Villains & Vigilantes: Crisis at Crusader Citadel (Inactive)

Game Master WhtKnt

Center City, IL, home of the mighty Crusaders! As an up-and-coming young hero, you have applied for membership with the well-known super team and have been granted an appointment to meet with the Crusaders. But something seems to be wrong...

Manning Enterprises, Ground Floor
Manning Enterprises, Upper Floor


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Dark Archive

Anyone remember Villains & Vigilantes? Any love for it here?

I'm thinking of running a V&V game using the 2.1 ruleset from Monkey House Games, modified for some house rules. Don't worry if all you have is the old 2nd edition rules; 2.1 is just a cleaned-up version of those rules.

Character Generation:

Ability Scores
I have my own rules for character generation, but it starts with rolling 2d6+6 for a score from 8-18 for each stat: Strength, Agility, Endurance, Intelligence, and Charisma. You may assign them in any order desired.

Character Origin
A character's origin determines where his powers come from and also plays a large role in determining what types of powers a character possesses. A random table is provided, for those daring souls who wish to let the dice decide for them, but given the importance of this single decision on character creation, it is also appropriate for the player to choose their character's origin.

Where multiple tables are given as a choice, the rolls may be freely divided among these tables, if desired, though the character concept should always be considered when exercising this decision.

CHARACTER ORIGIN TABLE
Roll Origin
1 Non-Powered Adventurer
2 Sponsored
3 Accidental Scientific
4 Extraterrestrial
5 Mutant
6 Extraterrestrial
7 Accidental Scientific
8 Mutant
9 Supernatural
10 Accidental Supernatural
11 Homemade
12 Designed

Accidental Scientific
Characters with an accidental scientific background typically gain their powers as a result of some freak accident or strange combination of events that, even if duplicated (which is unlikely), would probably not result in a different individual gaining the same abilities. The character may have been accidentally exposed to a strange radiation, or perhaps been deliberately experimented upon. It is also possible that the character brought their condition on themselves by delving too deeply into a scientific mystery.

Characters with this background get 1d3+1 rolls on the Powers table, and 1d4 rolls on the Powers, Skills, or Devices tables. Those who were responsible for their own creation would likely roll on the Devices table (they are probably scientists of some sort), while those who had this thrust upon them might choose to enhance their abilities with training. Of course, there also exists the possibility of an increase in power.

Examples: Flash (Barry Allen), Hulk, Spider-Man, Vandal Savage

Accidental Supernatural
Characters with this origin have become involved in sorcery through no plan of their own. Perhaps they discovered a magical item of great power, or were ensorcelled by an unknown benefactor, or perhaps even possessed by the spirit of a great wizard or a demon. Characters of this nature gain 2 rolls on the Skills table and 1d6 rolls on the Magic/Psionics or the Magic/Psionic Items tables.

Examples: Ghost Rider (Daniel Ketch), Phantom Rider (Hamilton Slade), Preacher

Designed
Designed is a catch-all term for a hero that was created by some individual or organization. This may represent a genetically altered clone, a robot, an android, a golem, or any other sort of artificial being. The hero may be aware of his/her/its origin, or it may be a mystery. If the character chooses to have an origin shrouded in mystery, the GM can (and should) use this as an opportunity to develop plot lines regarding the character's origin.

Designed characters take 1d2+1 rolls on the Skills table and 1d5 rolls on the Devices, Magic/Psionics or Powers table. The choice of table should be heavily influenced by the character's form and background.

Android characters get a bonus of +2d10 to their Endurance scores and a free Body Power that does not count against their total power limit. An android character should roll percentage dice to determine how human he or she appears (with a roll of 100 indicating that the character is indistinguishable from a human) and make a second roll to determine the percentage of damage that the android's internal systems can repair each day. For example, if a character can repair 35% of damage (round down) each day though automated systems and the character has 15 hit points, then up to 5 hit points can be repaired by the character's internal mechanisms. Any remainder must be repaired manually by the character himself or by an outside agent. A skill roll (Repair/ Maintenance) may be attempted once per hour, with a success recovering hit points equal to the android's healing rate. Repairs can be attempted once per day, require one hour of time per hit point recovered and cost $1,000.00 in equipment/materials/energy for each hit point recovered.

