By Marcus L. Rowland
Copyright © 2005, portions Copyright © 1993-2002
This document is copyright, but you are encouraged to make copies and print-outs as needed. You may make modifications for your own use, but modified versions MUST NOT be distributed. If you find any of these files useful you are asked to register.
The first release of these rules was originally converted to HTML by Stefan Matthias Aust, to whom many thanks.
This copy of the rules has been split into several separate files. A version consisting of a single large file is also provided. These documents should be accompanied by several files including larger versions of the game tables and a short summary of the main rules for the use of players.
Forgotten Futures VI introduced ideas for adventures and campaigns run in the style of Victorian melodrama. The concepts discussed include the classic stereotypes of Hero, Anti-Hero, Villain, and Romantic Lead, all run as player characters, various traits that can be used to make an interestingly melodramatic character, and staging hints.
What follows is a summary of the ideas in FF VI, which may be useful for a more flamboyant campaign. Some ideas from the article Accidents of Birth (on the FF CD-ROM) are also included. Many examples of dialogue and source material and adventure ideas have been cut for brevity.
Melodrama can be used in many ways in a role-playing campaign. Any adventure may have melodramatic elements added; this usually works, although there is a danger of taking them to the point of self-parody. The Ganymedan Menace (FF II) is in this genre.
A more fundamental shift is to run an adventure as a melodrama, using all the conventions of the genre; elaborate death traps, characters speaking in "asides" to an imaginary audience, mesmerism, sudden bursts of song and music, and so forth. Much of this section relates to this style of play. It should be mentioned that there may be problems with a long-term campaign in this genre; unless you favour a serial "Perils of Pauline" style, with new villainy threatening the Hero and Romantic Lead each adventure, any problem that initially confronts them will eventually be defeated. One way to handle this is a campaign in which characters go from one role to another, as actors go from one role to another; even if they are killed in one adventure, they will return in the next.
Another useful ideas is "doubling"; each player runs two or more characters, not one, who are never "on stage" simultaneously, and all actions must take place on stage. For example, one player might run the Villain and the Kindly Doctor, another the Romantic Lead and the Villain's ally, the Sinister Housekeeper. The referee should organise the plot so that they are never quite in the same room at the same time in a given scene. There are several ramifications to this idea; for example, the Villain might notice a resemblence to the Kindly Doctor and use a disguise to take his place. It sounds, and is, a little complicated, but it works very well if done right. See FF VI for an adventure using this idea.
If none of these approaches appeal, characters in an otherwise "normal" campaign might be given reasons to act on stage; perhaps to unmask a spy or a murderer amongst the cast, or for some other purpose. In this case one or another of the theatrical scripts in FF VI could be an excellent resource for the adventure.
Heroes
Heroes and Heroines (Hurrah!) are designed on 25 points, with BODY at least 4 (3 for Heroines), but give the character 10 extra Bonus Points after generation is complete. These points may NOT be used to purchase skills - they must be used in play, to improve skill rolls and/or luck. Heroes are always competent, and may improve rolls even if they are attempting to use a skill they do not actually possess. They have several limitations and advantages; if Heroines differ, the modified data is bracketed.
In any melodramatic campaign the Hero should be the focus of the adventuring
group. This does not mean that the other characters are unimportant; it simply
means that NPCs and the focus of the plot will always tend to concentrate upon
the Hero, often to a ridiculous extent. For example, a villain may order
eighteen thugs to attack the Hero, while trying to cover four other
adventurers with a single-shot pistol. The adventurers may possibly find ways
to take advantage of the situation.
Under exceptional circumstances there may be more than one Hero in an
adventure; if so, they will almost always be rivals in love. This should not
stop them cooperating to defeat the Villain, but they should always try to
out-perform each other when the Romantic Lead is around.
Optionally, referees might prepare a theme tune for Heroes, to be played
whenever they go into action. Try especially various Gilbert & Sullivan themes,
and Sousa marches such as Liberty Bell (the Monty Python theme) and Hail To
The Spirit of Liberty (the Doc Savage theme).
Anti-Heroes
Anti-Heroes are less common than Heroes or Villains, but may be an interesting alternative to both. They commit crimes but do it in the style of a Hero. The most heroic Anti-Heroes would never build a death trap, or plot the destruction of Britain, but might target those who do such things, even if it means going well outside the law. Less scrupulous Anti-Heroes are more interested in profit, or set up as judge, jury and executioner of those they regard as undesirables, which may include cabinet ministers (The Four Just Men - Edgar Wallace), plutocrats (The Assassination Bureau Ltd. - Jack London), or royalty (The Angel of the Revolution - George Griffith).
Where a hero might see a feud developing and try to defuse the situation, an Anti-Hero would try to make things worst and take advantage of the situation (A Fistful of Dollars) to earn more money or eliminate its participants.
Anti-Heroes are generated as Heroes. They have the same advantages but chivalrous conduct is less common; Anti-Heroes MAY strike the first blow, fire the first shot, etc., sometimes harm women (albeit reluctantly), and often choose to use extremely powerful weapons. They can lie to their heart's content, and won't hesitate to cheat or steal, or even murder to further their schemes. They are often cads; female Anti-Heroes also tend to have interesting love lives. While British Anti-Heroes may share the usual prejudices about foreigners, it is NOT mandatory. Some may instead have wily foreign accomplices.
