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No one is born a major villain, even if they are a staple of any fantasy setting. A major villain is not a
nemesis ; the latter is quite a « mirror image » of the playing character, with a similar level, for example his
main rival or his wicked twin. But a major villain can be completely different from the playing characters,
even « less powerful », statistically speaking.
A major villain has of course a « master plan ». If you use an Adventure Generator like the one in « Beasts &
Barbarians » for example, the category and the goal of the villain should be obvious, since it's the backbone
of the adventure itself. Otherwise, depending on the Villain's background, I can suggest :
– immoral scientifical experiment (mutants, philosopher's stone which would undermine the gold
standard...)
– trigger a war and lay the blame on the neighbour country
– major robbery or other felony
– assassination of a leader
- open a demonic portal
But how does one become a major villain ? Here are guidelines which you can use even with pre-existing
characters (ex. former allies of the Pcs....)
– A major villain is at least slightly powerful ; I mean he is not of « Level 1 » but has a minimum of
one completed level behind him. Nevertheless, a major villain is not obligatorily the highest ranking
character in the surroundings.
– If you use a system with « alignments », he'll be either « evil » or « chaotic », of course. Notice that
the major villain, even obsessed by his master plan, is not always « mad » from a psychiatric point of
view (he's not always a « gothic villain ») and may look, at first sight, like someone highly
respectable according to the standards of urban « civilization ».
– (what may be more surprising) : the Major Villain has no « benny » nor « fate point ». On the
contrary, this lack thereof is his incentive to achieve his master plan (whose completion shall reward
him with such a benny...)
The consequences of these preconditions are that the Major Villain, in order to reach his goal, has the power
to attract a retinue of « followers ». Depending on the game system you are using, taylor the values to that
principle :
In a « percentile » system (a value measured on 100), the Villain shall be able to attract a number of
« henchmen » equal to his percentile value of « Charism » or « Commanding Power » (take the most
appropriate value). Likewise, he has a number of « Lieutenants » equal to the tenth of that value. For
example, a Major Villain with « 40 » in « Commanding Power » shall have 40 Henchmen and 4 Lieutenants.
If you have to handle the recruiting period, consider it takes one Month and 200 gold coins. (But money
mustn't be an unsurmoutable obstacle : the villain might benefit from wealthy supporters and moneylenders).
« Henchmen » are basic 1st level followers, « mookies » or « cannon fodders » who will sacrifice their lives
for their master (unless something very powerful makes them change their minds).
« Lieutenants » are (often) skilled non-playing characters. A major villain shall have at least one « right
hand », i.e. his most trusted/efficient/intimidating servant. He might be a mundane human with some high
capacities in a specific field (ex : fighting) or a semi-mutant/robot (think at Jaws, Oddjob in the « James
Bond movies »).
Other « lieutenants » may not be entirely loyal to the Major Villain but they « gravitate » around him, if the
course of the adventure implies this (see the « encounter table » below).
The first category are « beautiful foils », i.e. « beautiful » characters that are « sexually » attractive to the
playing character ; this may apply to the major villain but not necessarily so, this may be another kind of
« love », for example, the story's beautiful foil is the daughter of the evil tyrant.
Beyond romance, a beautiful foil is an interesting concept in the story's development if the playing character
has to rely more on his physical appearance than on his fighting abilities.
The other category are « technicians », i.e. people very skillful in one field that serves the villain's objective.
The technician might not be aware of his employer's evil scheme and therefore be honestly loyal to him. For
example, in a modern setting, imagine a great scientist entirely dedicated to the construction of the first
fusion power plant ever, who doesn't realise that the villain is more interested in getting thermonuclear
bombs.
Therefore, arrange the different statuses of « lieutenants » according to the guidelines set in this document :
no more than two « right hands », beautiful foils and technicians according to the requirements of the
« encounter tables » ; if any remaining « slots », consider there are « pets » or « robots » (ie. no real NPCs) .
It is quite possible that, at the beginning of an adventure, the heroes don't know who the major villain is,
where he is, or that he is actually a villain. They'll have to lead their investigation to uncover both the villain
and his evil master plan. The following encounters tables are from the « James Bond rpg » by Victory
Games. I cannot reproduce here the full contents of the chapter on encounters, but the two following tables
may give you a clue on how to prepare a game session. The « hot area » is the area directly linked to the
villain's lair/place where he's about to perform his master plan, while cold areas are places not directly linked
to it (though they may not be very distant and contain some interesting evidence).
Major Villians consider themselves as geniuses and want to convince the rest of the world of this. When the
playing character, as always happens in James Bond movies (but not only, remember in the Conan movie the
speech of Thulsa Doom, including the suicide of a cult member in front of Conan, in order to belittle him : «
It's me who gave you that force, but you wasted it ! »), is prisoner of the Major Villain, the latter must
succeed a Will or will expose in a lengthy self-praise most of his Master plan to the hero, with a lot of details
that he shall take advantage of if he can escape later (or during the speech).
Finally, we've seen that Major Villains have no Bennies/Fate points ; for this reason, they have at least one
« trick » to help them escape the final ordeal with the playing character. These are examples found for
sorcerers in the « Secrets of Skelos » of the Conan RPG by Mongoose and can be adapted to any setting.
Once again, remember the final scene of the Conan movie : the Cimmerian faces Thulsa Doom who tries to
make him believe he is his « real » father but the Barbarian resists and simply decapitates the evil sorcerer
(who obviously hadn't any « Benny/Fate point » anymore!).
(note : for another kind of « villain », the « gothic villain », look at Joseph Manola's excellent
post : http://udan-adan.blogspot.com/2019/03/new-bx-class-gothic-villain.html ; IMO, this kind of villain
should be an insane character – at least one major madness -, evil/chaotic and (previously ?)
filthy rich, owning his private estate)