A Practical Guide To Evil RPG Supplement
A Practical Guide To Evil RPG Supplement
A Practical Guide To Evil RPG Supplement
Named Supplement
By Anon Heart
With help from Malbutorius
v.6
Power of a Name: You are Named. Choose a side in the conflict that shatters the world.
● Hero: The Hero, are you? Your Role may be that of the Underdog, but similarly,
is that of the one destined to be the victor. Good always wins, after all. But do not
rely on that too much. After all, every victory is only so great as the failures
before it, and you may find that instead of the hero who freed the nation, you are
simply the man who was killed to inspire him.
● Villain: So the Gods Below have your allegiance? Know this. You are destined to
lose. The world’s a stage, and you have been cast as the villain. Your fate is to
fall, at best shouting a dramatic line as you do... but as I said, some have found
ways to change the stories. Will you? It will be difficult, you know. Destiny detests
being prevented from taking actions, and even if every potential hero is slain the
moment he gains his power, you will only find them rising ever more frequently.
● Ambiguous: Oh? Is this truly the path you wish to walk? Though neither the
Gods Above nor those Below recognize shades of Black and White, some
Names, simply by virtue of their Role, are grayer than others, pledging true
allegiance to neither. Some transitional Names such as Squire, for example, can
grow to become either the Black or White Knight, while others, such as Ranger,
are simply... less than fully concerned with the wars of men.
The Named are powerful, each masters of their field. Heroes find that Fate stands on
their side. Despite often being teenagers shouting empty platitudes, their increased learning
abilities will have them learning a month’s worth of skills in a single night, allowing them to force
the world to kneel when it refuses to acknowledge the truth of their words. Although this only
applies to skills that lie within the domain of their Role and Aspects, it’s amazing how well such
a boost can be leveraged. Villains, on the other hand, will find themselves with greater abilities,
both physical and mental, and will find their plans unfolding more easily, though they’ll find their
momentum runs out quickly. At the start of any task, a villain will find his abilities heavily
boosted, though they will quickly return to more normal levels over time. Finally, those with an
Ambiguous name will find themselves drawing upon both sides, though not to nearly the same
extent as one who has truly given their allegiance. Their learning speed is increased, allowing
them two week’s worth of learning in a day, and their abilities near the start are increased by
half the boost of a Villain’s.
Of course, even beyond one’s alignment, each of the Named share certain traits. A
Named is enhanced across the fields, increasing in their physical and magical abilities as is
appropriate for that Name. Black Knight, for example, grants a greater physical increase than
Warlock would, but both will find their physical stats increased. The more specialized the Name,
the greater the increase in that particular area. Furthermore, a Name will often (though not
always) grant its bearer access to at least some magic if they are not already capable of it. The
Black Knight and his Squire must be capable of Necromancy, for example, and thus the Name
will grant them that capability if it must, or enhance it if already there.
Further, each of the Named have 3 powerful Aspects, representing a mixture of their
Names and who they are underneath. You have 600 AP to distribute among 3 of the following.
You may gain more AP at a cost of 1 CP per AP. Finally, you may choose a free title to take as
your Name. Titles include things like Page, Black Knight, Warlock, Ranger, etc. Basically, if it
sounds like it could be a TTRPG class, it counts.
A note: A Name will only grant the majority of it’s power when you’re acting according to
either it’s theme or one of its Aspects. If your Name is Healer, it’s not exactly going to help you
as you run around murdering things. This also applies to the increased learning aspect of a
Hero’s name.
And with that, one final warning: Heroes and Villains oppose one another. Such is the
nature of their Names and Roles. A Hero who begins in territory ruled by Praes will find
themselves almost immediately fighting for their lives; The Calamaties are well practiced at
finding and slaying heroes before they can take advantage of their increased learning speeds
and overthrow them, and are also quite used to simply punching through the defense that
Destiny lays around the Named.
LEAST
LEARN (0): An Aspect often found in transitional type names, that is, names which eventually
evolve into greater ones (Squire turning into Black Knight, for example). This aspect will
increase your ability to LEARN by half again. Yes, this will stack with your other learning
abilities.
STRUGGLE (0): Can this really be called appropriate for a Jumper? Well, so long as you find
yourself in a STRUGGLE, your Name will grant you power to meet your task. Unfortunately, it
won’t carry you all the way; a Name only has so much power to grant, after all.
RAGE (0): Your name is a furious one, it seems, unwilling to be bound. This Aspect will be
called forth as you RAGE and allow you to let your emotions spill forth and empower your
blows. Be careful though; while a blade filled with anger will strike harder and it’s effects more
difficult to heal, it will similarly be less accurate as your emotions eat away at your training and
skill.
MOVE (0): You run fast, faster then most. In a dead sprint you could outrun a regular horse, and
beasts you ride are also much faster. However, while it may grant you speed as you MOVE, it
does nothing for your hands or your eyes and thoughts.
RESEARCH (0): For most, it would take years to master a mundane field of study. You
however, can RESEARCH mundane things, learning these mundane fields at a breakneck
pace. As a note, it greatly increases your reading speed.
LUCK (0): Some people are good. Others simply have the devil’s own LUCK. This aspect
places you firmly in the second category. When casting a spell to hide you from a scrying spell,
you might miserably miscast it to the point where it will only hide you from a great and powerful
sorcerer’s personal scrying spell but not his minions more common ones... on the very day that
he orders his minions to stop wasting their time scrying for you because he’s about to start
doing so himself. Unfortunately, more than any other Aspect, this one is vulnerable to being
brute-forced.
FIND (0): The world is one that is filled with secrets and lies, but you shall cut through them and
FIND the truth. By calling upon this aspect, you may permit yourself to be brought to something
random but inevitably useful for your cause.
RECALL (0): An aspect found in those who have been born before and lived another life, this is
an aspect which perfects your memories, permitting you to better RECALL that which came
before. Your memory is infallible, and cannot be weakened or damaged, no matter how drastic
the methods employed to prevent it.
Lesser
SWING (100): The skills of the Named are to be feared. So long as you fight with a blade in
hand, you will find that every SWING cuts through steel like butter, and that your skills are
unmatched among mortals. If you wish, you may replace this with STRIKE, PIERCE, SHOOT,
or whatever is appropriate to a single weapon type of your choice.
TRIUMPH (100): As a Jumper, it’s only appropriate that you TRIUMPH over your foes. Your
Name will do it’s best to assure your victory. So long as you can edge out even the slightest
advantage, your Name will take advantage of it, granting you more and more power until you
not only stand a victor, but TRIUMPH absolutely. Of course, like with any other aspect, there is
only so much power your Name can feed you.
CAST (100): Though all Named can call upon at least a degree of magic simply by throwing the
power it grants them at Creation until something happens, your Name is particularly tuned for
magic. Somehow, no matter how you fumble at it, any spell you try to CAST will go off as you
intended. Oddly common among the Bumbling type. Or perhaps not so odd, considering that
they’re still competent.
TAME (100): For many Heroes, one of their greatest strengths is themselves. For you however,
it is your ability to TAME animals. From small and humble mice, to mighty lions, animals listen to
your command and follow your will. However, mythical beasts are beyond your control.
RIDE (100): Not all Heroes fight on foot. Many RIDE into combat, lance in hand. By invoking this
aspect, you may summon forth a warhorse from the shining light or devouring darkness,
similarly calling a lance into your hand as you do. Mounting it will take the barest hint of effort,
even if you’re moving at a dead sprint and in plate armor, and the horse is well trained for
combat, perfectly capable of fighting on its own if it must.
SEEK (100): Hero or villain, either way, the Named require direction. What good is it, after all, if
they have a foe, but cannot find him? Fortunately, none can hide from you. By designating a
single target against whom you will fix your attention, your Name will constantly tell you in what
direction it is, and grant you its power so long as you SEEK that target, even tearing past its
defenses. Of course, this is not limited to foes. You may SEEK objects as well. There are limits
though. Powerful enough spells may hide him from your gaze, and you cannot seek concepts.
Finally, you must know what or whom you are searching for, the better you know them, the
better you can SEEK them out. “The guy who hates me” won’t work. “The invisible man with a
Bow currently shooting at me”, will give you a sense of direction, while “William of Greensbury,
the Lone Swordsman” will be enough for absolute precision.
IGNITE (100): What fire burns, it cleanses, and the purity of flame lies within your hands. With
will, word, and the strength of your Name, you can cause the world around you to IGNITE,
blazing into a burning flame that obeys your commands.
MODERATE
MENTOR (200): For each student, there is a master. While not all of your students may be
named, you will have the ability to MENTOR others, greatly aiding them in developing skills
similar to your own.
RISE (200): An Aspect more common to heroes, so long as the Name holds out, the bearer will
not fall. Your magical power can be spent to sustain your life. Unfortunately this only heals
wounds that have yet to kill you; you won’t bleed out, but if someone bashes your brains out and
you haven’t taken precautions, well, that’s that. Unless that happens though, you will RISE until
you run out of magic.
INVOKE (200): Not simply casting a spell, but INVOKING it’s true nature, you’ll find that the cost
of any spell you cast is reduced significantly, allowing you to cast nearly four times the number
of spells you otherwise would be able to.
NOTICE (200): Your senses are beyond those of mere mortals, and no aspect of Creation is
hidden from you. The corruption caused by demons, the displacement of the stars, the flutter of
a butterfly’s wings a hundred yards away... all of it, you will NOTICE.
BLESS (200): Almost exclusive to Heroes, as the Gods Below hold little truck with any sort of
organized religions, you have been granted a small aspect of the Holy power of the Gods
Above. You may BLESS those who stand before you, healing them of their ills, and washing
away near any wound, as well as making them stronger, faster, luckier, and more durable for
the week to come. Further, you are one of the few beings in Creation capable of truly slaying a
Demon, not simply sealing it as others must.
HEAL (200): Life calls to life, but death comes for us all. You, however, can beat it back, calling
upon your Name to HEAL those who stand before you. With a touch and an expenditure of
Name power, you can repair anything short of death in a brief moment.
SUBDUE (200): Those who stand before you are not always foes. Far too often, Good fights
against Good, and far too often, those touched by the Choirs of Compassion are called to war.
Fortunately, by calling upon this Aspect, you may SUBDUE your foes. So long as you wish it, no
strike you deal will be lethal, no permanent harm dealt. And though your foes may fall, they shall
not die by your hands. You will have Peace.
MAJOR
LEAD (400): Being a leader is difficult, however for you, it is not so. Those underneath you are
better at their jobs, the commoners beneath them are hard working and peaceful. To LEAD is to
take upon yourself a great responsibility, with immense power, although the full power of your
Name is invested in others, rather than yourself.
CORRUPT (400): It seems your nature as a being born from beyond Creation has affected your
Name. Your touch is anathema, warping the flesh and minds of those you touch, until all that’s
left is madness and horror. Your presence will be enough to slowly CORRUPT those before
you, and your touch both accelerates and nearly guarantees it. And not just men, but the very
Laws of creation itself will slowly twist, weakening the borders between the realm that the Gods
created and the endless and primordial void beyond.
VOID (400): The endless infinities, born from your nature... are you, perhaps, a demon? This
Aspect is one of those who are lost, those who VOID their own very existences. No power will
detect your coming; neither mortal senses nor magical scryings and wards, nor even the Names
of those who sense the world around them. If one wishes to find you, they must seek you out by
the clues you leave of your existence.
SPEAK (400): Far more common among those Names inclined toward rulership, this Aspect is
one of leaders and liars. Of politicians, one might say. When you SPEAK, you do so with the
authority of creation behind you. Those standing in your presence find themselves hardpressed
to deny your authority, with only the most stubborn being able to avoid almost instinctively
acting in accordance with your will. While many Named receive a lesser version of this ability
simply by virtue of their Role, yours is vastly superior, even affecting beings that other Named
would not be able to, and far more subtle as well, going unnoticed except by the extremely
observant or self-aware.
