Animal/Plant Powers, Natural Weaponry, Speed Bonus: Malachi
This is the last of the characters run by people who were
my close friends, so this is the last one I feel comfortable adapting. Malachi
is a classic character type, but also evidence of a way in which V&V’s
system can work against itself.
Animal/Plant Powers
Animal Plant Powers is one of those places where the
system can work really well, or break horribly. Like Armor B or Transformation
A, Animal Powers carries with it additional abilities and potentially
additional weaknesses. If this is one of the characters few powers, great; if
it’s not the GM and Player need to work together to hash out what the power is
and how it works. That there are tables for each animal or plant type helps
with clarifying what the power can do, but it becomes too easy to read it as
what it must do, and that can lead to really obscenely powerful characters –
Animal Powers layered on top of 5 other abilities can be too much. While the GM
and Players should always take the advice that straddles pages 4-5 to heart,
they should definitely have it in mind as they manage the pitfalls on Animal/Plant
Powers.
One reason for this is V&V’s multiplicative nature when
it comes to attributes: a high HP mod in one stat is good, but having two
heightened stats is much better. Animal/Plant powers can lead to 3 or even 4
heightened stats (as can placing all rolls on the Skills table) and that can lead
to a massive amount of Hit Points. If Animal Powers balances this with some reduced
stats or other weaknesses, fine, but there’s no guarantee of that.
I don’t advocate any changes to the rules other than the possibility
of just chucking the rules out and coming up with 1-6 animal powers that are
about equivalent to a Heightened Ability A, just as one would do with Bionics. That
will yield the same effect, but likely with better results for your game.
Natural Weaponry
Much of what I said earlier in Heightened Expertise
applies here too – in theory Natural Weaponry should provide as much of a bonus
as, well, a weapon. However if you want to play a martial artist or
claws-carrying badass you don’t want to have to add High Agility to Heightened
Expertise to Natural Weaponry in order to get there. It’s easier just to bump
up the bonus to get the accuracy where you want it to be (from 10-16 to match
other powers) before you hit the defense table. Don’t overcomplicate your life.
The second issue with Natural Weaponry is the flat damage
bonus. This is WAY more useful than a comparable weapon – the +6 to damage is
the statistical equivalent to +1d10, which no weapon in the game matches. To
better simulate having your hands be weapons, make those dice rolls, probably
from 1d3 to 1d8, the basic weapons scale. That balances out the much higher
accuracy numbers.
Speed Bonus
Poor, sad Speed Bonus. Nobody loves you. Because you
suck. On a fundamental level this is the worst power in the game, especially
since any heightened physical attribute will duplicate a chunk of its effects.
There are a few ways to make this power more useful.
First, increase the bonus to +2d10x10. Let’s make this
slightly more useful, shall we?
Second, like Body Power players should realize that the
ability to add this to any movement rate means adding it to movement rates they
don’t have yet. This is where you get increased swimming speed (should be your
S in inches as a base), super climbing speed, air walking, tunneling, walking through
walls without necessarily a defense type, and so on. Or it gives a bonus power
to your existing movement – you never have to make agility checks when
navigating an urban environment ala Daredevil running the rooftops and power
cables, you never make noise when moving ala Wesley Dodds in Sandman Mystery
Theater – something, anything to make the power more of a power.
Actual comparisons of speed the way we compare strengths
are harder, in part because there are inherent endurance issues in real world
speed and in part because game mechanics use 3 stats to measure speed. To best
measure things I'm using not just sprints but also medium races (1-2 miles),
marathons and steeplechases (which is probably the best measure of super-hero
combat area speeds).
current human maximums are
Marathon: 13 mph, 57"
Steeplechase: 14 mph, 62"
2 mile: 15 mph, 66"
1 mile: 16 mph, 71"
400m: 20 mph, 88"
100m: 23 mph, 101"
I'm trying to back into Steeplechase record speeds for
movement rates since that works best for super-hero combat movement. A ‘normal’
human being has a 30” move, while someone with 20’s S, E and A will approach
the Steeplechase number.
I think a better method is that if someone has the Sports
Knowledge Area you can give them +10” of combat movement (which, with the now
increased Speed Bonus, can’t equal the power). This means scores of 16-18 will
get you to the world record in Steeplechase. That works for me.
To expand on the rules, characters can also spend 8
points of power per turn for each extra time they add their Strength to their
ground movement rate. Getting to the 101” of the 100m dash from the steeplechase
number will take a normal runner 2 or 3 multiples so 16-24 Power spent for that
single turn. That captures the fatigue of the shorter races nicely.
Now you add in Speed Bonus and a faster than a normal man
but not Heightened Speed level hero can get to two to four times normal human
speeds, and without burning a ton of power to do it. That’s a meaningful power.
It’s still not great, but no longer as sucky.
Sam “Malachi” Wilson
The What If universe Sam Wilson is a mutant who fills the
niche of either Captain America or Beast in the ‘better than any normal human
but questionably not superhuman’ category, except he really is superhuman in
his limited regeneration and Body Armor powers. That’s in Marvel – I’m skipping
those in V&V for being irrelevant, as the combination of heightened stats
from his Animal Powers (Human, hey, we’re animals!) gives him an insane number
of hit points and really high healing rate. He doesn’t need body armor when he
has 142 Hit Points!
Identity: | Sam Wilson | Side: | Good | ||||||
Name: | Malachi | Gender: | Male | ||||||
Experience: | 5,500 | Level: | 3 | Age: | 27 | ||||
Powers: | Training: | 1)E; 2)I, working on A | |||||||
Animal Powers - Human: Ht. Strength +19, Ht. Endurance +11, Ht. Agility +12, Ht. Intelligence +8 | |||||||||
Ht. Senses (double normal detects) | |||||||||
Natural Weaponry Skill: +8 to hit, +1d4 damage unarmed (base unarmed accuracy is 17) | |||||||||
Speed Bonus: +70" ground movement rate, movement in unrban environment requires to Agility checks. | |||||||||
Prejudice: Malachi is Black in 1963, Prejudice is pretty much a prerequiste. | |||||||||
Weight: | 220 | Basic Hits: | 5 | Agility Mod: | 0 | ||||
Strength: | 30 | Endurance: | 24 | ||||||
Agility: | 27 | Intelligence: | 21 | ||||||
Charisma: | 14 | React. Mod.: | 1 | ||||||
Hit Mod. | 28.22 | Hit Points: | 142 | ||||||
Dmg. Mod.: | 5 | Healing Rate: | 3.5 | ||||||
Accuracy: | 5 | Power: | 102 | ||||||
Carrying Capacity: | 1,254 | Base HTH Damage: | 1d10 | ||||||
Movement Rates: | 151 | " Running (Base) | 34 mph run | ||||||
Det. Hidden: | 32 | % | Det. Danger: | 40 | % | ||||
Inventing Points: | 6.3 | Cash: | $ - | ||||||
Inventing: | 63 | % | |||||||
Origin and Background: | American, Legal & Law Enforcement | ||||||||
Legal Status: | Member of the Avengers | ||||||||
(Sec. Clearance = | 20 | ) |
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