Friday, November 24, 2017

An Alternate Action Sequence Chart for VnV


Found this in the old archives.  Way back in 1985, I had recently discovered Champions, Villains and Vigilantes, and Superworld (and maybe one or two others comic book RPGs).  When "counting segments," the Champions speed chart seemed elegant, compared to VnV's mechanism.  A few years later, I figured out to just order the character actions, and not worry about "counting" anything. Live and learn :-)

This chart had two functions: First, to simplify segment "counting," and second, to prevent the "I just had three actions, what's Bull gonna do?" problem for the Heightened Agility and Heightened Speed types (we had one PC with Heightened Speed x2, and we had all missed the rule about "more than one action per turn is PR=2 per action, so you can imagine how big the problem was).

(Below are, literally, my old notes, just because I felt nostalgic.)


The basic idea is to simplify the initiative or order of action.  In this model, a turn is still 15 seconds long, but it now consists of 6 “segments”.  Characters can act (“take their phase”) on the appropriate segment.  This way the GM and players only have to keep track of six segments, instead of having to keep counting down in increments of 15.

VnV initiative value
Speed Value
Segment







1
2
3
4
5
6
1 to 15
1



X


16 to 30
2


X


X
31 to 45
3

X

X

X
46 to 60
4

X
X

X
X
61 to 75
5
X
X
X

X
X
76+
6
X
X
X
X
X
X


When the appropriate segment arrives, characters with the appropriate Speed Value can act.  In cases of more than one character being able to act in the same segment, here are the rules:
  • Higher initiative goes first;
  • If tie for initiative score, then higher Agility goes first;
  • If tie for Agility, then each rolls 1d20 and high roll goes first;
  • If the d20 rolls come up a tie, then the player that has provided the most munchies for the group over time goes first.
Phase can always be delayed and used to interrupt.  A character can “abort to a dodge,” meaning give up next phase to start Evading right now.  Evasion lasts until the first phase of the next turn.  “Between-turns” phase happens between segment 6 of the ending turn, and segment 1 of the next turn.
Copyright P. Rogers 1985, 2011, 2017.  All rights reserved.

Wednesday, November 8, 2017

MP - Allison Cromwell, Lightweight Scientist Brick

Background and Origin: Allison was born with superhuman strength and endurance. She studied kung fu to learn to control her awesome strength. She is of British descent, but her parents emigrated from Hong Kong when she was young, and she grew up in California’s Silicon Valley. She is fluent in Mandarin and English.

Because of her mutation, she studied medicine and physiology, picking up a minor in secondary education. She focused on her studies and completed her medical studies at the age of 26.


She was recruited by the Guardians of Los Angeles, to be a team brick and resident scientist.


Combat Tactics:  She has very little combat experience, and tends to overestimate her abilities. She is aggressive and incautious, often rushing into things, before getting her bearings in the second or third turn and coordinating more actively with her allies.


She is a team player, and a good leader can take advantage of her potential by guiding her to use her strength on the scenery (more reliable, since it can't dodge).


Personality Traits: Allison has strong self-discipline and sense of social responsibility. She volunteers as part of an inner city non-profit hospital and youth education program. She does fundraising for it and also patrols a large section of the city helping those in need and stopping criminals.


Appearance:  5’7”, 150 lbs.


Powers:  She has superhuman strength and endurance.  She can lift/press approximately 2 tons under optimal conditions. She can run with the speed of an star track athlete, with the endurance of a seasoned marathon winner.


Notes:  Model unknown.  Character by P. Rogers, January 1999.


The V&V source character was not very powerful. I made a deliberate effort to retain that relative lack of power in the Mighty Protectors version.


Living Legends  is a bit of a squirrel in that the damage dice often convert pretty straight across from V&V, but high Hit Points and High Power don’t readily translate into damage absorption capacity in LL.  Back a few years ago, when I was converting piles of V&V characters to LL, I usually resolved this by using the Armor power to represent “can soak a lot of damage.”  It was much more cost effective, and less pain-in-the-ass than buying lots of extra Hit Points for the LL character (again, since Power score recovers per minute, instead of per day, straight HITS also didn’t properly capture the feel of the character).



(model unknown)


Allison Cromwell - Mighty Protectors

Strength 25 (Carrying Capacity 2496 lbs., Basic HTH 2d6)
Endurance 30 (Save 14-, Heal 5.1)
Agility 13 (Save 11-)
Intelligence 16 (Save 11-)
Cool 9 (Save 10-, Initiative d4)


Hit Points 50
Power 100
Physical Defense 1
Mental Defense   1
Move 23
Inventing Points 8
Wealth d6
Luck 10-
Weight 150 lbs.
Total Cost 93 + 57- 25 = 125


Powers

Durability: Hit Points +20 (20 CP)
Energy: Power +16 (8 CP)
Heightened Attack: Damage +1 all attacks (2.5 CP)
Heightened Endurance: EN +15 (included above)
Heightened Initiative: Init +2 (5 CP)
Heightened Strength: ST +10 (included above)
Knowledge - Language: Fluent Mandarin Chinese, Literate (4 PC)
Natural Weaponry: Attack +2, Damage +2 Blunt Kinetic (10 CP)
Wealth: d6 Wealth roll (2.5 CP)


Gear

Bulletproof Vest: Armor: Kinetic 6, Energy 2, Biochemical 2, Entropy 2, Modifiers: Gear, Partial Coverage (Light) (5 CP)


Weaknesses

Low Self-Control (Compulsion): Tends to launch into a speech or pedantic explanation at the drop of a hat because she loves teaching and sharing knowledge and education (Uncommon, Character Hook) (-7.5 CP)
Nemesis: As a member of a super-team, she has enemies (As Powerful, Rare) (-7.5 CP)
Personal Problem (Public Identity): (-10 CP)


Combat Summary:

Initiative: d4+2 (avg 4.5)
Unarmed: Attack 16-, Damage 2d6+3 (avg 10)


Allison Cromwell - Villains & Vigilantes

Strength 41 (Carrying Capacity 5394 lbs., Basic HTH 2d8)
Endurance 30 (Heal 2.7)
Intelligence 16 (Detect Hidden 12%, Detect Danger 16%, Damage +1)
Agility 13 (Accuracy +1, Damage +1)
Charisma 9 (Reaction +/-0)
Level 1


Hit Points 53
Power 100
Move 84
Hit Modifier 17.784
Weight 150 lbs.
Basic Hits 3
Inventing Points 1.6
Heightened Strength B (×2): +41
Heightened Endurance B: +17
Heightened Expertise: Lifelong karate training gives her +4 “to hit” with all unarmed HTH.


Gear:  Smartphone; Bulletproof vest


Combat Summary:
Initiative:  16+d10 (avg 21.5)
Unarmed: HTH +5 “to hit,” Damage 2d8+2 (avg 11)


Living Legends – Allison Cromwell [125 CP]

PHYS 30 (STR 37), REFL 8 (REAC 11), DEFT 11, INTL 11 (PERC 16), COOL 7, VITL 16, Mass 55 kg (d3 Mass effect)


Skills: 4 @ +1 level (2) (+7), 3 @ +2 levels (3) (+5) [11 CP]
  • Medicine: (INTL/S), +2 levels, d8 effect
  • Science: (INTL/S), Psychology, +2 levels, d8 effect
  • Teach: (DEFT/G), d8 effect
  • Unarmed: (DEFT/G), punch, +2 levels, d10 effect


Languages: English (native), Mandarin Chinese (fluent) (3) [3 CP]
Literacy: English (native), Mandarin Chinese (1) [1 CP]


Armor: 1 vs. All Physical (2) [2 CP]
Heightened REFL: +11 (11), DODG only (-3), Miscellaneous Restriction [must spend an Action to activate until the end of her next turn] (-3) [4 CP]
Speed Bonus: Ground move x2 (3), top speed 16” and acceleration 16” (+3) [4 CP]


Weakness (Public Identity): [-10 CP]
Weakness (Quirk): Tends to launch into a speech or pedantic explanation at the drop of a hat because she loves teaching and sharing knowledge and education [-5 CP]


Designer's Notes: I gave the LL version Armor to reflect her high V&V Hit Points and Power score, both of which enable her to absorb tremendous amounts of damage. The bit about extra DODG and the restriction are just flavor, but also simulate the “Evasion” mechanic of V&V. She's low-power super, so dumping all her powers makes her a good brick for low-power games. To bump her to a Standard power level increase her Armor to 3 and increase her STR to 46.


Allison Cromwell - Marvel Superheroes Advanced Set

Fighting Excellent
Agility Good
Strength Remarkable
Endurance Amazing
Reason Good
Intuition Typical
Psyche Typical


Health 110
Karma 22
Resources Good
Popularity 0


Powers
Armored Costume: Typical protection from physical and Force, Excellent protection from Heat, Fire and Radiation, Good material strength.


Talents
Martial Arts A
Medicine


Contacts
Local hospital director (Remarkable Resources)


Boilerplate



Document Copyright (C) 1999, 2000, 2017 by Patric L. Rogers. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.


Villains & Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.


Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.


Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.


Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), Realms of Magic (Kim Eastland, TSR, 1986), The Ultimate Powers Book  (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).


Random backstory generator - http://www.pbegames.com/lifepath/ .


Random name generator - http://www.behindthename.com/random/ .







Allison originally appeared in They Might Be Characters Vol. 1 (q.v. www.patric.net/morpheus/cast )