Villain’s Moves
(see more prompts in Prompts App)This is a a list of “moves” the antagonist can make. Ways for them to make heroes’ lives more difficult, create problems for them, fight to put their evil plan back on track.
- Personally confront the players.
- Send minions after the players.
- Hire a rival team of adventurers or thugs to go after players..
- Send an assassin.
- Send a spy.
- Set a bounty on their heads.
- Set a trap.
- Setup an ambush.
- Take hostages.
- Threaten an NPC players like.
- Frame players for a crime, declare them traitors/outlaws.
- Give players quests (by pretending to be nice or through intermediary) that get them to commit crimes.
- Reveal player’s secrets, crimes they have committed.
- Get your minions into various positions of authority.
- Gain control over people in positions of authority (by threatening or bribing them).
- Convince authorities/police that players are evil.
- Make the public dislike the heroes.
- Have a “dead man switch” that will hurt people or destroy something valuable if the villain is killed, set your base/hideout to self-destruct in the event that you are defeated or are forced to use your escape plan.
- Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can’t kill them, and must negotiate.
- Set a time-bomb. Something horrible will happen unless players do what they’re told.
- Possess/blackmail/threaten an innocent person into doing their bidding.
- Pretend to be someone else to deceive the players.
- Befriend players to use them and betray them later.
- Kidnap one of the players.
- Join forces with another enemy of the players.
- Plant false clues, create decoy trails.
- Frame someone else for their crimes.
- Kill hero’s mentor/ally.
- Foster rivalries, mistrust, disorder, confusion, infighting among players or the public.
- Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits “from another country” attacks “local merchants”, Start a plague in an uneducated city and have the “foreign merchant” sell snake oil cures, “native patriot” kills a “alien anarchist, etc.)
- Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
- Take away resources from the players (steal their items).
- Give people the wrong idea about his powers/weaknesses.
- Push player’s buttons, play on heroes’ flaws, temptations, fears.
- Develop a good public image, make friends in the government, be beloved by the public.
- Seduce player’s allies to the dark side, convince/threaten them into betraying players.
- Attack someone by stealthy means (kidnapping, etc.)
- Influence a powerful institution (change a law, establish a new rule)
- Lay a Curse on the heroes.
- Use the heroes for their own ends (setting the heroes on the trail of a rival or a mutinous underling, having the heroes slay a “troublesome beast” that happened to be guarding dangerous knowledge the villain wants, sending them to defeat his rivals).
- Hire body doubles or create clones of yourself. Leave the heroes always wondering if they captured / killed the real villain.
- Give the heroes legitimate quest that take them far away from villain’s plans/objectives.
- If near defeat, shift the blame to someone else (pretend to be mind controlled or coerced into doing the evil stuff) to buy a chance to escape.
- Run away from the confrontation.
- Make persuasive arguments that make player’s question whether they’re on the right side of the fight.