Androids are not susceptible to unconsciousness in the conventional sense, but when hit in combat, each point of damage has a 1% chance of causing a systems malfunction, resulting in a temporary shutdown. Androids may or may not be required to consume some sort of food to sustain themselves, and an android does not need to breathe (though they may simulate such). Androids do not sleep in the conventional sense, but must enter a low-power mode in order to regain lost Power points (in much the same fashion as humans rest).

Robot characters gain a bonus of 2d10 to Strength and gain a free roll on the Device table that does not count against their total power limit. This device may run on the robot's power (in which case it is useless if removed), or it may operate off its own battery (in which case it can be stolen). A robotic character rolls 1d100-30 to determine their degree of human appearance and weigh 1d4+1 times as much as a normal character. Robots do not have internal repair mechanisms; they must be repaired in the same fashion as androids and at similar cost. Robots regain lost Power points by entering a low-power recharge mode (regaining 2 Power Points per turn of "sleep"), but may also draw power from any nearby power source at the rate of 1 Power Point per turn. A robot can do nothing else while recharging. Robots do not breathe and do not require any form of sustenance. They are not susceptible to unconsciousness, but if damaged, there is a 1% chance per point of damage suffered that the robot will malfunction (roll on the Malfunction Table, below, each turn).

Examples: Red Tornado, Warlock, Vision, Bishop (from Aliens), Cyborg, Deathlok

Robot Malfunction Table
Die Result
1 The robot resets itself back to basic programming (whatever that might be). On the next turn, the robot emerges from the malfunction with no memory of recent events.
2-3 The robot goes wild, lashing out at the nearest individual (friend, enemy, or bystander).
4-7 The robot behaves as though confused, perhaps babbling to itself, standing in one place, or just going around in circles. It takes no actions, even in self-defense.
8-9 The robot begins targeting allies, instead of enemies.
10 The robot shuts down completely. This condition is identical to unconsciousness.

Extraterrestrial
Extraterrestrial, by definition, is any object or being not originating on Earth. This is most often taken to imply aliens, but it could also refer to a character from another dimension, or even another time. In the comics, most ETs are at least vaguely humanoid and many seem to be outwardly indistinguishable from humans except for differences in skin, hair, and eye color. In real life, this would probably not be the case, but for the sake of simplicity, this take is recommended for most campaigns.

An extraterrestrial typically represents a fairly skilled member of whatever society he, she, or it represents. They gain 2 rolls on the Skills table and 1d3 rolls on the Powers table. This second set represents "natural" abilities that most, if not all members of their race share. The character then gets 1d4-1 rolls on the Skills, Powers, or Devices table, as desired. These may represent special powers unique to the character, training, or devices common to the character's culture. The GM may, if desired, expand this last set to include the Magic/Psionics and Magic/Psionic items tables, but relatively few aliens seem to have magical abilities. (Note that Telepathy, Telekinesis and Psionics all appear on the Powers list and could easily be explained as psionic in nature.)

There are two subsets of extraterrestrial and a player may customize his character to take advantage of either, if desired.

The first is the extradimensional character; a being from a dimension other than our own. This type of character could represent nearly anything, from a human from an alternate world to an angel, demon, or even deity! Extradimensional characters are generated in the same fashion as extraterrestrials, except that they may choose Dimensional Travel as a power in place of one of their Powers (whether this functions only between their home dimensions or they can span the multiverse is up the player and GM). They also differ in that they make their 1d4-1 bonus rolls on any table desired. A traveler from an alternate Earth may choose to roll on the Skills table (perhaps with a device or two), where a demon would probably be inclined to roll on the Magic/Psionics table.

The second subclass of extraterrestrial is the extratemporal character (also known as a timelost character or time traveler). These are people that originate from somewhere in our history, be it the past or future. Such characters get 1d4+1 rolls on the Skills table and may choose to replace one of these rolls with Dimensional Travel (type 3) as a Device, a Power, Magic/Psionics or a Magic/Psionic item. They also get 1d4-1 rolls on any table of their choosing, though the origins of the character should be kept in mind when making this decision. An individual from Earth's past might have superpowers or magical knowledge, but probably would not have access to super-devices (unless they were a genius inventor, of course!).

Examples: Superman, Wonder Woman, Thor, Beta Ray Bill

Homemade
A character with the homemade origin is the one who is ultimately responsible for the acquisition of their powers. They intentionally exposed themselves to radiation, crafted their own gear, or trained themselves in the martial arts. Homemade heroes make 1d3+1 rolls on the Skills table and 1d4 rolls on the Devices or Powers table.

Examples: Batman, Iron Man

Mutant
Mutant characters come into their powers naturally, whether from birth or as they enter adolescence. A small percentage of mutants have latent abilities that lie dormant until activated by some trauma, outside catalyst, or event. Mutants make 1d6+2 rolls on the Powers table.

Examples: Rogue, Cyclops, Jean Grey, Captain Comet

Non-Powered Adventurer
Though the non-powered adventurer lacks any real superpowers, she is often an equal match for super-foes thanks to her training and advanced equipment. The non-powered adventurer makes 1d4+2 rolls on the Skills table and 1d3-1 rolls on the Devices table.

A special subset of the non-powered adventurer is the charismatic involvement. Charismatic involvement characters make one roll on the skills table and automatically have Heightened Charisma A. They do not generate a weakness, but may make a roll on the Magic/Psionics or Powers table.

This is a latent ability and will become known to them at some point in the campaign, under circumstances dictated by the GM (who keeps it secret).

Examples: Johnny Thunder, Rick Jones

Sponsored
The sponsored hero was created by an agency or individual to serve as their public presence, personal bodyguard, servant, corporate image, or what have you. Their powers were granted to them by their benefactor (who may be mysterious).

Sponsored heroes make 1d3 rolls on the Skills table and 1d4+1 rolls on the Powers or Devices table. Sponsored heroes are typically the property or employee of the person or agency that created them, and may be required to wear a particular uniform, perform certain duties, or wear corporate logos.

Examples: Booster Gold (though technically, he was not created by the corporations that he represents), Superboy

Supernatural
Characters with a supernatural origin intentionally studied magic books or forbidden lore, or sought out the means to empower themselves with magical abilities. Supernatural characters make 1 roll on the Skills table, 1d4+1 rolls on the Magic/Psionics table, and 1d4-1 rolls on the Magic/Psionic Items table.

Examples: Doctor Strange, Doctor Doom, Doctor Fate, Zatanna

Once all powers have been determined, all characters (except the Charismatic Involvement) must choose one power to drop from their array. The choice is entirely up to them, but it should be something that doesn't really fit with the character's other powers. This will leave all heroes (except the Charismatic Involvement) with between two and seven powers.

Weakness
All characters must roll on the weakness table to determine a weakness for their character. If a player considers the weakness to be crippling or undesirable, it may be dropped, but only at the cost of another power. Alternately, they may decide to exchange it for another type of weakness, with permission from the GM. Most weaknesses are at least somewhat playable, and discarding a weakness should be a last resort. If a player is willing to accept a second weakness, they may gain one additional power roll on any table that the GM feels is appropriate to the character.

Yes, these characters will have random power sets, because part of the fun is making the best of what you are given by the dice. At this point, if you have a copy of the V&V rules, you may go ahead an generate your power set according to the rules given here. If not, just make a number of d% rolls and let me know what tables you wish to roll on, where appropriate.

DO NOT calculate your derived values at this time, as I have changed the tables around.

Dark Archive

*bump*


I've been interested in playing in a superhero game for a while. Was in an old marvel one that fell apart quickly(DM wanted things done his way rather than let us figure it out}. Unfortunately I have no knowledge of the V&V system but I am willing to learn it.

Grand Lodge

interested...havent played V and V since the late 80's...I miss it....


I THINK I am unfamiliar with the rules. I once played an old superhero game, but I think it was called Champions.

In any event, I am interested. I liked the other superhero game you were running so I'm sure I'll like this one.

Dark Archive

V&V is very easy to learn, and I can teach you. All I need for you to do for character generation is generate your attributes and then make a number of d% rolls on the tables as dictated in the rules, above. For example, if you choose to (or the dice dictate that you will) play an accidental scientific, you would roll 1d3+1 for the number of skills you have, and then roll one d% for each skill. Then you would roll 1d4 to determine how many additional powers you have. For each additional power, you should decide whether you wish to roll on the Powers table (representing inborn abilities), Skills (representing learned abilities), or Devices (representing things you or someone else has created). You can mix and match as you wish. After all powers have been generated, you choose one power (skill, etc.) to drop. This should be something that doesn't really fit with your other powers. Following, you roll one d% for a weakness. Once the weakness is revealed, if you feel that it is too crippling, you may choose to drop it as well, but you must drop another power. Finally, you may take a second weakness, and earn an extra roll on whatever table you wish (that suits your character concept).


I'm interested in playing a superhero campaign. Unfamiliar with the system though.

Dark Archive

The system is VERY freeform, with the focus being on super-heroic action and less on role-playing (though RP is certainly possible). The rules for powers are intentionally a bit vague, leaving you with lots of freedom in how they are represented.

Beyond skills as super-powers, there are no rules for skill use. If it is appropriate to your character background, you are assumed to be skilled at it. If a roll becomes necessary, you roll 1d20 against a base attribute.


Wow, V&V.

I haven't seen that system in a loooong time. I owned the rules but never played an actual game. I was never really a fan of the random power generation concept as that led to some pretty wonky characters. Plus, you were supposed to be playing yourself but with super-powers which was also a little odd especially as I was only a young kid at the time.

Sorry, it sounds like I am just bashing on V&V and that is not my intent. I'll follow this game for nostalgia sake. Good luck to everyone and have a great time!

Dark Archive

Yes, powers are random, but that's intended. It makes you put some thought into how your powers fit together. As an example, I once had a character who ended up with ice powers, flame powers, and mutant power (which the player and the GM work together to design).

She ended up with the ability to project fire or ice, as well as the ability to combine the two into a jet of water that ranged in temperature from freezing to boiling. Her hero name? Boiling Point.

Another character had mostly skills, but also ended up with an electrical powers device. She envisioned the device as a "power hilt," that added electrical damage to her katana. She now fights crime as Blackrazor.

As for playing yourself, I was about 15 when I got the game, so yeah, we did that. Now, 32 years later, Cat Lord (that's me) and Masked Marvel have a long history in the campaign. Cast Lord has died, returned to life, lost his powers, regained them, retired, come out of retirement, been to the past and future, explored alternate worlds, and even been to the depths of space.

Dark Archive

This campaign will accept up to 12 players assembled as a single team, though only up to eight players will undertake a single adventure. Think of the old Justice League comics where they would have the line-up for that issue on the first page. Seldom did the whole team come together for an adventure (though it did happen, and will happen here, as well). Instead, a small group of heroes, often with powers suited for the mission, would undertake the task.

That's they way I envision this campaign running as well. If we have more than eight players, we will run two separate groups (all part of one team) on separate adventures (I have a LOT of adventures).


You know what, despite my stated objections to some of the concepts, I am going to give this a shot. As I said, I have never actually played a session of the game and I would like to see how it works.

Questions:

Do you want us to roll randomly on the origin table or are we free to select that for ourselves? I'd like to play a supernatural origin character if we are allowed to choose.

Are we going to be (as the game intends) playing ourselves with super powers or will we be making up alternate identities?

Rolls...

Ability Scores

Stats: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stats: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17

Character Origin (if required)

Origin: 1d12 ⇒ 10

Dark Archive

You can choose your origin if you desire. The table is there if you can't decide or just wish to go random. You are not required to play yourself (though you may play a character very much like yourself, if you wish).

Arrange your stats as desired among the five ability scores: Strength, Agility, Endurance, Intelligence, and Charisma.

As a Supernatural, you will roll once on the skill table (d%), 1d4+1 times on the Magic/Psionics table, and 1d4-1 times on the Magic/Psionic Items table. So if you please, I need a 1d4+1 roll, a 1d4-1 roll, and a number of d% rolls equal to the total of those rolls, plus 1.


More rolling...

Magic/Psionic abilities: 1d4 + 1 ⇒ (4) + 1 = 5
Magic/Psionic items: 1d4 - 1 ⇒ (1) - 1 = 0

Okay...yet more rolling...

Skill ability 1: 1d100 ⇒ 60

Magic/Psionic ability 1: 1d100 ⇒ 8
Magic/Psionic ability 2: 1d100 ⇒ 47
Magic/Psionic ability 3: 1d100 ⇒ 25
Magic/Psionic ability 4: 1d100 ⇒ 76
Magic/Psionic ability 5: 1d100 ⇒ 29

STR 10
AGL 14
END 11
INT 17
CHA 12

If Charisma would be more appropriate for a mystical based character, I would probably swap those around a bit so that it was 17 INT, 14 CHA and 12 AGL.


What are our power limits? Like if you can control electricity can you use it to manipulate magnetic fields or stop a persons heart from halting his electrical impulses?

Dark Archive

It depends on the power and the character concept. In the case of electricity control, magnetic control is a separate power, so no to the first. The second usage I might allow, though you would need to make a special attack (roll twice to hit; if one misses, the attack fails).


how do rolls work in V&V? Are there nat 1's in 20's or something else? A;so does a designed character have to be an android? And what would characters like venom be?

Dark Archive

A designed character can be an android, robot, biodroid, golem, homunculus, clone, or can appear completely human. What makes a designed character such is the fact that they were not born through traditional means. They MAY be a robot or android, but do not have to be. They may be completely human, except for the fact that they were bioengineered and grown in a lab.

In V&V, attack rolls are made on a matrix which compares the type of attack to the defense used. For example, flame powers are more effective against ice powers, whereas a light-based attack would largely ignore a force field. Lower rolls are better in V&V attacks; a 1 always hits and a natural 20 is always a miss. There are no critical effects in V&V.

In V&V terms, Venom would probably be represented as a unique sort of extraterrestrial (the original Venom was a symbiotic life form, IIRC).

Dark Archive

Logan1138 wrote:


STR 10
AGL 14
END 11
INT 17
CHA 12

If Charisma would be more appropriate for a mystical based character, I would probably swap those around a bit so that it was 17 INT, 14 CHA and 12 AGL.

Okay, so with those rolls, you receive the following powers:

Heightened Senses (Skill): You have a heightened sense or a new sense of some kind. You should decide what this sense is and how it works, and the GM will work with you to develop the mechanics.

Astral Projection (Magic/Psi): You have the ability to release your astral self from your physical body.

Pet (Magic/Psi): You have an animal companion or familiar.

Heightened Charisma B (Magic/Psi): You add 3d10 points to your Charisma score.

Telepathy (Magic/Psi): You have the ability to read minds, probe minds, and detect thoughts.

Heightened Intelligence B (Magic/Psi): You add 3d10 points to your Intelligence score.

Now you must decide one power that you can live without. This choice should be made based on the concept you are starting to develop for this character.


So if i wanted to play a venom like character how would I do that or would that be to hard to do in this?


If you can walk me through the way the game works as we play I would love to give it a shot.

2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
Origin: 1d12 ⇒ 10

Accidental supernatural getting 1d6 ⇒ 2 rolls

2 rolls seems not very good :(.

If you can tell me what skills/powers I would get I will arrange the rest of the character.


WhtKnt wrote:
Logan1138 wrote:


STR 10
AGL 14
END 11
INT 17
CHA 12

If Charisma would be more appropriate for a mystical based character, I would probably swap those around a bit so that it was 17 INT, 14 CHA and 12 AGL.

Okay, so with those rolls, you receive the following powers:

Heightened Senses (Skill): You have a heightened sense or a new sense of some kind. You should decide what this sense is and how it works, and the GM will work with you to develop the mechanics.

Astral Projection (Magic/Psi): You have the ability to release your astral self from your physical body.

Pet (Magic/Psi): You have an animal companion or familiar.

Heightened Charisma B (Magic/Psi): You add 3d10 points to your Charisma score.

Telepathy (Magic/Psi): You have the ability to read minds, probe minds, and detect thoughts.

Heightened Intelligence B (Magic/Psi): You add 3d10 points to your Intelligence score.

Now you must decide one power that you can live without. This choice should be made based on the concept you are starting to develop for this character.

I'll definitely drop the Pet as that doesn't fit the concept at all. With those massive boosts to INT and CHA from his powers, I think it might be worth changing the stat array to have the 17 on AGL. If it is permitted to re-arrange stats after seeing your powers I would go with the following:

STR 10
AGL 17
END 11
INT 28 (12+16)
CHA 25 (14+11)

Intelligence B: 3d10 ⇒ (3, 10, 3) = 16
Charisma B: 3d10 ⇒ (2, 7, 2) = 11


Ah I see

Skill 1 1d100 ⇒ 74
Skill 2 1d100 ⇒ 85

Magic/Psionic Item 1 1d100 ⇒ 46
Magic/Psionic Item 2 1d100 ⇒ 20


I would be interested...

You will have a hard time picking a hero to play. Its more like you roll up a character and then create a theme around what you rolled. I played this many years ago, it was a fun system as long as you were able to get over the character creation system.

Stats:
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12

Origin:
1d12 ⇒ 10

lol Three Accidental Supernatural characters.

skill %1 1d100 ⇒ 86
skill %2 1d100 ⇒ 34

1d6 ⇒ 6 Magic/Psionics table or Magic/Psionic Items

*Edited to correct this character..


Hrm, I'm a bit confused actually. According to the table 10 means Accidental Supernatural, not Supernatural. Doesn't Accidental Supernatural mean 2 rolls of skills and 1d6 rolls on either Magic/Psionics or Magic/Psionic Items?

And if you want a mix of hero types then Terok and I could re-roll origin :).


2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10

Let the dice decide.
orgin: 1d12 ⇒ 7


You are right Azih, my rolls need to be adjusted! Edited my original post.


Azih wrote:

Hrm, I'm a bit confused actually. According to the table 10 means Accidental Supernatural, not Supernatural. Doesn't Accidental Supernatural mean 2 rolls of skills and 1d6 rolls on either Magic/Psionics or Magic/Psionic Items?

And if you want a mix of hero types then Terok and I could re-roll origin :).

I think the confusion may have come from the fact that I rolled randomly for my character's origin in case it was REQUIRED but I asked WhtKnt if we were allowed to simply choose our origin and he replied that we WERE permitted to choose, so I chose to be just plain old "Supernatural" rather than use what I rolled randomly which was "Accidental Supernatural" because my character concept was for someone who intentionally went about studying to be a master of the mystic arts.

WhtKnt had me roll my skills/abilities based on my request to be of Supernatural origin. It appears that Terok may have thought I was still based on Accidental Supernatural.


Yeah sorry for going ahead with the derived rolls. Just confused matters :).


Accendental Scientific Seems good.
Str:13
Agi:15
End:12
Int:10
Cha:13
Powers: 1d3 + 1 ⇒ (2) + 1 = 3
powers, skills or devices: 1d4 ⇒ 3


Yeah I was confused. Since my character is totally random I will just keep what I rolled and figure something out. Not would I would have picked but I might end up with something more interesting.

Do I need percent rolls for my Magic/Psionics table or Magic/Psionic Items? I would go with magic/psionics, if so:

1d100 ⇒ 52
1d100 ⇒ 86
1d100 ⇒ 35
1d100 ⇒ 26
1d100 ⇒ 3
1d100 ⇒ 50

Dark Archive

By the way, I am not a tyrant. If you end up with a character that you just don't want to play, you may generate a new one.


One more roll on origin...

1d12 ⇒ 2

Sponsored. Hah. I'm going with this. Please let me know what I should roll whtknt.


Powers
Power 1: 1d100 ⇒ 64
Power 2: 1d100 ⇒ 100
Power 3: 1d100 ⇒ 14

Devices
Device 1: 1d100 ⇒ 16
Device 2: 1d100 ⇒ 66

Skills
Skill: 1d100 ⇒ 57

Liberty's Edge

I ran V&V for a while, way back when...what the heck...

