Key Enemy Sheet
Basics
- Name: The name of the enemy. For generic enemies, this is a species name, a military rank, a job description, or a model name, but of course for bosses it's their actual personal name.
- Affinity: Which Element best relates to the enemy's personality. Again, nothing to do with the Elements they use to attack. Note that an enemy species having a certain Affinity does not mean that every individual character who belongs to that species will have that Affinity; any character who gets their own sheet will have their own personal Affinity on it.
- XP: The number of Experience Points that a player character at Level 0 receives for defeating (one instance of) the enemy. If the player is at a level higher than 0, subtract the level number from this number to get the lesser XP reward. If all enemies in a battle are worth 0 XP, but a player defeats them all anyway, they will receive 1 XP for participation. Also, player characters always receive 19 XP for defeating a boss, regardless of their level. However, it is impossible to receive more than 20 XP from a single battle, even if the enemies are worth more total.
Weapon Levels
Most enemies who are not designed to wield weapons will have E Weapon Levels in all types of weapons, and this will be indicated here as "n/a." If the enemy has any Weapon Levels that are higher than E, then they will be listed here, followed by "Other: E" to show that their level in all other types of weapons is E. Enemies will not earn use points when they use weapons, so their weapon levels will remain static. It is possible, however, for different instances of an otherwise identical enemy to have different weapon levels.
Support Levels
Enemy species will as a rule have no support levels, but bosses may have some, particularly if they are designed to be fought in a boss battle involving more than one boss character.
- Items: Rather than a specific ten-slot inventory, this will be a list of suggested items for the enemy species to potentially carry and use, but the Maestro can always give them anything else if they prefer. That being said, each instance of an enemy does still have a ten-slot inventory like any other character, and so cannot carry more than ten items. If one or more of the players have the ability to steal items from enemies in mid-battle, then the Maestro is generally forced to determine exactly what each of them is holding going into the battle, but when this factor isn't in play, the Maestro could instead use a randomized item drop system as a post-battle reward.
- Armor: For enemies who may appear wearing different kinds of armor at different times, this will be a list of suggestions like the above item list. However, more commonly, a certain type of enemy will always appear wearing a certain type of armor, for example, a Green Koopa wearing a Green Shell, and so just that one suit of armor will be indicated. By default, enemy armor always starts at full HP; the Maestro may have it start at less in order to imply previous battles that the enemy has been in. If the enemy type usually appears unarmored, then "None" is written here, but this does not completely forbid the Maestro from having a particular instance of the enemy appear with armor.
Combat Stats
All enemy species have the same set of stats as player characters, though in many, some of these stats go functionally unused. Enemies are not subject to the player character stat restrictions, so their stats can have practically any values, with obvious exceptions like needing to have at least 1 max HP.
- HP: The enemy's vitality, with a minimum of 1. Paper Mario enemies typically have only around 2-10 HP with the strongest ones maybe going up to 20, while Fire Emblem enemies have stats closer to those of player characters. Boss HP may reach up into multiple hundreds, but sometimes a boss with a seemingly low amount of HP will have some other gimmick that makes it harder to defeat. Some bosses may have different body parts that count as different targets in battle, with each of these having its own separate HP bar, in which case the details will be explained in this field.
- VP: The enemy's ability to perform special and/or psychic attacks. It's common for simple enemies that have no special attacks to have 0 maximum VP, in which case it's not possible to drain any VP from them.
- MP: Like VP, but only for magical attacks. Enemies who use magic will often have some MP but 0 max VP, and vice versa, enemies who don't have any magical attacks will typically not have any MP.
- Attack Power: Enemy Attack Power may greatly exceed the player maximum of 3, but usually meets the same minimum of 1. Enemies who are designed to fight unarmed, such as Mario enemies, are the ones whose Attack Power may be very high, but enemies who are designed to wield melee weapons will generally not have Attack Powers higher than 3, instead increasing it through the use of more powerful weapons. Special case enemies may be unable to inflict damage through normal means, and so their Attack will be marked as 0. If a certain enemy will always, without exception, appear wielding a certain weapon, then, after the enemy's Attack Power stat, this modified by the power of that weapon will be written in parentheses, since that modified number is effectively their normal Attack Power—for example, a Clubba, a Paper Mario enemy named after its Club weapon, has its Attack listed as "1 (3)," indicating that without the Club it only deals 1 damage, but its armed basic attack with its faithful Club will deal 3. This isn't done for enemies who might appear wielding one of a variety of weapons, even if those weapons all have the same power modifier.
- Magic Power: Attack Power for magical spells. Minimum 1, although very rare cases might mark it as 0. Most enemy spells are designed in a similar fashion to the default ones that player characters can learn, so their Magic Power won't often be much higher than the player character maximum of 4, but there's no strict upper limit.
- Defense Power: Enemy Defense has a minimum of 0 and many enemies will have 0, but there's also no upper limit. Always keep in mind that in Arpeggio as in Paper Mario, Defense Power and other protective factors can drop an attack's damage all the way down to 0, so even 1 point of Defense can in some cases render an enemy completely impervious to harm. Some enemies will have ridiculously high amounts of Defense in order to essentially force the players to use a piercing attack, but remember that psychic attacks don't care about Defense Power, instead working against the target's Brain Power as a defensive value, and so they can bypass such a thing if the enemy doesn't also have correspondingly high Brain Power. For the aforementioned enemies who always appear wearing the same kind of armor (such as Koopas with their specific shells), after their actual Defense Power value, this field will show the Defense value of their armor in parentheses, just like with those certain weapon modifiers and Attack Power above; this doesn't change anything about how the armor's protection actually works.
- Brain Power: Functions as both Attack and Defense for psychic attacks performed by or inflicted upon the enemy. Due to this, for an enemy that doesn't know any psychic attacks, Brain Power is a purely defensive stat, and an enemy that has ridiculously high values in both Defense and Brain will truly force the players to use piercing damage. That said, an enemy may also have 0 Brain Power; this is usually seen on zombie-like enemies, and is mostly just a zombie joke, but would function the same way as having 0 Defense Power defensively, or 0 Attack Power if the enemy were to attempt to use a psychic attack. Insanity works the same way for enemies as it does for player characters, with Brain Power having a negative number for its value; characters with 0 Brain are still considered sane.
Field Stats
Enemy field stats operate on the same 1-to-9 scale as those of other characters, again with absolutely no exceptions. However, enemy field stat totals can be as low as all stats being 1 or as high as all being 9. Enemy species may have a Unique field ability, but still only one each (although sometimes I'll fudge this by having the single ability description amount to more than one). As with Affinities, a species having a Unique ability does not require every individual character who belongs to that species to have that same ability.
- Strength: The enemy's brute force. Necessary to wear heavy armor.
- Hand-Eye: The enemy's fine motor skills.
- Platform: The enemy's jumping ability. Enemies who can wall-crawl or teleport may have it maxed at 9, as will most flying enemies, but it's possible for an enemy to be a flying character while having a low Platform stat, in which case they're comparable to the kinds of enemies in Paper Mario who could be hit by the hammer despite hovering enough to dodge earthquakes. A non-flying character attempting a melee attack on a flying character must meet or exceed the target's Platform stat, otherwise the attack will miss, but projectile attacks will hit regardless.
- Knowledge: The enemy's level of education and trivia retention.
- Clever: The enemy's intuition and attention to detail.
- Charisma: The enemy's ability to verbally manipulate other characters and to resist being so manipulated. Because of the resistance aspect, sometimes an enemy who isn't very charismatic will be given a high Charisma stat to prevent the players from getting past them in unintended ways. On the other hand, a minion with low Charisma may fail to be manipulated by the players due to acting on orders from a boss whose Charisma is higher than the players' (even if that boss isn't present).
- Unique: A description of the enemy's unique ability, if any (otherwise, "n/a" if not). Remember, this is a field ability, not a battle one.
- Weight: How heavy the enemy is to lift with Strength. Also determines the enemy's alcohol tolerance and partially determines Long Fall damage.
Attacks
- Basic Attack: A short description of the enemy's basic attack, which will inflict damage equal to its Attack Power stat. Very rarely, enemy basic attacks may have additional effects, such as being kamikaze and killing the enemy, or they may be unable to attack directly, instead healing themselves or summoning other enemies. Most enemies, however, follow the rule of the basic attack being restricted to a no-bells-and-whistles physical attack fueled by Attack Power. Basic attacks may be melee or projectile, with the latter avoiding contact damage and being able to reach flying characters.
Weapons
As with the regular items, this will be a list of possibilities, but again an actual instance of an enemy species is still limited to the same kind of four-slot weapon inventory as any other character. The right weapon can, in some cases, completely change the nature and/or degree of threat presented by the enemy.
Special Attacks
A list of the enemy's special attacks, including the necessary information relating to stats. Some enemies are built around using one or more specific special attacks, while others may have none and instead be built around weapon use or whatnot. The VP costs of enemy special attacks may sometimes differ drastically from how much the same attack would cost on a player character, but often they won't be far removed.
Psychic Attacks
A list of the enemy's psychic attacks, if any. On the enemy sheets that you'll find on this site, I've mainly used the default psychic attacks, which are based on those from Mother 3, regardless of where the enemy itself is from. But they can, of course, have more original ones.
Magical Attacks
A list of the enemy's magical attacks, if any. Since the default spells are based on Fire Emblem, naturally the magic-based Fire Emblem enemies use them, but other magical enemies usually have their own unique stuff.
Elemental Modifiers
Enemies are restricted to the same specific modifiers as other characters (a neutral "--", a +2 weakness, a -2 resistance, a +5 super-weakness, or a x0 immunity, as well as the rarer cases of absorption into HP, VP, or MP, and "XX" Instant Death), but they don't have to have equivalent numbers of weaknesses and resistances the way that players do, so a given enemy could be weak to all Elements, or immune to all of them, or whatever. Oftentimes enemies are immune to the Element(s) that they use, but any combination is possible.
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A brief paragraph explaining anything about the enemy's characteristics that is relevant but not covered by the statistical information. For some characters, these will inevitably be rather lengthy "brief paragraphs."
Notes
As with other characters, this section only appears on the sheet when there's something extra that needs to be explained, and otherwise is left off completely. But you'll see notes on enemy sheets often enough to indicate when enemies can fly, are Spiky or Made of an Element, or have their own quirky mechanics meant to spice up battles and keep the players on their toes. This section is a catch-all for anything that hasn't already been covered, so go as wild or as mild as you like.