Friday, July 17, 2015

Villains & Vigilantes + What if 1963 pt 1

Strength, Flight and Invulnerability: Captain America

Part of a new series on Villains &Vigilantes, I’m going to look at several of the powers and suggest ways to tweak them for individual campaigns. For example characters I’ll be translating the PCs from Mark L. Chance’s “What If 1963” PBEM from Marvel Super Heroes into V&V. Be warned that this whole sequence is V&V technical.

Super Strength, Flight and Invulnerability are the primal super-human powers, so we’ll tackle them first.

Strength
V&V is fascinating in that it measures carrying capacity against real world concepts – it’s a combination of your Strength attribute (primary) your weight (secondary) and your Endurance (tertiary), and work out so that the high ends of the normal attribute scale (18-20 S and E) let you lift 4-5 times your weight, which is just about the world record for Deadlift.

That's great on a 3-18 scale, but it means that most Ht. Strength A rolls will make people superhuman. For some games that’s fine, but street level heroes might do better with a broader stat range to better differentiate them – broadening the scale to go from, say, Sandman to Wildcat to Atom in athletic to strong normal to almost superhuman.

So change the carrying capacity formula. Current math uses 1/10th of your strength score to the 3rd power. If we reduce that to the 2nd power we shift the scale down with minimal impact on normal people – a 15 S goes from a 400 lb. carry cap to a 300 lb. for a normal man, hardly a deal breaker. Hit Points, Power Points and Movement calculations are as before – it’s just Carrying Capacity (and by extension Basic HTH damage) that is rescaled. Make this change and the ‘theoretical human maximum’ of lifting x5 your weight now occurs at a 30 S. That gives a nice broad band for humans, and the 5x weight for a 195 lb. PC just cuts into a new dice code for HTH damage. Is this higher than current records? Yes, but we are in a super-hero game.

If that’s all we did we would be making one of V&V’s emulation issues – the difficulty in having really strong PCs – worse, not better. But since we’re already open to changing the calculation, how about this: change the power of your strength for the calculation is 2+ the number of times you have Heightened Strength B? (For those not familiar with the system A-level heightened stats increase the score by +2d10 and are considered ‘skills’ while B-level ones are +3d10 and come from powers, devices or magic items.) This resolves both issues.

As an example, someone rolls well on a Ht. Strength A and has a 28 S. Someone else rolls a normal Ht. Strength B and also has a 28 S. A third soul rolls St. Strength B x2 and with a poor 6d10 roll also ends up with a 28 S. They all have the same bonus to Hit points, Power Score and Movement Rate, but the first has a Carrying Capacity of 800 lbs, the second has a Carrying Capacity of 1 Ton and the third has a Carrying Capacity of 3 tons.

But with a more reasonable 6d10 roll the third character likely has a 45 S. Currently they have a Carrying Capacity of 4 tons. Nothing to sneeze at but not to scale with the comics, especially for a double dose of Ht. Strength B. V&V players get around this modifying PC weights, but with my suggestion that hero with 45 S from x2 Ht. Strength B has a Carry Cap of 18.5 tons, in line with Marvel. With a really good roll and a 58 S he’d have a 50 ton Carry Cap. That’s classic Marvel.

This does open characters up to the higher Basic HTH scores faster – if this is a worry you can also insert multiple d12s to the table between the d10s. The 8 to 15 ton range becomes 2d12 damage; 15-30 is 3d10; 30-60 is 3d12, 61-122 is 4d10, 123-245 is 4d12 and so on. Since I always had trouble with the Basic HTH damage going up as high as it did this change sits well with me. YMMV.

Invulnerability:
Invulnerability is a tricky power: in the source material it means you can ignore attacks below a certain (sometimes quite high) threshold. In 1st Edition Villains & Vigilantes had it as a Defense Type, an Adaptation that included kinetic energy attacks. That could work but didn’t quite catch the feeling of the power, hence the move to an ablative pool.

Unfortunately that doesn’t quite work either. First, an ablative defense already exists in Armor and generally works better there. Second, Invulnerability can get chewed up too fast: the weakest power attacks do 1d12 damage, while close combat types will combine lower Basic HTH dice with weapon or skill damages to get to about the same level of 8 pts per attack. An average Invulnerability roll is 16 points, so it is gone with 2 hits. That captures some types of heroes, but not those with Invulnerability as a core power – Power Man can shrug off any number of low caliber bullets or people hitting him with baseball bats.

