Vigilance: Absolute Power

Is it a bird…a plane…no it is the well received Vigilante d20 superheroes game coming to print.
New from Vigilance Press and Mystic Eye Games: Vigilance: Absolute Power!

Vigilance: Absolute Power features everything you need to bring the Superhero genre roaring into your d20 game. With 83 New feats, a unique powers system, disadvantages to allow you to flesh out your character, equipment rules which allow Gadgeteers to make and modify vehicles, weapons, and battlesuits, Vigilance: Absolute Power provides more than enough material to allow you to live like a superhero.

So whether you dream of gritty street adventures shaded in gray, or 4 color epics across time and space Vigilance: Absolute Power is the game for you.

Protect the world! It is a task that requires constant Vigilance.
 

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Disclaimer: This is a review based on a preview copy I have of the game. It’s a PDF copy entitled 0.8 and so I’ve been advised that the actual game could change a little. It’s also worth noting that hero games often fall into two groups - the glossy/expensive category and the frugal/inexpensive category. I expect this game to fall into the latter. This will please about 50% of the super hero RPG market.

This copy of Vigilance might carry the label 0.8 but Vigilance as a game has been around long enough to already have had several revisions. Vigilance previously has been published by, guess who, Vigilance Press in PDF form. It’s in the electronic media that the game had time to grow and mature. Mystic Eye Games sidled up to Vigilance Press in the way they’re likely to do to electronic companies of the right size that show real promise and offered to help the game into the traditional paper format. It’s this paperback copy of Vigilance that this review is on. Or, to be confusing, it’s a review of the PDF preview of the paperback copy of the revised but original PDF game. Still with me?

You might find that introducing confusing but you won’t find Vigilance confusing. It’s a d20 game. It’s not d20 Modern and it’s not fantasy either. Right off the mark the book begins by pointing out what’s changed. The changes make sense. Heroes have reputations and contacts (where would Batman be without Police Commissioner Gordon, Superman without Lois Lane or the Maxx without Sara?) and these are expressed neatly and cleanly with a burst of stats. There are Hero Points to – a small collection of points that players can spend when they want that little extra oomph behind their hero’s actions. Hero Points can be awarded and recouped by performing heroic deeds! I like this. I’m a great fan of game mechanics that encourage the style of play appropriate for the game. There are rule quirks for armour – it doesn’t make you harder to hit, and there are special rules for damage to help you simulate the "bam" and "snikt" of hero games.

I don’t think Vigilance is a "bam" and "snikt" type of hero game though. It has leanings towards the three-colour golden age of comic strips; the original Superman, X-Men and Fantastic Four but the theme is somewhat darker. It’s a silver age styled game. The Nazis are the bad guys. Heroes assassinate political trouble-makers – and it’s presented as a good thing. You’ll get a strong taste of the game world and suggested theme from the long historical time line. This is something that the paper version of the game has over the previous electronic editions. The history of superheroes starts back in 1095 with the possible appearance of the first mutant. So Vigilance casts itself in the "mutant light" of hero genre – but it’s not a bad thing, it fits particularly well with picking the Nazis for the bad guys. The use of Nazis as the villains doesn’t rate extremely high on the originality scale, ask Captain America, Wonder Woman, Hellboy or countless others, but they do fit the bill rather well. The time chart is several pages long. You’re taken all the way from 1095 through a close but alternative history of earth up until 2000. You’ll either not notice it’s American focus or you’ll be used to it by now. I think. If you’re Australian or Canadian (and I pick those two countries simply because they both spring to mind as having a strong online RPG community) then you might wonder exactly what you did in World War I and II in this summary of the world history. After all, if you’re picking big names and turning them into heroes then surely the Anzacs are perfect. That said this quick history of the modern world is fairly intelligent. It shouldn’t have you wincing too often. It’s not one of those histories that try and claim that World War II started at Pearl Harbour or that the American army was just having a large but friendly picnic on the Korean/China border when the Chinese decided to move in the troops without reason. This multi-page summary of the alternative world isn’t just an alternative history lesson though; it introduces named heroes, villains and organisations. I just can’t quite help but shake the feel that Charles Rice, the author, is as much a Watchmen fan as he is a Batman man.

