d20 Cryptosnark Games Deeds Not Words - Bold Costumes, Black Hearts.pdf

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C ONTENTS
Cirrus
85
The Grandmaster
120
Introduction 3
Making the Best of the Bad Guys 4
Creating Story Antagonists 7
The Classically Quotable Villain 9
100 Random Villainous Plots 12
Villain-Specific Complications 14
Villain NPC Classes 15
The Assassin 16
The Miscreant 18
The Strongarm 20
The Tyrant 22
Ten Classic Villain Archetypes 24
The Bruiser: Bulkington 25
The Idealist: The Rana 29
The Trusted Lieutenant: Malice 33
The Megalomaniac: Baron Azathoth 37
Azathoth’s Array of Extraordinary Devices 41
Castle Silence and Its Inhabitants
Dreadknight
86
Madame Guillotine
120
Thornwolf
87
Scythe
121
Agrippa
87
Reshaper
122
Reciprocity
88
The Angel of Wrath
123
Punchline
88
Konstantin Stragos
123
The Midnight League
89
Otto Skorzeny
124
The Voice of Fear
90
Lutetia Malachi
125
The Preserver
91
Coriolis
126
Airship Tempest
92
Patches
126
Madame Absinthe
93
Coldsteel
127
Commodore Blood
93
Deathknell
128
Plenty More to Watch Out For
94
Prime-8
129
Caledon Magister
129
Whipsaw
95
Doktor Chronos
130
Demure
96
Shadow Vanguard
131
Shiver
96
Omega Null
132
Nox
97
The Twilight General
132
Ilse Jager
98
42
Autonomous Destruction Device 13
133
The Know-it-All
99
The Tragic Figure: Aleksandr Korsakov
45
Goon Gear and Minion Machinery
134
Verge
99
Sierra-Class Submarine Barracuda
48
The Exhibitionist
100
The Goonmaker
139
The Enigma: Oddsmaster
50
Nepenthe
101
The Random Ninja Generator
143
The Fun-Loving Felon: The Motley Minx
54
Mindwraith
102
Appendix: Items of Note
147
The Minx’s Nefarious Tool Kit
57
Acheron
102
Appendix: OGL Legalese
148
The Threat From Beyond: Zharadak
59
Kid Napalm
103
The Lunatic: Dr. Deadline
63
Harrow
104
Dr. Deadline’s Dangerous Distractions
67
Viridian
105
The Unknowing: Lady Belial
68
Bloodybones
105
Villain Teams
72
Irradiator
106
The New York Dolls
73
The Sand Fox
107
Carla
74
Temperance
108
Donna
75
The Constrainer
108
Gwen
75
Tiburon
109
The Zero-Sum Gang
76
Morgan Sharpe
110
Glass
77
The White Torch
111
No-See-Um
78
Azathoth Zwei
111
Darklighter
78
DJ Subsume
112
The Nocturne
79
Incantatrix
113
Belladonna
80
Nightcloak
114
Apparition
81
Wavefront
114
Malaise
81
Ghostwind
115
Gabrielle
82
The Master Imprint
116
Mordant
82
Wellspring
117
The War Saints
83
Pincushion
117
The Marquess
84
Pythagoras
118
Thumper
85
Shock Jock
119
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I NTRODUCTION: MEANS OF EVIL
“To do aught good never will be our task,
But ever to do ill our sole delight,
As being the contrary to his high will
Whom we resist. If then his providence
Out of our evil seek to bring forth good,
Our labor must be to pervert that end,
And out of good still to find means of evil.”
playing games.
I’m more than a mere appreciator of villains. It’s safe to say that I’m a con-
noisseur of villains, a flag-waver for the black hats, the bad guys’ Number One
Fan. Not because I approve of chaos, murder, and lawlessness, mind you, but
because a good villain, a truly memorable antagonist, is solid gold when it
comes to telling a good story. Boring heroes can occasionally be forgiven, but
boring villains are a crime, a crime that an audience will never forgive. The job
of a Deeds Not Words GM is to deliver his or her players from boredom, so it
stands to reason that only the freshest, neatest, thorniest, Grade-A 100% USDA
choice super-villains should ever be allowed anywhere near a Deeds Not Words
game. With that laudable philosophy in mind, here’s a whole damn book about
“bad guys”– how to make them dangerous, memorable, colorful, sexy, sympa-
thetic, and ultimately worthy of equal degrees of respect and loathing from your
players.
