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RBF: Bestiary

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For campaigns that feature combat, this list is handy for looking up monster and enemy TNs. Use [CTRL-F] to search the entries on this page.

Important notes about enemy power level:

Enemy Table Details

TN Examples Damage per hit HP Usage Specials
10 Citizens, Rabid dogs, minor alien vermin 10 10 TN 10 enemies are easy targets for any new basic or advanced fighter character. They only serve as a "chip damage", delaying or obstructing players' progress. In games with 3+ players you may skip them entirely. Nonviolent, nonmagical citizens might be CEOs or high priests and still powerful due to money and social influence. Such characters could be stabbed easily but very difficult to persuade or magically influence.
12 Guards, Soldiers, Thugs and Pirates, Large Animals, Small Robots, Alien Minions 20 15-30 TN 12 is good for ordinary-type enemies that are daunting early on then arrive in swarms lategame. They usually don't inflict conditions on hit. Zombies may infect or rise again. Wolves may tackle players on hit. Insectoid Aliens often have rapid claw attacks or acidic death-bursts. Basic soldiers carry powerful grenades.
14 Bears, Psychics, Stormtroopers, War-GELFs, Industrial Bots, Banshees, Cannibal Mutants 30 45-90 TN 14 is a reliable number for a large-sized, threatening enemy: Scary in early game and draining in lategame. TN 14+ enemies can always inflict at least one condition on hit. GELF bio-weapons can nail players to walls with acid coated bone-spikes. Ogres stun on hit. Banshee's screams can challenge players to roll meditation or faint outright. Construction bots can zap multiple clustered players with an arc welder.
16 Commandos, Psychic Warriors, Security Bots, Demons, Vampires, Alien Infestors 40 100-200 TN 16 enemies are formidable especially at range. With a 2d8+6, players have 44% chance to hit or defend. TN 16 with extra turns is good for final bosses of mid length games. Security bots often carry nonlethal poison gas grenade launchers. Alien infestors can splatter a whole party with parasitic worms, burning acid or sticky glue. Enemy commandos have excellent sniping, stealth and brawling skills.
18 Cyborg Ninja, Military Assault Bots, Psionic Masters, Alien Queens, Archdemons 50 200-400 TN 18 enemies are right at the edge of the scope of this game. They represent either things that should not be confronted or lategame bosses for advanced players that carefully plan their approach. Any Tn 18+ enemies will be well-stocked with attacks that deal area damage and cause conditions, extra turns per round and supernatural powers. Military assualt bots can spray a city block with flamethrowers or missile swarms while projecting a headache-inducing sonic aura and posessing significant hacking countermeasures.
20+ Extradimensional Horrors, Psionic Deities, Things that hatch from moon-sized eggs 100+ 1000+ TN20 enemies are powers that are suicide to fight in this game system. They represent Cosmic Peril itself. Players can observe them at the cost of damage and disability, but cannot defeat them in direct combat - if they can, it's time for a different game. The Searing Horror is a huge plasmatic being that causes severe burns merely by its reflected light around corners. The Seething horror is only found in deep sea caves and cannot be perceived except for a mass of burning-hot bubbles. The Saw Horror is an invisible, incorporeal master of gravity and can fill a huge area with spinning blades and waves of gravitic force.