Oh yes. There are super powers. There are super powers and feats. If you’re used to picking feats for your d20 character than adding an extra level and selecting a few more powers will not confuse you. In fact the usually over-powered and low-fantasy wrecking feats become a rather nice "toned down" collection of back-up powers and shticks for the heroes. You could almost play Vigilance with the feats alone and without any extra powers – what was I just saying about the Watchmen influence? The issue of "character race" is trickier. There’s no new race as such – although clearly aliens are not the same race as us friendly humans. Vigilance makes use of an Origins system to ground the character and suggest an initial approach. Origins are not a breathtakingly new game rule for super hero games but it is an especially good and common sense set. I’m pleased to see origins and their use in Vigilance.

As with most d20 games Vigilance makes use of character classes. The character classes overlap a little with the Origins and this seems to be more by accident than design. At least, it’s not by Vigilance design but by the inherited structure of the d20 system. The character classes make sense; they pick a common hero theme and classify it. You want to play a Detective? You got it. You want to play someone who’s hard as nails – look at the Brick class and you’ve got it. The character classes work out fairly well here. It’s the prestige classes that are trickier. I don’t think prestige classes lend themselves so well to the hero genre. Is Batman an example of a hero with a prestige class? He’s just some well-trained bloke. Is the Green Lantern? He’s just some chap with a ring. Then again there are those heroes and villains that are a class above the rest. The Silver Surfer would make mincemeat out of the Green Goblin and Bizzaro would slaughter Night Owl. The Vigilance prestige classes are not on the uber-power level. You can’t turn your hero into a Silver Surfer-like champion of the galaxy by simply applying a prestige class template. I think the prestige classes are a bit of a fifth-wheel – but you never know, sometimes having an extra wheel might be useful.

There are powers aplenty. If you tend to design your hero around their powers then you shouldn’t be short of ideas here. Since Vigilance uses the d20 system then you should be well practised in writing your own powers even before you’ve read the game! Besides, you could throw in magic, psionics or even epic levels without too much trouble. You might even get with plundering some of the powerful monsters from the Monster Manuals – just don’t expected the Challenge Rating system to hold up. Vigilance does well from it’s use of the d20 system; it takes what it can, it doesn’t try to push too far away but has enough sense to stand up and point out when a particular rule doesn’t do very well in the setting. Any game that points out that killing people and looting the corpse isn’t really the character building exercise some people pretend it is in a fantasy campaign is likely to get my vote. Oh. Okay. So my own bias crept ever so slightly into that last sentence but the truth is heroes in Vigilance pick up XP by saving people rather than by knocking heads together.

There’s a large section at the back of the book filled with sample hero stats. These tend to be the heroes and villains introduced in the lengthy history at the start of the book. It’s not an altogether bad thing; the super hero genre is particularly prone to this level of stat-show casing. Vigilance doesn’t have a special handshake deal with popular comic book heroes or even unpopular comic book series. All the characters introduced by the game are homebrew. I think this is one of the largest obstacles the game has to overcome in finding its appeal to the wider audience. It doesn’t bother me. I rarely want to go the route of introducing heroes from actual comics in my games.

What you might find missing from Vigilance (at least in my nearly but not quite finished preview) is a list of modern toys such as, oh, guns and bombs and stuff! If you’re going to play the game in the modern setting and don’t have d20 Modern to hand then you might well notice this shortcoming. This copy of Vigilance doesn’t have absolutely everything available for the game that there is available in PDF format either (after all, it’s more expensive to print on paper than on the e-aether) and so you won’t find any bionics here.

Vigilance is a good game. This appears to be a good evolution of the game, it doesn’t put a foot wrong but still suffers from the same lingering doubts I have about prestige heroes and lack of a truly distinct identity. The paper copy of Vigilance does provide more in the way of a sample game setting through; the history information and the use of Jinx towns and Syn City are a step forward and a reason to buy the paperback copy of the game even if the electronic version has a home in your computer.

* This GameWyrd review was first published here.
 

Vigilance: Absolute Power

Vigilance: Absolute Power is the expanded print version of the Vigilance d20 Supers RPG, which originally appeared in PDF format. The print version is published by Mystic Eye Games, who has a history of publishing earlier print products. Vigilance: Absolute Power is written by Charles Rice.

