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Blood and Vigilance

ledded said:
Well, I'm a huge fan of BnV myself, because it let me convince our group to do supers without learning a whole new system. The powers and whatnot overlay modern pretty seamlessly. All in all, we rarely had issues that were problematic (it can get hard to deal with a super-runner or leaper when they get a LOT of PP, but since it's a supers game we hand-waved any sticky bits).

I will say that this is one of my reasons for doing B&V (a supers game without learning something from scratch).

But I also saw the potential for a lot of crossover with books I'd already. Captain America? Blood and Guts and B&V. Iron Fist? Blood and Fists and B&V. Buffy? Shadow Chasers and B&V etc.

Seeing how many popular genre were actually d20 Modern with a little extra "oomph" is really what made B&V a project I *had* to do, even though there are a plethora of well-established supers games I knew I had no real shot of competing with.

And in fact more gamers than I expected "got it". While not the breakout success Blood and Fists was (by my standards), B&V has been more successful than I ever imagined it would be quite frankly. Its cheap, its easily adoptable and then there's the small fact that some genres fit better with d20M+B&V than they do with some other supers systems (imho).

Chuck
 

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Kheti sa-Menik said:
Charles....thanks for answering my questions. Sorry if I was harsh.
I was simply frustrated at the lack of avenues for the support of the product. I suppose I should have explained that by support, I meant errata/rules clarifications and not follow on products..although these are certainly appreciated.

I understand the frustration. Its my job to answer questions like that, so when they dont get answered, mea culpa.

Anyway, thanks for the answers.

The reason I ask is that during PC creation the other evening, the PCs came out more powerful than I thought for second level characters.

I often am told that people think B&V is the best system for pulp supers or other low powered, street level varieties of supers. However (while I do think it trends more in the direction of Daredevil than Thor) you can make a pretty kickass guy if you take a notion.

For example, one character created a Freak Accident that has:
Teleport (2 PPs)
Superhuman Str (5 PPs), Superhuman Dex (2 PPs), and Superhuman Wis (1 PP)
Invisibility (5 PPs)
Flight (1 PP)

Total of 16 PPs (he took 4d6 instead of 12 and rolled 13 plus 3 for second level)

Now, as I understand it, since Teleport and Invisibility both as subpowers have the same name as their respective parent powers, they are free and do not require Action Points to burn. Which means at second level, this hero can teleport 20'within line of sight as many times per day as he wants. And with invisibility, he can turn invisible for as long as he concentrates also at no Action Point cost and only ends when his concentration is broken or he attacks.

Moreover, he gets a power stunt at 1st level, so he took the Improved Invisibility subpower. I assumed this means he can remain invisible and fight for 5 rounds (since he has 5 PPs in invisibility). Then after it drops, he can spend an attack action to go invisible again for another 5 rounds.
Am I interprettng this correctly?
Does this seem a little powerful for 2nd level characters or am I thinking of this in the wrong terms/wrong frame of reference. I admit my experience with super hero RPGs is limited to the old Marvel RPG (which my players adamantly refuse to play) and Heroes Unlimited (which I refuse to run).

Well, while what you're saying is true, remember that anything your players can do, their opponents can do. Area effect attacks would be hell on concentration, requiring Concentration skill checks even if the opponents dont know your PC is around.

Once they *do* get a handle on the fact that they have an invisible teleporting enemy, your villains should take steps to counter him. Anyone with enhanced senses, sonar, or telepathic abilities will learn to scan for the PC.

And remember in the comics, even mooks could be equipped with goggles capable of seeing the PC by a *very* well of mastermind type villain.

Im not suggesting that you be a jerk and make *everything* able to see your PC, just pointing out that there's a whole range of powers that will render him clear as day with 6 PP invested, and concentration does not mean "as long as I want". Even without ranged attacks (and even mooks could be equipped with fragmentation grenades to blanket an area once your bads become familiar with the PC's abilities) but anyone with a ranged attack (including a mook with a gun) could start firing randomly, forcing the invisible PC to stay still or risk a random hit and a failed concentration check.

So is the PC effective? Sure, he's a superhero. But he wont be fighting hapless non-powered villains, and even mooks will take smart steps within their financial means to compensate.

Also, only a few powers can stay maxed. It looks like your PC has tried to grab as many class powers as possible. That's fine, but he wont be able to be *good* at all those powers.

Chuck
 

Vigilance said:
I often am told that people think B&V is the best system for pulp supers or other low powered, street level varieties of supers. However (while I do think it trends more in the direction of Daredevil than Thor) you can make a pretty kickass guy if you take a notion.

I should post my Avatar Origin. ;)
 

Okay..Thank you.
It sounds like I'm not just looking at things the right way yet.

I've been running a D20 Modern game for these guys for about a year now and it was low powered and gritty with very very few FX for the PCs.....kind of a Shadow Chasers/Van Helsing/Buffy. The campaign finally petered out and we're starting the new supers one. I need to get in the right mindset I think.

I am really looking forward to running the game. This should have quite a different flavor than the one I was running. That was all doom and darkness, PCs-vs-forces of unrelenting darkness. Hopefully this will be a little lighter.
 

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