Wednesday, February 21, 2018

MP - Lion's Roar

Heroes Unlimited, from Palladium Books, has a power called "Animal Abilities - Big Cats." It very much resembles Mighty Protectors' "Animal/Plant Abilities" (which simply makes sense as "bundle of abilities inspired by a kind of animal" is just an obvious opportunity).

One of the features of the HU power is "Can roar like a lion, and be heard 1.5 miles away." A real lion's roar is an incredibly impressive sound, and fits beautifully into a superhero role-playing game.

(Model Lex of MadeYewLook)

I was trying to model this in MP, which - like VnV before it, has some nice "catch-all" mechanisms, to easily build entirely new powers, which is actually kind of rare in a point-buy game.

My initial gut feeling was this qualified as a (10 CP) Physical Ability, and move on. But, then I thought I'd actually try to adapt an existing power (which I've tried to do with other point-buy games, and the radius on "audio illusion" was so bloody expensive I always simply gave up).

So, I looked at the MP power list and realized "Communicators" already existed, with several of the features built in, and beat the Hell out of that other model (see above).

Roar was modeled after Communicators: Base Cost (5), Adjusted Range (1.5 miles) (-2.5), Global (already built in) (+0), Not Gear (+5), One-Way (-2.5), Unlimited Battery (+5), Miscellaneous (it's sound waves, not radio waves, no receiver required, but requires medium to travel thru) (+0), Miscellaneous (Single Message) (inspired by Emotion Control) (-5) (final cost 5 CP)

So, in a nutshell, looks like my gut served me pretty well, but doing the actual work served me even better.

Also note, that in this case, I'm treating the "Communicator receiver" as basic hearing.  In essence, the "Communicator" broadcasts "Audible Sound," instead of "Radio Waves" (q.v. Heightened Senses.)





Monday, February 19, 2018

MP - Fireline, invulnerable fiery fashion model

I don't remember the exact origins of this character. It was probably one of those creative "doodle" exercises I was doing one day, while resting my brain. Some people sketch; I make characters. The power set is useful enough to make a playable character, and simple enough to be fun to convert to other game systems, so I did. The conversion for Hero System is in the back of the FGU adventure books from the mid-80s. (My absolute favorite being "Honor," by Ken Cliffs). The Living Legends and Mighty Protectors hacks are derived using official and unofficial rules. If I can find my Superworld books, I may throw in that conversion (my copy of "Honor" being next to my elbow as I write this).

Background and Origin: Her powers are a natural mutation, but did not emerge until college. Her Invulnerability emerged slowly, but her flame powers manifested rather abruptly one night after an all-night drinking binge. (She woke the next morning thinking it was just an incredible dream until she saw the photographs in the city newspaper. Fortunately no one had gotten a positive ID, but she knew it was her.)


Combat Tactics: Because she is bulletproof, she tends to go directly to the offensive, shooting flame blasts. She only activates her fire shield if she wants to fly, or if she actually takes damage and wants the added level of protection.

Personality Traits: Friendly and high-spirited. She has become absolutely fearless about physical harm, but is still protective of her privacy, since she understands her friends and family are vulnerable.

Appearance: Fireline is 5'10" tall, with blond hair and brown eyes. She has a dark natural tan, and her flames are the yellow and orange of sunlight.

Powers: She is bulletproof and can form a sheath of fire around herself that lets her shoot flames and fly.

Notes: Artwork used without permission (model presumably Kimberly Kelly, photographer unknown). Character by P. Rogers, June, 2010.




Character Name - Mighty Protectors (Monkey House Games, 2010)

Strength 17 (Carrying Capacity 384 lbs., Basic HTH d6+1)
Endurance 11 (Save 10, Heal 1.0)
Agility 10 (Save 10)
Intelligence 12 (Save 11)
Cool 34 (Save 14, Initiative d8+d10)

Hit Points 13
Power 54
Physical Defense 1
Mental Defense 2
Move 13
Inventing Points 6
Wealth d6
Luck 10-
Weight 140 lbs.
Total Cost 84 + 121 - 20 = 185

Powers
Adaptation: High Temperatures, Low Temperatures, Radiation (15 CP)
Armor: Energy 6, Biochemical 5, Entropy 5 (30), Modifiers: Unobvious (+5) (35 CP)
Energy: Power +4 (2 CP)
Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)
Flame Abilities -
* Flame Blast: Attack +3, Damage 2d6, Range 28”, PR=2 (10), Modifiers: Accuracy (+7.5) (17.5 CP);
* Flame Aura: Damage d6+1, PR=1 per trigger event (10) (10 CP);
* Fiery Flight - Flight: Acceleration 4, Top Speed 64 (21 MPH) (10), Modifiers: Only While Flame Aura is Active (-5) (5 CP)
Heightened Cool: CL +20 (included above)
Heightened Strength: ST +5 (included above)
Invulnerability: Kinetic (20), Modifiers: Unobvious (+5) (25 CP)
Knowledge: Language (TBD) (4 CP)
Wealth: Wealth roll d6 (2.5 CP)

Weaknesses
Nemesis (-10 CP)
Personal Problem (Public Identity): She slipped up, and some fans put the pieces together and outed her. (-10 CP)

Combat Summary
Initiative: 2d8+1 (avg 10)
Unarmed: Attack 13-, Damage d6+1 (avg 4.5)
Flame Blast: Attack 17-, Damage 2d6 (avg 7)

Fireline – Living Legends (1.1e, Monkey House Games, 2010) [186 CP]

PHYS 11/d6 (STR 18/d8)
REFL 7/d4
DEFT 7/d4
INTL 11/d6
COOL 29/d12
VITL 11/d6
Mass 64 Kgs (d4 Mass effect),
Fame 9 (d6 Fame effect)

Skills: 2 @ +1 level (2) (+3) [3 CP]
Profession (INTL/S): Fashion model, d6 effect
Weapon (DEFT/G): Energy Field, d6+2 effect

Powers
Armor: 6 vs. All Physical and Mystical Damage Types (44) [44 CP]
Energy Field: d8 High Temperature [fire] (24), NRG Cost [1 to activate] (-1), NRG Cost [1 per attack] (-2), Miscellaneous Enhancement [NRG Cost per attack is only on ranged attacks, not melee carried attacks] (+1), Range [12”] (+3), Duration [6 rounds; water, lack of oxygen, etc put out the flames] (+3), Time Limit [bounded expenditure, 1 hour, incremental] (0) [41 CP]
Flight: Acceleration 17”, Top Speed 64” (14), NRG Cost [1 to activate] (-1), Time Limit [bounded expenditure, 1 hour, incremental] (+0), Linked to Energy Field (-1) [11 CP]
Skill Bonus: +2 (7) Weapon [energy field] [7 CP]
Wealth: +2 levels (4), d8 effect [4 CP]

Fireline – HERO System (4e, HERO Games, 1989)

STR 25, DEX 15, CON 18, BODY 9, INT 12, EGO 34, PRE 28, COM 18, PD 16, ED 16, SPD 4, REC 9, END 40, STUN 35

EC - Flame Powers
1) Energy Blast: 8d6 fire
2) Flight: 12”, 1/2 END, 8x NCM
3) Force Field: +12 rPD, +16 rED, 0 END
4) Ranged Killing Attack: 1d6+1 fire, Damage Shield, 0 END

Unbreakable Skin: Damage Resistance +16 rPD, +16 rED

PS: Fashion model, 11-
+3 OCV EB

Fireline – Marvel Superheroes Advanced Set (TSR, 1986)

Fighting Typical (6)
Agility Typical (6)
Strength Excellent (20)
Endurance Good (10)
Reason Typical (6)
Intuition Typical (6)
Psyche Amazing (50)

Health 42
Karma 62
Resources Good
Popularity 10

Powers
Body Resistance: Remarkable (30)
* Power rank protection from all physical and energy attacks, including Corrosives and Radiation.

Fire Generation: Remarkable (30)
* Blasts of flame, Remarkable damage, 8 area range
* Flight at Good air speed

Talents
Performer: The character is someone who acts, sings, dances, mimes, or otherwise uses his Talents to entertain (this is related to the Artist, the key difference being that the Artist may leave the scene of creation; the Performer is identified with that creation directly). A Performer receives 10 karma points for a week's worth of performance, whether in a play, doing a nightclub routine, or working for a movie.

Weapons Specialist (Fire Generation): The character with this Talent gains a +2CS with a single weapon of choice. This may be any type of weapon, missile or melee. The character who is a weapon specialist will also increase his initiative when using this weapon by 1.


Fireline – Villains and Vigilantes (2e, Fantasy Games Unlimited, 1982)

Strength 21 (Carrying Capacity 725 lbs., Basic HTH 1d8)
Endurance 11 (Heal 0.75)
Intelligence 12 (Detect Hidden 10%, Detect Danger 14%, Damage +0)
Agility 10 (Accuracy +0, Damage +0)
Charisma 34 (Reaction +/-6)
Level 2

Hit Points 6
Power 54
Move 42” ground
Hit Modifier 1.98
Weight 140 lbs.
Basic Hits 3
Inventing Points 2.4


Abilities
Flame Power B: Fireline’s whole body can burst into flames. This gives her an automatic Flame defense while she is burning. It also allows her to fly through the air at a rate of one mile per hour per inch of normal movement. PR = 3 to activate the ability, PR = 3 per attack and PR = 1 per hour of flight. A flame attack has a range of 32” and does 1d12 damage.

Heightened Charisma B: +19. She has superhuman charm, poise and beauty.

Heightened Strength B: +10


Invulnerability: +16. Her skin and flesh are incredibly durable.

Gear
None

Combat Summary
Initiative: d10+10 (avg 15.5)
Unarmed: HTH +0 “to hit,” Damage 1d8 (avg 4.5)
Flame Blast: +0 “to hit,” Damage 1d12 (avg 6.5)



Boilerplate

Document Copyright (C) 2010-2012, 2014, 2016, 2018 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains and 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.

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).  TSR got acquired by Wizards of the Coast, which got acquired by Hasbro.

HERO System 4e, owned Hero Games.

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


Wednesday, February 7, 2018

“Aberrant VnV” - A world where superpowers do make one a god


Written by Patric L. Rogers.
Inspired by many, many sources. 
I have tried to document the ones I clearly know influenced me.

A variant campaign setting using the VnV SHRPG rules. Villains and Vigilantes is a superheroic role-playing game created by Jack Herman and Jeff Dee. Aberrant is a superheroic role-playing game, created by White Wolf Publishing, and published by White Wolf Publishing.

This started as a labor of love, back in 2006, which was four years before Living Legends and eleven years before Mighty Protectors.  I found it in my archives, and decided it was still fun, and worth publishing here on the re-purposed blog.

Aberrant - http://en.wikipedia.org/wiki/Aberrant
Villains and Vigilantes - http://en.wikipedia.org/wiki/Villains_%26_Vigilantes
Champions/HERO System - http://en.wikipedia.org/wiki/Hero_system
David Utter’s Powered Universe - http://www.patric.net/pbemdiaries/

Premise

In this world, super-powered beings are on another evolutionary power scale than their mortal counterparts. They rarely need to concern themselves with the goings on of mortals because there is little that mortals can do to them, even with guns, explosives, or chemical and biological warfare. (Yeah, okay, they typically still need to eat and breathe, so they're not really gods, even if they think they are.) 

Since this is Aberrant V&V, it uses the official V&V campaign setting as the launch point.







The Origin Event

It is believed that Deltas always existed, since the dawn of humanity, but were very rare indeed. It is unclear how many Alphas have existed over time, but prime examples are the religious and mythological figures of history such as Hercules or Buddha.

In the early 20th century, the numbers spiked suddenly, introducing the adventurers and mystery men of the 1920s and 1930s. “Alpha” as a term for describing those with extraordinary abilities first appeared during the 1970s after humans had been in space.

Space travel – outside the protection of mother Earth, changes the human body, and its quantum patterns shed that change “infecting others.” The numbers of Alphas has grown the more people have been in space. While it is known that proximity to Alphas over time, or when they express their superhuman abilities, can statistically increase the occurrence of power eruption (some call it “evolution”), it is highly unlikely that any individual will ever spontaneously erupt for any reason.

There are approximately 3000 Alphas on Earth, with at least that many (or possibly up to ten times as many) Deltas. Deltas are distinguished from Crunchies only by their creative capacity or ability to endure combat with Alphas, so it is much harder to gauge the number of Deltas.

“Eruption”

Causes the Masarin-Rashoud node in the brain to activate and swell. Every human has the node, really just an intersection of hormones, nerves and brain functions in about the same place on all humans. Humans appear to be the only creatures with this node (even other primates do not have it). In Crunchies, it is not really identifiable except anecdotally and usually posthumously. In Alphas, it “erupts” taking on new shape and characteristics in order to capture and shape quantum energies.

There is only one confirmed Alpha who was actually in space before eruption (several have been in space post-eruption). That is a Russian cosmonaut who spent a year on Mir, and erupted two years after returning home. (The Mystery Men of earlier eras were almost certain Deltas, and may have been Alphas, but it is unconfirmed.)

 

Glossary of Terms

“Alpha” - This means a being of superhuman stature. Often they have superpowers, but some do not, instead carrying unique Devices or Magic/Psionic Items, or Skills. In the context of the world, Alphas are very rare.

From a campaign setting perspective, Alphas never worry about walking among baseline humans and many hold crunchies in utter contempt. After all, when the typical alpha is essentially immune to heavy artillery and anti-vehicular missiles, why should they even give the least moment of care to the baselines around them. They do worry about other alphas, as those represent a danger.
 
“Delta” -- Deltas are the bridge between the Alpha and the Crunchies. Deltas have some of the qualities of Alphas, including the ability to learn Skills. Some, through a combination of Skills and Devices, can compete one-on-one with Alphas even though they are still an evolutionary step below. Like Alphas, Deltas are extremely rare. The primary mechanical difference between a Delta and a Crunchy is that Deltas have stats.

Deltas are, by definition, extraordinary. Some are low-level superhuman - anyone that can run 40mph, or lift a ton is superhuman - and only the lack of bulletproof skin reveals the distinction from the Alpha.

“Crunchy” -- Crunchies are background, props, color and story fodder. Crunchies don't have names unless it is somehow useful to the story. Crunchies are the common people of the world in terms of their degree of superpowers. This setting is about the people with superpowers, and crunchies are so far below them that crunchies do not even get stats; they use special rules for combat. Crunchies outnumber both Deltas and Alphas by millions-to-one. Crunchies include the least competent idiot to the most talented scientist or elite military expert. It does not matter how well trained they are in terms of the background, they are still a couple steps behind the Deltas and they as bacteria to Alphas.

“Magic/Psionics” – in this setting, magic and psionics are just special effects the of natural Alpha ability to manipulate quantum energies. See also Devices, below.

“Omega” – a term used within the setting context to refer to Alphas of really extreme power level. The “gods of the gods.”

“Omega Compact” – a mythical group of ultrahumans that “self police” the rest of the Alpha community. They are mythical because no one is really sure they exist, and no credible claim has been made of being a member of this group. The myth tends to inspire good Alphas to self-police and discourages evil Alphas from being too scummy.

“Device” – also called “Items,” a Device is an unique object, or piece of equipment, generally constructed using “ultra technology” but sometimes using “mystical forces” that channels quantum energy with enough effect to impact Alphas. Devices can only be constructed by Deltas or Alphas that have special skills or abilities, and cannot be constructed at all by Crunchies. Most Devices have a limited number of “uses per recharge.” The exact definition of a “recharge” varies from “1 use per hour of household current” to “the next sunrise,” or whatever. Devices that are designed to be used by others can be used by Crunchies; the quantum manipulation properties are contained within the Device.

Story and World

Although based on the official V&V setting, there are deviations.

Certain agencies such as local or federal government corporations or even civil NGOs like the UN have worked to build teams or franchises centered on a costume design or theme. This is quite common and uniforms have been used throughout time for quick and easy identification, and the corporate logo is an extension as the costume presents an identity that can be protected through trademark and marketed or franchised.

Four-Color

This is intended to be a very four-color setting. alphas run around in tight-fitting costumes, do property damage, and rather than feel depressed and stressed out about it, people brag that heroes and villains destroyed their homes. A fire that destroys a house is depressing, but when a Villain destroys it, the victim gets to go on TV and the talk show fees and neighbors help rebuild because it is just so cool and hip.

Some Realism

Obviously, from the last sentence above, there is some realism – people like to make money after all, and laws still need to exist. All is still tempered somewhat by a generally accepting and enchanted mindset. Even the villains are rarely casual murderers and those who are get hunted by other villains who do not want the tainted reputation and ruin of the enchantment of the whole thing that one bad seed can cause.

Chicago Diamonds

The Chicago Diamonds are a civil force originally launched in Chicago, Illinois, to provide civil health and security protection. Members received basic criminal law training, CPR and self-defense and were deputized on a case-by-case basis. Later, the state expanded their role to cover an area approximately 300-mile radius around Chicago, including across state lines. The city and state also use them in advertising and tourism campaigns.

A four-color example

An oft told tale is how Aurora of the Chicago Diamonds talked a troubled teenager out of a gun-toting hostage situation.

Aurura was able to empathize with the young man’s sense of ostracism and mistreatment, and realized deep down he did not really want to hurt anyone. She promised him that if he surrendered peacefully she would ensure his classmates never mocked him again.

When he came down, she gave him a huge, steamy, wet kiss which the entire world saw on television. For years, every girl wanted to date him (“If Aurora of the Chicago Diamonds likes him, then he must be something special!”) and every guy wanted to be him (“Was it as awesome as it looked?!”). He went on to become a well-adjusted firefighter.

There was a short string of half-hearted copy-cats all hoping to get a kiss, but these stopped when they produced no results (either Aurora did not show, or there was no kiss; she did slap one hopeful college guy for his presumption).

Intercrime

Intercrime exists. See the V&V rulebook and also go buy the Intercrime: Hostile Takeover sourcebook from Monkey House Games.



CHESS


CHESS exists. See the V&V rulebook and also go buy the Intercrime sourcebook from Monkey House Games.

CHESS is the premiere international anti-terrorist organization. Its mandate and charter fall nominally under the United Nations. Although much of its funding derives from technology patents and licensing it owns as a semi-autonomous entity. This gives it a measure of independence from the UN politics. However, by charter, its membership is an international amalgam of humans with a concept of the big picture. Generally a national or geographic loyalty of CHESS would collapse if it tried to go rogue (in other words, a rogue CHESS would fall apart).

CHESS is played as a positive, heroic, organization. There are certainly nations that do not like CHESS, just as there are nations that do not like Interpol, but CHESS exists. The rank and file of CHESS are clerks, scientists and field agents who do research. CHESS has a number of better equipped field agents with energy weapons or power armor (Crunchy Equipment) and they have a lot of Deltas and Alphas working for them also. As an entity, they employee more Deltas and Alphas than anyone else, including any single national government (although the Chinese and Indian Alpha national teams are very large).

As a law enforcement agency, CHESS coordinates with local authorities as much as possible since CHESS simply does not have the manpower to be a global police force.
 

Public Identity

Being Alpha can be very prestigious and is an easy way to fame and fortune simply by doing nothing at all. Combined with the fact that most are immune to harm from anything but another Alpha and many are willing to come out publicly and reveal their true names or even adopt stage names.

Conversely, many still keep their secret identities in order to have “down time” and stay out of the celebrity limelight.

Many keep secret identities to avoid danger to their families. Attacking a Alpha’s family is universally considered Bad Form and only real low-life scum do it. These scum generally get the crap beat out of them soon afterwards for committing this faux pas.

The greatest “threat” to a public Alpha’s family is actually paparazzi (followed closely by psychotic wanna-bes).

 

Governments

One way governments have maintained control is the laws that govern alphas and their actions. Government sponsored and sanctioned teams are quite common, especially among despotic regimes (typically the despot is an Alpha). In more civilized democracies, the government police and military forces actively recruit Alpha individuals to help maintain order and civil defense.

In the United States, a little known senator from Maryland got a law passed in the late 1800s that says, in summary, "The Federal government recognizes entities of individual human intelligence as humans. The use of trans-human abilities shall be governed as comparable dangerous weapons if used in the commission of a crime." This very basic framework meant nothing until the 1950s when the "red scare" took hold and Alphas were looked at suspiciously and as dangerous. A pre-existing legal framework to say that if an Alpha with the strength of five men committed a crime by beating a security guard and tearing open a safe, it was equivalent to using a crowbar on the man and the safe, providing lawyers a definition of scope and magnitude that enabled them to resolve issues quickly and avoid a lot of unnecessary posturing, hysteria and hyperbole. A law no one had heard of for eight decades suddenly became the saving grace of the 20th century.

 

Richter13

Although it may sound like a heroic name, Richter 13 is actually a team of European villains who operate throughout Europe, Russia and North Africa with impunity. They are extremely powerful, and can bat aside most opposition.

Euroforce
Another villain team. The team leader is charismatic and telepathic and knows how to manage her collection of misfits.


Character Generation

Character generation uses all the standard V&V rules. Any character has the option of taking Body Power (Crunchy Immunity). Taking this power automatically makes the character an Alpha. Unless the character has Crunchy Immunity, he is a Delta.

See the note above about Magic/Psionics, Items and Devices.



Alphas
  • Crunchy Immunity: The very definition of an Alpha. Alphas have a free 30 points of Invulnerability and Adaptation defense (automatic, no PR) against anything a Crunchy or Delta can throw at them, unless the Crunchy or Delta is using a Device, in which case use the standard V&V rules. The Adaptation defense applies automatically to mundane nuclear, chemical and biological attack vectors. Alphas are just that much tougher than baselines. 
  • Only Alphas can roll on the Powers table. Alphas can roll on any table. 
  • Alphas can sense each other at a range of 60 feet with a successful Detect Danger roll. A Detect Hidden roll that scores less than half the normal Det Hidden pinpoints the other alpha exactly with no guesswork involved. (Optionally, range is Cha inches, which typically comes out to about the same.) 
  • For Ability Scores, roll the average of 2d12 (round up) and add 8. This creates on odd bell curve around 14.5 with a minimum 9 and maximum 20. Alphas are above the human average in all ways. 
Deltas
  • Deltas can roll on any table, except the Powers table.
  • Roll 2d8+2 for ability scores. This creates a bell curve around 11, with a minimum of 4. The bell curve is slightly wider than a 3d6 roll, allowing for more chance of a low or high score. 

Crunchies
  • Have no ability scores. They have no stats whatsoever. They only get descriptive text and only when it really matters to fill in the flavor of the story.
Weight
Weight is by player choice or by random die roll: 6d4 x 10 lbs for women and 6d6 x 10 lbs for men. This applies to both Deltas and Alphas. Both are larger than conventional humans. Remember that conventional humans are called Crunchies and don't get stats (pick a number, or toss some dice if weight becomes important).

Inventing Devices
A character with Heightened Intelligence (A or B) can Invent Devices. These Inventions are still only one-quarter to one-third as powerful as a real Device, but since a Device can ignore the Crunchy Immunity of Alphas, this is still a huge benefit. Any character can start play with a Device, even if she lacks Heightened Intelligence (in this case it is assumed that someone else built the item).

A Crunchy with any Device is an idiot with a “beat me” sign on his forehead.

A Delta with a Device is very dangerous (think Batman). Note, that the Device is still just a prop.

In addition to Heightened Intelligence, there are other abilities that allow invention of Devices such as Body Power (hyper-invention) (q.v. www.patric.net). Even Alphas cannot Invent Devices without an appropriate power or ability, but they can use inventing points for other things, like power stunts.

A Device, by definition, is a completely unique item that cannot be duplicated. Other Devices may have identical game mechanics and can have similar story backgrounds, but cannot be, and are not, identical.

The equipment used by CHESS and Intercrime are not Devices, because it can be mass produced (in small quantity due to cost, but it can be done). Not even mega-super-geniuses can reverse engineer or exactly reproduce a Device. Trying to do so results in a lesser Device (q.v. Invention) or a crunchy knock-off that scares the Crunchies and Normals but is not a Device (making it a party-favor for alphas).

No Magic

As defined, the Aberrant V&V setting has no magic or psionc powers. This borrows again from the White Wolf setting and premises powers are all based on manipulation of quantum energy or otherwise non-fantastical forces.

GMs may allow players (or even NPCs) to call their powers “magic” and even roll on the magic/psionic table, but the real source is not so fantastical. Rolling Magical Spells is okay and that character is truly versatile in her ability manipulate quantum energies. Magical Items are another form of Device.

 

Fighting with Alphas

This is intended as a “four-color” setting. Because of that, there are no “instant kill” effects (except for Death Touch), not even when an Alpha hits a crunchy.

An Alpha can hit a Crunchy either soft or hard. Hitting the crunchy softly represents anything from a stinging slap to rendering the target unconscious. Alphas are orders of magnitude more powerful than baselines. The Alpha makes the normal attack roll to hit, but there are no damage dice. Would you roll damage dice to see if you successfully crushed a housefly? If a Alpha chooses to hit a crunchy hard, the crunchy is incapacitated. A hard attack from a Alpha on an incapacitated crunchy kills the crunchy.

Deltas can also kill Crunchies, it just takes more effort. See the table below.

Alpha v. Alpha

Alphas fight each other using the normal VnV rules. That was easy.
 

Alpha v. Delta

Deltas and Crunchies attacking Alphas use the standard VnV rules with a number of modifications.
  • Crunchy Immunity: As noted, Deltas have access to a number of Devices and Skills that let them overcome the Crunchy Immunity of the Alphas.

Alpha vs. Alpha
Use core V&V rules

 
Alpha vs. Delta
Use core V&V rules with modifications
Deltas with the right Skills or Devices can fight alphas using the straight core V&V rules.  GMs should be fluid when letting Delta characters choose their Skills, since the right Skills can really simplify game play.
Delta vs. Delta
Use core V&V rules

 
Alpha vs. Crunchy
Alpha wins.
Alpha unharmed.
Delta vs. Crunchy
Delta wins. 
Delta might have bruises, probably just to his ego, though.
Crunchy vs. Crunchy
Story wins.
Why are we talking about this?  Really?  Story wins.  Flip a coin if you just can't decide.
 
   

Delta vs. Crunchy Damage Matrix

 
Attack
Crunchy starting condition
Ending condition
Soft
Unhurt
Wounded
Soft
Wounded
Incapacitated
Soft
Incapacitated
Incapacitated
Hard
Unhurt or Wounded
Incapacitated
Hard
Incapacitated
Dead
 
A Delta with Weakness Detection can, after successfully using the ability, ignore the natural Invulnerability of a alpha during that encounter, in addition to the normal benefits of Weakness Detection.

Delta Abilities

Heightened Ability A is a Skill, and Heightened Ability B can be provided by Devices.

Deltas can always Evade or Roll with Damage against Crunchy attacks.
 
Power
Overcome Crunchy Immunity
Heightened Intelligence
Yes
Weakness Detection
Yes
Heightened Expertise
Yes (1)
Natural Weaponry
Yes (2)
Heightened Attack
Yes
 
  1. only applies to the attacks the Expertise applies to
  2. only applies to the attacks the Natural Weaponry applies to
Question: Why does an Alpha have to hit a Crunchy twice to kill him?
Answer: It’s a four-color campaign setting :)


Delta Abilities

Heightened Ability A is a Skill, and Heightened Ability B can be provided by Devices.
Deltas can always Evade or Roll with Damage against Crunchy attacks.

The basic rules of thumb in Alpha vs. Delta combat:
  1. Deltas cannot roll with the blow;
  2. Deltas must contend with Crunchy Immunity.
Power
Roll
Overcome Crunchy Immunity
Heightened Intelligence
Yes
Heightened Agility
Yes
Weakness Detection
Yes
Heightened Expertise
Yes (only applies to the attacks the Expertise applies to)
Natural Weaponry
Yes (only applies to the attacks the Expertise applies to)
Speed Bonus
Yes
Heightened Endurance
Yes
Heightened Defense
Yes
Heightened Attack
Yes
Heightened Speed
Yes

Heightened Attack and Weakness Detection also have the special property of allowing the Delta to overcome Crunchy Immunity when using a Crunchy Weapon at a range of 6 game inches or less.

Devices that grant Armor B, Invulnerability or any type of defense on the universal combat table also provide Crunchy Immunity as if the user were a Alpha. So a Delta wearing Armor B has Crunchy Immunity as long as the ADR holds (do not roll for ADR in this case, as Crunchy Immunity is a special benefit simply of wearing Armor B). As noted elsewhere, mass reproduction equipment granting ADR, such as CHESS battlesuits, do not count (since they are not Devices).


Crunchy Abilities

Crunchies always fight as level 1 characters (they have no levels, but the tables only go down to 1).

Crunchy attack value is based on the universal table and level vs. level modifier. No other modifiers, such as equipment attack bonuses, applies.


Evasion

Most healthy Crunchies attempt to evade when an Alpha attacks. It doesn’t help, because Crunchies lack stats, so there is no Power score to provide a modifier. Conversely, it is generally considered ‘sissy’ for an Alpha to ever evade a Crunchy, even if the Crunchy does have a bazooka or a Power Blast Device.”

Inventing Points

The inventing rules from the core rules are unchanged.

Heightened Intelligence is required in order to be able to Invent things. A single Inventing roll rates a standard invention. An invention can be upgraded to a Device by making additional inventing rolls, as per the core rules (i.e. three or four successful inventing rolls to increase it to the level of a standard Device rather than an Invention).


 

Inventions

Inventions are about 1/4 to 1/3 as powerful as a Power or Device. More fragile, too. This assumes an invention intended as permanent. It is required to be an external object that can be taken away by a determined foe. The harder it is to take away, the less powerful.

Hero System from Hero Games has a good mechanic with the Focus Limitation, so I will borrow from that. Note to self, poach model from Living Legends, because that is also by Monkey House Games.
  • Obvious, Accessible Focus: An opponent can clearly see the invention is the source of the power and take it away or attack it with a standard special attack. 1/2 as powerful as a Power or Device. 
  • Inobvious, Accessible Focus OR Obvious, Inaccessible Focus: Inaccessible means it requires one turn to remove the item from a restrained or unconscious foe. Examples are rings or exoskeletons worn under the clothes. Inobvious means that it requires a successful Detect Hidden roll to recognize it as the source of power. Both of these are 1/3 as powerful as a Power or Device. 
  • Inobvious, Inaccessible Focus: 1/4 as powerful as a Power or Device.

Example: The high tech Speed Bonus boots (invention) that look like regular footwear and silently stimulate the legs to increase running speed will only provide 3d8 bonus inches to the ground move (or 1d10 x 2.5, whichever), but no one is going to think to take them away any time soon.

Inventions that have very limited number of uses before becoming destroyed can be more powerful. NOTE: This table represent total uses EVER, not per day, nor per “recharge”. This table is only for temporary Inventions.


12 uses
+1/4 Power
8 uses
+1/2 Power (making the typical obvious, accessible focus as powerful as a Power or Device)
6 uses
+3/4 Power
4 uses
+1 Power (making the typical obvious, accessible focus 1.5x as powerful as a Power or Device)
2 uses
+2 power
1 use
+3 Power
 
These values add to those for the focus type to determine the final multiplier.

Example: the speed boots above are 1/4 Device when they are permanent, but 1.25x if they have only 4 uses, so roll (1d10 x 10 x1.25) inches to determine total bonus to ground move.

An "invention" that cannot be taken away is essentially Training. This means it qualifies to be a power stunt - a new and creative use of an existing power - or anything training can be used for. An inventing point can be used for a permanent +1 to a characteristic, a +1 to an attack or damage roll with one power, etc.


Uses for Training and Inventing Points

Training and Inventing Points can be used for any of the following:
  • Gain or lose weight 
  • +1 “to hit” with one attack 
  • +1 damage with one attack 
  • Reduce the PR cost of one type of use of one power by 1 point. For example, the cost to take control of an object with Magnetic Powers could be reduced from PR=5 to PR=4, but the cost of a Magnetic Blast remains PR=5. 
  • +1 to any Characteristic 
  • Power stunt (new use of an old power) 
  • Permanently increase the range of one natural power by 25% 
  • Learn martial arts training so foes are -2 “to hit” the character while she is conscious and mobile. (A lesser version of Heightened Defense, inspired by the Intercrime Assassins.) 
  • Train an animal - teach an old dog new tricks 
  • Permanently add “+1d10” to Initiative rolls. This is literally +1d10 and not a one-time fixed value. For example, “Initiative = Agility +2d10, roll each turn.” 

Training can be used for:
  • If a character trains in Inventing, she is able to add a number of Inventing Points equal to 1/10th of her Inventing Percentage. Thus, a person with an average Intelligence of 10 (and thus an Inventing Percentage of 30%) gains 3 Inventing Points after training in Inventing for one level. A brilliant scientist who has an Intelligence of 30 (and whose Inventing Percentage is 90%) gains 9 additional Inventing Points when he trains in Inventing for one level. (Source: Doug Taylor) 
  • Education - gain a new background 
  • Permanently add +3 Hit Points (like a Body Power) 
  • Permanently add +5 Power Points (like a Body Power)

Inventing Points can be used for creating devices. Devices created with inventing points can provide any of the following, as long as the character still has access to the device. If the character wants to improve or modify an existing device, the new invention could be a modification of that device, or could be a new piece of equipment that works with the device (e.g. a “power amplifier that attaches to the barrel of my Power Blast device, but because it’s separate, I could move it to my Disintegration Ray wristband.”).
  • Increase the range of a power (natural or device-based) by 50% 
  • +2 “to hit” with one attack 
  • +2 damage with one attack 
  • Duplicate any existing power at one-quarter to one-third efficacy. Since V&V is predicated on geometric progression, this usually means three or two die steps smaller. For example, one-third of a Power Blast is 1d12, because that is two die steps below 1d20 (aka 2d10). 
  • Duplicate a Heightened Characteristic power at one-quarter to one-third efficacy. As noted above, this means 1d12 or 2d8 for a Heightened Characteristic B ability. As a general rule, I might allow players to roll 3d4 or45d4, respectively, because those generate more satisfying results for the cost and hassle of one or more Inventing Points (statistically speaking, a character with an Int of 12 will burn 3 IP, on average, per invention). If a character already has one or more Heightened Characteristic powers, I usually let the invention stack, but restrict it to 1d12 and cap the final result at 8, in any case. This helps limit abuse without making players feel too arbitrarily restricted (“I have Heightened Strength B twice, now I’m going to burn a lot of IP on power armor with battle computer to give me more Strength and Heightened Expertise and Natural Weaponry…”). 
  • Devices that cannot be taken away from the character, e.g. secretly hidden brain implants, can be developed with Inventing Points, but the benefits are restricted. Because they are not really devices, the benefits are limited to what can be gained through Training (e.g. +1 Intelligence). 
  • Permanently increase the Hit Points of a Pet, Animated Servant or similar by +3 (like a Body Power)

Crunchy Weapons

Crunchy weapons, even when used by a Alpha or Delta, are still Crunchy weapons and Crunchy Immunity applies. In most cases, Alphas are just better off punching each other than trying to use guns and knives.