An easy solution is to give an option with Invulnerability – Invulnerability A is the power as written. Invulnerability B is a 2d10 threshold where any the damage is taken off of every attack but the player also has to indicate a type of attack that completely bypasses the Invulnerability. (same as the limitation on Regeneration.) Superman has this with Magic.

A hero able to ignore 10 points of damage from every attack makes a good Power Man analog. Taken higher, the ability to ignore up to 20 points of damage from every attack is potentially game changing. This is where communicating with the player comes in – do they want to face other really strong, tough foes? Trying to reduce the need for combat in favor of rescues, emotional choices and moral dilemmas? Comfortable with foes looking to circumvent their invulnerability? All make for fun play as long as the GM knows what the player is looking for.

Flight
V&V gets this power more or less right – speed is Strength x Endurance in MPH, so in practice it starts at 80 mph and scales up quickly. There’s the question of what you can do with that movement, and while the rules say that movement rate can be used to open doors, program computers and whatnot it’s pretty clear the intent is for that to be your base movement (definitely augmented by Heightened Speed and perhaps by Speed Bonus) and not for alternate movement rates like fight. Depending on the character you might let them do some things with that movement if they have enough of it – someone with a Flight speed greater than 1700 MPH might match a bullet and be able to catch it, for example.

Flight also allows Hyper Flight, an out of combat speed boost. Per the rules it’s 1/10th your MPH, but that’s too fast for the source material. 1/100th is a better fit, so the ‘slowest’ hyper flyer moves faster than any manned plane but slower than really fast missiles, while someone who could catch a bullet is uncatchable. Hyper flight also lets you hit lightspeed in space, but I’d augment that to 1/100th your MPH in warps. This is fast enough for the characters to reach Pluto in 90 minutes (assuming Earth is in the right place) so the solar system becomes as accessible as a continent.

Rick “Captain America” Jones
To see how these rules work in practice, here’s the What If? Avengers Captain America, Rick Jones who gained Superman-style Flight, Invulnerability, Strength and Speed from the Gamma Bomb explosion. While he’s a character with a lot of raw power he is also a) an unskilled combatant who only lands blows 20-30% of the time and b) played as someone who wants to protect people, so his actions are often split into rescuing people and interposing himself to block attacks. Even without that his basic HTH is ‘only’ 4d12, rather than the classic 7d10 so he isn’t quite as damaging.

Villains and Vigilantes 2nd Edition
Identity: Rick Jones Side: Good
Name: Captain America Gender: Male
Experience: 9,500 Level: 4 Age: 17
Powers: Training: 1)S; 2)Wt;3)I Current S
Ht. Strength B x2: +55
Ht. Endurance B: +16
Invulnerability: 19 pts per attack, does not work vs. radiation
Flight: PR 1 per hour, 1,768 MPH or MACH 17.5 hyper flight
Vulnerability: Takes 1d20 damage per round (no invulnerability) from Gamma Radiation
Weight: 239 Basic Hits: 5 Agility Mod: 0
Strength: 68 Endurance: 26
Agility: 13 Intelligence: 12
Charisma: 15 React. Mod.: 2
Hit Mod. 20.59 Hit Points: 103
Dmg. Mod.: 1 Healing Rate: 3.5
Accuracy: 1 Power: 119
Carrying Capacity:      255,818 Base HTH Damage: 4d12
Movement Rates: 107 " Running (Base) run at 25 mph
Fly at 7779" per turn
Det. Hidden: 10 % Det. Danger: 14 %
Inventing Points: 4.8 Cash:   $            -  
Inventing: 36 %
Origin and Background: (Extradimensional) Performer
After sneaking onto the site of a gamma bomb explosion Jones gained 
the powers of a man of Tomorrow. He rescued the bomb's designer, 
Bruce Banner, from the clutches of the government and fled to our world
Legal Status: Member of the Avengers
(Sec. Clearance = 18 )

Wednesday, July 15, 2015

Opponents Unlimited: Crossroads final notes

It should be easy to see the repeating patterns in the campaign design – every Ep 3 is the carnival, every Ep 4 is a school sports related problem, each season has at least one tie back to each prior season in it – that should help cement the campaign together as a coherent whole.

