Designing villains
Posted: Sun Sep 13, 2015 4:49 am
This is something I just noticed that the book neglects to mention: how to actually build villain characters.
They're built like the normal heroes, I know, but it makes no mention as to point cost. I imagine that a villain that's the same character points as a solo hero would suffice, but one against a group of 4 or 5 people would probably be a push-over.
I've noticed that the 'world-smasher' in the free starter adventure in the back of the book is built with 29 points, despite being in the street-level category (its obvious that this character was made to be a villain, not a player-character). It doesn't mention a recommended number of heroes, or how to adjust the said boss monster for the number of players. I would really like a gauge as to how tough the main boss should be.
I was personally thinking of making a character for a party of heroes who could essentially cause a blizzard, but thinking about it he would probably be a bit overpowered. He would probably cost at least 40 points or more, and besides I would have to bend the rules of the game a bit to make him work (such as linking 3 or even 4 powers together to simulate his blizzard, which would include special attack in a massive aoe, confusion, slow, and maybe push). Besides his blizzard power, he can also freeze people, has cold immunity (for obvious reasons), and has wind and cold mastery at rank 5 each. He's essentially a highly specialized weather controller. This guy is meant for a street-level campaign btw. Yeah, maybe he's a bit too tough. Would probably be better for a world-class campaign to be honest.
The story line for this villain is he's trying to freeze a city, by essentially causing blizzards everyday. The city could end up buried under tens of feet of snow, which makes me wonder how the heroes could thaw out the city even if they do somehow beat this op god-like villain.
Oh, and as for playing this game. I've decided to try and get into that roll20 game on facebook. No idea if it will materialize or not. And besides, I was thinking of doing my own run with the mythic game master emulator or something like that and posting it on here. It would definitely be different.
They're built like the normal heroes, I know, but it makes no mention as to point cost. I imagine that a villain that's the same character points as a solo hero would suffice, but one against a group of 4 or 5 people would probably be a push-over.
I've noticed that the 'world-smasher' in the free starter adventure in the back of the book is built with 29 points, despite being in the street-level category (its obvious that this character was made to be a villain, not a player-character). It doesn't mention a recommended number of heroes, or how to adjust the said boss monster for the number of players. I would really like a gauge as to how tough the main boss should be.
I was personally thinking of making a character for a party of heroes who could essentially cause a blizzard, but thinking about it he would probably be a bit overpowered. He would probably cost at least 40 points or more, and besides I would have to bend the rules of the game a bit to make him work (such as linking 3 or even 4 powers together to simulate his blizzard, which would include special attack in a massive aoe, confusion, slow, and maybe push). Besides his blizzard power, he can also freeze people, has cold immunity (for obvious reasons), and has wind and cold mastery at rank 5 each. He's essentially a highly specialized weather controller. This guy is meant for a street-level campaign btw. Yeah, maybe he's a bit too tough. Would probably be better for a world-class campaign to be honest.
The story line for this villain is he's trying to freeze a city, by essentially causing blizzards everyday. The city could end up buried under tens of feet of snow, which makes me wonder how the heroes could thaw out the city even if they do somehow beat this op god-like villain.
Oh, and as for playing this game. I've decided to try and get into that roll20 game on facebook. No idea if it will materialize or not. And besides, I was thinking of doing my own run with the mythic game master emulator or something like that and posting it on here. It would definitely be different.