Villains & Vigilantes New Powers for Villains & Vigilantes.pdf

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New Powers for Villains and Vigilantes
Copyright 2000 by Michael L Straus
http://www.sabledrake.com/2000a/powers_vv.htm
Introduction:
In my opinion, no superhero game on the market has ever captured the true flavor of
comic books better than Second Edition Villains and Vigilantes.
Say what you will about the old game; it is the most well balanced of all the SHRPGs
ever. In no other game that I have played can you truly have any type of character and
have them play on an equal level with any other type. Bat Guy and Super Dude truly can
fight together in V & V.
The following are several new powers for the Second Edition Villains and Vigilantes
games. In here you will find variations of existing powers, new powers and some ideas
for the many “Wild Card” powers of V & V (mutant power, body power, chemical
power, etc.).
Many of these powers are original, but others are copied from other web pages or adapted
from other games. Where I have used someone else's idea, I will let you know.
Absorption:
1: Physical Structure
The character can absorb or mimic the properties (and thus the structural rating) of any
substance he can touch. This ability applies to mimicking the properties of structure only;
if you touch an open fire you won’t get Flame Powers.
The Power cost (PR) of this power should equal the SR of the substance being absorbed.
If you touch Stone (SR=6) then it would cost 6 PR to transform. Once transformed,
multiply the character’s weight by the SR of the substance absorbed -- for stone (SR=6),
multiply weight by 6. The character would also take on the basic appearance of the
substance.
It is up to the GM whether the character gets any “special effects” from the substance
absorbed. You may wish to let them have the SR of the substance as a form of
invulnerability. If they absorb SR 6 Stone having them gain 6 points of Invulnerability
may or may not be ok with you.
Obviously taking on the properties of glass, paper, balsa wood and other fragile
substances is a BAD THING!
This transformation can have a time limit (2d8 rounds is good) or a PR cost per round/
hour to maintain. Whatever you feel best fits your game.
Crusher Creel, the Absorbing Man of Marvel Comics had this power and the ability to
copy any power/special effect projected at him (see below). He once was able to even
absorb/transform in to water but he became so diffused in the lake that it took him
months to reform himself.
(Based on ideas found on The Morpheus Unbound and Pandemonium web site.)
2: Powers/Special Effects
There are three common variations on this power:
A) Power Copy by Touch
The character can touch a willing (or unwilling) subject and copy their super powers. If
your subject can fly, now you can also.
The character may or may not have any control over what power they get if the subject
has more then one power (that's up to the GM). In most cases the character can only copy
one power at a time, though in some cases more may be allowed at the GM’s discretion
(the Super Adaptoid was able to copy the powers of the original Avengers, Mimic could
copy all the powers of the original X-men at the same time, and Amazo could copy the
powers of the original Justice League. Animal Man could copy the ability of any animal
in the area).
The PR of this should be 2 and the power should have some kind of time limit (2d8
rounds is good).
One important fact to remember is that you are just getting a photo copy of someone
else’s power. At their level of power, not yours. If you copy TK Boy’s Telekinesis, you
get Telekinesis at whatever range and effect he has. Your ability and level will have no
effect on it.
Variations on this theme might let the individual copy Technology powers (from devices)
or magic, but the power should not let you copy everything.
B) Power Copy by Contact
The character can copy any power he has had contact with, that is to say any power he
has been hit by. So if the character gets hit with Flame Powers now he has Flame Powers.
Of course you will still take the damage from the attack!
(Example: In the Avengers cartoon, The Absorbing Man was hit by Scarlet Witch's hex
bolt and absorbed it; for the next few seconds he was firing off random hex bolts)
There should be no PR cost for this type of absorption (taking the initial damage is price
enough don’t you think) though a time limit of some kind should be implemented (it
wears off).
As above, remember that you are just getting a photo copy of someone else’s power.
Your own ability and level will have no effect on it.
C) Effect Copy
The character does not necessarily copy powers, but their effects. So if you touch
someone with Flame Power B or who is made of Iron, then you will get that power /
effect. If you touch someone with Telepathy, you won’t copy it as there is no ACTIVE
special effect.
This version best explains Crusher Creel’s (see above) ability to touch a blast furnace and
suddenly gain Flame Powers or to touch water and become water.
The PR should be around 2 and their should be a Time Limit.
3: Skill Copy/Knowledge - Memories
The character can touch a subject and gain an innate understanding of all their skills and
knowledge. If you touch Mozart, you copy his level of musical skill. If you touch
Archery Boy, you copy his skill with a bow. If you touch Mario Andretti, you copy his
driving skill.