The last 2 sessions feel like an ambush because they are. I don’t want to railroad the game to force the players into that conflict, so instead the Floop Brothers ID and target them all on their own, without a real chance for the PCs to see it coming (barring any PCs powers like Ht. Senses, Cosmic Awareness or the like that would give them advance warning). If this were a dramatic series it would be built up more, but it’s a role playing game and most players are happier when they feel they have a fair shake. That the Floop Brothers have extensive criminal connections, super powers and a telepath makes the attack fair, especially since the PCs have a ‘if the players can’t think of a way out there’s an established NPC who can rescue them’ escape hatch to turn the tables.


Alert V&V players might recognize Emerson Electronics from FORCE and Assassin, Vanguard from Organized Crimes and Enter the Dragon’s Claw: HONOR, New World Genetics from Dawn of DNA and the Prest travelling circus from Terror by Night. These are, of course, intentional laying of groundwork for the next stage of the campaign. 

Monday, July 13, 2015

Opponents Unlimited: Crossroads Season 4

Season 4: True Heroes

After the emotionally wrenching events of last season this final season is a more physically taxing one. The Floop Brothers and their Executive Retreat business are their main threats, a direct attack by actual super-criminals


4.1: Brothers: Psi Demon and mobsters

The PCs witness a hit and run killing in town and chase the driver/killer to the Floop Corporate Retreat. Things seem more than a little fishy there before the PCs are attacked by a ‘sand demon’ (telekinetically animated earth, via Psi-Demon). The creature is unkillable (because, well, telekinetically animated earth) and after a short while it returns to the compound and drags off the hit and run driver, forcing the PCs to rescue him before it kills him – If they do so the killer is found dead in the jail, his lungs full of earth. This is the Floop Brothers cleaning up after an idiot who brought the cops down on them. Let the PCs spin mad stories about anything (likely the spirit of the person killed in the accident) before giving it an ambiguous X-Files ending.

4.2: Compound Problems

A guest at the Floop Compound goes nuts in town, shooting things up, and the PCs have to intervene. But once he is in jail other people start acting out of character – revealing secrets, committing crimes – and having no memory of what happened. Sgt. Ramble reappears in his creepy way and asks for the PCs help in capturing the real culprit, Sir Lemur, freshly arrived through a dimensional portal on the Floop Compound from a world where mind controlling animals have dominion over mankind. Sir Lemur was the first of these, and Ramble hints in the endgame that the other world is chronologically ahead of ours so this world’s Sir Lemur might appear any day (setting up for the origin story in the book).

4.3: Carnival IV

Carnival Time Again! The PCs are by now doubtless expecting some new menace to arrive with the tents – and there is a horn-headed man doing feats of strength and seducing women (is name is Ram-Beau) – but the threat comes from Ida discovering her husband in flagrante delicto with one of the carnival workers. Ida flips out and constructs her Rocket Ma’am fireworks theme gear to get revenge on her husband and the whole Carnival. If the PCs can’t talk her down she ‘goes out in a blaze of glory’ which is actually a faked death, but one that leaves her with her facial scars for the future.

4.4: Waves

The daughter of one of the wealthy families in town goes down in a boating accident, meets the thing that made Cosmic Zoom. With her new powers as Wavemistress she returns to destroy the swim team in town. While this is going on the Floop brothers analyze recent events and realize that they are, despite some of them having powers (Psi Demon was part of the same experiments that made Zairobs, Whippet had a dimensional accident in the woods, Blastin’ Butch found his magic amulet at a dimensional portal), potentially outgunned. They make a deal with George Ronky for super-powered gear, getting even more gear – Psi-Demon’s claws, Captain Floops flame and force field devices, Whippet’s helmet and ice gear. Psi Demon’s telepathy has tracked down the PCs

4.5: Retreat

The Floop Brothers, aware of who and what the PCs are due to Psi-Demons telepathy, go after them directly. This should be a pretty brutal battle with the PCs off kilter and still trying to keep their secret IDs. The intent is to get them off balance and nearly defeated so don’t hold back. If any of them have a way of escaping or faking their deaths let them develop it and use it. If not Sargent Ramble returns to pull them away. They should recognize the Floop brothers in this, especially when Psi-Demon makes an earth demon figure again. (You might want to let the players know in advance that this is the dramatic intent and the penultimate session of this phase of the campaign).

