- VILLAIN
- VILLAIN ADJECTIVE
- RACE
- VILLAIN'S GOAL
- HOOK
- HEROES' GOAL
- LOCALES
- Locale Modifiers
- VILLIANOUS HENCHMEN
- GUEST STAR
- GUEST STARS GOAL
- Victim
The villain is the
main nemesis of the heroes. He is the spider at the center of the web and
usually only encountered at the climax of the adventure. The villain should be
a fully developed Wild Card, at least equal in power to individual heroes, if
not the whole party.
d10 Result
1
Merchant
2
Priest
3
Noble
4
Scientist
5
Outlaw/Outcast
6
Psionicist
7
Mystic
8
Expert
9
Warrior
10
Roll twice. The first result is what the villain presents himself as. The
second is what the villain actually is.
d8 result
1
Bestial/Warped/Deformed
2
Bloodthirsty
3
Crafty
4
Delusional
5
Violent
6
Zealous
7
Rich
8
Filthy Rich
2d6 Result
2
Grey Martian
3-5
Green Martian
6-8
Red Martian
9-11
White Ape
12
Synthe or Robot
The villain’s goal
represents his primary motivation. His Hindrances should be chosen based on
his nature (as determined on the previous tables) and his goal. A villain may
have more than one goal, but there should always be a primary goal, which the
other goals assist. Think of the others as sub-plots.
d10 Result
1
Conquer
2
Corrupt
3
Destroy
4
Discovery
5
Greed
6
Kidnap/Steal
7
Power
8
Revenge
9
Satisfy Honor
10.
Subvert/Recruit
Conquer: The
villain wants to conquer an area: a city, an oasis, or an entire kingdom.
Corrupt: This
villain usually wants to replace one thing for another thing. He tends to work
through subversion rather than brute force. For example, a cultist who wants
to overthrow a Red Martian kingdom and reestablish worship of the old gods.
Destroy: The
villain seeks to bring someone or something to a permanent end.
Discovery: The
villain seeks to discover something of value. This may be a lost technology, a
weapon, a Lost City, or even forbidden knowledge.
Greed: There’s more
to greed than money. Seeking political favors, rare minerals, or knowledge can
just as easily lead to villainous activities.
Kidnap/Steal:
Kidnapping involves an abduction -- taking someone as a hostage or to
interrogate them. Stealing usually involves an object rather than a person.
The object the villain desires is usually a means to another goal. Roll again
on the Goal table, ignoring any further kidnap/steal results.
Power: Gaining a
political position or acquiring sensitive information can bring a villain
power as easily as conquering a kingdom or discovering an ancient artifact.
Revenge: The
villain seeks to avenge a perceived wrongdoing either against them personally
or against their cause or beliefs. Revenge takes many forms, from simple
humiliation to murder. It usually involves methods similar to one of the other
goals, but is aimed at a specific target for a personal reason.
Satisfy Honor: The villain feels that he has been dishonored in some fashion. The goal usually calls for the death of whomever offended the villain.
Subvert/Recruit: The
villain hopes to undermine someone's allegiance or draw them to the villain's
side.
The Hook determines
how the heroes get involved in the adventure.
d6 Result
1
Caught up in Events
2
Mistaken Identity
3
Motivation
4
Old Friend/Enemy
5
Patron
6
Rumor
Caught up in
Events: Through no fault of their own, the heroes find themselves thrust into
the action. Starting this way may leave the heroes confused as to what is
happening, thus encouraging them to investigate.
Mistaken Identity:
The heroes are mistaken for someone else (including the possibility of being
accused of some crime they did not commit), or mistake someone else.
Motivation: Heroes
have Hindrances and sometimes those Hindrances drag them into adventures. A
villain might be a Foe of a PC.
Old Friend/Enemy:
An old acquaintance seeks out the heroes, for good or ill.
Patron: Someone
approaches the heroes with a job offer. The patron could even be the villain!
Rumor: Rumors
circulate quickly on Mars. A rumor can come in the form of an overheard
conversation or a piece of evidence.
What the heroes are
trying to accomplish.
d12 Result
1. Assist/Gratitude
2. Destroy/Hunt
3. Discover/Solve
Mystery
4. Escape/Rescue
5. Explore
6. Liberate
7. Money/Reward
8. Prevent/Protect
9.
Retrieve/Steal/Acquire
10. Revenge/Thwart
Villian
11. Survive
12. Win
Battle/Contest
Exciting locales
make interesting battlegrounds and scenic backdrops. Roll three to five times
per episode.
1d12 Result
1 Small city
2
Villain’s Lair
3
Small Ruin (aerodrome, observatory, etc.)
4
Lost City
5
Isolated Building (laboratory, temple, tower, etc.)
6
Large City
7
Settlement or outpost
8
Exotic Land
9
Large Ruin (an abandoned city, a citadel, etc.)
10–11
Wilderness
12
The Dark Below
Exotic Land: An exotic land might the jungles of the north pole, the Dead Seas of the southern hemisphere, or a deep canyon full of exotic plant life.
Ruin, Small/Large: This is a building, or a complex of buildings, that had a single purpose. While the ruin might be inhabited, the people there no longer pursue the building's original reason for being built.
Lost City: Mars is
a dying world, and there are countless lost cities.
Isolated Building: Like a ruin, but this building is occupied and still used for its original purpose.
Settlement: The
adventure takes place among the comforts of civilization -- and where there
are lots of innocents.
The Dark Below: The
adventure takes place in the caverns below the surface of Mars.