This ability would allow you to Copy any “Super Skills” (such as Heightened Agility A
or any thing else rolled on the SKILL table) and also any knowledge/training/skills the
subject has. So if you touch someone with Heightened Endurance A +6, you gain that
SKILL; if you touch someone with Martial Arts you gain that skill, if you touch Stephen
Hawking you gain his skills and knowledge.
You can only copy one Super Skill at a time or one Skill Set / person’s normal skills at a
time. So if the individual touched Bow Guy he would get his Heightened Expertise with
Bows, but if he then touched Stephen Hawking, he would gain his understanding of
Physics but lose the bow skills.
The Power Cost of this should be 2 and it should have a time limit.
Remember you are just Xeroxing someone else’s knowledge, not improving your own.
You copy their knowledge at their level of skill. Your abilities have no effect on what
you copy and once the skills fade, you should only have a vague recollection of them.
The GM may allow the character to spend inventing points to Keep a skill set but not
Super Skills.
4: Stat Copy
The character touches an individual and copies one (or more) of their stats. For the next
(Level x2) rounds, the character’s stat is now an exact copy of the subject’s stat -- higher
OR lower!
The character’s hit points and Power should not change but their CC, Damage Mod,
Accuracy, Reaction Mods, etc. should.
The character must state which stat they are going to copy before they touch, and can
only copy one stat at a time. PR=2
5: Movement rate
The character touches an individual and copies their total movement (running) rate. He
can ADD this to his ground rate and/or any other movement rates he may have.
This lasts (level X 2) rounds. PR=1 to copy.
Animated Servants:
There are two types of Animated servants -- magical (golems, zombies), and
technological (robots).You could also have Psychic animated servants, though I can’t
think of any examples from comic books that I have seen (but don’t let that stop you from
coming up with one).
1: Animate the Dead
Based on ideas from Christine Morgan
The character has the necromantic ability to animate and control the dead (yuck). The
character can summon up 1d6 Zombies/Skeletons from the area. These can be human or
animal based on whatever happens to be around. The PR=2 per Zombie summoned and
the corpses hang around for one hour/level before reverting back to their original ‘dead’
state.
Zombies are 100% loyal but not very smart. They will obey simple commands but have
no free will or decision making ability. They simply do what they are told to the best of
their ability.
Typical humanoid zombie: HP: 12. Power: 24. HTH damage: 1d8. Agility: 8. Move: 20
Typical animal zombie: HP: 6. Power: 12. HTH damage: 1d4. Agility: 5. Move: 10
2: Spirit Guide
Based on ideas from the Mystery Man film
The character has a ghostly companion/spirit guide that has taken up residence in the
character’s body or perhaps in an item or object the character possess (Such as the Ghost
in the “haunted tank” or the bowler’s father in her bowling ball).
The Ghost can only be seen and heard by the character (and perhaps those with special
senses or telepathy). The ghost can advise the character and will have its own intelligence
rating and areas of knowledge. If the Ghost inhabits an object (such as a bowling ball)
then the ghost can animate the object and even attack with it (As a 4th level character).
3: Summon Ghost/Spirit
Based on ideas found on the Pandemonium web site.
Similar to the summon zombie power, but the character can call upon the local spirits for
aid. This can be a humanoid or animal ghost what ever happens to be around. PR=X
where X is the ‘ecto’ points of the spirit.
The spirit will have the Non-Corporealness power, fight at 4th level, and have 2d10
‘ecto’ points (hit points). When a spirit reaches 0 ‘ecto’ points it returns from whence it
came.
4: Tattoos
The character has 1d6 magical tattoo of animals on his/her body. The character can
activate one tattoo at a time turning it into its real life counter part.
PR=4 to activate a tattoo and you can only have one going at a time.
Animals can be real or fantastic and will be totally loyal to their master. It’s up to the GM
and the player as to what animals are in tattoo form.
Use the Animal stats at the end of the V & V rule book. When an Tattoo beast reaches 0
Hit Points it does not die but reverts back to the energy it came from. The owner can not
call on it again for one week while it heals.
5: Figurine of Wonder
Based on the Ice Wind Dale books.
The character possesses a small figurine carved in the likeness of an animal (such as a
black panther). The Figurine can magically transform to its real life counterpart.
PR=4 to transform the figurine. The creature is intelligent and loyal to whomever holds
the figurine. It fights at 4th level and responds in all ways like a real animal. (see the
animal tables at the end of the V & V rule book).
Should the creature reach 0 Hit Points it will revert back to its figurine state and the
owner can not call on it again for a week while it recovers.
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