John Milton, Paradise Lost , Book I
Scholars (well-meaning or otherwise) will tell you that Joseph Campbell’s
“monomyth” is the heart of all human artifice and the most compelling structure
possible for the construction of a fantastic narrative. I, on the other hand, will tell
you that the most compelling structure possible for the construction of a fantas-
tic narrative is clearly two guys beating the living crap out of each other.
No, seriously.
In addition to my (no doubt) erudite and occasionally smart-alecky advice,
you’ll find a great variety of pre-created villains and villain teams presented for
your amusement, modification, or direct use. When creating the teams in par-
ticular, those fraternities and sororities of ill-will, I tried very hard to give them all
a bit more of a twist of lemon than your standard villain cocktail. Any harried GM
driving home from work can slam together a few generic miscreants in his mind
and stamp them, “The Legion of Evil-Doers” or the “Union of Terror.” Why the
heck should you need me to shove a few boring stereotypes into costume? I
therefore solemnly swear that villain teams presented here all have distinct per-
sonalities, modes of operation, and motivations above and beyond, “Hey! We’re
evil!” After all, you already knew that, since they’re in the book.
While a great volume of human mythlore is comprised of death-and-resurrec-
tion cycles and thresholds of adventure and all that foofarah, a similarly impres-
sive volume deals with the relatively simple subject of two equally fascinating
sides getting into a fight.
Many of our best popular entertainments are built upon this simple duality, the
contest between two extraordinary and formidable talents. Bond had his Blofeld,
Holmes his Moriarty, the Scarlet Pimpernel his Citizen Chauvelin, the
Gunslinger his Man in Black.
Van Helsing and Dracula. Peter Pan and Captain Hook. Arthur and Mordred.
Merlin and Morgan le Fay. Dantes and Villefort. Beowulf and Grendel. Dig deep
into the strata of myth, legend, and entertainment and you’ll find such match-ups
time and time again. Mental titans, physical powerhouses, stolid survivors,
heroes and scoundrels, pitted against one another in battles of wits, muscles,
and spirits. In a very real sense, a villain is a fictional hero’s best friend, because
the more dangerous and determined the villain, the better the hero looks when
the fight is over.
Oh, yes. One last important thing before I let you loose in this. Pay close atten-
tion, this is vital:
BAD GUYS CHEAT.
3
No, seriously. They do. Because they’re the bad guys. Not only do they cheat
during the game, they cheat beyond it as well. You’ll notice that some villains
have unique powers or abilities which aren’t fully explained in a fashion that
makes them useful for heroic player-characters. This is because there are some
dark and deadly little secrets the good guys simply don’t get to have, and
because there are some challenges they should face, from time to time, that
aren’t clearly described in any other Deeds Not Words sourcebook.
Comic books (which every right-thinking man, woman, and child surely loves,
and if you don’t love them too, what the heck are you doing reading this?) are a
study in hero-villain relationships. I think it’s fair to say that super-villains have
been as responsible for their popularity as super-heroes, if not even more so. A
super-hero is a fascinating thing the first few dozen times he leaps a tall build-
ing with a single bound or lets a bullet bounce off his chest, but he’s bound to
get boring if all he ever does is stick it to two-bit crooks not fit to carry his shoes.
Super-villains aren’t a comic-book luxury... they’re a necessity. Without them,
super-heroes might stand a pretty good chance of curing many of the world’s
woes, and a happy, peaceful world rarely makes for good comics or good role-
Cheers and best, with thanks to Jayson Stevens!
SL
St. Paul, Minnesota
December 1, 2003
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M AKING THE MOST OF THE BAD GUYS
“A villain must be a thing of power, handled with delicacy and grace. He must
be wicked enough to excite our aversion, strong enough to arouse our fear,
human enough to awaken some transient gleam of sympathy. We must triumph
in his downfall, yet not barbarously nor with contempt, and the close of his
career must be in harmony with all its previous development.”
• Agnes Repplier
TR (Threat Rating) scores exist for just this purpose, but a good GM will
remember that TR scores are the beginning of the balance process, not the end.
All powers, resources, and abilities possessed by a Deeds Not Words char-
acter are factored into the TR rating, but in a quantitative sense rather than a
qualitative sense. That is, all other things being equal, the Threat Rating scale
assumes that any ten super-powers applied to a character will be a rough
match for any other ten super-powers, or that any 5th level human vigilante will
be a match for any other 5th level human vigilante. Due to the vagaries of char-
acter construction and the differing degrees of player skill, this is not always the
case. A canny GM will sometimes find it easy to stymie some player-character
teams with a single antagonist quite beneath their TR scale, while an unfortu-
nate GM might find his world-shaking demigod of an antagonist going down in
flames after a few brief rounds against his supposed inferiors.
Sooner or later, super-villains are going to be a necessity in just about every
super-heroic campaign. The players can have a great deal of fun pitting their
characters against ordinary crooks, but the novelty is sure to wear off if mun-
dane challenges aren’t interspersed with more demanding adventures. After all,
as Deeds Not Words characters gain levels, they acquire the ability to flatten
squads of ordinary criminal goons, and then platoons, and eventually perhaps
companies or regiments.
Super-villains are antagonism concentrated in its purest form, dark reflections
of the heroic PCs, an elite class of being with a license to break the rules in the
same way the heroes do. A super-villain represents a challenge to be feared, an
enemy worth testing one’s skills against, a conquest worth bragging about.
Super-villains, in all their color and menace, are as essential as the super-
heroes they oppose.
There are three questions any GM should ask himself when creating an antag-
onist:
1. What’s the most extreme thing the player-characters are capable of
doing?
It’s important to make a note of the most dangerous, powerful, or reality-bend-
ing things the heroes can do, and note as well how likely they are to use those
powers. Heroes that can teleport to Mars and back in the blink of an eye are
unlikely to be fazed by a villain that keeps a shark-filled moat as the primary
obstacle against entrance to his lair. Furthermore, if a hero can generate an
energy attack that does 5d8 damage with one shot, it’s possible he might com-
pletely incinerate an unprotected villain with only 20 hit points in the first round
of combat.
Making Villains Memorable
The ideal super-villain will excite two mingled and seemingly contradictory
emotions in the minds of the players–fascination and loathing. If the GM has
done his job and created a classy, memorable, dangerous antagonist, his play-
ers will fervently strive for the moment when their characters upset that villain’s
plans, foil his ambitions, and beat the ever-loving snot out of him. They’ll also
want to see him pop up in a campaign world again and again. A good villain is
a joy to fight, a joy to defeat, and a joy to contemplate when he returns, by some
improbable scheme or dirty trick, for a re-match.
2. What obvious strengths and weaknesses do the player-characters
possess?
4
As obvious as it sounds, don’t forget to take an accounting of the nitty-gritty
details regarding what the player-characters do well and what they do poorly. If
none of the heroes can fly, an airborne antagonist might be just the thing to
annoy them for a game session or two. If none of them are particularly skilled at
melee combat, a high-powered martial artist might be just the thing to set them
quaking in their boots. On the other hand, if every player-character hero has a
potent fire-based attack, a battle against an opponent with a fatal vulnerability
to fire might be laughably anticlimactic.
A good villain gets under the player-characters’ skins, earning their admiration
even as he earns their undying enmity. Presented here, in broad terms, are a
few of the easiest ways to ensure that happens.
• Balance the Antagonist Smartly Against the
Collective Powers of the Heroes
The victory of the heroes against a super-villain shouldn’t be a painfully fore-
gone conclusion, nor should it be an obvious impossibility. In the first instance,
a too-weak villain will quickly grow boring. In the latter, a too-powerful villain will
quickly grow frustrating. Carefully balancing a villain’s power (not only his num-
ber of class levels, but his special abilities, allies, and resources) against that
available to the heroes is essential.
3. How are the player-characters inclined to act together as a team?
Team dynamics are an important consideration when designing an antagonist.
If the player-characters are tight-knit, loyal, tactically proficient, and skillfully
played, the GM should expect their effectiveness to be significantly greater than
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their TR scores would suggest. On the other hand, if they fight poorly as a team,
bickering constantly and refusing to support one another, a cannily-played villain
can pick them off one by one and prevent them from using their abilities in an
optimal fashion.
ensure that the heroes must deal with regret and temptation every time they
face a certain antagonist?
