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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Arknight
Sure, join in! If you have the old ruleset, then the new one changes very little, but be sure and read my house rules document.


Character name:Orion of the infinite
Identity:an inter-dimensional traveler here to identify and perserve lifeforms in the universe
age: Unknown,but has the appearance of a 18 year old asian male
weight:123ibs
Height:5.8ft

i have more information on him on my alias page.


Reroll

Extratemporal characters get 1d4+1 rolls on the Skills table and may replace one of these rolls with Dimensional Travel (type 3) as a Device, Magic/Psionics, Magic/Psionic Item, or Power. You also get 1d4-1 rolls on any table of your choosing.

skills: 1d4 + 1 ⇒ (2) + 1 = 3
I was thinking maybe he was thrown back in time but cant get back? Or maybe he can normally only hop a week and somehow was affected such that he hopped back 50 years?
other: 1d4 - 1 ⇒ (1) - 1 = 0
What are my choices of roll here? Power or device?

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Tenro wrote:

Reroll

Extratemporal characters get 1d4+1 rolls on the Skills table and may replace one of these rolls with Dimensional Travel (type 3) as a Device, Magic/Psionics, Magic/Psionic Item, or Power. You also get 1d4-1 rolls on any table of your choosing.

[Dice=skills] 1d4+1
I was thinking maybe he was thrown back in time but cant get back? Or maybe he can normally only hop a week and somehow was affected such that he hopped back 50 years?
[DICE=other] 1d4-1
What are my choices of roll here? Power or device?

You could choose to toll on any table, but that nets you zero rolls. The origin works for me. I like the idea that he was tossed back in time and now can't get home.

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Kios
I screwed up, my apologies. You have to drop one power of your choice. Your weakness is Mute (you either cannot talk, or will not talk). You can drop the weakness at the cost of another power.


When are you planning on starting?

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As soon as I can get all these character straightened out and put to paper.

Grimdog
Your Flame Powers come with the option of being able to "flame on" (like the Human Torch) or just to project flame. Which do you want?


Sweet. :)

I think Dialkar is good...and complete. :)


Ugh I was hoping for at least one roll, but oh well. Ill be some powerless rube from the future.

Dark Archive

Dialkar, only thing I can find it that I get different numbers for your hit points, carry, and HTH. My values are 22 hp, 255 lbs., and 1d6.

Scarab Sages

i'll lose weakness detection and I'm fine with being mute.


WhtKnt wrote:
Dialkar, only thing I can find it that I get different numbers for your hit points, carry, and HTH. My values are 22 hp, 255 lbs., and 1d6.

Ok...umm...better! :)

By the way...his home was light gravity...the Kra jump around like crickets...he'll be looking to invent a device to help with that. :)

Incidentally...how long has he been on Earth, at this point? It's possible he doesn't understand a lot of things...

...like governments...countries...etc...

Grand Lodge

I'll take the flame-on ability....

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Dialkar wrote:
WhtKnt wrote:
Dialkar, only thing I can find it that I get different numbers for your hit points, carry, and HTH. My values are 22 hp, 255 lbs., and 1d6.

Ok...umm...better! :)

By the way...his home was light gravity...the Kra jump around like crickets...he'll be looking to invent a device to help with that. :)

Incidentally...how long has he been on Earth, at this point? It's possible he doesn't understand a lot of things...

...like governments...countries...etc...

I leave that to your judgement. If you want him to be a new arrival, that's fine, or he can have been here long enough to learn the basic customs.


Zane believes in Demons...but Aliens, no way! :]


Well, Dialkar is new in the country (and world)...probably illegally...hey...what are laws?

;)


Laws are what separate men from... well giant insectoids for one thing.

