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Antagonists

Some of the enemies that the players face are more powerful than ordinary opponents, and can use Anima to break the normal rules of gameplay. In Last Odyssey, these enemies are referred to as Antagonists. There are two major types of Antagonists:

The power of Antagonists is reflected by their ability to accumulate and use Anima. Like player characters, an Antagonist can have a maximum of 10 Anima at a time. During battle, Antagonists are not defeated when they are downed. Instead, each time they are downed, they will change into their next Form during the Paradigm Phase until they have run out. Each Form of an Antagonist corresponds to each subsequent set of statistics and abilities they are able to employ during battle. Once an Antagonist has run out of Forms and cannot use the Revive action, they will undergo True Death. After an Antagonist is defeated, players will earn 100 cr multiplied by a Phase’s tier per defeated Phase as well as 1-4 pieces of equipment. Antagonists can have as many Phases as the GM wants, but players will struggle to defeat more than two in a row in a single battle. Defeating an Antagonist in combat is also worth 10 XP per Phase defeated multiplied the tier of the Phase. So, defeating an Antagonist that has one Phase at tier 2 and another at tier 4 would be worth 20 XP plus 40 XP for a total of 60 XP.

During combat, Antagonists are capable of taking extra actions at the beginning of the paradigm phase called paradigm actions. If an Antagonist takes a paradigm action, its effects will trigger before players have the chance to switch jobs. Antagonists can only use one paradigm action per round. There are three kinds of paradigm actions that all Antagonists can take:

In addition to the paradigm actions listed above, each Form of an Antagonist is capable of using a number of job- or archetype-specific eidolon capstone abilities as paradigm actions equal to their tier divided by 3 rounded down. Using one of these abilities costs 1 Anima, but does not cost any action points. The abilities that count as valid paradigm actions are Dragonslayer, Apocalypse, Second Chance, Mirror Shield, Comeback, Vortex, Wild Hunt, Assassinate, Target Acquired, Ascension, Tango, Divine Intervention, Rout, Charge!, and Spin the Revolver. The GM can also invent their own if they wish, or use any of the unique paradigm actions from the Example Antagonists section.