A First Look

Vigilance: Absolute Power is a 128 page perfect-bound softcover book priced at $19.99. This is a competitive price for this size of book.

The cover of Vigilance: Absolute Power has an overall blue tone to it. The front cover has an illustration by Storn Cook (who is known for other RPG artwork, including much of the interior art in the Hero System 5th edition rulebook and various AEG fantasy titles such as Mercenaries.)

The interior is black-and-white. Interior artists include Doug Penny, Hunter Frederick McFalls, and Jeremy McHugh. I am not familiar with the work of any of these artists, but overall the art quality seems decent.

The interior text uses a largish san-serif font, a characteristic common of many non-Bluffside Mystic Eye Games product. The size of the font contributes to a low overall text density, and thus a lower value than you might expect on a content per price basis than the competitive price initially indicated.

A Deeper Look

The subject of a d20 supers game has been hotly debated within and without the d20 community. Many d20 aficionados (myself included) feel that d20 doesn't quite have the "right stuff" to take on the Supers genre. Green Ronin's Mutants & Masterminds voluntarily ditched the d20 license in order to be able to have a freer hand with system design, and the d20 Silver Age Sentinels game was picked apart by critics for only "going through the motions" of adhering to d20 system license requirements and then "backtracking" into a more conventional supers system.

Vigilance: Absolute Power stays the course as a true d20 System supers game. So, how does it fare where others fear to tread?

Well, first things first, Vigilance does make a few adaptations to the system. Similar to some other d20 games, it embraces a defense rating instead of AC, and moves the role of armor to damage reduction. Other adaptations include tweaks to the damage system (using the clobbered rules in the DMG, altering the massive damage threshold, and adding rules for knockback), and adding rules for combat maneuvers (a special type of skill), contacts, reputation, and heroism/villainy points.

Heroism points are Vigilance: Absolute Power's take on a luck/karma type mechanic. The mechanic is somewhat similar to the action dice/point mechanics of Spycraft and d20 Modern. A character starts with 1d4 heroism points and gains one per level, to a normal maximum of 4, though selfless acts of valor can raise the cap. The heroism points can be spent to raise dice rolls, protect the hero, or avoid death. When using heroism points to enhance rolls, for each action point you spend, you can add 1d6 to a roll per each 5 levels the character has. The way this is stated, it is useless to characters of less than 5th level.

Powers are central to any superhero system, as it is in Vigilance: Absolute Power. The game handles powers in a two-tier approach. Characters have powers and each power has a power rating. Powers are close in concept to feats and power points resemble skills.

A character starts with one power in addition to the one starting feat standard to d20 System characters. Character get additional feats and powers from their "origins" and classes, in addition to the standard one feat per three levels.

Characters receive power points using a mechanism similar to skill points. Each class hands out a number of power point per level, but are modified by the character's constitution modifier instead of the intelligence modifier as used in skills. This last point raised a red flag for me. Bonus skill points are the only major function of intelligence in the d20 System. But not only do characters have hp bonuses (as in the core d20 system) based on constitution, but they also have massive damage threshold based on constitution and power points stem from constitution. This really makes constitution the must-have statistic in the game, and slants the game towards "tough hero" archetypes.

The race mechanism is replaced by that of origins in Vigilance: Absolute Power. This is fairly apt, as origins seem to play the same role in supers comics as race does in fantasy. Much like fantasy races, origins determine things like ability score modifiers and favored classes, though each origin has several (not just one) favored classes. There are seven origins in Vigilance: Absolute Power: advanced training, alien, artificial life, cybernetic enhancement, mutant, mystic encounter, and scientific experiment. "Normal" is an additional "NPC" origin with little in the way of additional abilities.

The game doesn't dispense with multiclassing penalties as some do, but each origin has so many preferred classes that it seems like very few, if any, characters would trip upon this penalty. However, owing to the nature of the classes (see below), multiclassing seems like it would be relatively common so it may not be as safe to multiclass as you might think.

In addition to ability modifiers, favored classes, and various "racial" abilities, the character's origin provides a number of feats and powers as the character advances. Generally, a character receives one addition power OR feat at first level and at every even level, depending on the character's origin.

Classes are the stickiest point when it comes do designing a d20 supers game, as it seems that supers genre characters are defined less by their archetype and more by their powers. Given this, you might think that Vigilance: Absolute Power uses power-based classes.