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Tenro
In the interest of getting things started, I am going ahead and rolling your skills. Your skills are:

Heightened Endurance (+2d10 ⇒ (6, 7) = 13)
Natural Weaponry (+2 to hit, +4 to damage in unarmed hand-to-hand)
Speed Bonus (+1d10 ⇒ 5x10=50 inches to one movement rate)
Weakness: Low Self Control

You must lose one power of your choosing, and you can drop the weakness if you lose another (though I don't recommend it). You can gain an additional power if you take another weakness.

Normally, one of your powers or skills would be converted to a Dimensional Travel device or magical item, but in this case, I'll let that a bonus power, because you're already hurting.

Skill: 1d100 ⇒ 33
Skill: 1d100 ⇒ 68
Skill: 1d100 ⇒ 82
Natural Weaponry skill: 1d6 ⇒ 2
Weakness: 1d100 ⇒ 24

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Okay, it would help me greatly to get things started if everyone who intends to play would insure that the pertinent data (anything you have) is on your character profile and then signal by posting from that profile.

Right now, I know that the following people are still participating:

Grimdog73 (Firelash)
Orionbasher (Orion of the Infinite)
EldonG (Dialkar)
Kios (Flurry)
Terok (Zane Kheldon)
Reckless (Cardinal)
LilWilly5 (Time Lord)
LitanyofCurses (Ice Storm)
Azih (Unnamed)
Tenro (Unnamed)

Have I missed anyone? I know that Dialkar, Cardinal, and Orion have created profiles already. Take a look at theirs for great examples and ideas.


Alright so I'm going to drop the power blast to get rid of the weakness. As cool as being able to shoot things it doesn't really fit the theme. Also with the time power what am i allowed to do? can i slow or stop a single person as well as an area? What if i reversed time on an injured person would that heal the wound if it was recent enough? could i also turn the bad guys into babies or old men? Also could I time travel by making myself jump in time?

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I'll be reasonable with it and allow some cool effects. I would be willing to assume that you can choose who it affects and who it does not, so yes, you could stop a single person. And I would allow it to be used for healing provided the wound was recent enough.

I will allow you to regress or progress the enemies' ages with this power, but for game balance, it will be very costly (in terms of Power requirement). It costs you one point of Power per person per year aged or de-aged. The effect wears off at the individual's healing rate (i.e., a healing rate of 2.5 means that for every 8 hours of rest, they recover 2 years, with a 50% chance of recovering a third).

Other than that, jumping through time? No, that is actually covered under a different power (Dimensional Travel), though I will permit you to sidestep time (gives you a -4 to be hit) but it takes an action and has a cost of movement. You can also stop time within your sphere of control (selectively), but this is very cost prohibitive: PR = 10 to set up, 5 to maintain each between-turns. In addition, an action is required to start, and one action is required each turn to maintain.


Profile is up..backstory in profile.

*edit...site ate my backstory....*sigh* 10 minutes down the drain...*

will type it in tomorrow...too mad to do it again right now....

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I realize that some of what I have posted above may not make sense as yet, but I'll try to explain.

V&V is played in turns (representing about 15 seconds) and phases (each representing about 1 second).

When combat begins, all characters involved roll 1d10 and note the total of the die roll plus their Agility score. Characters who total the highest 1d10 + Agility result may go first on that turn. Turns are comprised of phases, and the number received for initiative is the number of the first phase during which the character may act. Initiative ties are always won by the character with the highest innate Agility score, or by the winner of a toss of the dice

It is possible to act more than once per turn. All characters are allowed to act again in the same turn fifteen phases after their last action was allowed. Thus a character whose total initiative score was 36 could act first on phase 36, again an phase 21, and a third time on phase 6. Each action performed after the first costs 2 points of Power.

Actions needn’t be performed on the phase indicated: in fact they needn’t be taken at all. A Character may delay any action allotted to him. If a character has an action waiting to be performed, he may take it at any later point in the turn, even if interrupting another character’ s action, by simply informing the GM of his intent. There are two restrictions: actions may not be saved for use in a later turn nor may a character perform more than one action in any given
phase.

So, when I say that sidestepping time requires an action and costs movement, that means that you must have an action saved up to use it and you sacrifice any remaining movement for that turn.

In the case of stopping time, it requires 10 Power and one action to initiate the effect. Thereafter, you must spend one action (typically your first) every turn to maintain it and pay 5 Power once at the beginning of each turn to keep the effect up.


How does movement work in battle?


GM,you haven't okayed my power yet so here it is
Enter the infinite(Psionics:magic/psionics) 
The HERALD opens the target to the multiverse,showing it all that could have been or might have been.This warps the target, causing it to take the form of one of it's multiverse selves. This will work only if the HERALD is in close enough range to the target.This ability will leave the HERALD completely vulnerabe as the mobius engines that power the HERALD must be used to power the transmutation.(basically a polymorph spell. e.g amazing spider man becomes ultimate spider man)


So if I must lose a power, and have no powers, what then?


Character Sheet pretty much done.


I've given it some thought...Dialkar crash-landed about a week ago...not far outside of Boulder, Colorado.

The first on the scene were a bunch of schoolboys.

One was a classic nerd...investigating...Timothy dreamed about such things...but this was REAL! The other boys were troublemakers, a bit older...though only teens, they were out drinking.

When Dialkar came to...he had staggered out of the ship, and collapsed in a copse of trees...a confrontation was occurring. All he did was to come up behind Timothy...and the bullies ran. Timothy was frightened...but fascinated...Dialkar couldn't understand what he was saying, but he followed...and learned.

Nobody knew, but the crash had disturbed a bear...a large brown bear. It came upon Timothy and Dialkar, and attacked, in frustration. Dialkar was in bad shape from the crash, but he'd had worse opponents...though the bear injured him, Dialkar slew the beast, and kept Timothy safe.

For a while, Timothy nursed Dialkar...and brought him food (he loves sugar!), but the authorities...who had tracked the crash, finally found Dialkar...and took him. Timothy was sad to see his hero go, but he's a very smart boy...and it was his calm attitude that made everything go smoothly.

Exactly how long he was with Timothy...how long the authorities have had him...and what's happened since, I'm leaving to GM discretion...but it wasn't long...Dialkar has been on the planet for a very short time...and humans still confuse him...


Let me check things out and I'll see what I can come up with. :)


Dialkar, are you sure you want to be captured...do you know what the government would do with you?

It will be interesting to have you around. Most people will run when they see you or fear you are the bad guy.
"Insect-Man", I mean "Insect-Thing!" lol

And we need to be at a location where there is lots of violence and evil-doers. The worst thing that happens in Boulder is someone gets too stoned and falls asleep on his/her couch.


When I say authorities...I'm assuming there's an organization that works with super-heroes...if the group isn't going to be an 'official' group...maybe the authorities were a superhero team...whatever works. :)

...oh...he's not in Boulder...any more... ;)

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Tenro
Remember that skills are also considered powers. You will always have at least one power/skill/device; the system is designed such. As I said, you will only have two skills, but I'm giving you Dimensional Travel as a bonus power.

orionbasher
Not quite sure that I fully understand the concept, but I'm cool with trying it. As you stated that it leaves you vulnerable. I recommend that it consume all of your remaining Power points.

Ice Storm
You can move each phase, so long as you have movement remaining (that is, you haven't moved a total amount equal to your movement rate).

Arknight
Sounds good. Can't wait to see what you come up with.


Just thinking in print... :p

Maybe one of the other heroes found Dialkar, and has been working with him...anybody up for that?


It's basically a transmutation spell like I stated.The HERALD can poof the evil robot into an evil radio or anything that's a machine. Basically it switches the target with a version of them from a another reality. Like Human you could be switched with you with a different colour of hair or a dog version of you, depending which other dimension you're switched with (the entire concept of the HERALD is that he's a traveller that roams the multiverse cataloguing lifeforms.)


It's kind of the key power of the HERALD so I'd like to have it a least more than once in a fight if possible.


orionbasher wrote:
It's kind of the key power of the HERALD so I'd like to have it a least more than once in a fight if possible.

Heh, remember you are a lvl 1 herald. Poofing the BBEG into a toaster is a VERY powerful ability. If I remember from my V&V days there wasn't really anything that powerful, especially when we start.


I wouldn't be opposed to one of us "finding" the others. Maybe that person knows of a growing threat and brings the rest of us together to face it?

Probably GM has something in store for us already. With my Astral projection I could have reached out to the group...


Maybe having a random aspect will help.Well I am a herald...

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Dialkar, you were recovered by C.H.E.S.S., a government organization that handles metahuman affairs. They determined that you were not a threat to the human race and have released you, but under observation. You are monitored by C.H.E.S.S. though a sophisticated tracking system. They observe you, but do not interfere unless the need arises.

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When the campaign begins, most of you have traveled to Center City, IL in response to a "casting call" from the Crusaders for new heroes to join their ranks. As most of you are relative unknowns, this seems a good opportunity. The Crusaders are a nationally-known and respected organization and working with them would be a great start for new heroes.


Cool...I can picture the scene...Timothy (as a good 12 year-old nerd) keeps track of these kinds of things...

You should so really go!

...and Dialkar finds himself on a bus, with a bag of peanut butter and jelly sandwiches..
surrounded by...very...uncomfortable humans... ;)


Attributes:
4d6 ⇒ (3, 6, 1, 6) = 16 = 15
4d6 ⇒ (2, 3, 1, 6) = 12 = 11
4d6 ⇒ (3, 6, 2, 3) = 14 = 12
4d6 ⇒ (5, 2, 3, 5) = 15 = 13
4d6 ⇒ (1, 6, 5, 5) = 17 = 16

Origin: 1d12 ⇒ 9 = Supernatural

Magic/Psionics: 1d4 + 1 ⇒ (4) + 1 = 5
Items: 1d4 + 1 ⇒ (4) + 1 = 5

Skill: 1d100 ⇒ 74 Natural Weaponry
Magic/Psionics:
1d100 ⇒ 51 Pet
1d100 ⇒ 52 Pet
1d100 ⇒ 71 Telekinesis
1d100 ⇒ 76 Telekinesis
1d100 ⇒ 7 Astral Projection

Magic/Psionic Items:
1d100 ⇒ 98 Willpower
1d100 ⇒ 74 Sonic Abilities
1d100 ⇒ 87 Transformation
1d100 ⇒ 61 Paralysis Ray
1d100 ⇒ 21 Dimensional Travel

Weakness:1d100 ⇒ 93 Vulnerability

*****
Most Interesting. :)

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Lots of spell-slinger types in this group. Not that such is a bad thing, mind you.


I named myself Dash Gunnar


Being a polygot, Ice Storm could have been assigned to Dialkar, in order to learn his language.


Ice Storm wrote:
Being a polygot, Ice Storm could have been assigned to Dialkar, in order to learn his language.

Even if you haven't yet, I think you might be. ;)

Dark Archive

Yeah, I have to agree with Zane, Orion. At 1st level, I don't want anyone defusing the adventure by turning the main villain into something powerless (although since you have no control over what they become, I can think of some interesting variant possibilities). How about we say the PR is 25 per use. That makes it expensive, but not hideously so.

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Also, Orion, you need to define your physical handicap. How does it limit you? If you wish, you can tie it to your use of the Enter the Infinite ability.

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Arknight
As you duplicated a few skills/powers, you can reroll those if you wish, or you can enhance the existing power in some fashion (doubling is the most obvious example, but let your imagination soar).

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I think I have enough on most of you to finish the statting process. I should have it up in the next day or so. I am just waiting on Arknight and Tenro to finish their characters and I can stat them. I will be adding one NPC both for color (she will be the only female in the group) and to round out the groups to even numbers.

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