Making no effort to balance them
Offensive bar trait: imperceptible
You cannot see how the enemy is attacking. Until any seals on this bar are broken, all attacks this character makes automatically hit
Possibly: once the seals are broken, it still gets +3 to hit with all attacks
As you inch from “I can’t even perceive his weapon” to “I can see SOMETHING but it’s too fast” to “I can handle this”
Definsive bar trait: adaptive
Every time you hit this enemy, they gain a guard token after the attack resolves
Defensive bar trait: Jinxed
Whenever you hit this enemy you gain 1 dread token
Conceptual bar trait: terraforming
At the start of this enemy’s turn they can declare a region impassible, shoving anyone already in it into an adjacent region of their choice
Only one region is impassable at a time. Targeting a new region resets the old one
Conceptual bar trait: drive
This enemy gains one drive every time they reduce a PC to zero fp
Terraforming already exists
Offensive bar trait: smart weapons
If this enemy misses with an attack they may roll again to target another PC in the same region
Adaptive: Interesting idea but guard tokens are only consumed on a hit, so every hit consumes and creates one guard token, which is awkward
Drive: Enemies don't get Drive ever
Smart Weapons: Added as Second Chance
Defensive bar trait: misfire
Whenever you miss this enemy, it can reroll your attack against another pc in the same region
already exists as Domination
Defensive bar trait: adaptive
The enemy is immune to all damage from the last person who attacked it
Hmm that’s also almost compel pointless, actually
Since players generally don’t attack multiple times in a row
there can be multiple enemies, and attacks can miss
Defensive bar trait: surge
When this bar is broken, the enemy immediately gets to take a free turn
Conceptual bar trait: domain
Pick any two default tokens when you create this character. At the start of the turn, this enemy may place one of each on any character within one region of you
Offensive bar trait: sidekick
Whenever you attack, you may make a minor attack against any target in range for free at the same time
i wonder if there's a way to have a bar trait that creates a "false target"
while the actual one is moving around invisibly or sommat
Defensive bar trait: impenetrable
Until this bar is broken, no damage may be done to any other bars on this target
Dragomorph: defensive bar trait: decoy
When you break this bar, any damage to other bars are healed to full and the enemy may teleport to any region in the battlefield
Offensive bar trait: death wish
This enemy may attack twice per round. If it makes the second attack the target of the attack can make an immediate counterattack after it resolves
Since I don't see it on the list somehow,
Offensive Bar Trait: Extreme Range
When this bar is active, can attack any Zone regardless of Range.
Severe: Can attack enemies without being in a battle scene.
Offensive Bar Trait: The Best Defense
When this bar is active at the same time as a Defensive Bar, take an attack against any enemy that attacks the Defensive Bar.
Defensive Bar: Flight
Cannot be targeted by or target others with Melee attacks. Ranged Attacks can now be used within the same Zone.
Added: Domain, Sidekick, Impenetrable, Decoy, Extreme Range, The Best Defense, Flight
Conceptual bar trait: overdrive
1/round: declare an attack that hit missed
1/fight: declare an attack that missed hit
rework
more than new bar traits right now I could use some ability properties
Lingering: if this attack hits, you may make a free minor attack against the target at the start of your turn next round
To simulate all those damage over time effects
Precise: +2 strike, but -1 damage dice
Oh reliable already is tgat but better
Distracting: On a hit, grant a sense boon token to another player
Ram: when making this attack you can soend speed tokens as force tokens
You could probably come up with a couple variations on that
You know, when someone does something the enemy doesn't quite predict, and while that one person is still fighting someone who is observing notices the enemy's temporarily being off guard and factors that into their calculations
Body slam: spend guard tokens as force tokens
added: lingering, distracting
I think it might be worth counting how many ways there are to get each token
Just to make sure it’s feasible to use them all