Aug 12, 2021

The Vigilante


 The Punisher, Rambo, and others who are pushed to the limit can exhibit extraordinary abilities. In the Guardians Superhero RPG there isn't really a class that quite captures this unique individual that is a common trope in many comic books. Here is a write up that can be used with any original edition compatible system, but is meant specifically for Guardians.

Vigilante

The vigilante is most often driven by a deep personal need to exact revenge or to achieve some sort of justice beyond what the Law is willing to do. Extreme circumstances sometimes push normal individuals to become extraordinary. Whether through surviving physical or emotional trauma the vigilante has toughness, perseverance, and an unusual resistance to pain. What would kill an average person only makes them stronger. The non-powered Vigilante class can stand side by side with super powered individuals, and in some cases even overcome them in combat.

Prime Attribute: Constitution, 13+ (+5% XP)
Hit Dice: 1d8 (+1hp per level beyond 9th)
Starting Hit Points: 8 + CON adjust.
Armor/Shield Permitted: Any.
Weapon Proficiencies: Composite Bow, Rifle, Hand Gun, Tactical Hunting Knife.

Toughness: the vigilante reduces damage done to them by 1 point per hit at 1st level, 2 points at 3rd, 3 points at 5th, and 4 points at 9th level.

Pain Resistance: the vigilante is nearly immune to torture, and does not give in to pain.

Mental Resistance: the vigilante’s single minded goal for revenge makes them very resistant to mental attacks and mind control. +4 on saves vs. those effects.

Perseverance: at 0 hp the vigilante does not die, instead they become reinvigorated and determined to defeat their foe and will have +2 to hit and damage while at or below 0 hp. They are not killed until they are at -10 hp.

Extra Attack: at 9th level the vigilante gets 2 melee attacks per turn.


1 comment: