Publisher Blurb: It didn't end with the Wall of Weird. Mysterious projects, villainous experiments, and superpowered opponents have all risen to challenge Clark. Smallville: The Watchtower Report () Smallville Roleplaying Game · Cortex Plus. Genre Electronic (PDF, DOC, eBook, HTML, etc.) Product Code. The Watchtower Report - Ebook download as PDF File .pdf), Text File .txt) or read book online. The Smallville Roleplaying Game supplement called The.
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Smallville: The Watchtower Report book download. Smallville: The Watchtower Report Josh Roby, Joe Blomquist, Roberta Olson and Mary. The Smallville Roleplaying Game supplement called The Watchtower Report was only available for a short time before MWP lost it's license. Subsequently you . All about Smallville: The Watchtower Report by Josh Roby. LibraryThing is a cataloging and social networking site for booklovers.
A handy indexed chart and high school character sheet wrap up the book. If there is a group or department that they failed to put in the book, they gave enough examples to work it out yourself. They tossed enough cute "yearbook" touches in to get their point across, but kept it from getting annoying. There aren't a lot of complaints that are actually relevant to the book if you gripe about the High School focus, for instance, that's kinda silly given what the book IS.
Now, if you're into the Smallville RPG and only have an interest in the "adult years", I can't give this a glowing recommendation due to content, not presentation , but they have a whole book designed for that coming soon.
Great work, must-buy for Smallville High School Games. Posted by.
Of course, you want the villain to hit the right notes. A funny loser is only a good villain when you want a funny loser. If you wanted a terrifying monster? Thats a problem. You look at your Leads, their Values, Relationships, and other Traits.
You look at your major Features and the overall feel of your stories. You find a theme or idea that resonates with all those things and select a villain that touches on that.
You can use an existing villain or create your own to accomplish this. Either way, youre looking for a character that will drive wedges between your Leads, inspire them to action, and hopefully be someone they care about.
A villain might have the coolest powers, name, or backstory around, but if he doesnt motivate and inspire the Leads then hes a bad fit. Making this work isnt always easy, but its very rewarding. This isnt universal, but its pretty common and effective. Thus, when adding a villain to your story, try to figure out what aspects of another character you want to contrast and emphasize.
Maybe your villain is greedy to help showcase the charity of a Lead. Or maybe hes also charitable, but that virtue actually springs from a selfish desire that a more heroic character lacks. The differences between the villain and others can be subtle or blatant, minor or major, important or trivial. All these variations tell something about all the characters involved and can produce even more ideas for scenes, conflicts, and plots.
This is especially good for Smallville, where the focus is more on story and drama than traditional victories. For example, if a villain is funding a revolution to generate defense contracts for his corporation, give the Leads clues and hints that this is occurring. If they dont notice or care? Start the revolution. It isnt necessary to have a Feature come in and fix things because that revolution will likely be just as interesting and dramatic as if the bad guy is stopped.
After all, thats what youre looking to the villain for: interesting drama. It also reinforces the idea that the Leads are important. Note that this doesnt necessarily mean villains always succeed in their plans if not directly opposed by Leads.
Sometimes one Lead alerting the right person will do the trick. Finally, your villains should usually lose. At least they should lose when Leads really try to stop them. This defeat doesnt necessarily come fast or easy.
But ultimately, after dramatic effort, most bad guys should go down. In the end, the whole reason the villains are here is to showcase what makes the Leads so great and to know the sting of defeatat least until the nexttime.
Villainous Archetypes Villains fall into many categories, from Assassins to Zealots. These villainous Archetypes arent meant as strict classifications that can never be changed, altered, or adapted. Instead, theyre general roles to look at when making your own bad guys or choosing suitable Wedges and plots involving existing villains.
Some villains are a mix of villain types, but they usually tend to favor one Archetype over the others. The following list of Archetypes is by no means complete. Feel free to add your own. Each Archetype entry consists of a brief description of the Archetype, examples from Smallville and other sources, recommended Assets and Resources, what purpose the villain often serves in the story, and whether such a villain usually makes a good Lead.
In many ways this just makes such a Feature more despicable, as there are few emotional ties between his victims and himself.
To the Assassin, a dead body is just a paycheck. Volo's Guide to Monsters. King Arthur Pendragon Edition 5. The Wicked City. Fallen Justice. Call of Cthulhu 5th Edition. Basic Rules. Book The Caverns of Kalte.
The Sinister Secret of Saltmarsh. Executive Decision. Guide to the Eastern Front. Guide to North Africa.
The Sundered Land. Scarlet Heroes. The Rise of Tiamat. Spellbook Cards: