Post by ozbot on Jul 10, 2003 14:42:02 GMT -5
There's really only one rule to being a supervillain-- try to rob as many banks as you can. But even a supervillain gets tired of an endless string of successful crimes. There's only so much joy that a wad of small, unmarked bills can bring, and your Swiss bank account is pretty full of late...
There's really only one rule to being a vigilante-- there are no rules.
You have been assembled by the ailing Robin Locksley, once known as the archer and villain Trickshot. He knows you've been disillusioned for some time now, and he has a proposal to make. It's his desire to live up to his namesake, to rob from the rich to give to the poor. He can't do it alone. He needs a team that he can lead from his HQ, Sherwood. You can help bring down the corporations that keep the wealth from the masses. You can help infiltrate the terrorist and criminal organizations and bring them down from the inside. You can help liberate the energy-saving technology the oil industry is keeping from the public. You can help destroy the stockpiling of weapons, the arms trade, the drug trafficking. You can help aid the Central American rebels against their dictator. You can help save the world, by whatever means necessary.
The Characters--
Characters in this game must be "retired" or "reformed" villains. Some established vigilantes are okay, too, such as the Punisher, Venom, the Shroud. The GM should encourage a balance of character types, but basically they should all be mid- to low-level archetypes. No player can choose to be a criminal mastermind on the level of Dr. Doom, Apocalypse, or Magneto.
The Marvel Universe is full of characters that already fit this category-- Sandman, Cardiac, Will O'the Wisp, Prowler, Armadillo, the original Thunderbolts. Or, you can pick already established villains to play-- Batroc, Grey Gargoyle, Radioactive Man, Spymaster, Absorbing Man, Titania, Tiger Shark, Whirlwind. An appropriate mix of 6 from the characters in the Game Guide would be Baron Mordo, Bullseye, Doctor Octopus, Punisher, Sabretooth, Toad, and Venom. Of course, no matter who the players choose, there must be a reason for the villain to turn into an OUTLAW!
Original characters are okay, too, as long as they have in their background that they were criminals at first.
Unless the players are using an established villain, the characters must be built from 40 points, with no more than +15 from Challenges.
As the GM, you are only playing heroes who have come to battle the villains in their activities (okay, the villains may battle other villains if they are infiltrating the Masters of Evil, for example.) Players are awarded Lines for engaging in philosophical debate with the heroes and each other. The GM will also put the characters in ethical dilemmas, such as "how far is too far."
There's really only one rule to being a vigilante-- there are no rules.
You have been assembled by the ailing Robin Locksley, once known as the archer and villain Trickshot. He knows you've been disillusioned for some time now, and he has a proposal to make. It's his desire to live up to his namesake, to rob from the rich to give to the poor. He can't do it alone. He needs a team that he can lead from his HQ, Sherwood. You can help bring down the corporations that keep the wealth from the masses. You can help infiltrate the terrorist and criminal organizations and bring them down from the inside. You can help liberate the energy-saving technology the oil industry is keeping from the public. You can help destroy the stockpiling of weapons, the arms trade, the drug trafficking. You can help aid the Central American rebels against their dictator. You can help save the world, by whatever means necessary.
The Characters--
Characters in this game must be "retired" or "reformed" villains. Some established vigilantes are okay, too, such as the Punisher, Venom, the Shroud. The GM should encourage a balance of character types, but basically they should all be mid- to low-level archetypes. No player can choose to be a criminal mastermind on the level of Dr. Doom, Apocalypse, or Magneto.
The Marvel Universe is full of characters that already fit this category-- Sandman, Cardiac, Will O'the Wisp, Prowler, Armadillo, the original Thunderbolts. Or, you can pick already established villains to play-- Batroc, Grey Gargoyle, Radioactive Man, Spymaster, Absorbing Man, Titania, Tiger Shark, Whirlwind. An appropriate mix of 6 from the characters in the Game Guide would be Baron Mordo, Bullseye, Doctor Octopus, Punisher, Sabretooth, Toad, and Venom. Of course, no matter who the players choose, there must be a reason for the villain to turn into an OUTLAW!
Original characters are okay, too, as long as they have in their background that they were criminals at first.
Unless the players are using an established villain, the characters must be built from 40 points, with no more than +15 from Challenges.
As the GM, you are only playing heroes who have come to battle the villains in their activities (okay, the villains may battle other villains if they are infiltrating the Masters of Evil, for example.) Players are awarded Lines for engaging in philosophical debate with the heroes and each other. The GM will also put the characters in ethical dilemmas, such as "how far is too far."