NOTICE: This site has been archived. All content is read-only and registration is disabled.

A new site is being built and the Basic Action Games Discord server is an active hub for discussion and games.

-Admin

Designing villains

Talk about anything, but keep it civil
Post Reply
User avatar
xBlackWolfx
Mystery Man
Mystery Man
Posts: 92
Joined: Wed Nov 24, 2010 12:00 am

Designing villains

Post by xBlackWolfx »

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.
User avatar
MrJupiter
Cosmic Hero
Cosmic Hero
Posts: 1505
Joined: Mon Apr 05, 2010 11:00 pm
Location: Trenton, Ont. (Canada)

Post by MrJupiter »

A Mr. Blizzard super villain wouldn't have to be too expensive. I’d give your blizzard baddie the X MASTERY power (snow storms) at level 3 (good for a hundred miles of far-reaching effect and one mile of immediate concentrated effort). Even though Weather is classified as a Broad scope, you are generally confining it to wintry, snow-type effects so you could reclassify it as a Typical range of mastery (yay, no extra point cost). So for 3 CP your villain has the basic trappings of a decent blizzard generating, theme villain. He can use Power Stunts and Power Tricks to pull off some of the off-handed special effect powers that such a villain might occasionally use (via access to Setback Points and Villain Dice).

Power Stunt/Trick ideas: Check out Awesome Powers #1 (Ice power suite) for many great ideas like Snow Men, Freeze, Frostbite, Snowdrift, Absolute Zero, Whiteout, and Rime of Frost.

Other core powers for Mr. Blizzard could be Immunity Cold (1pt), Icy Carapace 2 (AP1, Gradual limitation; 1pt), Deflect 2 (icy, buffeting winds, Gradual limitation; 1pt), Ice Shards 3 (AP1, by focusing blizzard winds, with Medium Cone or Arc, Gradual limitation; 4pts). These powers, plus Snow Storm Mastery, only come to a total point cost of 10 Character Points. With low Stats, you could make this villain for 20 points or less. Fiddle with the power levels, add some new abilities, and you could make this bad guy even more baddass.
User avatar
fairytalejedi
Hero
Hero
Posts: 311
Joined: Tue Jun 05, 2012 11:00 pm

Post by fairytalejedi »

Yeah, there's no set point-buy ratio between heroes and villains. As Mr Jupiter illustrated, a villain can have powers that threaten multiple heroes and/or civilians simultaneously without costing very many points.
User avatar
xBlackWolfx
Mystery Man
Mystery Man
Posts: 92
Joined: Wed Nov 24, 2010 12:00 am

Post by xBlackWolfx »

I keep forgetting about the x mastery thing. I'm not really all that sure on how to use it honestly. From what I get, its something that's there to allow you to do minor things that aren't really covered by other powers (such as altering the weather).

I really do need to learn to use that more often. It might have helped my druid character I was trying to make months ago (I kinda gave up on him btw, having abilities based on all 4 of the elements plus animals simply put his point-cost too high).
User avatar
BASHMAN
All-Father of Bash!
All-Father of Bash!
Posts: 2585
Joined: Sat Apr 03, 2010 11:00 pm

Post by BASHMAN »

Another thing to keep in mind: the character points do not always equate "power". I can build a 25 point killing machine, and I can build a 50 point character that only does utility type powers. In essence it is a very broad means of gauging relative strength.

Something I have done is given arch Villains an extra Panel to make them more of a threat as a solo encounter (basically use a Villain Die to Power Stunt super speed because Dramatic License). And don't forget to have them monologue so they can take more damage!

Chris
User avatar
MrJupiter
Cosmic Hero
Cosmic Hero
Posts: 1505
Joined: Mon Apr 05, 2010 11:00 pm
Location: Trenton, Ont. (Canada)

Post by MrJupiter »

BASHMAN wrote:Another thing to keep in mind: the character points do not always equate "power". I can build a 25 point killing machine, and I can build a 50 point character that only does utility type powers. In essence it is a very broad means of gauging relative strength.

Something I have done is given arch Villains an extra Panel to make them more of a threat as a solo encounter (basically use a Villain Die to Power Stunt super speed because Dramatic License). And don't forget to have them monologue so they can take more damage!

Chris
Hey, I really like that idea. Hopefully, the players don't catch on and start copying that trick on me!
Post Reply