Crossover Earth '98
Villains are the characters that push the world to the brink of oblivion and stand laughing at the edge. Or perhaps they're the characters that simply try to get by with a bit of petty larceny in a complicated world. Regardless, villains are the ones that initiate actions that turn into overts. Villains may perform any number of actions during a game month (given normal time constraints); these actions may involve preparing for an upcoming caper, making contacts within the villain community, purchasing high tech weapons, searching for a long lost brother, etc.
A villain may also have one overt per turn. An overt is a major undertaking that will most likely result in conflict with a hero. Overts are resolved as shown in the section on general gameplay.
Just like heroes, villains can have associated non-player characters. These may be special henchmen, corporate fronts, federal contacts, or even an aging aunt (even villains have aunts). All of this is defined during character creation. Once a character is created and involved in the game, the sidekicks, corporate sponsors, federal backers, and even the aging aunt become non-player characters under the control of the GM. The player retains the ability to suggest actions to these non-player characters, but the GM has the final say.
Associated non-player characters will often be involved in overts along with the villains. The player is encouraged to give actions for these associated non-player characters in their turns and overt responses. As with heroes, the GM may overrule a particular associated non-player character's behavior.
Associated non-player characters provide additional resources for a villain, and are highly encouraged. Note that villains have more leeway in adding more associated non-player characters during the course of the game, than heroes do. A villain may decide to recruit additional superpowered henchmen, start a new corporate front, clone a new aunt, etc.
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