The Way of the Wicked
Building Your Own Evil Organization
Masters of the Wicked:
Building Your Own Evil Organization
Would it truly be a villainous campaign without minions? I think not. But keeping track of an organization can be a tedious affair. So, with this optional system we abstract the paper work and help you skip the bookkeeping and instead get back to the glorious business of evil.
How do I build an Evil Organization?
Mechanically, the answer is take the Leadership feat. When you take the Leadership feat you receive a cohort as normal but instead of receiving followers, you become the master of an evil organization. If multiple PCs buy the Leadership feat they must choose whether they are
each starting their own organization or if they are pooling to form a council of villainy.
There are advantages to both. Councils can hit higher target numbers but control can be an issue. Individual groups are weaker but there is no question of control.
The Six Ability Scores
Much like a PC, an evil organization has six ability scores that define them. Every score ranges from -5 to +10. These scores modify both action and skill rolls.
Where a PC has Strength, Organizations are Ruthless. Ruthless is the ability to get violent things done. If Ruthless ever hits -5, your organization cannot take any violent actions.
Where a PC has Dexterity, Organizations have Secrecy. Secrecy is the ability to conceal your organization and its operations. If Secrecy ever reaches -5, your organization becomes a household name in Talingarde.
Where a PC has Constitution, Organizations have Survivability. Survivability is your organization’s ability to survive adversity. If Survivability ever hits -5, your
organization has ceased to exist.
Where a PC has Intelligence, Organizations have Connections. Connections is your ability to get nonviolent tasks done. If Connections ever hits -5, your organization can take no skilled actions.
Where a PC has Wisdom, Organizations have Espionage. Espionage is the ability to acquire information others don’t want you to have. If Espionage ever hits -5, your organization can take no espionage actions.
Where a PC has Charisma, Organizations have Loyalty. Loyalty is your minions devotion to their masters. If Loyalty ever hits -5, your organization falls apart.
An organization’s scores start at zero. Each master with a positive charisma modifier has that many points to spend increasing the scores. No score can initially be raised above +4. After creation, changes to charisma no longer effects scores. Scores change from game effects and when a master gains a level — a master then adds +1 to a score of their choice. No score may ever exceed +10.
Actions represent an evil organizations ability to get things done. Every week you command your evil organization to perform actions. The maximum number is determined by adding the leader’s level + current Charisma modifier and then consulting this chart.
|Level + Charisma Mod.||Actions per Week|
|9 or less||0|
|25 or more||10|
If the evil organization is ruled by a council, every leader contributes his actions to a pool. That is the total number of actions an organization may take per week.
The Action Check
When an action is performed, this usually involves an Action Check. This roll is the relevant score plus a d20. A Secrecy Check, for example, is d20 + Secrecy. Every action check will have a target number assigned by the Game Master. To succeed an Action Check must equal or beat that number. A natural 1 is always a failure. A natural 20 often improves the checked score. Target numbers are assigned by the Game Master based on difficulty given the current circumstances: