# THE DARK MIRROR

If you think about the most memorable villains in movies, comics, and games, you will soon find that many of them share a peculiar quality: in one or more ways, they are polar opposite to the hero(es) of the tale.

- Where the heroes are a group, the antagonist feels alone and abandoned.
- Where the heroes fight for justice, the antagonist now believes that justice is an illusion, and that the world belongs to those strong enough to take it.
- Where the heroes are willing to give up their life for the cause, the antagonist is frightened by death.
- Where the heroes believe in second chances, the antagonist has been denied one.
- Where the heroes represent hope, the antagonist represents despair.

When you create a Villain, try to think about at least one aspect of their character that makes them the dark reflection of one or more Player Characters.

As you introduce that antagonist and whenever they are part of a scene, focus on portraying that they are a negation of what the heroes stand for, or as a grim warning to what they might become if they ever lose their way.

## STYLE AND MANNERISM

Spend a few minutes thinking about how a Villain speaks, acts, moves and dresses. Are they dashing and refined, or do they care little for appearances? Do they wear a specific uniform? Do all of their henchmen emulate them?

Please note that “mannerism” has nothing to do with acting Skills or the ability to do different voices — it means that each Villain should behave in a peculiar and recognizable way, and you should describe that. Then again, if you’re good at coming up with unique accents and your group enjoys it — and provided those accents do not mirror harmful stereotypes — then feel free to take advantage of that Skill!