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
10 1
11 1
12 1
13 2
14 2
15 3
16 3
17 4
18 4
19 5
20 5
21 6
22 7
23 8
24 9
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:

Target Number Descriptor
8 Easy
12 Average
16 Difficult
20 Very Difficult
25 Almost Impossible

“You Have Failed Me for the Last Time”

Any time you are unhappy with any Action Check, you can execute the minion who failed you and demand that the other try again if they don’ t want to meet the same fate. You may reroll the failure. You can only reroll once per Action Check and executing the minion so callously does shake the other minions, you take a -1 to Loyalty.

The Action List

Organization Events

Organizations as Skill Bonuses

Organizations can aid PCs in one more way. They can provide circumstance bonuses to skill checks. For example, making an Intimidate skill check while being flanked by a half-dozen of the most ruthless, infamous criminal thugs in the city is definitely worth a bonus. In that case, you would your add your Ruthless score to the Intimidate check. Being assisted this way can count as an action at the Game Master’s discretion.

Using a Cohorts

A cohort can be assigned to aid your minions. Any cohort so tasked is unavailable for anything else that week. They are busy with underlings. A cohort adds their revelant ability score modifier to an Action Check. For example, Grumblejack the ogre could add his +6 Strength modifier to any violent actions. If an action aided by a cohort loses Survivability, the cohort must make a Fortitude save vs a DC equal to the task difficulty or die.

Councils of The Wicked

A council is formed when a single organization has more than one master. The advantage is that the organization has only one set of scores. The disadvantage is that the masters may disagree. The council votes on any proposed action. In case of a tie vote, an action is lost to squabbling and indecision.

Masters of the Wicked

Way of the Wicked: Revenge of the Forsaken Madsing