Monsters.
Within those hierarchies, there are different tiers, from 1 to 5, to show how strong a Monster is.


Here's how to make enemies of all types (except Ancients and Giant Monsters):

Minions
Weak enemies, meant as canon fodder or fun little pets. They usually gain some sort of bonus for being in groups. These guys should be labeled 'Free EXP'. They usually have no combat aptitudes until they're a higher level.
Stat Spread:
Tier 1: Stats start at 2; they have 50 EXP to spend, and 2 free feats.
Tier 2: Stats start at 6; they have 100 EXP to spend, and 2 free feats.
Tier 3: Stats start at 15; they have 150 EXP to spend, and 3 free feats.
Tier 4: Stats start at 30; they have 200 EXP to spend, and 3 free feats.
Tier 5: Stats start at 60; they have 300 EXP to spend, and 4 free feats.

Soldiers
Foot soldiers, and the back of most fighting forces, mostly average in every aspect. They often lead small squads of Minions, but can work alone or in small groups of other soldiers.
Stat Spread:
Tier 1: Stats start at 5; they have 100 EXP to spend, and 3 free feats. They have 2 Combat Abilities or Spells for free.
Tier 2: Stats start at 25; they have 200 EXP to spend, and 3 free feats. They have 2 Combat Abilities or Spells for free.
Tier 3: Stats start at 55; they have 300 EXP to spend, and 4 free feats. They have 3 Combat Abilities or Spells for free.
Tier 4: Stats start at 95; they have 400 EXP to spend, and 4 free feats. They have 3 Combat Abilities or Spells for free.
Tier 5: Stats start at 155; they have 500 EXP to spend, and 5 free feats. They have 4 Combat Abilities or Spells for free.

Lieutenants
Military Captains; Bandit Leaders; or Lone, Violent Rogues; Lieutenants are sometimes Descendants, but are always stronger than them to start. They're not meant to be too much of a challenge - but can overpower a careless player. Lieutenants usually have a feat that gives them a bonus from any Minions or Soldiers around.
Stat Spread:
Tier 1: Stats start at 15; they have 200 EXP to spend, and 5 free feats. They have 3 Combat Abilities or Spells for free.
Tier 2: Stats start at 35; they have 300 EXP to spend, and 5 free feats. They have 3 Combat Abilities or Spells for free.
Tier 3: Stats start at 75; they have 400 EXP to spend, and 6 free feats. They have 4 Combat Abilities or Spells for free.
Tier 4: Stats start at 115; they have 500 EXP to spend, and 6 free feats. They have 4 Combat Abilities or Spells for free.
Tier 5: Stats start at 225; they have 600 EXP to spend, and 7 free feats. They have 6 Combat Abilities or Spells for free.

Bosses
Warlords; Warrior Kings; Generals; Bosses are meant to challenge a very prepared Descendant, or a group of several Descendants. Bosses usually infer combat bonuses to Minions, Soldiers and Lieutenants, but also can gain bonuses from any around (inferring a sort of Morale). They start with 350 EXP to spend on stats, and may even have custom spells.
Stat Spread:
Tier 1: Stats start at 50; they have 350 EXP to spend, and 10 free feats. They have 6 Combat Abilities or Spells for free.
Tier 2: Stats start at 80; they have 400 EXP to spend, and 10 free feats. They have 6 Combat Abilities or Spells for free.
Tier 3: Stats start at 120; they have 550 EXP to spend, and 12 free feats. They have 8 Combat Abilities or Spells for free.
Tier 4: Stats start at 150; they have 700 EXP to spend, and 12 free feats. They have 10 Combat Abilities or Spells for free.
Tier 5: Stats start at 255; they have 850 EXP to spend, and 14 free feats. They have 14 Combat Abilities or Spells for free.
Legendary Level Bosses: These bosses represent living beings that have become strong beyond measure, usually not meant to be fought - but they can provide a 'fun' challenge for groups of Descendants. They are fully customized.

Ancients
Hah, yeah, no. You don't get to know about them until later in the plot. <3

Giant Monsters
Behemoths, Dragons, Land Crawles and Living Mountains; Giant Monsters are the stuff of Legends, only being felled by a combined effort from a group of dedicated Descendants. Their stats are determined on the number of Descendants fighting them, becoming weaker as the group grows.

Special Enemies aren't too special; just different kinds of races. Use the Race template in the character creation thread to make an enemy of a certain race; if they fall into any of these Beast or Special races, use the templates below.
----------------------------------------
ANIMAL: Any kind of normal animal, ranging from domestic dogs/cats, to tigers, lions, bears, and wolves. Also, there's no reference in there. At all.

This Template is applied to the enemy tier (Minion, Soldier, etc.) that you're making.

Stats:
Strength: +10
Stamina: +8
Dexterity: +2
Agility: +4
Intelligence: -8
Will: -8
----------------------------------------

----------------------------------------
DIRE/SPIRIT ANIMAL: Legendary Animals, with some intelligence and will power behind them. They can have an element if needed.

This Template is applied to the enemy tier (Minion, Soldier, etc.) that you're making. It can be adjusted based on the type of enemy you're making.

Strength: +14
Stamina: +10
Dexterity: +6
Agility: +8
Intelligence: +4
Will: +6
----------------------------------------

----------------------------------------
BEASTMEN: Beastmen are Humanoid animals, but lack basic reasoning that most races blessed by the Gods possess. As such, they form packs, much like their animal counterparts; and, on rare occassion, can form tribes.

This Template is applied to the enemy tier (Minion, Soldier, etc.) that you're making. It can be adjusted based on the type of enemy you're making.

Strength: +18
Stamina: +24
Dexterity: +14
Agility: +10
Intelligence: -16
Will: +4
----------------------------------------

----------------------------------------
BEASTIAL CREATURES: Any race with animal features. They usually have enhanced strength and dexterity, but minimal intelligence and will.

This Template is applied to the enemy tier (Minion, Soldier, etc.) that you're making. It can be adjusted based on the type of enemy you're making.

Strength: +10
Stamina: +6
Dexterity: +12
Agility: +6
Intelligence: -8
Will: -4
----------------------------------------

----------------------------------------
POSSESSED CREATURES: Any race possessed by Ancients, Demons, or Dark Beings. They have superior stats, no matter the enemy type.

This Template is applied to the enemy tier (Minion, Soldier, etc.) that you're making. It can be adjusted based on the type of enemy you're making.

Strength: +20
Stamina: +40
Dexterity: +20
Agility: +30
Intelligence: +40
Will: +40
----------------------------------------

Abilities:
Abilities for enemies don't have to follow standard rules. Here are a few custom ones:
Barrel: Throwing their weight into an opponent, the creature tries to bowl the enemy over (knock down). Strength vs. Strength check.
Cost: 10 BP.

Beastial Howl: A howl so fierce, all the enemies take a -2d20 to-hit, -d20 to damage, for d6 rounds.
Cost: 50 BP.

Body Slam: The creature slams their entire body into an opponent, dealing 4d8+Strength mod+Stamina mod, with an 80% chance to stun for d4 rounds.
Cost: 40 BP.

Dash: The creature doubles their speed, but cannot attack this round.
Cost: 10 BP.

Gnaw: Using up 5 BP, the creature latches onto an enemy, dealing standard damage 1d4 times. 5 BP is consumed for each gnaw.

Go For The Throat (GFTT): Leaping at an opponent, the creature attempts a grapple check; if successful, the enemy is put at grapple stage 4. If they fail, the creature drops to last place in initiative, and must forfeit their next turn.
Cost: 20 BP.

High-Pitched Howl: A howl that, with a 25% chance, can bring in an additional d5 (minimum of 2) soldiers. Limit: Once per battle.

Pull: The creature grabs onto an opponent's leg, keeping them from taking their next action.
Cost: 10 BP

Running Bite: The creature rushes forward 5 meters, dealing standard bite damage to anyone they pass. They stop as soon as they'd run into something, and only deal damage to their sides. An attack of opportunity can come from anyone with the feat Quick Feet.

Snap: The creature growls and snaps their jaws, the display offering a 50% chance to push an opponent back d8 meters.
Cost: 5 BP.

Stalk: If line of sight is broken, the creature immediately goes into stealth, requiring a spot check to find.
Bonus: If the creature escapes battle, they are able to locate their enemy again.
 
Last edited:
OP
SilentSilth

SilentSilth

Lurker
Former Moderator
Joined
Nov 11, 2008
Messages
1,181
Reputation score
53
Re: Outerlands Enemy Thread

HOW TO MAKE AN OUTERLANDS ENEMY:
1 - Get idea.
2 - Choose a hierarchy level and assign base stats.
3 - Spend EXP (un)wisely, and pick an element.
4 - Take feats from previous monsters, or create new feats.
5 - Assign weaknesses, I guess.
6 - Pick out equipment, abilities, and spells.
7 - Post.

Enemy Template:
Name:
Possible Genders: [Male/Female/Herm]
Type: [Minion/Soldier/Lieutenant/Boss]
Level: [Low/Medium/High]

Element: [None/Water/Fire/Earth/Lightning/Light/Dark]

Strength:
Stamina:
Dexterity:
Agility:
Intelligence:
Will:

BP:
PP:
MP:

Spells: (Optional)

Feats:

Weaknesses: (Optional, as they don't give EXP refunds)

Equipment:

Melee Damage Bonus: (Strength/5)
Damage Mitigation Bonus: (Stamina/5)
Ranged Damage Bonus: (Dexterity/5)
Speed Bonus (Cap 10): (Agility/5)
Magic Damage Bonus: (Intelligence/5)
Magic Dodge Bonus: (Will/5)
 
Top