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  • ...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
  • #REDIRECT [[VERS:Hierarchies of Villains]]
    42 bytes (5 words) - 09:09, 7 April 2021
  • 0 bytes (0 words) - 09:09, 7 April 2021

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  • #REDIRECT [[VERS:Hierarchies of Villains]]
    42 bytes (5 words) - 09:09, 7 April 2021
  • *[[Icons:Villains| Villains]]
    2 KB (219 words) - 22:05, 13 June 2014
  • ...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
  • ...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
  • 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
  • ...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 (2,858 words) - 13:45, 14 April 2021
  • ==Villains== ...haracters, but they do not have to be. You can abbreviate the abilities of villains based on their areas of focus and their Power level.
    41 KB (5,501 words) - 20:56, 11 February 2024
  • ...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
  • ...doesn't want to be directly involved at all. So she hires three mercenary villains: Razor, Cacophony, and Equinox. Razor has gang affiliations, so Dr. Virago ...e rest of the Transformation Serum. Clues lead the heroes to the mercenary villains.''
    47 KB (7,371 words) - 11:05, 2 May 2022
  • ...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 (3,055 words) - 18:01, 14 April 2021
  • ...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
  • ...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
  • ...doesn't want to be directly involved at all. So she hires three mercenary villains: Razor, Cacophony, and Equinox. Razor has gang affiliations, so Dr. Virago ...e rest of the Transformation Serum. Clues lead the heroes to the mercenary villains.''
    65 KB (9,622 words) - 18:38, 26 December 2021
  • ...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 (2,330 words) - 17:41, 14 April 2021
  • ...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 (8,343 words) - 17:55, 14 April 2021
  • ...seful for villains of various levels. At each level, the attributes of the villains should be approximately equal to the suggested values. For example, a maste ! class="aligncenter"|Villains
    47 KB (7,383 words) - 09:22, 5 May 2022
  • ...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
    58 KB (9,279 words) - 14:11, 18 February 2022
  • ...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 (12,733 words) - 18:38, 14 April 2021
  • ...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 (4,431 words) - 17:40, 14 April 2021
  • ...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
    168 KB (26,164 words) - 18:48, 14 April 2021
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