Stat: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Origin: 1d12 ⇒ 4

I don't have the rules in front of me...and I forget... :p

Edit: Can we say 'Crapola'? :(


Character background/origin for....

Professor Lovecraft

Origin:

Dr. Alan Phillips was a non-descript Instructor in the English department at Northwestern University struggling to secure a professorship and tenure. Dr. Phillips focused on teaching courses in American folklore and mythology with a particular emphasis on the works of H.P. Lovecraft. His deep study into the works of this luminary of the American horror genre led to an obsessive interest in the occult and mysticism. He scoured libraries and old bookstores for any texts that dealt with the occult or unexplained phenomena. Through his compulsive research the good Doctor came to the inescapable (in his mind) conclusion that Lovecraft was not merely writing fiction but was, in fact, recounting his own experiences with denizens of the outer planes!

Based on his research which hinted at the location of an ancient magical tome, Dr. Phillips accompanied an archeological expedition to the Middle East. There, in the ancient ruins of a long-forgotten mystical temple buried in the desert, Dr. Phillips found the grimoire he was searching for! Driven by his compulsion, Phillips snuck into the antiquities holding area at the dig site in the middle of the night and recited the mystical incantations contained within the haunted tome releasing the spirit of an ancient Babylonian sorcerer, Martouhk, who took up residence in one of the leaders of the expedition who slaughtered the entire group and fled into the desert.

Unknown to Martouhk, Phillips managed to survive and was taken in by a group of traveling Bedouin mystics who had arrived to stop the
expedition from their excavation of the site, knowing full well the dangers that lay within. Phillips confessed his part in releasing the
sorcerer to the mystics and they laid a geas upon him to rectify his mistake by re-capturing or destroying the vile wizard. Haunted by the
memory of the loss of life that resulted from his ambition, Phillips returned to America with newfound purpose: learn the ways of magic to
prepare himself for the inevitable confrontation with Martouhk.

Stats & Powers:

STR 10
AGL 17
END 11
INT 28
CHA 25

Heightened Senses (Skill): You have a heightened sense or a new sense of some kind. You should decide what this sense is and how it works, and the GM will work with you to develop the mechanics.

Astral Projection (Magic/Psi): You have the ability to release your astral self from your physical body.

Heightened Charisma B (Magic/Psi): You add 3d10 points to your Charisma score.

Telepathy (Magic/Psi): You have the ability to read minds, probe minds, and detect thoughts.

Heightened Intelligence B (Magic/Psi): You add 3d10 points to your Intelligence score.

I still need to roll for a Weakness, correct? Assuming that is also a d100 roll...

Weakness roll: 1d100 ⇒ 73


Gonna do that to.
Weakness: 1d100 ⇒ 6

Dark Archive

This is a good place to discuss three important concepts. First, each character has a total Hit Point value, determined by their attributes. Hit points work much like they do in other RPGs, except that losing all your hit points just means that you are incapacitated and on the verge of unconsciousness. Hit Points by a series of charts in the rules, on which your abilities are compared.

Each character also has a Power score. Power points are used to power certain abilities and powers, but can also be used in place of hit points when you are hit in combat (to a limited degree). If you lose all your power points, you are fatigued. Your Power score is determined by the sum of your Strength, Agility, Endurance, and Intelligence scores.

If you lose all your Hit Points and Power points, you are dead.

The third concept is movement. V&V was originally conceived as a miniatures game, so movement and ranges are in inches. Your ground movement score, unmodified by powers, is equal to the sum of your Strength, Endurance, and Agility scores. One inch on the tabletop is equal to 5 real-world feet. To determine your speed in miles per hour, divide the speed in inches by 4.4.

Liberty's Edge

With not a single above average roll, I'd like to try again...

Stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16

...not sure what the 4 is...

Edit: Woohoo, one roll above, the rest below. Ok, fine. What's a 4?

ET...ok...hmmm...


