Antagonists do not use exactly the same rules as those of player characters. They do not need most of the stats that make up a player character, and nor do they need to be terribly well rounded. They typically only have a few skills or abilities that come into play when facing the players, so why bother with them. The GM's job is already difficult enough, so the stat blocks for antagonists of any type need to be short, concise, and easily read. The following sections will walk you through the VERS method of building enemies as well as how to best utilize them based on their role in the story.
This section describe the actual process of creating an antagonist. This is standard information applicable across genres and types of foes, and so does not vary much regardless of the application. These rules can also be used to create non-player characters (NPCs) as well, the terminology of antagonists is only used as they are the most common types of characters made this way. Most NPCs will never need stats of any variety.
Hierarchies of Villains
This section is a discussion on antagonists based on how they are organized and what purpose they play in opposing the player characters. These primarily describe building human or sentient enemies, although it also describes how some of these roles can also be defined as belonging to less intelligent foes as well.
All antagonists have a motivation. No one wakes up in the morning and decides to sacrifice a baby and kick puppies. Well, in most genres, anyway. No, most antagonists have a reason to do what they do, even if it is a twisted kind of logic. This section explores some of the "whys" of villainy, from the truly unhinged, the disillusioned hero who is legitimately trying to do right but in all the wrong ways, or even the rival who just wants to settle a personal score.