bug: Pages numbered correctly in books/core
This commit is contained in:
@@ -1,24 +1,27 @@
|
||||
<link rel="stylesheet" href="/css/book-page.css">
|
||||
<link rel="stylesheet" href="/css/book-page.css">
|
||||
<h2>TINKERER</h2>
|
||||
<p>Technology can be powerful and terrifying. Build situations related to the dangers of ruthless and unethical progress and challenge the Tinkerer to prove why their view of science is different.</p>
|
||||
<h1>THE ART OF VILLAINS</h1>
|
||||
|
||||
<p>If the Player Characters represent a heroic and positive force in the world, Villains are the opposite. Being the Game Master, it is your responsibility to create, introduce, and portray these characters.</p>
|
||||
|
||||
<p>You already know about what differentiates a Villain from a typical Non-Player Character in terms of rules: that is to say, the access to Ultima Points. This section, on the other hand, contains advice on what you should focus on when creating and portraying an antagonist within the story.</p>
|
||||
|
||||
<p>So, let’s get to it: what makes a good Villain?</p>
|
||||
|
||||
<h2>GOALS</h2>
|
||||
|
||||
<p>This is the most important aspect of any antagonist: they want to accomplish something. Be it reshaping the world, exacting revenge upon those who made them suffer, or conquering a neighboring region, Villains must have goals.</p>
|
||||
|
||||
<p>Goals are extremely useful for you as a Game Master: when you don’t know how a Villain would act or react to a given situation, look at their goals and you will most likely find an answer.</p>
|
||||
|
||||
<ul>
|
||||
<li>Tinkerers excel at crafting inventions and are an amazing Class for the more creative Players. Be ready to work with your Tinkerer when coming up with inventions, and work with them to establish unique Inventory Items available in your world!</li>
|
||||
<li>Tinkerer are very flexible: they have access to all damage types and can provide excellent support with healing items. Remember this when designing battles.</li>
|
||||
<li><strong>Minor Villains</strong> generally have simple or at least very personal goals, such as saving someone's life, stealing a magical artifact, or seizing control of a village.</li>
|
||||
<li><strong>Major Villains</strong> should have complex goals that can affect a large number of people, such as conquering a kingdom, or destroying a divine being.</li>
|
||||
<li><strong>Supreme Villains</strong> have goals that can affect the entire world and change the laws of reality: rewinding time, erasing soul energy, or even becoming a deity.</li>
|
||||
</ul>
|
||||
|
||||
<h2>WAYFARER</h2>
|
||||
<ul>
|
||||
<li>Given how frequent discoveries can become if your group includes a Wayfarer with the Treasure Hunter and/or Well-traveled Skills, it may be a good idea to prepare a quick list of interesting discoveries that may come useful in a pinch.</li>
|
||||
<li>When short on ideas, turn to the Wayfarer Player and ask them to tell you more about the local area, the terrain, and the creatures that live there. Then, build on their answers during the session!</li>
|
||||
<li>The Faithful Companion Skill is a powerful option that brings a whole new character into the party. Design the creature together with the Player, and don't be afraid to adjust its stats along the way if you see that it's too underwhelming or if it outshines the rest of the party. The best companions are those that support the group!</li>
|
||||
</ul>
|
||||
<p>Remember that Villains can also escalate: perhaps a young wizard (minor Villain) suddenly realizes he must steal magical energy from an entire country to revive a loved one, thus becoming a major Villain. Then, when the attempt fails — likely due to the Player Characters’ intervention — the desperate wizard seeks a way to merge with the deities of time and space, erasing reality and creating a timeline that never was... a fitting and tragic goal for a supreme Villain.</p>
|
||||
|
||||
<h2>WEAPONMASTER</h2>
|
||||
<p>In times of war, capable warriors are an asset. In times of peace, they are a threat. The feats of a Weaponmaster will surely earn them respect... and attract trouble.</p>
|
||||
<ul>
|
||||
<li>Consider introducing a rival Weaponmaster in the campaign — a recurring foe with their own beliefs and peculiar combat style.</li>
|
||||
<li>Most Weaponmasters learned from an exceptional mentor. Creating this figure in collaboration with the Player and giving them a role in the story, as an ally or an unexpected antagonist, can add depth to the character.</li>
|
||||
</ul>
|
||||
<p>Having some Villains turn into allies throughout the campaign is just as important: this encourages Players to seek dialogue with their adversaries and to consider both sides of a situation, instead of simply assuming that everyone is either good or evil.</p>
|
||||
|
||||
<p>Philip Forlenza (Order #)</p>
|
||||
<p>— Philip Forlenza (Order #)</p>
|
||||
Reference in New Issue
Block a user