Well, for some classes they do, and for others they don't. The eight vigilance classes are: acrobat, brick, detective, energy projector, gadgeteer, gangster, psychic, and vigilante. The first thing that strikes me is that some of the classes are based on power archetype, and others more on roles, which may be a little odd to work with. Further, it seems to me that there is probably much less of a purity of character types since I can think of many classic comic characters that fit more than two classes, and some classes seem like that most characters who exemplify the archetype would possess two or three classes here. This, to me, is an indication that the class selection here is rather less than optimum.

Later in the book, there are a number of prestige classes as well. These continue to pull from genre roles or add to common power archetypes: arch nemesis, arch villain, behemoth, dragon master, fallen angel, mastermind, mentor, paragon, powerhouse, psi lord, shifter, and speed demon. Like the core classes, I am not at all comfortable with the selection of classes here and see that many typical comic characters would have multiple prestige classes.

The skills system sees some adaptations as well. Unlike classes, I was much happier with what I saw here. There are typical skills like you find in any other d20 System game, called mundane skills here. But there are also a number of "combat maneuvers". Combat maneuvers are very much like feats in that they allow special actions not otherwise available, but they utilize skill points to determine how effective the character is at the action. What I liked about this was that the idea of "training with your teammates" is central to many comic book storylines, and you can see those sorts of things brought to life here.

Vigilance: Absolute Power also introduces disadvantages. If you are like me, you roll your eyes at the mention of "anti-feats" or "disadvantages" in d20. If that describes you, then sit up and take a second look. This is possibly the best try at disadvantages I have seen in a d20 system game.

There are two different types of disadvantages in Vigilance: Absolute Power: those that affect powers and those that do not. The former would have been called "limitations" in the HERO system and DC Heroes, and such a distinction probably would have been wise on the part of the authors. Disadvantages that affect powers merely provide bonus power points for that power.

The "standard" disadvantages, however, are where disadvantages get interesting. Disadvantages are given a rating ("DSR"). What makes it different that mechanics that just give you more bennies is that these disadvantages are situation dependant. The DSR is basically a challenge rating (CR). When the disadvantage comes up in play, the character gets points for dealing with the disadvantage. This overcomes some of the weaknesses of traditional disadvantage system and is a pretty slick implementation of the d20 rules.

Vigilance: Absolute Power comes with a default setting, including a history that stretches back to 1095 (when the first supposed mutant appeared), characters, and a city setting. The grittier nature of the rules and the preponderance of nationalist-logo characters like "Big Gen" and "Old Glory" gives it a grittier silver-age sort of feel that reminded me a bit of the older JSA and invaders comics.

Conclusion

Vigilance does seem to be a very playable game with many core elements of the d20 System used intact. This should make it attractive to groups that are primarily familiar with the d20 System and/or are only playing a brief supers game.

I found the concept of combat maneuvers as skills interesting. Though they seem to tromp a little on the territory of feats, the concept seems so genre appropriate that I can't help but appreciate it.

The greatest innovation here is the disadvantage system. After many failed attempts in various d20 products, it is nice to finally see a disadvantage system that I wouldn't ban outright. Author of d20 products (supers or otherwise) would do well to take a few notes from Vigilance: Absolute Power on this score.

I am a bit uncomfortable about the designer's approach to powers, though. I could see why one would follow suit after skills or feats in order to represent powers, but using both seems too potentially confusing. Further, the use of constitution as a source for power points seems like it would over-emphasize the importance of constitution in the game, and in some cases seems nonsensical (as gadgets are represented as powers.)

The one main thing holding me back from thinking d20 is a good fit for supers is the issue of classes. Vigilance: Absolute Power not only doesn't do anything to disabuse me of this impression, it exemplifies why I think this is so. Powers are the defining characteristics of supers characters, and the chosen archetypes come off as weak and inconsistent. When reading the classes in Vigilance: Absolute Power, all I could think to myself is "when all you have is a hammer, everything looks like a nail."

Overall Grade: C

-Alan D. Kohler
 

Vigilance is a d20 book that brings the super hero system to the d20 system without avoiding the d20 system like others have. Broken into ten chapters, Vigilance covers almost every aspect of the super genre that you could be interested in.

The basics in chapter one showcase the main differences between a Vigilance game and standard d20. Armor doesn't make you harder to hit, but absorbs damage. Skilled characters can use combat maneuvers to augment their fighting abilities. Defense is used to avoid damage instead of armor class. It's a good quick and dirty chapter that gives the reader a quick low-down on what's going to be different in a vigilance campaign.

In addition, it provides a default timeline for the setting that goes up to the year 2000. Most of the material seems fairly standard with a little bit more violence thrown in than most comic settings use. At least it's a more accurate reflection of the d20 system and of modern awareness of how terrible those past events often were.

Chapter Two focuses on Origins. These take the place of character races with each origin have different ability adjustments. One thing that stands out in particular is that each origin has multiple favored classes. This allows the characters to get the abilities they want through level advancement but does have it's own issues. For example, there are no rules on creating your own origin types. Minor complaint but if its going to be a complete system in and of itself, material that like is useful.

Chapter Three is where things start to get interesting. The new character classes are listed but instead of providing a quick run down of what each class is, it goes straight into the material. Each class follows the Player's Handbook in layout with additions made for the genre. Ideas on what the class is, why they adventure, characteristics, alignment, background, origins and game rule information, are backed up by a table that shows each class from 1st to 20th level. Classes include: Acrobat, Brick, Detective, Energy Projector, Gadgeteer, Gangster, Psychic, and Vigilante. Some of these are almost like the origins in that they've broad, general purpose labels like Acrobat, Detective and Vigilante. Other classics, like Speedster, are missing from the core classes.

Skills and feats, covered in Chapter Four and Five, are specific to the system and setting. For example, the combat maneuvers are all skills that provide different bonuses to the character and have their own requirements. This helps the GM keep the feel of the genre as many of the maneuvers are for group efforts. The feats follow a lot of the standards set by the players handbook. For example, Item Creation Feats still costs experience points to use. Other feats are specific to different types of power and almost act like advantages from GURPS or the Hero system.

Now as for the powers, they're covered in Chapter Six. Powers are listed in alphabetical order with no master list to start them off, unlike say, the spell section in the Player's Handbook. Each power includes duration, area of effect, time to activate, range, and the specific use of the power. Some of the powers require skills to use more effectively. One of the twists though is that not all of the skills required to use the power is a class skill. Sure, you can have a character with a lot of different abilities, eventually, but that doesn't mean you'll be a master of all of them. Your power is also limited by your level by power points.

There's a good range of powers. Everything to create someone like Wolverine with the Claws, Regeneration and the Enhanced Senses, to those who want to take to the sky with Flight and use Superhuman Strength to crush their enemies.

Another different take on the genre is the use of Disadvantages. Here, you get experience points for having disadvantages which can increase you're starting level. It's an interesting contrast to other game systems where the power itself if often 'cheaper' as the character overall becomes more powerful through the benefit of experience points. Note, this isn't a one time deal either. If the character's disadvantage comes into play in the game, he'll gain more experience based on the severity of the disadvantage.

Most of the mechanics seem sound but a few seem underpowered. For example, the Brick is a classic of the genre, a person who relies on strength to carry the day through. The Brick's highest ability is Never Say Die where he can continue to fight until he reaches -10 at which point he dies. Now that's not an impressive ability for a 20th level character, especially since there are so many feats and ideas out on the market that do things like let the character live to his Constitution in negatives or fight until his Con bonus plus -10, etc... In some ways, the book is too centralized so that if the GM does own or use a large collection of books, or just the reference works like AEG's Feats or Mongoose's Ultimate Feats book, the material here can be very underpowered.

Chapter Eight, Vehicles and Equipment, is a brief look at some of the standard things that characters will use in the setting. The material is complete in and of itself, but not expansive by any means.

Of more interest, are the Prestige Classes in Chapter Nine. Once again, no table or master listing, but instead, the book goes right into the material. It includes the following: Arch Nemesis, Arch Villain, Behemoth, Dragon Master, Fallen Angel, Mastermind, Mentor, Paragon, Powerhouse, Psi Lord, Shifter, and Speed Demon. This shows another thing that I personally didn't like. The material for players is right in there with the material for the GMs. Instead of having the villains and heroes separated, it's all together. In addition, the Speed Demon is a classic and there should be options to start play as one.