On the face of it there is no down-side, but Anti-Heroes are rarely trusted, and are usually disliked by both sides of the law. They should encounter violence at least as often as Heroes, and can't call on the police and other authorities for help.
Anti-Heroes are a poor choice for players if there will be several other characters in a game, but work well if there are only one or two other players. Remember that Anti-Heroes often work alone, or at cross purposes to other players, and that it may be necessary to develop separate plot strands for them. They use the same Traits as Heroes, but three others may be especially useful:
Romantic Leads
Romantic Leads (Ahhh!) are built on 18 points with no special requirements. They are often best run as NPCs, since players may find the role somewhat limiting. Male NPCs may take a similar role in adventures with a Heroine; naturally comments related to attractiveness etc. are reversed. Most Romantic Leads some special attributes: A few Romantic Leads are more competent, which may be preferred if they are run as player characters, but they should never be anywhere near as competent as a Hero. They should be built on 21 points.
Romantic Leads should also have a theme tune; regardless of the instrument,
it must be played romantically. Violin and piano pieces are appropriate; there
should be sad overtones.
Villains
"...Presently, when all is complete I shall press the lever, the machinery will be set in motion, and you will find yourself being slowly and surely ground into powder. Then you will hand over what I want, and be sorry you ever thought to baulk Dr. Nikola!"
Villains (Boo! Hiss!) are almost always the Masters of Villainy found in the most far-fetched melodrama. Petty Villains may suffer pangs of conscience, or have incompetent hirelings; they may kill someone with their fists, or break into a shop to steal a few pounds. Masters of Villainy rarely have a conscience, and since their henchmen can make mincemeat of most opponents, seldom need to get their own hands dirty. If they need cash, they'll break into the Bank of England and steal a few million. Everything that follows relates to male and female Villains alike.
Villains are usually run by the referee, since it's rarely possible to run the same Villain for more than one adventure. If generated by players, start off with 28 points, but no Bonus Points may be kept back, and MIND must be at least 4. Up to 4 points may be added to skills, not the usual 3. Players running Villains should remember that in most melodramatic plots they are probably fated to lose.
Most Villains need henchmen. Player-run Villains must find and recruit their own underlings, always running the risk that they may inadvertently take on a disguised Hero, an incompetent, an informer, or someone who aspires to Villainhood over the adventurer's dead body. See FF VI for examples of the complications that can arise, hiring methods, etc., and some sample organisations. They are not compulsory; it can be more expedient to hire help as needed rather than setting up an elaborate organisation.
Obviously the needs of a particular adventure may change things considerably; a Villain might act alone, or have the resources of an army or a nation under his control.
Villains have several special limitations:
Everybody Else
Most of the other characters in a melodrama are there in a supporting role, or as comic relief. Adventurers taking any of these roles are generated normally. With the exception of henchmen and dogs, any of the following may be required to sing or dance if it will enhance the "atmosphere" of the melodrama. Acting the Part
To establish the mood of melodramatic adventures, characters (especially Villains) should use Asides to the "audience" to convey information about the plot and their nature, and Soliloquies and Songs to establish their personalities.
An Aside is a small speech reflecting the character's thoughts - the other "actors" are not supposed to know what is said. In practice the other players will hear Asides, so it's important to establish rules for their use before play begins. Players may use Asides as often as they like, but they must be (a) in character, (b) true, and (c) relevant to the current events of the adventure. If an Aside is a lie or irrelevant, the referee should consider reducing bonus points at the end of the adventure. Asides are most typical of Villains, but may be used by anyone.
No other character or NPC can hear what is said in an Aside or act on it directly. However, there is nothing to stop characters taking steps that arise from the situation and "happen" to relate to what is said less directly. It happens all the time in melodrama. Optionally the referee may also choose to let the characters have "feelings" or "hunches" about what they've heard, on a roll of SOUL (or any appropriate skill, e.g. Medium or Psychology) versus the speaker's MIND, Actor skill, or whatever else seems appropriate.
Players and the referee should agree a signal which makes it clear that a remark
is an Aside; the easiest is probably to hold a hand in front of the mouth and look
to one side, and begin with a phrase such as "Pah! Little do they know that..."
or "How can I tell her...". Combining this with standing and bending slightly,
as though performing a bad Richard III imitation, will also put the idea across but may lead to gales of laughter. Optionally, give each player a card saying "Aside", to be held up while speaking.
While it might seem that there is nothing to be gained by using an Aside, they are powerful tools for manipulating players; it's almost impossible to avoid being influenced by something that you know is true, even if you suspect that it is not the whole truth. For example, a Villain's Aside might be entirely truthful but worded to suggest actions that will lead the Hero into a trap.
Two other forms of dialogue can be important in a melodrama; Soliloquy and Song. Both represent a statement of a character's viewpoint or aspirations, preferably in a form that has some artistic merit. For example, the opening speech of Richard III ("Now is the winter of our discontent made glorious summer by this son of York...") and Rorschach's analysis of the meaning of life (The Watchmen part VI) are excellent Soliloquies. "I'm gonna kill everyone who stands between me and a Dukedom...", sung to a rap beat, might be a somewhat less edifying Song. Gilbert and Sullivan offer dozens of useful tunes, more can be found in the folk music of most nations. Both Soliloquy and Song can be combined with an Aside. For example:
If a Song or Soliloquy isn't an Aside everyone who is present naturally hears it, but should treat it as normal speech unless the character is supposed to be singing. Unless combat or some other life-or-death situation is in progress, time and the action stop until it's over. Songs and Soliloquies are used mainly to add atmosphere and drama, and to distinguish this genre from normal role playing.
