Showing posts with label superhero. Show all posts
Showing posts with label superhero. Show all posts

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.


May 18, 2016

An Adventure for Guardians!

The Power of Fear



A Guardians superhero adventure for levels 1-3
Includes:
10 super-powered NPC’s
New super power
Multiple Maps

Marcus Grimwood, once known as the Teklord until he retired from superhero duties, was a genius super inventor from a family of wealthy industrialists. After tragically losing his partner, and the failure of his brilliant inventions to be accepted by the public, he concocted a scheme to create the ultimate power source. Grimwood did not realize that in his grief and frustration, he had gone stark raving mad...

The adventure takes place over several days as Grimwood unfolds his master plan to “harness the power of fear” and perform the final calibration of his Phobos Device.

Available in print here.

Apr 15, 2016

Sep 14, 2015

Guardians preview - Ghostblood

Guardians project update.

Writing and design are complete. Layout has just been finalized. Now I am working on filling all the spaces in layout with art. Guardians is very near publication.

In order to create a compelling super hero world there needs to be lots of heroes and villains for the gamemaster to work with. Using the Guardians rules set several NPC's have been generated for the GM to use in his/her sandbox campaign world with some modification or as is.

This NPC, GhostBlood, is a useful character that could be used as an antagonist or as an ally or even as a pre-generated hero character for players to start with immediately.

Some notes about the art. I've been studying comics from the mid 70's with some great diligence. This was a time that some truly legendary comics artists were working such as Steve Ditko, John Buscema, and of course Jack Kirby. I've chosen to do some traditional inkwork to emulate the era, and for this post using some halftone filters to simulate the printing from that era.


GHOST BLOOD
Supernatural Super-Agent (7th level)

Str 11 (0), Int 9 (0), Wis 18 (+3), Dex 28 (+6), Con 11 (0), Cha 20 (+4)

Class Abilities: Assassin, Dark Fighting, Surprise Attack.

Powers: Projectile Fire, Psychic Weapon, Super Charisma, Super Dexterity, Superior Intangibility, Super Jumping. Features: Danger Sense, Heightened Smell, +2 Wisdom.

Gifts: 1 Gadget Point, Paragon.

Limits: Bound (serve the Shadow Hounds); Depowered by Holy Symbols and Sanctified Ground.

Issues: Duty

Gadgets: “Shadowcloak” (wearable gadget: Teleport).

Equipment: Ballistic body suit, 3 smoke grenades.

HP 39. EP 9. AC 21.

Ghost Blood is a member of the Wraith Brotherhood, an order of magical assassin/martial artists who walk the path between life and death. He can walk through walls, track like a bloodhound and conjure a psychic sword or fire darts made of his own blood!

Aug 4, 2015

Guardians Preview - Issues

It can't be all fun and games and cool super powers. What would a super hero be without some serious issues in life to deal with? Also, Issues help to balance out characters a bit. The goal here was not to do a comprehensive "disadvantages" system like in games like GURPS. This is in keeping with the spirit of the original edition with a succinct yet satisfying list of negatives that work against the character.

ISSUES
Heroes may suffer from various mundane but troubling issues that confound their existence as much or more than their super powers. Should a character be able to overcome a limit in play the Referee may allow this as a reward for their cleverness, or alternatively eventually replace it with another issue (if overcoming it was too easy). Assign the specified number from the Origins Table. Pick issues or roll d12 on the table below in the correct column to determine the issue. Mutants always take Bad Press as their first issue.

D12 ISSUE
1. Bad Press
2. Dependency
3. Disability
4-5. Enemy
6 Duty
7. Kid
8. Loved One
9. Old
10. Phobia
11. Scarred (Enemy if already Inhuman)
12. Wanted

Example Issue:
Bad Press: One or more major media outlets are on a crusade to destroy the character’s reputation with the public. A hero will have to work extra hard to avoid being smeared a villain, and a villain either is mocked and belittled, or alternatively finds the media urging the authorities and heroes to make their apprehension priority number one.