Folk wisdom tells us that nobody is a villain in his own mind, but in the con-
text of a super-heroic roleplaying game, someone typically has to wear a black
hat and work against the common good. The use of this technique does not
imply the existence of any wishy-washy moral equivalence between the villains
and the heroes– rather, it simply adds a philosophical conundrum to a contest
that otherwise might be rather one-dimensional.
All in all, balancing a villain so that he can be fought (in some fashion) by the
heroes, but not easily defeated, will go a long way toward maximizing player
interest in the outcome of battles involving that villain.
• Present the Antagonist as a Charming or Attractive
Individual
If a villain is pursuing one or more admirable goals, might that not provide an
opening for the heroes to negotiate with him, or even talk him out of his more
reprehensible plans? A dialogue between heroes and villains on the ultimate
morality of their respective actions can be nothing more than a fascinating inter-
lude in the action... or it can be the action that halts the villain’s scheme when
physical force could not.
While this trick obviously can’t be used with every villain the player-characters
encounter, imagine that tangled webs that might result if the heroes find them-
selves charmed by, jealous of, or even attracted to a dangerous opponent.
Imagine a beautiful and mysterious female assassin, impeccably dressed,
invariably escaping from the heroes in expensive and outrageously-equipped
vehicles that put their own equipment to shame. Or perhaps a charismatic mad-
man, capable of throwing the most entertaining dinner party and tossing off the
wittiest lines even while counting down the final hours of his deadly master plan.
Such a villain might arouse emotions of amusement, admiration, resentment, or
covetousness in the player-characters, and those aroused emotions will make
encounters with the villain all the more memorable.
• Give the Antagonist and the Heroes a Point of
Connection
It’s relatively easy for the player-characters to demolish a villain that they can
hate without reservation... but why should the heroes always have such an easy
time of it? What if their heroes and their antagonist are in agreement about
something fundamental, or if they share a common point of origin? Few things
complicate a hero’s life so fully and effectively as the pangs of his own con-
science. A former friend, a fallen brother, or an estranged sister can be an infi-
nitely more compelling villain than any stranger, no matter how evil.
What might a scrupulously honest super-hero without a dollar to his name
think when he confronts a villain living comfortably and expensively thanks to a
life of crime? Might he be forced into a personal struggle against temptation?
It’s something of a cliche, that moment when the villain muses to the hero,
“We’re really not that different, you and I...” but sometimes it really is true. That
moment of reflection can simply add spice to an encounter, or it can be used to
set off a chain of doubt and soul-searching in the heart of a player-character.
What might happen if a super-hero begins to develop romantic feelings for a
villain or villainess? How could his allies depend on him in the middle of a bat-
tle against the object of his affections?
Presenting a villain as a personally charming individual can create a great deal
of dramatic tension between the villain’s outward appearance and his despica-
ble acts. It can also lend the appearance of depth to an otherwise uncomplicat-
ed villain... not everyone needs or wants to keep a sneer on their lips every wak-
ing moment of their day.
This trick can also be used on a temporary basis by providing a villain and the
player-characters with a common enemy. What might happen if the heroes are
forced to team up with one of their arch-enemies to overcome an even greater
threat to everything they hold dear, or to battle a force unleashed by the villain
in his latest ill-considered scheme? How might such an alliance of convenience
come apart when the danger is past, and how might it affect the hero-villain rela-
tionship from that point on?
5
• Give the Antagonist An Admirable or Debate-Worthy
Motivation
• Make the Antagonist Competent and Dangerous
Closely related to the art of making a villain attractive is the trick of making his
cause attractive, or at least admirable in some fashion.
It’s a a noted truism that it’s easier to fear an enemy that you can respect, so
one of the most important things the GM can do is make an antagonist a credi-
ble danger. The more competent a villain is, the more emotional investment the
player-characters will place in the process of defeating him, and the more seri-
ously they will treat every encounter with him.
Villains acting out of raw malice, hatred, and an uncomplicated thirst for may-
hem can be very colorful, but the heroes don’t have to deal with any philosoph-
ical complications when they take ‘em down. For a richer experience, why not
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