Villain’s Lair:
This is the villain’s headquarters. Roll again to
see where the base is located.
Wilderness: An
adventure set in the red deserts or the dry sea bottoms of Mars.
Each location has
something that the heroes have to interact with to advance their goals.
1d12 Result
1
Beast
2
Robot
2
Trap/Ambush
3
Mystery
4
NPC - ally
5-6
NPC - neutral
7-9
NPC - hostile
10
NPC - Spy/Seducer
11
Natural Hazard
12
Farmers / Settlers / Innocents
Villains sometimes
operate with henchmen. Roll once per adventure.
1d12 Result
1
Corrupted Hero
2
Robot/Synthe-Man
3
Beast
4
Combat Veteran
5
Mystic
6
Psionicist
7-8
Right -Hand Man
9
Mad Scientist
10
Spy/Seducer
11
Thugs/Criminals
12
Soldiers
Beast: The villain
has one or more beasts at his disposal.
Combat Veteran:
Combat veterans are masters of warfare andmight be able to take down any
individual hero in a fair fight. They may not be capable in other areas, but
they are deadly duelists.
Corrupted Hero: A former champion, now fallen.
Psionicist: The
villain’s henchman is gifted with strange powers of the mind.
Right Hand Man: The
villain’s most trusted lackey is usually a jack-of-all-trades. He can fight,
talk, and get his way out of trouble. He is also fanatically loyal to his
master.
Mad Scientist: The
villain has a master of Weird Science at his disposal.
Soldiers: The villian has a group of trained soldiers at his disposal. These might be raiders mounted on jalfs or sky pirates on a skyship.
Spy/Seducer: The
villain’s henchman is a master of deception. Blackmail, bribery, control,
seduction, and secrets of all kinds are the tools of this servant.
Thugs/Criminals:
Low-grade lackeys, a criminal gang, or smugglers.
1d12 RESULT
1 Criminal
2. Military Officer
3 Expert/Scholar
4 Explorer/Scout
5 Friend/Relative
6 Love Interest
7 Scientist
8 Warrior/Mercenary
9 Merchant
10
Official/Bureaucrat
11 Priest
12 Mystic
Roll once on the
Heroes' Goals Table and once on the Villain's Goal Table. Pick the best one.
1 Soldier
2 Damsel or Dude in
Distress
3 Decent Folk
4 Deserving
5 Hero
associate/friend/family
6
Inanimate/Infrastructure
7 Innocents
8 Historian/archaeologist
8 Historian/archaeologist
- OBSTACLES
- TWISTS AND TURNS
9 Marginal Types
10
Politician/Bureaucrat
11 Noble
12 Roll twice on
the Villain Table. The first result is what the victim presents himself as.
The second is what the victim actually is
1d12 Result
1 Accused
2 Bandits/Criminals
3 Beast
4 Natural
Disaster/Bad Weather
5 Rampaging Robot
6 Mystery
7 Official
Opposition
8 Rival
9 Secrecy
10 Social
Opposition
11 Trap
12 War
A good sword and
planet adventure should have a few twists in it. Ideally, there should be one
or two twists and turns per episode. To increase the length of an adventure,
make extra rolls.
1d12 Result
1
Deadline/Ticking Clock
2
Double-Crossed
3
Unexpected Foe
4
Trap/Ambush
5
Rescue Ally
6
False Flag
7
Escalation
8
Beast
9
Natural Hazard
10
Unexpected Ally
11
Shock Revelation
12
Discovery
Beast: Some sort
of creature makes a sudden appearance in the adventure at any unexpected time.
Deadline: The
heroes discover that they are in race against time.
Discovery: Many
secrets lie buried across Mars. Maybe the heroes find a document revealing the
villain’s plan or discover an inscription that leads to another adventure.
Double-Crossed: At
some point, a key figure in the adventure switches sides. This works both for
and against the heroes, depending on who it is performing the double-cross.
Escalation: The villian escalates the situation. He might hire more thugs or he might decide to destroy the city instead of overthrowing the rightful king.
False Flag: Someone is not whom they seem.
Natural Hazard: At
some point in the adventure, the characters are hampered by the forces of
nature. Rockslides, sand storms, marsquakes, electrical storms.
Rescue Ally: At
some point during the adventure, an ally of the heroes ends up in the
villain’s clutches. Kidnapping the ally may be a distraction to cover the
villain’s actions elsewhere, or it may advance the villain’s main goal
directly.
Shock Revelation:
Something important is revealed during the adventure. Such Shock Revelations
do not have to be bad—though they often are! Perhaps an NPC declares her
undying love for a hero or maybe the group discovers a clue that suggests an
old and trusted friend is secretly in league with the villain.
Trap/Ambush: Traps
range from simple pits to complex traps involving moving walls. This could be
set by the villain, or merely an ancient device stumbled upon by the heroes.
Ambushes are fairly self-explanatory (again, this may be an ambush completely
unrelated to the villains plans).
Unexpected Ally:
Maybe the natives rise up against the villain and join the heroes, or perhaps
the old man they met earlier in the adventure turns out to be a retired
swordsman who just can’t sit back and watch the villain get away with his foul
plot. Either way, someone or something comes to the heroes’ aid at a crucial
moment.
Unexpected Foe:
Maybe the villain turns out in fact to be someone the heroes weren’t expecting
(“The old man was the villain all along!”), extra henchmen join a desperate
battle at a crucial time, or some innocent looking animal turns out to be a
vicious killing machine.