NPC: The Phantom

I made this character for a League of Extraordinary Gentlemen game. The idea was that we’d PC-ify literary characters to come up with our own alternate Gentlemen… and though the Phantom gets a nod in the movie, he doesn’t appear in person.

The game never came together, but I still think the Phantom is the makings of a great PC, villain, or even NPC. So here he is, abstracted to a set of personality traits and trademark abilities, GMGeniestyle.


  • Master of the Stage – Whatever tool is needed for a plan, the Phantom already has it laid out. (Roll this skill, against the unlikeliness of the item, to see if he has it.)
  • Master of the Scene – Has already anticipated his opponent's plans. Understands his opponents’ psychology so well that almost no calculated or deliberate plan can outmatch him; only a random event or an act of passion can surprise him. (Roll this skill against how random, desperate, or out-of-character an enemy’s plan is – he anticipates details according to success level.)
  • Master of Illusion – For the Phantom, stealth goes beyond a base skill and borders on a superpower. (The Phantom has such high ranks in skill that he can use tricks to disappear where there’s effectively no cover, or to take actions that would normally make it impossible to remain hidden.)
  • A Flair for the Dramatic – The Phantom does nothing with subtlety. Each escape, each defeat of a foe, each plan must be executed with dramatic flair and a spectacular climax.
  • Theatrical Swordsman – The Phantom’s swordsmanship can dramatically intimidate his opponent, but is likely to be outmatched by a experienced duelist. (Functions more like an intimidation skill than a combat skill.)
  • A Song for the Occasion - Always taunts his opponents in song.
  • Master of Shadows – As a creature of the night himself, the Phantom has deep insight into the emotions and psychology of evildoers. You can use it as an information skill, for predicting what a villain will do OR for knowing what they would be most afraid of – and then terrifying them theatrically.
  • Master of Disguise – As a creature of the stage, the Phantom can pass unnoticed anywhere.
  • Voice of the Critic – Feels the need to criticize each piece of music or stage-play that he hears or sees, and very much resents any disagreement with his assessment.
  • Voice of an Angel – the beauty of the Phantom’s singing voice has a quasi-hypnotic appeal to it. (A character must make a Will save to avoid being made friendly or even docile.)

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