To encourage their use referees should consider awarding bonus points for best Soliloquy, Song and Aside at the end of the adventure. Optionally this can be decided by vote.
Finally, a word about overacting. While it could be argued that it is
impossible to overact in this genre, excessive ranting and displays of extreme
emotion can eventually become a little wearing, and may slow the game
considerably. Players will have ample opportunities to display the gamut of
their acting skills in asides and soliloquies, and in the climactic scenes of
adventures. At other times it's advisable to be a little more restrained.
Continue to It's A Kind of MAGIC
He came down the gangway... ...with a light step in the summer sunlight, with a soft grey hat canted rakishly over one eye, and a raincoat slung carelessly over his shoulder. There was death in his pocket, and peril of an even deadlier kind under his arm...
Leslie Charteris: The Simon Templar Foundation
Sense of Duty - The character has some obligation, such as military duty, that is put ahead of personal safety. Romantic illegitimacy - the Hero is descended from the nobility or royalty,
but cannot be acknowledged for political or marital reasons. This is an open
secret; everyone knows the truth, although it can never be spoken openly. Long Lost Heir - The Hero is the missing or unknown heir to a title, vast estate, or other inheritance. Usually nobody is aware of this until it becomes important for the inheritance to be claimed. Disguised nobility - the Hero pretends a humble origin, but is actually a noble, minor royalty, etc. The truth can only be revealed after the Hero has
won the heart of the Romantic Lead. Disguised - the Hero wears a mask when performing deeds of valour, CANNOT be recognised by anyone while masked, and appears to be unremarkable at other times. This works irrespective of the size of the mask. The sole exception is the Romantic Lead, who will eventually recognise the Heroes' touch, kiss, smile, voice, etc. See The Dread Pirate Roberts, Zorro, Batman, etc. Transvestism - Women taking the Heroic role may disguise themselves as men (or as boys) to perform deeds of valour. For unknown reasons the disguise is completely impenetrable. Male Heroes can't reverse this; although they can temporarily assume the disguise of an aged crone, beggar woman, etc., they must shed it before going into action. Any suggestion that they try a more glamorous costume or enjoy this is right out! Extraordinary wealth - The Hero is rich, and has a life-style that reflects it. Private yachts, airships, railway carriages, etc. are par for the course; in extreme cases the Hero may own a country, or at least control its wealth. Swashbuckling - The hero prefers flamboyant dress and behaviour, and really will swing across a room (on the chandeliers, a whip, or a convenient curtain) if it suits the needs of the plot. Cloaks, broad-brimmed hats, sword sticks and capes are almost mandatory. A fast horse or car is a vital accessory. [Swashbuckling Heroines must wear apparel which prevents any loss of modesty, or adopt a male disguise.] Doomed - The Hero suffers from a long lingering illness (tuberculosis is VERY appropriate for a Victorian campaign), war wound, curse, etc. This will eventually cause death but otherwise has no adverse effects, apart from an occasional discreet cough or momentary incapacitating pain (usually at a point where it helps the plot). The Hero is kept alive by the need to protect the Romantic Lead, and will probably die (after a deeply moving farewell speech) as soon as she or he is saved. [Heroines are very rarely Doomed, but it has been known to occur; this is often revealed as a plot twist at the end of the
story, so it is not possible to quote examples here.] An Impostor - The Hero appears to have all the trappings of a well-known Hero, but is actually someone completely different (but even more heroic). Usually the real personality will arrive to confront the impostor at a dramatically appropriate moment, and the encounter will reveal that the real "hero" has feet of clay. The circumstances may be a deliberate trick, mistaken identity, a coincidence, or a combination of all of these factors. [Very rare for Heroines; due to a biased press, there are too few publicly acclaimed women to make the idea viable] Travelling incognito - The Hero uses a false name to avoid an adoring public. Anyone actually knowing the Hero won't be fooled, but casual strangers may take the Hero's name in vain, claim non-existent friendship, and so forth, with amusing consequences. Amnesiac - Another difficult one to bring off, but fun if you can manage it. The Hero has forgotten who he is, and may even play the part of the Villain before remembering the truth. Naturally an amnesiac Hero still remains true to the Hero's code; henchmen may find it hard to understand why "the Boss" will never harm a lady or strike the first blow! Usually memory returns when the Hero kisses the Romantic Lead. Reborn - The Hero is the reincarnation of an historic or mythical character, and all relationships in the current life are reflections of that
earlier life. Often the Hero is doomed to relive the same romantic tragedies again and again, unless he can somehow triumph over recurring fate. The Hero may know ths history from the start, or becomes aware of it via mesmerism or magical means.
Separated / Swapped At Birth - The hero was either swapped with another child at birth, or separated from a sibling, or possibly both in a comedic adventure. Typically one child grows up to be the Hero, the other the Villain. Secret - The hero has a secret which will cause embarrassment or worse, possibly imprisonment and lasting shame. Usually this relates to something which the Hero is not directly responsible for, such as a brother who is a hopeless opium addict. My blood froze. My heart sickened. My brain whirled. How I
had liked this villain! How I had admired him! How my liking and
admiration must turn to loathing and disgust. I waited for the
change. I longed to feel it in my heart. But -- I longed and I waited
in vain!
The Ides of March - E.W. Hornung
Notorious - everyone has heard of the Anti-Hero, making disguises, pseudonyms, etc. essential. Wanted - by the police, other criminals, government agencies, etc. This
usually goes with notoriety. Loner - many Anti-Heroes prefer to work alone, distrusting accomplices and friends, or limit themselves to one useful companion. They rarely recruit
large gangs. "Oh, no! my father; the enthusiasm of knowledge, the applauses of the powerful, may for a time, have weaned him from us but my own kind, gentle, Frankenstein, can never be inhuman."
Frankenstein (1826 play)
A Mortgage - The family home is mortgaged to the hilt, and the Villain has somehow got hold of the deeds. If the Romantic Lead does not give in to his
wicked wiles (twirls moustache and smiles evilly), her parents will be thrown
out into the snow. If it happens to be summer, he will import some... A Secret Admirer - This may be the Hero, but is just as likely to be the
Villain, a third party, or a case of mistaken identity. If the admirer is not
the Hero, this starts out as an occasional anonymous gift of flowers, but soon
escalates to threats to murder any other suitor, kidnapping attempts, etc. A
good example occurs in most variants of The Phantom of the Opera. A Dying/Crippled Parent/Brother/Sister - Often combined with a mortgage (see above) or poverty (below), as a means of compelling the Romantic Lead to obey the Villain. Religion - The Romantic Lead is contemplating a religious life, or has
even become a novice, but both the Hero and Villain have other ideas; or
perhaps the Villain is encouraging it, because he wants the Romantic Lead out
of the way. Poverty - The Romantic Lead is too poor to buy pretty clothing, luxuries, or (in extreme cases) food. Despite this the Villain has recognised her beauty, and has plans for her... Heiress - One day the Romantic Lead will inherit a fortune, but it is
currently controlled by her parents or a guardian, who might use the threat of
disinheritance to manipulate her. Or perhaps nobody knows her destiny, except
a Villain who happens to be next in line for the inheritance. A Thwarted Ambition - The Romantic Lead wants to be an actress, singer, artist, etc. but there are obstacles in the way; usually obstacles placed by the Villain. Doomed - The Romantic Lead is sinking fast, dying of some strange disease
(or could it be an exotic poison administered by the Villain?). Symptoms
include swooning, a need to spend long periods lying prettily on a couch, and
flushed cheeks which the uninitiated might mistake for the bloom of perfect
health. Villainesses pretending to be Romantic Leads are often good at faking
these symptoms. Disabled - Following a mysterious fall, riding accident, or illness the Romantic Lead is confined to a bath chair (the predecessor of the wheel chair) or is blind, and is at the mercy of sinister housekeepers, husbands, guardians, etc. In this setting the Hero might be a doctor, faith healer, etc. who can cure her if given a free hand, or a detective investigating the real reason for her disability. Unhappily Married - The Romantic Lead has been forced into an unhappy marriage; there may well be something odd about the arrangement, such as the husband's refusal to talk about his previous (deceased) wives, irregularities in the service, bigamy, etc. There might even be some suggestion that the husband has strange designs on the life or sanity of the Romantic Lead; but naturally the Romantic Lead respects the sanctity of marriage and would never dream of complaining... Widowed - The Romantic Lead is a grieving widow, mourning her late husband. But is he as late as she believes? Young children may be an additional
complication, as might a mortgage, poverty, etc. Mesmerised - The Romantic Lead is mind-controlled by the Villain. But True
Love might break the conditioning. Parental Control - The Romantic Lead's parents effectively control her life; they can arrange or forbid marriages, and exert enormous moral pressure. Not What She Seems - The Romantic Lead is living a lie; possibly she is
being forced to do so. For example, she might pretend that her husband / brother /
father is abroad when he is actually in prison, or assume the identity of
someone of higher status. Reborn - The Romantic Lead is the reborn spouse or lover of the Villain, who may be an immortal magician (The Mummy, She, etc.) or may also be reincarnated. Alternatively, there may be a repeated tragic link between the Romantic Lead and Hero. Usually the Romantic Lead is unaware of this relationship, especially if the Villain is the former spouse, but mesmerism or magic may restore ancestral memories. Separated / Swapped at Birth - As above Romantic Illegitimacy - As above Secret - As above. "...He has had reason to know that I am pitting my wits against his, and he flatters himself that so far he has got the better of me. That is because I am drawing him on. I am maturing a plan that will make him a poor and a very miserable man at one and the same time..."
A Bid for Fortune [Guy Boothby 1895]
ibid; later in the same speech
Q: How does a Villain change a light-bulb?
A: Kidnap the Romantic Lead's father and persuade her to sign over the deeds to his light-bulb factory, fake scientific evidence to prove that all other makes of light bulb emit dangerous N-Rays, corner the market with a "new, improved, N-Ray free filament", and use the profits to fund a South American revolution. Use the power base in South America to acquire the resources needed to build a citadel in the Antarctic, and put a new light-bulb in the citadel. Kill the father, plant a penguin feather in the cuff of his trousers, and dump his body where the Hero will find it. Tie the Romantic Lead to a chair under the light-bulb in the citadel, surround her with cunning booby-traps, and wait for the Hero to arrive. When the Hero has been destroyed by the booby-traps twirl your moustache, take the Romantic Lead and light-bulb home, force the former into marriage (she'll thank you for it in the end) and the latter into its holder. It's an old trick, but it might just work...
Romantic illegitimacy - The Villain is the bastard or disowned son of a noble or royal house, and seeks revenge by scheming to bring his family down. Often found associated with revolutionary organisations, especially in small Baltic states. Villains with this trait run a risk of becoming Anti-Heroes, or even Heroes, as their plans develop, but real Villains will always fail to rise to such occasions. The most notorious example is Michael Elphberg, half brother of the ruler of Ruritania (The Prisoner of Zenda etc.). Inadvisable for petty Villains. Insane - The Villain develops fiendishly complex but irrational plots, such
as a scheme to murder several hundred thousand people in order to be sure of
killing one of them. They cackle as they explain their schemes. They kill
their underlings for no readily apparent reason. Insanity is a good motive for
petty Villains, although greed is better.
Note: Insanity may, very rarely, be usable as a motive for heroes. See especially Rorschach (The Watchmen) and some analyses of Batman's behaviour.Vengeful - The Villain has a good reason for his actions; revenge. Unfortunately the quest for retribution is taken to ridiculous extremes. For example, a vengeful Villain might design a plan to simultaneously blow up every car in London after a hit-and-run driver kills his cat. He might set fire to his school because he was bullied as a child. Vengeful Villains often feel an urge to make the punishment fit the crime; a rapist might be impaled on a stake, a drug dealer forced to consume a massive
overdose.
Note: Revenge may also be a useful motive for Heroes
(Batman, Death Wish, Darkman), but tends to add dark overtones to a plot.Greedy - Villains are often greedy. Usually they want money, but the means of acquiring it may also be useful. Most petty Villains fall into this camp; they murder wives to take their inheritance (The "Brides In The Bath" murders, Gaslight), force the Romantic Lead into marriage to gain control of her factory, or throw widows and orphans out into the snow (the Conservative Party). Large-scale Villains develop elaborate schemes to hold the world to ransom or steal immense amounts of money. Often these are simply stepping-stones en route to a larger design, but most Villains seem to have sticky fingers, raking off some of the money before it's spent on the next phase of their master plan, and live accordingly. Doomed - The Villain will die horribly unless some circumstance intervenes; usually a cure requires the death of the Romantic Lead or some other sinister ritual. For instance, an immortal evil genius might gain his immortality by
sucking life-force from virgins, magically or by some strange technology. Needless to say there will always be a Hero close at hand when it is time for another dose... This motive is rarely suitable for a petty Villain. Good Intentions - The Villain hopes that his appalling crimes will
accomplish some greater good. Usually he is wrong. Often combined with
insanity. THRUSH (The Man From Uncle) often claimed altruistic motives for
conquering the world, as do some of the cinematic James Bond villains.
This is usually more suitable for Anti-heroes. Foreign - Need any more be said? Foreign Villains usually appeal to the most xenophobic of audiences, who perceive all Orientals as "wily" or
"sinister", all Jews as misers or millionaires, all Americans as rich magnates or cowboys, and so forth. Foreign Villains are always regarded as especially sinister, for no readily apparent reason. Most royal Villains (below) are foreign, but the British love of the Monarchy initially protects them from suspicion. Royal - The Villain is a reigning monarch, or in line of succession,
usually of a small state with Imperial ambitions. He (this trait is usually
reserved for male characters, since female Royalty are mostly Romantic Leads)
often pretends to be on a "good will" mission to Britain, but this is actually
a cover for espionage or some sinister long-term scheme to destroy the Empire.
He usually has diplomatic immunity. After an initial encounter Villains of
this hue often return to their native lands, where they enjoy all the
resources and advantages of their positions. Compulsive behaviour - The Villain feels compelled to carry out his or her plans to some fiendish schedule, usually based on the Bible, Shakespeare, or some other famous work. This is generally combined with insanity, revenge, or both, but may in fact be a cover for a scheme which is aimed at only one of its victims. Master of Disguise - Many Villains can disguise themselves as anyone, of either sex, if they are of roughly comparable shape and size. This enhances the Acting skill, adding quick change, make-up, transvestism, and an uncanny knack of imitating movement and behaviour. Even those who know the person imitated will be fooled. Masters of Disguise should only be uncovered if there is some reason for suspicion and the Detective skill is used against high Difficulty, or some extraordinary mischance (such as the arrival of the person imitated) betrays them. Often the disguise hides horrible disfigurement. This ability should not be made available to player Villains. Sadistic - Nearly all Villains are sadists; it goes with the territory, and is especially common amongst petty Villains. This is one of the reasons why victims are rarely killed outright; it's more fun to let them suffer pain or the agonies of anticipation first.
"Aahhahahahhahahahah! In just ten minutes the London to Edinburgh express will pass over these very lines. And over you, my dear, unless you sign this document..."Evil Genius - MIND of 6 or even 7 and appropriate MIND-related skills are prerequisites for this status; scientific genius is most common, but financial and military genius are also possibilities. Evil geniuses develop lethal rays and potions, elaborate plans to corner the stock market, perfect forgeries, infernal devices, etc. Villains who aren't evil geniuses often have scientists and other specialists as henchmen, so that they won't be left out. Petty Villains are rarely evil geniuses. Doctors Nikola (FF VI), Fu Manchu, and No are obvious examples. Uncanny Powers - Mesmerism is by far the most common; weak-minded victims (most notably Romantic Leads) are immediately affected, only Heroes have a chance to resist. This is a bonus added to the Villain's SOUL, used to attack the victim's MIND, succeeding automatically against NPCs.
