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Conflict stands at the heart of all good stories, and nothing can create conflict faster than a well-crafted bad guy.
GURPS Villains offers descriptions and statistics for 54 wildly different scoundrels, allowing players the opportunity to pit their characters against these dangerous, formidable opponents. Will the heroes be up to the challenge of He Who is Lost, the damned and undying priest of Ra who stalks the world in search of vengeance? Or the threat of the Universal Compliance Directorate, which uses any means necessary to enforce its philosophy of conformity? In these pages, you'll find blood-soaked maniacs, kind-hearted hackers, corrupt officers of the law, and shadow-shrouded evil overlords, each ready to do his utmost to defy and defeat the forces of Justice.
GURPS Villains also provides adventure seeds for each antagonist, as well as suggestions for adapting the evildoers to a variety of settings. Introductions for each of the eight villain archetypes offer tips for GMs on how to portray an effective bad guy, with everything from a guide for the criminal mastermind in search of competent henchmen to effective tricks for use by grifters and rogues.
There has to be evil so that good can prove its purity above it.
Heroes are defined by the forces they oppose.
Meet the opposition.
GURPS Basic Set and Compendium I: Character Creation are required to interpret the character statistics in this book. Characters found herein originate in a wide range of published settings, from Atomic Horror to Voodoo, Supers, to Black Ops. GMs will also find variation notes that make all the villans detailed here suitable for many different campaign worlds.
Compiled by James Lowder.
First Edition, First Printing
Published May 2000