feat: Add core rules
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books/core/257.html
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books/core/257.html
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>THE DARK MIRROR</h1>
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<p>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.</p>
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<ul>
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<li>Where the heroes are a group, the antagonist feels alone and abandoned.</li>
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<li>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.</li>
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<li>Where the heroes are willing to give up their life for the cause, the antagonist is frightened by death.</li>
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<li>Where the heroes believe in second chances, the antagonist has been denied one.</li>
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<li>Where the heroes represent hope, the antagonist represents despair.</li>
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</ul>
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<p>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.</p>
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<p>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.</p>
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<h2>STYLE AND MANNERISM</h2>
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<p>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?</p>
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<p>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!</p>
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<p>Philip Forlenza (Order #)</p>
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