4.6: Crossroads:


Payback time. Having been broken down now is the time for the PCs to build back up – give them a costume montage, let them finally adopt real heroic IDs and return the favor on the Floop brothers, who think that they are dead or gone. During all this the PCs friends and family are wondering if they will be making it to the High School graduation ceremony. Hopefully the fight doesn’t spill over into that. 

Friday, July 10, 2015

Opponents Unlimited: Crossroads Season 3

Season 3: in the shadows

So we’ve faced a criminal conspiracy and alien incursions – it’s clearly time for evil magic! The over-arching plot of this season is Mr. Noman/Oliver Daniels, the Latin professor who took over for Mr. Kling/Proditor Capella, is trying to recruit someone for his nascent villain group by ‘helping them become a hero.’ This can be one of the PCs but if no one bites it will be Miss Douglas, whose powers (but not memory) will then be returning and strengthening over the course of the season. If you go that route Miss Douglas becomes one of the opening credits regulars for the season.



3.1: Islands

… but not just yet. The first episode of the season opens with one of the PCs, or someone close to them, witnessing Sgt Ramble materializing somewhere in the school. I like the idea of a cat and mouse thing where a disoriented but skilled Ramble is trying to get away from the PCs in a chase where they have to maintain their secret IDs, but at the end of the day Ramble isn’t a threat. After 25 years of dimensional wandering he’s just happy to be home. He can fill the PCs in on the original experiment and the threats that are massing in other dimensions. Mr. Noman starts recruiting

3.2: Shrouds

Bodies are going missing from the graveyard. Again people immediately blame ANT labs (man, you steal some kids for their organs and no one trusts you again) but the real culprit is the Shroud in his secret ID as the town undertaker. As an aside, characters like the Shroud who make up for the clunkers like Hoopsnake – he has a nice self-contained story for the PCs to investigate and resolve right in the sourcebook. I don’t really need to add anything. Mr. Noman may assist in thwarting this, either directly by advising the PCs or indirectly by advising Ms. Douglas, who tells them.

3.3: Carnival III

Hey, hey, the Circus/Carnival is back in town! This year’s new star/threat is Dr. Wraithman, who has arrived in town looking for magical artifacts that are in the school science lab storage area, having appeared some 10 years ago. Their first point of appearance was on the Floop Executive Retreat compound, so the PCs will have their first point of investigation/conflict being there. Wraithman blew through their security (the Floops are out of town, save Whippet in his ridiculous pants) to find the artifacts gone, so he has to track them to the school, giving the players several shots at them. Ida Rollins is, of course, working double time and sees the PCs as her Scooby gang.

3.4: Game, Set, Match:

We learn that Mr. Jenkins (aka Hoopsnake), the gym teacher since Coach Gummins went all nutso and iconic in S1E4, is also pastor of a small church in town that are actually Set worshippers. The tennis team, made up of the school’s wealthiest kids, is having an award winning year. Jenkins is using that to hypnotize more and more of the community elite to Set worship, and when one of the students turns up dead from snake venom for falling out of the cult the PCs have to unravel the mystery. Mr. Noman’s recruitment efforts continue as in S3E2 except pressing the need to treat such evil ‘definitively’.

3.5: Bow Before Zoom!

Cosmic Zoom is back! He managed a blood sacrifice of a mouse to get his powers back and easily escaped jail with his shrinking ability. He keeps appearing and disappearing around town (being able to shrink to 1/8th of an inch can do that) and creeping the heroes out, but he’s also planning for his first human sacrifice to get back in his master’s good graces – this should be someone close to the PCs. Mr. Noman, one way or another, pushes that Zoom’s ability to escape means he must be killed to protect the world, knowing that murder would bind the hero to him forever.

3.6: Tower:


The final revelations about Mr. Noman fall into place this session, either with him bringing the PC in to his lair or doing the same with Miss Douglas, now Justice-Avenger, and trying to get them to do something irrevocable; bear in mind Mr. Noman’s superhuman charisma will be at work. This should be a chance for the PCs to have a lot of emotional role playing about good and evil, about powers and responsibility, and then tear into the fledgling Tarot Masters in their base. Justice Avenger might well slide to the dark side if the PCs aren’t able to convince her. 