For those who've never run a super hero campaign before, the material on Heroism and Villainy isn't up to the par that Silver Age Sentinels set in terms of role playing effectively, but it does provide a starting GM with several hooks and ideas. More useful perhaps is Chapter Eleven, Syndicate City due to the number of NPCs it presents. Need some examples of heroes and villains? You've got it.

The art is better than some of the latest Hero books, but no match for Silver Age Sentinels or Mutants & Masterminds. Personally, I don't like the cover either, which is a shame since it's done by Storn Cook and I find his artwork, especially in the Hero products, top notch. I don't know if it's just that there's too much going on or that there's no 'center' to pull the piece together, but it's not the best example of the art that book boast. Price is fair for a book this size. I'm not a layout master or expert designer, but in my pursuit to know about layout to increase my knowledge of what's right and wrong with a book I'm reviewing, I've come across the following. “it is easier to read an extended amount of text when it is set in a serif typeface.” That's from the Non-Designer's Type Book. In other words, the layout in this book is in dire need of attention. The fonts used for the feats are so big that the type of feat it is often doesn't fit next to the feat in question. This adds to the pages. This also adds to the pages in terms of white space several times. For example, on page 80, because of the large font size, there's a big margin at the bottom of the book in contrast to the opposite page.

Vigilance manages to capture some of the elements of the super hero genre quite well and it does so within the d20 system as opposed to working around it like Silver Age Sentinels or going OGL like Mutants & Masterminds does. This doesn't make it the best super hero game on the market, just makes it one of the few 'true' d20 super hero games on the market. A 2nd edition to reorganize and improve the layout would do wonders for this book. As it stands, if you're a fan of super heroes and want to use the d20 system, Vigilance is worth looking over.
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
Vigilance: Absolute Power is Mystic Eye Games’ foray into the world of d20 super-hero role-playing, produced under their Vigilance Press logo. This 128-page softcover perfect-bound work is by Charles Rice, with a cover by Storn Cook and interior artwork from Doug Penny, Hunter Fredrick McFalls, and Jeremy McHugh. Vigilance: Absolute Power retails for $19.95.

First Blood
With the wild success of Spider-Man and Daredevil and the impending release of X2 and The Hulk looming in the wings, everyone except Wizards of the Coast seems to be jumping on the super-hero role-playing bandwagon. Why then, should Mystic Eye Games be any exception? After all, if you want to keep your sales high, you have to follow the current trends.

Vigilance: Absolute Power is a super-powered supplement to the D20 SYSTEM and, as such, requires Core Rulebook I to make full use of the material herein. The default campaign is the modern world, though a version in which history has been altered by the presence of super-powered beings. Despite the presence of some background elements, however (such as a timeline), Vigilance: Absolute Power is a set of rules for designing and playing super-heroes, not merely a setting book.

Besides some basic changes (Armor Class is now defense, armor provides DR, resources (similar to D20 MODERN) replace money) and the obvious additions (contacts, super-powers, and reputation), Vigilance approaches the genre from the typical D20 SYSTEM standpoint of class and level. Naturally, instead of fighters and rogues and wizards, the classes are more suited to the genre; bricks, detectives, and psychics are a few of the examples.

Like D&D, each class ranges from level 1 to level 20 and gains certain class abilities as they increase in level. For example, the brick begins with a bonus power (chosen from a list appropriate to the character concept). At 2nd level, he gets the toughness feat free. The problem is that, in a setting without magic (which seems to be largely absent from Vigilance, save a Mystic origin), certain classes fall behind.

Consider, as an example, the brick and the acrobat. The brick gets a d10 for hit dice, good Fort saves, 2 skill points per level (base), four power points per level (base), an extra power at 1st level, pre-determined feats at 2nd, 5th, and 15th level, and class abilities at 10th and 20th level. By contrast, the acrobat gains a d6 for hit dice, good Reflex saves, 4 skill points per level (base), 2 power points per level (base), evasion, a choice of bonus feats at 4th, 8th, 12th, 16th, and 20th level, and class abilities at 2nd, 3rd, 6th, 9th, 15th, and 19th level. The gadgeteer is even worse, gaining some kind of bonus with every single level increase! It just seems that game balance is left to the ideals of character concept, and while this might work for some groups, it opens the door for power gamers and min/maxers.

