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Sentinel Comics RPG Core Rulebook

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Creating Villains

Creating villains sits in between creating heroes

and creating all the other scene elements we’ve

covered so far. Like heroes, villains have powers,

qualities, a status die (though a villain’s status

often works differently than heroes), Health, and

abilities. A villain is considered “minor” if just using

their base stats, such as when making a minor

appearance, working in a team with other villains,

or not intended for prolonged combat. A full villain

has the same stats, plus one or more upgrades that

increase the villain’s effectiveness versus an entire

team of heroes.

The Process

• Come up with a concept

• Choose a villain’s approach on pages 208-219:

a villain’s core stats, plus how they enact their

villainous goals when confronting the heroes

• Assign powers using the list on page 47

• Assign qualities using the list on page 47

• Assign abilities from their approach

• Choose a villain’s archetype on pages 220-234:

the general method of how they operate as a

villain, what drives them, and what they care

about in an action scene

• Gain status dice from their archetype

• Assign abilities from their archetype

• Add upgrades on pages 235-238 (optional)

• Add a villainous mastery on page 238 (optional)

• Determine Health total on page 239 by adding

up the values from their approach, archetype,

times 5, and any upgrades

• Add finishing touches

Villain Approaches

Quick Reference

Not One True Build of a Villain

Just like the characteristics used in hero creation

(Chapter 3), there are lots of different ways to build

villains in Sentinel Comics. Just because we’ve built

villains in The Archives (Chapter 7) using certain

approaches and archetypes, doesn’t mean that

those same villains couldn’t be represented in

other ways. The approaches and archetypes aren’t

restrictions so much as guidelines to help you build

the villain you need for the story you’re telling. If you

have a recurring villain that changes what they do

over their various appearances, feel free to change

out their approach and archetype as needed.

Concept

Just who is this villain you’re making for your game?

Is she a brilliant inventor, greedy for power, with

an array of bizarre robotic followers? Or is he a

demented mind-burglar who seeks to turn the

heroes against each other? Or are they some

unknowable foe who sews chaos and destruction,

but to what end? These are the sorts of seeds that

can grow into a complete villain over this process.

Don’t be afraid to let your concept shift throughout

the creation process, altering your villain’s story to

fit the mechanics or scenes you’re building.

Villain Approaches

A villain’s approach informs how they accomplish

their goals. Villain approaches give them powers

and qualities, as well as abilities that wield those

powers and qualities in an action scene. Choose

one of the approaches on the chart for your villain.

Each villain gets a roleplaying quality, just like

heroes do! See Chapter 3, page 121 for more info.

Name Powers Qualities Health Page

Adaptive

Suggested: Power Suit, Robotics,

Shapeshifting, Size-Changing

and roleplaying quality

Suggested: Creativity, Science,

Self-Discipline, Technology

15 210

Ancient

Suggested: Cosmic, Infernal,

Presence, Vitality

and roleplaying quality

Suggested: History, Insight, Magical Lore,

Otherworldly Mythos

30 210

Bully

Suggested: Fire, Presence,

Strength, Vitality

and roleplaying quality

Suggested: Criminal Underworld Info,

Close Combat, Fitness, Imposing

25 211

208

Creating Villains

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