Wednesday, July 8, 2015

Opponents Unlimited: Crossroads Season 2

Season 2: Aliens Among Us

Doing from conspiracy theory to alien invasion, we start to see the interconnectivity between seasons as the Robotoid attack from S1E2 is revealed as being the result of UIY 2249’s activities. Since this is modeled on the TV shows it means nothing of import happened over summer vacation. The PCs all reconnect and get back into the rhythms of the school year.


2.1: Fun and Games: Prankster and Sirrandor. B: Justice Avenger as Gifted and Talented teacher

Back to school, where things have gone screwy from word one – the school and its grounds are under ‘attack’ by the Prankster aka Paolo Phelps, a fellow student and class clown who was given a ‘magic wand’ by the curious alien Sirriandor who was here to see how events at the nexus would play out if poked. (Assume all of Pranksters powers come from the wand) This isn’t really a threat episode, and Sirrandor will, when located and confronted, wipe out ay memories Paolo has that might point the finger at the PCs before he leaves. He will mention the Other Ship. The PCs will also meet young and pretty new teacher Lucy Douglas, who is the new Talented and Gifted teacher tasked with, among other things, keeping track of Nick Ward.

2.2: Operative, part 1:

Nick and his buddies have gone missing again, and Miss Douglas will let this drop in conversation to the PCs. The rest of the town is immediately fearing another Jhamoka incident and the police are investingating ANT Labs/Vanguard. Tracking down the Mensa-punks will lead them first to the destroyed Emerson Electronics building. Nick is another legitimate superhuman (Ht. Intelligence B +17, total is 30) created by the town’s strange multi-dimensional nexus, and he will have an escape route for UIY set up that makes it look like the robot has been destroyed. In a cut scene Nick complains to his mentor, George Ronky, who advises the child to practice patience, and when alone, opens up the secret back room of his office, filled with alien tech.

2.3: Carnival II:

The Circus/Carnival is back in town! This time around the villain of the piece is the new strongman/acrobat Blake Seagle, aka Boosterman. After watching him perform an impossible feat and then stop some minor crime at the Carnival with some superhuman physical ability we see Blake return to his trailer and lay out the plans for Ronky’s place. The PCs spend some time with Ida, watching her deal with how her husband is flirting with the carneys. With the police overstressed on Carnival duty Ida ‘deputizes’ the PCs to help her on radio duty that night, where they pick up a call from someone who saw a strange figure breaking into Ronky’s place. The PCs are able to interrupt Boosterman’s first attempt but one of Ronky’s defense mechanism gives a distraction for him to escape. Investigate a bit and then deal with Boosterman when he makes another attempt on the store.

2.4: Weighty Matters

Back to problems at the school. None of the PCs have spent much time with young Karla Truesdale since her dad started homeschooling her in 1st grade. Now 10 years later Karla is back and huge, having been raised in a heavy gravity environment. Her attempts to fit in and dealing with bullies. As the PCs deal with this they also have to deal with Miss Douglas, who suspects them of being more than they appear. Her observation should make all of this harder. We begin to suspect that Miss Douglas’ dreams are preternaturally accurate.

2.5: Clothes Make the Superman

The PCs get a break from Miss. Douglas’ unwanted attention when her fiancĂ©e, Arnold Kling, returns from his sabbatical and resumes teaching Latin classes at the school. Unfortunately he returned with the Proditor Capella suit and the alien mind within it driving him to start undermining humanity. After some midnight attacks on tech businesses in surrounding towns the PCs, if they aren’t investigating, are asked by Miss Douglas to check on it, hinting she knows their secrets. Once they confront and defeat Capella he loses his memories once the alien suit is pulled off him. During the fight Ronky secretly unleashes an attack on the Proditor suit that gives them an edge. Nick sees that, seethes and makes plans.

2.6: Operative, Part 2:


Nick Ward has completed his repairs on UIY 2249, but the robot still needs ship repairs. UIY and Nick attack Ronky’s shop (Nick is furious about his keeping secrets) and, if the PCs don’t stop them, get away with what they need – to make it more likely for this to happen the other G&T kids should show up as a distraction. If the PCs are stymied Miss Douglas will point them in the right direction with her heightened senses and insist on coming along, because she has seen that UIY will be turning Nick and the other G&T children into battle cyborgs. During the fight Miss Douglas is bathed in radiation from the ship and when she wakes up remembers nothing about the heroes and their powers. Whew!