STEAL (400): Unfortunately common among Rogues, Thieves, and Rakes, this is an aspect
that one would think more tilted toward Evil than it is. You can not only reach past magical
wards and pick locks with the best of them, but also STEAL things that, by all rights, you should
not be able to. Making off with an entire fleet of warships during a single night level off theft.
SUMMON (400): Sometimes a magician finds that his own power is not enough. Sometimes he
finds himself making contracts. Fortunately, your Name is well suited to such things. When you
SUMMON a being and bind it to yourself, you will find it’s price goes unpaid.
OBEY (400): If there exists a single virtue that none may doubt, it is loyalty. When you have
been given an order by the one to whom you’ve sworn your loyalty, your power burns forth,
enhancing your might to an immense degree. There is nothing that shall stop you, for you will
OBEY.
OPPOSE (400): Just as it is the right of a Villain to stand strong, it is the right of a hero to match
and OPPOSE them. You may, by expending a burst of Name power, match a single attack that
your opponents uses, allowing your blade to clash against theirs, and for both to falter in equal
measure.
TRANSCEND (400): There are actions that cannot be taken. Things which, in the end, are
simply impossible. Limits that cannot be surpassed. Not for you. Your Name is absolute and
unlimited, and you shall TRANSCEND every limitation placed upon you, your skills never
reaching a peak, but growing without end.
DEFINING
RULE (600): There are those who would claim that rulership is control over those who live in
your lands. They are fools, all of them. Unlike them, you know the truth of what it means to
RULE. The very land you control bows to your whims, the storms above it throw lightning at your
command, and men who have sworn themselves to you shall serve even in death. All which is
yours obeys forever more.
CONQUER (600): Often found in Villains, this Aspect is a powerful one. Though it possesses
little uniqueness, that is, perhaps, a boon, as all the power of the Name is steered toward simply
enhancing you in every way it can. So long as you are on the offense, so long as you are the
one who wishes to CONQUER, your Name shall grant you it’s strength.
PROTECT (600): The Heroic counterpart to CONQUER, it is only natural that for every attacker,
there be a defender. So long as you act in defense of others, your Name will grant you it’s
strength, letting you stand tall and proud in order to PROTECT them.
TAKE (600): The dominion of Villains, this is truly a Villainous Aspect. By slaying a foe, you may
call upon one aspect of their being and TAKE it for your own. It will last for no more than ten
uses... but surely that will be enough? Of course, any power stronger than the amount granted
by a Name will burn away more quickly, and the strongest will simply exceed your grasp.
PROCLAIM (600): Common to Names such as Warlock or White Wizard, this Aspect is truly
potent. You do not merely cast magic, but PROCLAIM your will upon the world. Beyond placing
near every magic within your reach, it will empower your magic to a staggering degree. You will
be able to reroute the fate of armies, to single-handedly determine entire battles.
SLAY (600): You, are really, really good at the act of killing. Your weapons care little for whether
someone is immortal, or mandated to live. When you SLAY something, it stays dead. Your
weapon finds weak points in enemy armor, while your spells ignore resistances and immunities
enough to potentially kill your foes.
PERFECT (600): A Named is no mere mortal, but something more. Mediocrity is simply beneath
you. Every action will be taken to the best of your ability. You do not act, but PERFECT that
which is. One in a hundred, in a thousand, in a million? It matters not. You are that one chance,
and you will grasp it. If it is possible for you to take an action successfully, you will.
DABBLE (600): There are some who possess absolute skill in a single category, who have
honed their talents to a fine edge, that they wield with a scalpel like efficiency. You are not
among that number. Instead, you DABBLE, calling upon hints of other powers whenever
needed. You may call upon nearly any talent in a single field, but each talent may only be called
upon once per day, and if you do not possess the capability, either not bearing the magical
power required within you, or not having a required limb, then the usage of the skill shall simply
go to waste. This is knowledge, not strength- but knowledge is a power that ought never be
underestimated.
DESTROY (600): A spark of hope. A loving memory. An inner peace. All of this can shelter your
foe- and all of it shall be crushed before you. Your blows do not merely strike at that which is
visible, but DESTROY even memories and wards. There is no defense that can withstand your
touch, and if your foe is fool enough to allow that touch, you shall show them their folly.