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DFRPG / Re: The Big Bad and surviving round 1
« on: December 03, 2010, 09:38:45 PM »
The mansion must have the aspect "Hidden Passageways" cause, well, its villian hideout in an old mansion. And as the GM, you have Fate points as well for your big bad. The recommended amount is somewhere in the book and will be based off your party of adventures power levels. If the PCs have had time to prepare, i don't think it is unreasonable to assume the bad guy has too. "Traps" could be an aspect on the building that could be compeled, and the bad guy could use Hidden Passageways along wth his own aspects to simply vanish away from danger (effectively invoked to add to his defense roll, or a pre-created Veil, etc).
It really just depends on how this villian will fight, and how he'd protect his home turf, but there are a few ideas.
It really just depends on how this villian will fight, and how he'd protect his home turf, but there are a few ideas.