Immortality is another popular choice; the Villain can apparently be killed, but always comes back to seek revenge. Even the destruction of his body may not be enough to prevent this.
Magic seems an obvious possibility; see the next appendix for more on this.
Rare NPC Villains may be in league with the Devil, or may actually be the Devil incarnate, and control extraordinary magical abilities. If this occurs there must always be a loophole, a way to turn these powers against the forces of darkness, which should be telegraphed to the adventurers well in advance of the final conflict. The trick may be as simple as using a mirror to reflect the evil forces back at their source, or as difficult as stealing and destroying an amulet containing the Villain's soul. These
powers can largely be seen as special effects affecting NPCs or the scenery, or as attacks on one or another characteristic, as described above.
Petty villains very rarely have uncanny powers.Extraordinary wealth - Most Villains are men of means; even a crooked lawyer
or murdering husband can probably run to a couple of hirelings and bribe a few witnesses. Extraordinary wealth implies a good deal more. Basically, the character can afford anything that is dramatically appropriate to the situation, and emphasises his or her Villainy; an airship or a private train, a steam yacht or several hundred fake uncut diamonds. An aura of Evil - The Villain exudes some strange taint which repels the good, but inspires fear in underlings and anyone he threatens. All Brawling attacks made against a Villain with this aura have the Difficulty number raised by 2, because of a natural reluctance to touch him. This is best limited to NPC villains. It is possible to have this taint but still be a Master of Disguise; in that case the evil aura is masked by the disguise, but may still be detected on a roll of SOUL versus the Villain's Master of Disguise skill. Often this is combined with a reputation for villainy, usually of epic proportions.
"..Ask the Chinese mothers nursing their almond-eyed spawn in Peking who he is; ask the Japanese, ask the Malays, the Hindoos, the Burmese, the coal porters in Port Said, the Buddhist priests of Ceylon; ask the King of Corea, the men up in Thibet, the Spanish priests in Manilla, or the Sultan of Borneo, the ministers of Siam, or the French in Saigon — they'll all know Dr Nikola and his cat, and, take my word for it, they fear him."
A Bid for FortuneFemme Fatale - Rare, the world of Villainy is largely dominated by men,
but a few notable Villains are women. They are especially likely to use proxies
for their evil deeds, although most will try their hands at seducing the Hero.
While male Villains generally dress in black, their female equivalents tend to
prefer lighter colours (although pastels are a sure sign of a loser - see Addams
Family Values). Notorious - Everyone has heard of the Villain, making disguises, pseudonyms, etc. essential. Very common, mandatory once a Villain is unmasked. Wanted - by the police, other criminals, government agencies, etc. This
usually goes with notoriety. Reborn - The Villain is in touch with his or her previous lives, and can draw on past experience to recognise reincarnated rivals (usually the Hero) or former lovers (the Romantic Lead). This time the Villain is determined to overcome previous mistakes, and get things right, no matter the cost to the world. See e.g. Pharos the Egyptian by Guy Boothby for an excellent example. This is often accompanied by Uncanny Powers. Separated / Swapped At Birth - The Villain was either swapped with another child at birth, or separated from a sibling, and either seeks revenge for the abandonment, or plans to usurp the place of the other. Secret - Usually the mere fact of being a Villain, but there may be a particular fact that will make everyone loathe the character above and beyond the fact of Villainy. For example, the character might have sold his own mother into slavery.
Strange pets - They range from everyday (but somehow unusually sinister) cats to attack dogs, snakes, gorillas, scorpions, rats, sharks, and slave girls. Generally they have been trained to attack any stranger; for some reason this training often goes wrong if the stranger is a Hero, and they attack the Villain or a henchman instead. Blofeld and Dr. Nikola owned cats, Dr. No had spiders and carnivorous crabs, Cruella De Ville liked dogs, Dracula rats and wolves, Dr. Phibes locusts, and Dr. Fu Manchu used most of the animal kingdom at one time or another. Sharks are used by several James Bond Villains.
Optionally Villains may use their Uncanny Powers to control or monitor their pets. Usually their pets resent this, and turn on them given the slightest opportunity.
Petty Villains usually settle for fierce dogs; rural examples usually have at least one, generally a vicious lurcher.A headquarters - Most Villains have some sort of base, if only a heavily
locked room where they can plan or meditate, a mansion where they can install a few floodable cellars and death traps (Bulldog Drummond, The Saint), a laboratory, or a sawmill where they can threaten to cut the Romantic Lead in two. Many Villains do things on a much larger scale, using ancient castles (Dracula), caves (Lord Ruthven), volcanic craters (Blofeld), or hidden cities as their headquarters. Some useful accessories for a headquarters include
The card game Before I Kill You, Mr. Bond... (Cheapass Games) is an excellent source for further ideas, as is the Evil Overlord web site.A long moustache - preferably beautifully waxed, to be twirled while explaining a Fiendish Plan, and/or a top hat (Dr. Nikola). Many villains have both. Most also wear black clothing. Femme Fatales rarely have moustaches! A guilty conscience - Rare, but occasionally present, especially in lesser
Villains. The Villain knows that he is guilty of many sins, and agonises about
them. It doesn't stop him from committing more crimes; it just means
that he will feel a little remorse afterwards. Sometimes guilt is a character's
main motivation, more often it is an inconvenient distraction, worthy of a few asides to the audience but otherwise ignored. A concealed weapon - Sword sticks are nice, so are Derringers up sleeves or in top hats, but true aficionados of evil prefer tiny infernal devices; vials of nitro-glycerine, vitriol (sulphuric acid), or bacteria unknown to modern science (there was a vogue for stories of murder by lethal bacillus at the end of the 19th century), pistols or dart guns disguised as cigar lighters, cigars containing poison capsules that kill the smoker, matchboxes containing deadly spiders, and other esoterica. Petty Villains rarely venture into this territory, preferring to beat their enemies to death. A beautiful but wilful daughter - Daughters are rarely Romantic Leads; usually they feel unrequited love for the Hero, rescue him from certain death, realise that he Loves Another, and throw themselves sobbing into the crocodile pit or a lesser Hero's arms. Often they are reluctantly loyal to their parents, and appear briefly to save the Hero then disappear from the plot until the next adventure.
Unfortunately for Heroes, there is no guarantee that a Villain's daughter
will help them. Sometimes they are Villainesses, even more menacing than their
fathers because they have a quality singularly lacking in Villains - common
sense! These dangerous women often find simple direct solutions to their
father's problems.
"Arr, it be warm weather for the toime of year"
"No, sorr, I can't say that oi have seen a monster today, sorr."
"You're not from these parts, are ye, sorr."
It is impossible to overdo this accent; the more grotesque it is, the more 'authentic'! Typical possessions might include a pitchfork, a flaming torch, or both, some sort of firearm (very rarely used), or a shepherd's crook. In the most lavish productions peasants appear accompanied by flocks of sheep, horse-drawn ploughs, and other evidence of their rural activities. Foreign peasants speak with appropriate accents:
"Si, it be warm weather for the toime of year, Signore"
and wear traditional native costume, but are otherwise identical to their British cousins.
NPC peasants should appear to have no useful skills whatever; this may not
be completely true (for example, they may know of old legends), but for the most part they are present simply to stand around in the background, drink large quantities of beer, die horribly, accidentally let the Villain escape, besiege a ruined castle with flaming torches and pitchforks, or join in an occasional country song or dance.
Sinister peasants are rare, if used the referee should try to avoid the temptation to emulate sources such as The Wicker Man. Unless they are in the pay of the Villain, peasants tend to be friendly or at worst suspicious, not actively hostile. Bandits are sometimes disguised as peasants; generally they are an independent nuisance, not pawns of the Villain.
Gypsy mystics and fortune tellers abound, usually making eerily predictive
but unfortunately cryptic pronouncements:
"Soon your life... will be in... great danger."
"The fat man is looking for the bird..."
If there seems to be any chance that a prediction will be useful, someone
will generally murder the gypsy before it is complete. If possible the Villain
will frame the Hero for the death.
Beautiful gypsy maidens will generally attempt to seduce the Hero, in an effort to enrage their gypsy lovers, and use flamenco dancing, eerie gypsy songs, and other wiles to lure the Hero (or a friend) into danger. They (and their boyfriends) are often armed with knives, and adventurers wishing to avoid trouble would do well to stay out of their way. Some beautiful gypsies are also fortune tellers or mystics.
Bumbling and comic policemen are usually portrayed as having a fairly relaxed attitude to the law; poaching and other minor offences are often ignored, and they can usually be distracted by the offer of a drink or a smoke. In a modern piece they will usually appear riding or wheeling a bicycle. Often they will contribute a comic monologue or song. They can usually be tricked. Gamekeepers are also often found in a police-like role.
Typical dialogue for a comic policeman (usually in a pronounced Mummerset
accent):
"Hello, hello, what's all this then?"
"No licence sir? Oh, that type of licence!" (pockets coin)
"Locked in me own handcuffs. There's a predicament!"
Efficient policemen are the law personified. They are usually portrayed as
young, efficient, and keen, and may be the Hero of a story. They are almost always from
Scotland Yard, and speak with an upper-class accent. For instance:
"So at 11.15 p.m. you were all gathered in the library..."
"This gun has fired several shots."
"One of the people in this room is the murderer..."
Excellent examples of this type of policeman can be found in most novels by
Agatha Christie and Dorothy L. Sayers, or in the play The Mousetrap by Christie.
As well as the obvious Detective and combat skills, both classes of policeman spend a lot of time out of doors, especially in rural areas, and it's entirely
reasonable to include Science (Astronomy) and Scholar (British Flora and Fauna)
amongst their skills. It's amazing how often characters will try to fob off the
law with excuses involving star gazing or bird watching...
"Squad... Atten-shun!"
"Resistance is useless!" (always good for a cheap laugh)
"Halt! Who goes there? Friend or foe?"
"Fix bayonets!"
Officers have upper-class accents, NCOs and other ranks are typically of
Cockney or peasant stock, with appropriate accents.
"Sail on the starboard bow!"
"Signal him to heave to or we open fire."
"Haul anchor!"