Any weapon that a Crunchy can carry (knife, baseball bat, assault rifle, hand grenade), whether used by a little old lady or Gozmo the Killing Machine, does 1d8 to a Delta or Alpha. This keeps things simple and emphasizes the differences between Crunchies and Deltas and Alphas. A Crunchy anti-vehicle weapon (heavy machine gun, anti-tank rocket, land mine, etc.) does 1d10. Again, simple. Tank guns and large quantities of high explosives do 1d12. Even Alphas have a hard time when the Army gets serious.

If the little old lady is using a flexible bamboo cane, the GM may rule it does no damage at all (although it still stings like crazy, and is an amusing visual).
 

Defining Normal in a Villains & Vigilantes World

Normal is such a relative term, and the extraordinary flexibility of the VnV system makes it easy to lose track of what is "normal".


Descriptive Level
Characteristic Range
Carrying Capacity
Hit Points
Damage
Equivalent Damage
Weak
up to 7
up to 120
up to 3
1d3

Average
8 to 12
121 - 240
4 to 7
1d4

Exceptional
13 to 15
241 - 320
8 to 10
1d6

Remarkable
16 to 19
321 to 480
11 to 15
1d8
pistol
Peak Human
20 to 24
481 to 960
16 to 24
1d10
rifle, energy pistol
Superhuman
25 or more
961 or more
25 or more
1d12
hand grenade, heavy machine gun




2d8
autocannon




1d20
medium bomb, tank gun shell

Recovering Power Score

Deltas recover Power as per the core VnV rules, i.e. one per minute of rest.

Alphas recover one plus their Heal Rate multiplier per minute of rest. This means that most Alphas recover an extra 0.25 to 0.40 more power per minute of rest, and those with Heightened Endurance might even be able to recover 2 or more points per minute of rest. Without a special power, alphas still need to rest to regain Power. Just as with Heal Rate, if the multiplier is a fraction, e.g. 0.25, then roll that as a percent chance of recovering a full point of Power that minute.

Heal Rate

Characters with Endurance 20 or more can train to increase their Healing Rate. The increase is either +0.2 to the multiplier, or +1 hit point per day, whichever is greater. This helps characters with a LOT of hit points recover them in a much more reasonable amount of time.

Force Field Clarification of Rules

If an attack is deflected by the force field (i.e. fails the "to hit" roll), then PR=1 per attack deflected, period, move along.

If an attack breaches the force field (the "to hit" succeeds), then the full normal effects of the damage are applied to whatever was behind the force field, and the force field creator loses PR=3. This is the total effect.

For example, Denmarik Davenport shoots Fusion Woman with his disintegration ray, breaching her force field. His damage roll is 15 points. Fusion Woman's Power is currently 80. She rolls with 8 and soaks the rest to her ADR. Since the attack breached, she loses 3 more points of Power. Now she's really pissed.

Charisma

The Charisma modifiers apply to any alphas that can Detect each other. The nature of the quantum energy coursing through their bodies pushes them to extremes of good or evil, and these same extremes can be automatically detected at the subconscious level, deeply affecting how alphas feel about each other. While it is still possible for two charismatic alphas of opposite ethos to really like each other (or even fall in love), it is highly unlikely. In this world, opposites repel, not attract.

The Army against the Alphas

Let us say that a typical Alpha stood perfectly still while 100 soldiers with automatic rifles attacked him. As noted earlier, the Crunchy portable weapon does 1d8 damage, even in autofire mode, it does a total of 1d8. So, statistically speaking, 5 of the 100 will roll the Natural 1 required to overcome the free Adaptation defense of Crunchy Immunity to cause a total of 5d8 damage. That's a average of 22.5 points, which is far less than the 30 points of Invulnerability provided by Crunchy Immunity.

Meanwhile, the Alpha can flatten one Crunchy per round just by punching him and spend no PR at all. Or the Alpha can go all multi-attack and take them out faster. The Crunchy Immunity is why armies do NOT pick fights with Alphas. It is also a primary reason that governments, military units and corporations all strive mightily to recruit Alphas (to say nothing of international organizations like CHESS, or criminal organizations like Intercrime or the mob).


Property Damage

VnV has the rather unusual mechanic that vehicles have hit points, but not really any capacity for damage avoidance. According to VnV, the average person can destroy a car with his fists in a few minutes. Not "realistic" at all since most people in real life have trouble smashing a windshield with a baseball bat.

Here is the "Alpha vs. Property" Damage Matrix


Damage Roll
Car or smaller street vehicle
Bigger than a car
Armored vehicle car-sized or smaller
Armored vehicle bigger than a car
1 to 5 points
no effect
no effect
no effect
no effect
6 to 10 points
damaged
damaged
no effect
no effect
11 to 15 points
disabled
damaged
damaged
no effect
16 to 20 points
destroyed
disabled
disabled
damaged
21+ points
really destroyed
destroyed
destroyed
disabled

Damaging a damaged vehicle disables it.
Damaging a disabled vehicle destroys it.

Ignore SR and hit points (unless the attack exceeds the object's normal HP, then it can be disabled or destroyed outright - think motorcycles or bicycles)

Note that this matrix assumes the vehicle or property is still roughly smaller than a modest house - basically anything on the road is fair game. Bigger vehicles, like oil tankers or aircraft carriers need to be "destroyed" more than once. If you have a team of alphas attacking an aircraft carrier, they can destroy it eventually (if they really want to), so just wing it and tell a good story.


...But I can't lift that tank...

