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Villains

In Last Odyssey, a Villain is a kind of Antagonist that is defined by something called their Ambition. A Villain’s Ambition is a singular goal that they will pursue at all costs until they are defeated or until they achieve it. Not all Ambitions that Villains might have are sane, realistic, or even achievable, but they will be broad and dangerous enough in scope to motivate the player characters to stop them. Example Ambitions include becoming emperor of the known world, resurrecting a lost race of beings, or destroying all magic in the universe. A Villain will earn Anima in the event that they fulfill their Ambition. Whatever else happens as a result of this will be up to the GM, but a Villain winning will inevitably change the course of a campaign. Villains could become Monsters with a Domain if appropriate, or they could choose a new Ambition and keep going. However, due to the addictive power of Anima, no Villain is ever satisfied with what they have already achieved, and they will not stop until the PCs defeat them.

New Villains created by the GM begin with 5 Anima. There are four circumstances under which a Villain will earn more:

Villains can spend Anima to subvert players for the sake of their Ambition by taking the following actions:

Nothing else that a Villain does requires Anima besides what is listed above. Villains are dangerous and unpredictable, and GMs should play them that way. They and their minions will show up at inconvenient times, causing chaos and bringing the Villain closer to their Ambition. As such, there are a few kinds of actions that Villains will almost always succeed at when acting to achieve their Ambition:

To create a new Villain to add to their campaign, the GM should go through the following steps:

  1. Decide on a concept. Write down a summary of what kind of person they are, if they are a person. What do they look like? What quirks do they have that distinguish them from others? Every Villain also begins with 5 Anima.
  2. Choose the Villain’s Ambition. While some Villains will seem as though they sprang fully formed from the ether ready to do evil, it is also advisable for the GM to write down a little bit about why the Villain formed their Ambition in the first place, and at what point in their life they became infused with the power of Anima. The GM should also write down a few actions the players could take that would advance the Villain’s Ambition and therefore earn the Villain Anima.
  3. Choose the Villain’s elemental type, creature type, and the tier of each of their Forms.
  4. Calculate each Form’s statistics, and choose their ordinary combat abilities and paradigm actions. The method for doing so can be found in the Monster Manual.
  5. Create the Villain’s eidolon. Give the eidolon an elemental type, a class, and calculate its statistics. You are free to determine the corresponding attribute scores however you like. A Villain will have 3 points to spend on the attribute scores for its eidolon multiplied by the tier of its first Form. None of these scores can be above a 15. If need be, you should also determine which statistics it buffs and debuffs.
  6. Give the Villain underlings. Who is their second in command? Do they lead a faction? Create statistics for a few Elite enemies that represent their most trusted accomplices.