Jul 23, 2015

Guardians Preview - Power Wielder

POWER WIELDER
Power Wielders are individuals focused on development of their super powers rather than on fighting. As Power Wielders gain experience, they hone their prowess and increase their energy points more quickly than do other classes. Power Wielders are often the best class for characters whose powers work at a distance rather than requiring close combat, or which have non-combat focused powers.


A Power Wielder with Constitution 13 or higher receives a bonus of +5% to all experience earned.

Power Wielders roll 1d8 for each Hit Die (to a maximum of 12 HD). They start with 3 HD at first level.

Power Wielders gets a new Power roll every other level, with a new Gift at 5th level and at 9th level.

Power Wielders do not use weapons or armor, save for powers built into gadgets they possess. Otherwise they always stick to fighting with their hands, feet, and any powers.



Jul 13, 2015

Guardians Preview - Powers!!


This post might reveal the most details yet of the Guardians game system. References to Damage Resistance and things like "Charisma Saving Throws" tell you a lot about some of the modifications to ODnD that had to be made in order to make an exceptional super heroes RPG.

Depending on your character's origins you will be able to roll a number of times on the Power Table to determine what super powers your character has. In some ways this is reminiscent of the Gamma World mutations tables and how that endowed characters with unique abilities. Though we've worked hard to make the system much more balanced so the party will all have value to contribute to the adventures without 1 or 2 characters dominating every session because they are so much more powerful than the other characters.

While the the die roll determines theme, some flexibility is provided to the players for defining their character by allowing the player to choose a specific power within that theme. Game Masters may allow players to just choose their powers instead of randomly rolling, depending on their campaign.

Here is a section of the Power Table:


Here is a small section of the descriptions for powers (note the acronyms for power types were described in a previous post):

POWER DESCRIPTIONS
Acid Blast (RA1)
Using a ranged attack, the super can project a stream of corrosive liquid with a 50 ft. range. A hit inflicts 4d6 acid damage.

Animal Control (Avian, Land, or Marine) (C/A1)
The super can control up to 5 HD of normal animals within 50 ft. Animals that are loyal to a master or fierce resist with a Charisma saving throw; others are automatically affected. Specify either land animals, avians, or marine creatures. Types that fall into two categories (amphibians, etc.) can be controlled by either.
Animal Control (Specific) (C1) (minor power)
Animal control is a minor power if limited to under 5 species. 

Analytic Taste (C1)
This is the ability to taste an organic substance and instantly perform the equivalent of a full laboratory scientific or genetic analysis on it. The super can also compare two samples, e.g., taste a person’s blood and then determine if a bloodstain is the same person (or a close relative).

Apportation (PA2)
The super may teleport an object into his or her presence. This causes it to vanish and then instantly reappear within 5 ft., or in the super’s grasp if small enough. The object must be perceived or at a known location within 100 ft. no more than 30 lbs. weight, and not part of something else. The super could (for instance) teleport a pistol or other small gadget out of someone’s hand, but not teleport the heart out of someone’s chest.

Armor (P)
The super has very tough skin or actual armor. It gives AC 3 [17] or improves another better AC by 2. It gives DR 8 damage reduction (added to other DR).

Armor Up (S2)
The super can create ultra-strong armor for a brief period, often by forming ice or stone around his or her body, turning the entire body metallic, or reinforcing it with energy. It gives AC 2 [18] or improves another better AC by 2 and gives DR 10 damage reduction (cumulative with other DR).

Astral Travel (C1)
By going into a trance the super’s spirit will leave his or her body. The spirit acts as if it had simultaneously activated Intangibility, Invisibility, and Flight powers but only paying the energy points for a single such power. However, the super’s body is left behind (paralyzed) while his or her spirit is traveling. Astral characters can affect each other normally and while astral can take with them gadgets and costumes, but not other gear.

Acid, Cold, Electricity, Fire, or Sonic Aura (S1)
The super’s body drips with acid, radiates cold, burns with fire, crackles with electricity, or buzzes with sound. Anything touching the super while unarmed takes 2d6 cold, fire, electrical, or sonic damage as applicable. If the super touches a foe this can be added to normal unarmed combat damage. In addition the super has an additional DR 4 resistance against that damage type while the power is sustained. In addition any damage attacks of the specified type do +1 damage per die when the super attacks with them.

Bad Luck (PA1)

The super can curse someone with bad luck. Range is 50 ft. If they fail a Charisma saving roll they will be at -2 on all attack and saving throws, and are +2 to be hit. The effect lasts 1d6 turns. The Referee can also have ill fortune happen to them.

Jul 9, 2015

Guardians Preview - Powers!

In Guardians super powers fall into various categories depending on how they are used, how long they are in effect, and what action is required to bring the power into effect.

Energy Points (EP) are the primary resource to activate powers. (I should probably discuss these in detail in a later post).

Permanent (P) powers work all the time.

Sustained (S) powers can be activated or deactivated when it is a character’s time to act in a round.

Sustained/Round (SR) powers are as above but energy must be spent each round.

Concentration (C) powers require continuous concentration to use.

Extended Effort (EE) powers are touch attacks that require at least four hours of focused effort to maintain.

Action (A) powers replace the user’s attack for the round.

Ranged Attack (RA) powers are a bolt or projectile like a laser, energy bolt, arrow, or gunshot.

Area Attack (AA) powers cover a cone or circular blast radius.

Touch Attack (TA) powers requires the user to touch the target. Touch attacks often allow the target a charisma or constitution saving throw to resist.


Psychic Attack (PA) powers require the user to simply gaze at or concentrate on the target and pay the required energy points: this is typical of psychic or mystic powers and other exotic attacks. This hits automatically.

Jul 6, 2015

Guardians Preview - Gifts

GIFTS
If a character’s origin indicates he or she has any Gifts roll d100 the number of times their Origin indicates from the Gift Table. Gadgeteers and those with Super-Alien, Robot, or Supernatural origin may ALWAYS opt to take 1 gadget point per Gift instead of a rolling, representing possession of artifacts, inventions, or magic items. Would-be gadgeteers are encouraged to focus on gadget points.

GIFT TABLE
D100 Gift
01-02 Detective
03-04 Diplomatic Immunity*
05-06 Entrepreneur
07-08 Hacker
09-10 Headquarters (or Lair)*
11-12 Leader*
13-14 Medical Background
15-16 Police Powers
17-18 Occultist
19-20 Rich*
21-22 Spy/Military Contacts
23-24 Sidekick*
25-26 Super Pet*
27-28 Super Star
29-30 Super Vehicle**
31-32 Vehicle Ace (pick Air, Ground, Space, or Water)**
33-40 Paragon (+1 to every ability score)
41-00 1 gadget point
* Unavailable when creating sidekicks or henchmen; instead treat as +1 gadget points.
** If this is rolled and the character has any Gifts left, may opt to select Vehicle Ace or Super Vehicle (whichever they don’t have) as the next gift.

If the same gift is rolled again, re-roll, with the exception of gadget points which accumulate multiple times or vehicle ace (can be rolled up to four times for each type of ace).

Jun 29, 2015

Guardians - Super Clobber!

The Bruiser Class

Another Guardians preview as the countdown to release continues.

Many heroes and villains are Bruisers who excel at battling their opponents and taking punishment without flinching. Although many bruisers rely on hand-to-hand combat, this class is also suitable for supers who use a mix of close and ranged attacks, as well as flyers and speedsters. Strength is an important ability for Bruisers and those with a Strength of 13 or better receive a 5% bonus to all experience earned.

Bruiser progression looks somewhat similar to a classic Fighter. In addition Bruisers get these class abilities:

  • Bruisers roll 1d12 for each Hit Die to determine their hit points. They get 3 HD at first level, and roll one extra die every additional level, up to a maximum of 12 HD at 10th level.
  • A bruiser does 1d6 instead of 1d3 when attacking with fists or other blunt body parts.
  • A Bruiser gets a New Power or Gift every 2nd level. Human and exotic bruisers may only add new gifts.
  • Bruisers may utilize two class abilities.
  • Bruiser Class Abilities
  • Unstoppable: A bruiser incapacitates a foe (reduces them to zero or fewer HP) with a successful attack receives an immediate free attack against another enemy within reach (or range, if using a ranged attack). This does not apply if using attacks or powers that do not require a roll to hit and affect an area. 

Combat Specialty: Bruisers may select one Combat Specialty from the list given below; a human or exotic get two due to having super-training instead of powers. The specialties are:

Acrobatic: The character’s fluid fighting style improves his or her Armor Class by two, as long as the character is unarmored (except for any armor built into gadgets) and free to move about.

Brawler: The character’s ability to give or take a pounding gives DR 2 damage reduction.

Berserk: The character fights with a barely contained battle fury. In any highly stressful situation (referee’s discretion) the character may go berserk and attack enemies or obstacles with an insane rage. To avoid this roll a Charisma saving throw at -4. Otherwise, the berserker must charge toward or attack the enemy or obstacle in melee each turn and cannot retreat, surrender, used ranged attacks, or talk coherently until it’s defeated! It costs 1 energy point per round to rage. The berserker cannot stop until the fighting ends or he or she is out of energy! While berserk add +3 to Strength but Armor Class worsens by 2.

Weapon Wielder: A Bruiser does not usually fight with weapons or use a shield, but with this combat specialty the bruiser may freely carry and use ONE specified weapon e.g., a hammer, whip, sword, shield, etc. Thus, a bruiser could have Weapon Wielder (Hammer). They receive a +1 to hit and damage with this weapon.

Weapons and Armor: With the exception of powers built into their own gadgets, a bruiser may not wield weapons or use shields unless they have the Weapon Wielder ability and may not wear ordinary armor.

A character may opt to take an additional combat specialty in lieu of a new power or gift.


Jun 9, 2015

Quantum Kat - Guardians Preview

A sample character from Guardians.

QUANTUM KAT
Superhuman Power-Wielder, 1st level
Str 8 (-1), Dex 13 (+1), Int 15 (+1), Wis 9 (0), Con 10 (0), Cha 13 (+1).
Gifts: Hacker.
Powers: Superior Intangibility, Electrical Shock
Issues: Kid (age 13)
Equipment: None.
AC 9 [11].HP 13 EP 9.

Ekatarina “Kat” Zenkova was the daughter of a husband and wife team of physicists working at TeraWorks high-energy physics laboratory. They were developing a new cloaking device from study of alien “PZ-particle” tech salvaged from a UFO crash. Unfortunately while Zenkova was visiting the lab on her 13th birthday, it was raided by agents of WARSTAR trying to seize the UFO parts for their own purposes. During the firefight Zenkova was shot, and, dying, fell down into the device, which exploded. Her body was infused with PZ-particles, leaving her caught in a strange ghost state neither alive nor dead. Presumed dead, Zenkova was left behind when her parents were kidnapped. Gaining control of her new matter-phasing powers, she was able to stow away and seek out a local super team for help...

Jun 15, 2009

Wrath of the Immortals - ability scores

I thought I was being original when I speculated what stats in original D&D would look like if expanded up to 30. Little did I know Aaron Allston beat me to the punch in the Wrath of the Immortals set.

This is one expansion to basic D&D that I missed out on, and only recently won on eBay. Reading through the set I found the first couple of chapters booooring. But with the 4th chapter "The Immortal Character Class" it suddenly became very interesting. Then I saw this handy little chart:

Not only did Mr. Allston beat me to the punch, but he took it all the way to a hundred. Wowzers! We would have so geeked out over this book in junior high, when we were using the Deities and Demigods as our high level monster book.

I've long since stopped enjoying power for power's sake in RPG's, and currently find nothing more fun than those first few levels when your scratching around for a +1 sword scared of your own shadow. (unless your playing 4th edition, which pretty much starts you where Wrath of the Immortals ends. That is hyperbole, of course, but only a little.) However, Wrath of the Immortals struck me as a really good primer for adapting D&D rules into a superhero game! It wouldn't take much, detail out a few more powers and you could stat out Superman and Wolverine with this book.

I can't imagine ever playing this as is, but as a superhero game the possibilities intrigue me.

Note: apparently this table is reprinted from the Immortals boxed set of 1986