The ability of Alphas to mangle tanks they cannot lift is because the quantum energies suffusing their bodies make them more durable than any conventional Earth material. This links to a alpha using a Crunchy weapon, such as a sword. Just as the weapon material reduces the alpha's ability to harm another alpha, so an alpha's fists are energized and can damage Crunchy materials that even powerful Crunchy weapons cannot harm.

Deltas vs. Vehicles

Use the core VnV rules when Deltas try to cause property damage. Even Batman needs a sledgehammer or other equipment to take out a car. Of course, if Batman is using a Device, then he gets to use the table above, because Devices are just like Powers.

New Devices for Aberrant VnV

These exist as custom Device or Inventions. That means there are only a few in the world. The basic concept is sufficiently appealing that government and corporate Deltas are building them frequently enough to warrant their own entry.

Fission Bazooka: A large, shoulder-mounted weapon with a long barrel. It also has a large combination fuel cell and power back. The weapon connects to the power supply by a thick, set of cables wrapped in articulated insulation and metal-ceramic cladding. The weapon weighs 20 pounds and the power supply weighs 25 pounds (including power feed cable).
  • Power Blast: 1d20 damage, range 10”, 7 shots before requiring eight hours of maintenance. Power Blast defense is available, but requires one action per turn to activate the defense, and uses one shot per attack blocked (because the operator is shooting down incoming attacks).
Fusion Bazooka: The next generation of portable destructive firepower. Can only be used when mounted on a tripod or by a wielder with Carrying Capacity 600 pounds or greater. The weapon weighs 30 pounds and the power supply weighs 35 pounds.
  • Power Blast: 1d20+1 damage, range 12”, 10 shots before requiring eight hours of maintenance. Power Blast defense is available, but requires one action per turn to activate the defense, and uses one shot per attack blocked (because the operator is shooting down incoming attacks).
Ion Shield: This is also a combination device. It includes a large, arm-mounted emitter and a fuel cell, with power cable. The wielder can activate it at any time, and use it like a riot shield to block incoming attacks.
  • Body Power: The character can spend one action per turn to activate Power Blast defense (he is blocking inbound attacks). Blocking an attack has no PR cost. It can be activated or deactivated as movement only, at will. It can block a total of 5 attacks per day. It has an indicator that registers green when at 5, yellow at 3 or 4, and red at 1 or 2. When it has blocked five attacks, it shuts off and cannot be reactivated until it has four hours of maintenance.


Final Fantasy VII:  Advent Children

The campaign model, as the name implies, was originally inspired by the 1998 Aberrant RPG from White Wolf Publishing. But the model extends well to other sources also.

In this world, the SOLDIERS are Alphas making them like gods who can smash those around them. This means Cloud Stryfe, Kadaj and his gang, Loz and Yazoo. Obviously, when Kadaj transforms to Sephiroth, he is Alpha. Cloud by himself could beat Kadaj over time, or slap Loz or Yazoo, except they always assist Kadaj so we never get to see Cloud really focus on beating either of them. Which brings to the next point that Tifa, Cid and all the gang are Deltas. This means that while they can put up a good show of force and battle, such as Reno and Rude against Loz and Yazoo, they will never really bring them down. (Reno has a touch of Heightened Agility A and Rude Heightened Intelligence A, enabling them to survive the beating by rolling with the punches). The “smoke dogs” that Kadaj summons are Deltas, but Bahamat (the big giant demon) is an Alpha. Okay, Vincent is Alpha, but he has got that mysterious background and weird teleport power too. Yazoo’s sword guns and Vincent’s gun are not Devices, although Yazoo does have a limited supply of special Device ammo he uses at the end to wound Cloud. Cloud’s swords are Devices as is Sephiroth’s sword and Loz’s arm shock weapon thing (call it a Vibratory Powers Device).

(Comment: I had just gotten the Advent Children DVD one of the times I was working on this document, so I got inspired to write this section.  So, yeah, it's a bit nonsequiter, and now you know why :-)  )

 

References

Aberrant RPG (White Wolf), Villains and Vigilantes RPG (Monkey House Games), David Utter’s Four Winds (PBeM, 1998-1999?); Michael J. Strasynski’s Rising Stars (comic book), Powers (comic book), Final Fantasy VII: Advent Children, Living Legends (Monkey House Games), Champions/HERO System (Hero Games).




Revision Tracking

 
Revision
Date
Comments
1.0
March 2006
Type up a few notes
2.0
May 2008
Incorporated notes from my “December 2006”, and “March 2007 to May 2007” notebook
2.1
May 2008
Launched new notebook dedicated to Aberrant V&V project
2.2
February 2009
More notes
2.3-2.51
April 2010
Incorporated notes from the paper notebook
2.60
May 2010
Published 2.51 to GuardianCon Yahoo group.
2.61
May 2010
Reformatting and clean-up
3.00
May 2011
Overhauled.  Changed “Powereds” to “Alphas” and “Normals” to “Deltas” and a bit of re-envisioning of the setting.  Stripped out a lot of the unnecessary and overly complicated rules that had slipped into 2.x.  (2.x really started to take it’s rules far too seriously).
3.1
January 2012
Overhauled.  Reorganized document layout, re-introduced some of the concepts related to Alpha v. Delta combat from earlier editions, when they actually contributed to the flavor without becoming a burden (but still streamlined over 2.x).
3.2x
September 2017
Mighty Protectors (VnV3) just dropped, and I found this again, and decided to post it online, just for fun.
I stopped tracking version number, since I converted this from Microsoft Word to Google Docs in April 2011, and Gdocs tracks changes automatically.


Copyright © 2005-2012, 2018 by Patric L. Rogers. All rights reserved. 

Ideas, concepts and game mechanics created and owned by others. No intent is made to infringe upon their rights or diminish their creativity. My claim of copyright is restricted to this document and any original ideas introduced into it.

This is a work of fanfic – please distribute as much as you want, but keep the author’s copyright notice intact. Thanks!

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