Stat:: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat:: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat:: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat:: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat:: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Origin:: 1d12 ⇒ 2

Strength:12
Agility:37
Endurance:10
Intelligence:14
Charisma:11

1d3+1 rolls on the Powers table
Powers: 1d3 + 1 ⇒ (1) + 1 = 2
1d100 ⇒ 28Heightened Agility B
agility bonus: 3d10 ⇒ (10, 5, 7) = 22
1d100 ⇒ 73Power Blast

1d4 rolls on the Powers, Skills, or Devices tables
Powers: 1d4 ⇒ 4
Power: 1d100 ⇒ 88Teleportation
Power: 1d100 ⇒ 47Ice Powers
Skill: 1d100 ⇒ 14Heightened Attack
Device: 1d100 ⇒ 84Telepathy

Power points: 84
HP:

Liberty's Edge

Base race skills:

skill: 1d100 ⇒ 42
skill: 1d100 ⇒ 92

Powers:

Number: 1d3 ⇒ 1

Power: 1d100 ⇒ 73

Individual powers:

Number: 1d4 - 1 ⇒ (4) - 1 = 3

One power:

Power: 1d100 ⇒ 48

Two devices:

Device: 1d100 ⇒ 32
Device: 1d100 ⇒ 77

So...what all did I roll? :p


So can I know what to roll for Sponsored?

Dark Archive

In my weekly World of Darkness game at the moment, but I'll try to post some answers tonight or tomorrow.

Grand Lodge

Ok, I'm gonna try the accidental scientific....time to Hulk out...lol

stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16
stat: 2d6 + 6 ⇒ (6, 1) + 6 = 13
stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
stat: 2d6 + 6 ⇒ (2, 2) + 6 = 10

powers 1: 1d3 + 1 ⇒ (3) + 1 = 4
powers 2: 1d4 ⇒ 1

Ok now 5 rolls on the powers table....

roll: 1d100 ⇒ 26
roll: 1d100 ⇒ 33
roll: 1d100 ⇒ 21
roll: 1d100 ⇒ 4
roll: 1d100 ⇒ 37


LitanyOfCurses wrote:

[dice=Stat:]2d6 + 6

[dice=Stat:]2d6 + 6
[dice=Stat:]2d6 + 6
[dice=Stat:]2d6 + 6
[dice=Stat:]2d6 + 6
[dice=Origin:]1d12

Strength:12
Agility:37
Endurance:10
Intelligence:14
Charisma:11

1d3+1 rolls on the Powers table
[dice=Powers] 1d3 + 1
1d100Heightened Agility B
[dice=agility bonus]3d10
1d100Power Blast

1d4 rolls on the Powers, Skills, or Devices tables
[dice=Powers] 1d4
[Dice=Power]1d100Teleportation
[Dice=Power]1d100Ice Powers
[Dice=Skill]1d100Heightened Attack
[Dice=Device]1d100Telepathy

Power points: 84
HP:

Can someone help me figure out hp?

I know I can run 67 MPH

Grand Lodge

Ok, I can roll with these powers....

height cha: 3d10 ⇒ (10, 1, 3) = 14
height end: 3d10 ⇒ (3, 2, 2) = 7

weakness: 1d100 ⇒ 77

reduced end? bleh..can I swap that for diminished senses? the reduced sensation/no pain version...like I fried my nerve ending in the kaboom that made me? And if I take a second weakness can I get another roll? your call....

Liberty's Edge

Ok...I dug out an old version of the game...hmmm...

Now...as to a disadvantage...

Disad: 1d100 ⇒ 29


weakness: 1d100 ⇒ 85Special Requirement

Liberty's Edge

If it hasn't changed...I have Heightened Expertise and Weakness Detection for skills, and Power Blast for a racial power...my individual power would be Ice Powers (dropping it) with a Heightened Agility B and Speed Bonus devices...

...and I'm mute.

Expertise: 1d100 ⇒ 11
Heightened Agility B: 3d10 ⇒ (7, 6, 7) = 20
Speed Bonus: 1d10 ⇒ 4

He's an expert with the Power Blast...+40 Speed running...I'd like to combine the two items into a membrane he wears around his whole body that makes him move like greased lightning...

Ugh...it's almost a duplicate of Litany of Curses' character. :p


WhtKnt,

Can you tell me specifically what my special requirement is? I was thinking something along the line of a control mechanism by his sponsoring agency

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