Search results

Jump to: navigation, search

Page title matches

  • ...ect contrast to everything the character represents. In a very real sense, villains are a part of a hero's identity. For this reason, the first place to go when you're considering villains for your game is to your players. Ask them who their personal arch-villain
    7 KB (1,273 words) - 08:35, 6 September 2011
  • 5 KB (897 words) - 17:49, 30 October 2019

Page text matches

  • *[[Icons:Villains| Villains]]
    2 KB (219 words) - 22:05, 13 June 2014
  • ...lds. Along the way, the heroes encounter challenges, including fights with villains, and the game rules help the players and Game Master to resolve the outcome ...d for you and your friends to create your own colorful world of heroes and villains and to play out fun and exciting adventures with them. In practical terms,
    6 KB (976 words) - 08:20, 6 September 2011
  • ...r 2), powers are rare and vary from character to character. The heroes and villains in Icons typically have powers, but normal people, by definition, do not.
    10 KB (1,599 words) - 08:18, 6 September 2011
  • Villains often have gangs of minions, henchmen intended primarily to keep heroes bus
    35 KB (5,788 words) - 08:31, 6 September 2011
  • ...eating and playing their heroes and the GM does the same when creating the villains and other characters of the game. It takes more than the acquisition of powers to make a hero. After all, villains often go through the same origins. What makes some choose heroism over vill
    23 KB (3,943 words) - 08:31, 6 September 2011
  • ...for heroes; things that would make heroes too effective can make for good villains, since they allow a single villain to take on a group of heroes and encoura ...lain to have a certain trait or level, just assign it. You can also create villains simply by choosing whatever traits and levels you think the character shoul
    33 KB (5,730 words) - 08:33, 6 September 2011
  • ...ect contrast to everything the character represents. In a very real sense, villains are a part of a hero's identity. For this reason, the first place to go when you're considering villains for your game is to your players. Ask them who their personal arch-villain
    7 KB (1,273 words) - 08:35, 6 September 2011
  • Icons Game Masters can create villains and other characters to populate their adventures as they see fit. To make ...hostage by criminals, and so forth. They are also sometimes taken over by villains with Mind Control or similar powers and turned against the heroes!
    6 KB (742 words) - 08:36, 6 September 2011
  • ...Masterminds'' and ''Wild Talents'', we tried ''BASH'', ''Capes, Cowls, And Villains Foul'', and ''Icons''. These are all fine games, but not quite what we want
    30 KB (4,469 words) - 15:19, 18 October 2017
  • ...icle in Scientific American], great heroes have a lot in common with great villains. They are some of the most hard-headed, rebellious scofflaws we have. The a ...at, without empathy, most of these could just as easily be motivations for villains (and even then, a few of these are morally questionable on their own merits
    51 KB (8,401 words) - 15:20, 18 October 2017
  • ...do. For this reason, it is best to restrict Combat expertise to only those villains that truly do have an exceptional amount of control over their powers and a
    20 KB (3,085 words) - 15:22, 18 October 2017
  • ...s and knockout gas, but this won't keep the base from being broken into by villains or taken over by an evil computer virus.
    15 KB (2,380 words) - 15:23, 18 October 2017
  • ...s ability to pose a challenge to the heroes, remember that the GM can give villains any attribute or power at any rank. If the villain isn't putting up enough Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Mind Control will ra
    171 KB (26,525 words) - 16:10, 3 March 2019
  • ...ills. Remove the combat expertise from these characters when using them as villains. ...w. So Tommy found another use for his abilities: to bring to justice those villains that the system couldn't touch, and do what the other heroes couldn't... or
    134 KB (18,623 words) - 21:46, 5 February 2020
  • ...u can use these groups and NPCs as support organizations for your NPCs and villains, or take them straight from the book to recreate your favorite Kalos Comics ...carry out the will of their superiors are not cackling, mustache-twirling villains. At the same time, people who are simply doing their jobs can perform acts
    80 KB (12,731 words) - 15:27, 18 October 2017
  • Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Possession will rare
    46 KB (7,265 words) - 11:14, 24 November 2019
  • ...' et ''Wild Talents'', nous avons essayé ''BASH'' ; ''Capes, Cowls, and Villains Foul'' ; et ''ICONS''. Ce sont tous d'excellents jeux, mais pas intégral
    36 KB (5,517 words) - 12:46, 18 October 2017
  • ...ents for player characters. The three evil alignments are for monsters and villains. ...helped). They imagine that these compunctions put them above unprincipled villains.
    19 KB (2,914 words) - 08:16, 20 April 2016
  • ...icle in Scientific American], great heroes have a lot in common with great villains. They are some of the most hard-headed, rebellious scofflaws we have. The a ...at, without empathy, most of these could just as easily be motivations for villains (and even then, a few of these are morally questionable on their own merits
    59 KB (9,417 words) - 10:47, 10 May 2020
  • ...t a villain might have an NPC under their control for weeks or even years. Villains can accomplish things that are simply beyond the capabilities of player cha
    192 KB (29,680 words) - 12:25, 17 May 2020

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)