This is the classic evil villain trope. Is some sort of specialty wizard, summoner or necromancer.
You
always had a plan. Cheating, conning, or just stealing, you could always get
what you wanted. This made it a simple matter
for you to abuse your way into a position of power. You acquired pawns and
power from places others were afraid to even think of. Soon your true colors
where shown to the world. Your name became feared and hated, people wept when
they learned of you approach, and with good reason. But even you were not
without a heart. A single good deed you performed for another. That was all it
took for your enemies to be upon you and everything you worked so hard to
create to crumble. Your first act of kindness was also your last.
- Where are you from?
- Who/What were your servants/powers and what did you do with them?
- What was your one good act?
- How did you die?
Your past is behind you, your
future in Hell is ahead.
- What is your goal? Why do you seek the 9th layer?
- What is your motto?
Your ability to create foolproof
plans is your greatest strength and your greatest flaw, you alone are able to make
plans for any situation, even in Hell.
- What is your master plan?
Like the bard, this last question is meant to make the player get in the mind of the character and try to develop advanced long term goals. Its one thing to say, "I want to be the Lord of the Nine Hells," but quite another to say, "My master plan is to trek to the Ninth Layer of Hell where I will challenge Asmodeus to a game of chess. Little does he know that I will have been practicing playing chess throughout my journey with anyone who is willing to play with me. From all this careful study across the planes, I will discover/invent another secret move analogous to castling/en passant which I will debut on the Lord of the Ninth. In addition, I will get my hands on any and all mind altering substances so I'm juicing for the game."
The Villain's power is their ability to make master plans. This is not automated, the player still must come up with amazing ridiculous plans, but they will have some help. The secret to making plans work in Hell is not to plan for everything, because that would be impossible. No, it is instead to acquire as many McGuffins as possible so that when something that you didn't plan for comes up you can rely on them to bail you out. Every time you make a plan and tell it to the DM, they will give you a hint for each McGuffin you own. In addition, once per plane per McGuffin, As the Villain, you start with one McGuffin: your incredible intellect and ability to create plans. If the player ever forgets to write that he forgot to bring rope, obviously the character would have remembered. (at the cost of his once per plane McGuffin stuff) This can be recharged by the Villain having a chance to relax and recharge his mind and doing some puzzle/other frivolous intellectual exercise. Other examples include: membership to the Esteemed Diabolical Gentleman's Society, a Bag of Tricks, or a mouthy familiar.
Wizardy stats, high int, high wis, low strength.
Tentative Summoner starting spell list:
1.) Summoning I, Farspeaking, Conjure Item, Detect Summons, Read Magic
2.) Summoning II, Protective Circle, Call
Skills:
People Use: * *
Stone Cold: * *
Lambasting? Alertness? Knitting? *
Skills:
People Use: * *
Stone Cold: * *
Lambasting? Alertness? Knitting? *
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