Sailors may also appear as pirates, in which case their most noticeable traits are usually seething resentment of their officers, lecherousness, drunkenness, and casual brutality. Sailors employed by a true Villain (eg. Captain Nemo) will be as smart and efficient as any naval crew, and devoted to their work. Presumably the pay and working
conditions are better...
"Oh, the master never drinks wine, sir, says it gives him gout."
"Did you ring, Sir?"
"Sorry, the master's not in, he's gone down to the village."
But a sinister servant would say:
"The master never drinks... wine."
"You rang... Sir?"
"The master is not... available... at present."
More examples of Sinister Servant dialogue can be found above, numerous examples of the comic style are in the plays accompanying FF VI
Useful dialogue for these friends obviously depends on the situation; for
instance:
"I say, I'm sure there's someone hiding in those bushes!"
"This Matabeleland business looks dashed odd."
"Don't worry about me, old boy, it's only a flesh wound."
"Don't pull which lever? This one?" [pulls it]
"That dress is lovely!"
"Oh, I do envy you so!"
"But have you told your mama?"
"No... no... let go... urgh!"
"I'm only a burden to you now...."
"Far be it from me to complain, but..."
"Unless you marry him the papers will go to the police!"
"Give me some money, I need a drop of gin."
"We're ruined!"
While other characters presumably have relatives (see, especially, Villains
and their daughters, above), they are generally less likely to become involved
in the plot.
"These papers are conclusive proof that you are the rightful heir to his
late Lordship's estate."
"Sir, I write to inform you that another will has been found..."
"These tests prove you are not related; you are free to wed."
"The crisis has passed, and she will soon recover..."
Villainous Doctors and Lawyers often pretend to be friendly while weaving elaborate snares for the Hero and Romantic Lead. Doctors Nikola and Fu Manchu aside, they are usually minor Villains, or henchmen of some major Villain, and their plans will seldom range far beyond various forms of blackmail and embezzlement or the odd murder or two. For example:
"I'm sorry, sir, there is no cure. Perhaps we might discuss the endowment of a charity to study your condition..."
"I fear that your father's debts must be repaid, my dear; unless, of course, we can come to some sort of - ahem [twirls moustache] - arrangement..."
"One step closer, sir, and the will shall be in the fire - and of course the earlier document leaves everything to your cousin..."
"So I'm afraid your little brother will die unless he has the operation - a shame that you have no money to pay for his treatment. But there are alternatives to money..."
Note: If a player runs a child in a game where the other players are running adult characters, it is advisable to set up a few ground rules; for example, an agreement that the child will not be so obnoxious as to provoke homicidal rage in any sentient life form, while the adult adventurers (except perhaps the Villain) will behave like responsible adults and try to keep the little darling alive. Some suitable dialogue for NPC children:
"Wow - that was a long kiss!"
"Gosh - that's a long way doooooow" [splat]
"Please, will I be well soon? [tubercular cough]"
"Help - let me go! Let me go!"
Villains are often associated with cats, but rarely have dogs, other than guard dogs and Petty Villains' lurchers. Some rules for nine-lived cats as player characters appear in FF VIII; use the rules in the previous appendix for dogs. Unusually intelligent horses and ponies are sometimes useful, mandatory for any adventure with a Wild West or Royal Canadian Mounted Police background; generate them with BODY of 5 (pony) to 8 (stallion), with 12-BODY points available for the other characteristics and skills; for example, a BODY 8 stallion gets 4 points to spend on MIND, SOUL, and skills; a BODY 5 pony gets 7 points. All skills available to dogs can be taken, apart from Riding (except possibly for VERY small circus ponies) and Detective (sense of smell and eyesight aren't good enough).
A pet's function in a melodrama is to get help (usually by barking, sometimes by carrying a message slipped into the collar), trip up the villain in a crucial fight scene, chew through ropes and other bonds, etc. Trained animals may be able to do more if it is dramatically appropriate; for example, bark or tap with their hooves to indicate the direction taken by the Villain, the number of people who have passed, etc. Unless you are running a very strange campaign these animals should not be able to talk.
If players seem to be placing too much reliance on animals, it may be advisable to require a MIND roll for the pet to carry out its instructions. For example "Get help" (any human) might be Difficulty 3; "Get Uncle George" (a specific person known to the animal) Difficulty 5, "Get the Police" (a concept that is unlikely to be understood) Difficulty 7. Anything else, e.g. "Bite through the rope", "Fetch the keys from that hook" should be rated according to the likelihood of the animal understanding the instruction, and any training it may have been given. In an adventure where this rule was used the dog concerned returned with a stick and a dead pigeon before fetching help.
Villain [Aside] "Aha - little do they know that...
[Sings] "A cunning villain I,
A man of lethal habits,
I'll slay my foes like rabbits,
Without any pity or shame.
Before the night is out
I'll bump off all my cousins,
kill sundry other persons,
And pass to the Hero the blame,
Oh, and pass to the Hero the blame..."Hero "Should I feel uneasy?" Referee "Roll your SOUL versus Difficulty 5, if you succeed you distrust him, but have no idea why." Villain "Feeling all right, old chap?" Hero (fails roll) "Felt dashed odd for a moment. Uneasy." Villain "Well, we all get odd feelings now and again.
Probably something you ate. Have I introduced you to my cousin Helen...?"
[Enter Romantic Lead]