There are no races, per se, in Vigilance, but instead, each character chooses an origin, which represents where they get their powers and abilities. Each origin provides different bonuses and all have at least three favored classes to choose from. The origin options seem to be pretty well-balanced against one another and no one origin is favored over the others.

A new type of skill, the combat maneuver, is presented, opening the door for such tricks as called shots, throws, and striking vital areas. Even more difficult to pull off are the advanced maneuvers. So difficult, in fact (the book tells us), that only one such maneuver may be used each round (though there is a feat that allows for two of these to be used as a combo). While this does capture the comic-book fighting style of the genre, I have to question whether a haymaker or a head butt should be a Trained Only feat. Finally, there are teamwork maneuvers, combat actions that require the aid of others to accomplish. But the same question again rears its head. It would seem to me that any two characters that chose the Teamwork feat should be able to use these maneuvers without having to invest skill points in them. It hardly requires special training to provide cover fire for an ally.

Since the system is based around D&D and not D20 MODERN, a few other necessary skills have been added. Things like Criminology and Driving. Strangely, however, there is no skill called Computer Use, or any skill that would cover such talents. Come to think of it, there are no electronics or chemical skills, either (though Demolitions is there). How do these gadgeteers do it?

Vigilance does offer plenty of new feats, most appropriate to the genre. Once again, we find that magic is pretty much ignored in the Vigilance setting, as metapsionic and meta-energy feats replace the metamagic feats from Core Rulebook I, and Item Creation feats are altered to gear towards the creation of technological items. Most of the feats are nicely thought-out and could enhance even a D20 MODERN campaign, but a few of them made me cringe. Enhanced Ability stands out as a shining example, allowing a character to add 1d4 points to the ability score of his choice when the feat is taken. Even in a campaign that revolves around super-powers, I have to wonder if this does not upset game balance (particularly since there is already a means of increasing ability scores built into the game and it isn’t supposed to be that easy).

Powers are handled a lot like feats, but many also have skills associated with them. A character may spend power points to increase their level of ability, though no more than 10 points per level may be spent on powers (those recommended by the character’s class), and no more than 5 points on cross-class powers (all others). Each power has a duration, an activation time, a range, and an exclusivity. If a power is exclusive, then the character can purchase only one skill based on the power. If they wish to have another skill, they must purchase the power again. For example, a character that buys Claws can purchase any or all of the three skills based on that power (Claws, Rend, and Cat Claws). If the same character purchased Energy Theft, then he could buy points with either the Life Drain or Memory Drain skills, but if he wanted both, he would have to purchase the Energy Theft power again.
In any super-hero genre, you seem obliged to have weaknesses. In Vigilance, they are called disadvantages, and they run the usual gamut. The mechanic that is used, however, is different from any other super-hero d20 game I’ve seen to date. Instead of providing bonus power points, a disadvantage carries a Disadvantage Rating (DSR) which determines how often it appears and how dangerous it is to the character. Each point of DSR is considered a challenge rating, and after the character has been completed, the DSR total is compared to the Experience Point Awards table in Core Rulebook II to determine how many experience points the character begins the game with. In other words, characters can use disadvantages to “purchase” levels before the game begins! However, some disadvantages affect only powers, and these provide no XP bonus, but are added to the power’s skill checks (making it easier to use the power in exchange for the attendant problems that are caused).

Since most super-hero adventures take place in the modern era, the obligatory vehicle and firearms rules are included in Vigilance. The vehicle rules are actually handled nicely and in a simple manner by applying a variant of the maneuverability ratings for flying creatures. In fact, this is such a decent and simple system that I’m surprised it hasn’t been thought of before. There are some rules for modifying vehicles and the method of handling a loss of control is equally simple. If a Drive or Piloting roll is failed, a d20 is rolled and the Wipeout Table consulted. Effects range from a shimmy to a head-on collision.

The section on equipment is very short, sweet, and to the point. You get a table of generic firearms (revolver, auto-pistol, hunting rifle, shotgun, etc.), a sampling of grenades, and some modern armors. That’s it. If you’re heavily into firearms and want names and details, look somewhere else. This is about as simple as you can get (which is fine for most super-hero games).

Some people I’ve spoken to have said that super-heroes should be treated as prestige classes. Vigilance gives you the best of both worlds by having basic classes and prestige classes. Prestige classes include things like the arch-villain, the mentor, and the psi-lord. Some, such as the speed demon, have very specific power requirements, while others, like the paragon, simply require that the character meet a few basic demands.

Finally, we are presented with a few samples of heroes and villains, each given a full background treatment and description. Following this, a character sheet and an “Index of Important Stuff” finish off the book. The index references mostly game mechanics, paying no attention to fluff (which is, presumably, unimportant).

Critical Hits
Vigilance presents a good background for its system, a world where supers have been around since the 11th Century, but first rose to prominence in the early days of World War I. This permits GMs to run campaign that span the 20th Century if they desire, and also provides a good solid base for campaigns beginning in the 21st Century, giving them something to build upon. Equally important, very little is so set in stone that it cannot easily be ignored for GMs who wish to write their own histories. Plus, there’s some good stuff in here. How might history have been different if super-powers had developed in some individuals? The time line examines the possibilities.

I’ve already noted that the vehicle rules are simple enough to be both attractive and quick, but I feel it deserves a second mention. It really surprises me that someone hasn’t come up with this idea before now, and kudos to Charles for working it up. It covers all the angles and still maintains an air of simplicity.

Critical Misses
I’m very much against the idea of shoveling supers into classes and this book exemplifies the reason for that. One type of hero inevitably ends up getting shafted (because, after all, a brick is a physical powerhouse, but not good for much else), while others get all manner of bonuses inherent to their concept. It seems as though the players are expected to “self-govern” game balance, not choosing a class that provides more benefits when another class would be more loyal to the way their character is envisioned, but I’ve been gaming long enough to know that many will not.

As noted, a few of the feats seem unbalanced, and my GM-brain balks at the idea of handing out XP in exchange for choosing a weakness! That seems to be asking for min/maxing! Never mind that offering any kind of reward for a weakness goes against the whole idea of having a character flaw in the first place (in truth, you shouldn’t get any return at all, that’s why it’s a weakness), but giving someone extra experience points just because they maintain a secret identity? This system promotes the acquisition of character weaknesses, which ends up front-loading some characters. Why would any character not choose 10 points (the suggested maximum) of character disadvantages, acquire an easy three or four character levels, and then drop them a few games later? In Vigilance, getting rid of a weakness is as simple as getting the GM’s permission and role-playing the scene. Let’s see, I can have my energy blast only work if I say the magic words and get a +2 to my skill rolls with that power, or I can have a frail aunt that I have to take care of and get a level of experience (and if she later dies *sob*, I get to keep the level). Which do you think I’m going to choose?

I’ve expressed my misgivings about the combat maneuvers as skills already, so I won’t dwell on that here. Instead, let’s look at what was missing from Vigilance. There are no computer skills, relatively few scientific skills, and no magic! Now really, have you ever seen a super-hero universe that did not have at least one mage? Even if the wizard class had just been left in untouched, I would have been satisfied. Just stick it in there and say, “refer to Core Rulebook I for rules on handling wizards.” You have a “mystic” origin, why not make use of it?

Coup de Grace
Taken at face value, Vigilance is a good effort at developing a super-hero game for d20, but I think it needs to be examined with a critical eye and re-defined. As it exists now, there are just too many holes that need to be patched for me to find it useful as anything other than source material for my other d20 supers games. Perhaps with some rethinking (using D20 MODERN as the base system and making the hero classes advanced classes), it might work a little better, but for now, there are smoother and more balanced choices available.

The rules lack balance and in many areas, do not even follow the established format (feats, for example). The classes seem terribly disparate, with some gaining a plethora of abilities, while others gain next to nothing. In D&D, the ability to use armor and different weapons serves as a balancing factor. In Vigilance, there is no such “hidden” control. Coupled with a poor system of disadvantages, I see this flaw as a munchkin’s wet dream.

All game mechanics are designated as OGC, which accounts for about 85% of the book. I gave a little extra credit to originality for the vehicle rules (which were very well-done) and for the timeline (which had some good ideas), and it will serve both GMs and players equally well (though powergamers will be quick to take advantage of the system). I reduced the Playability score slightly because of some missing elements (magic and some skills) and because of balance issues. My advice: unless you are looking for a framework to take ideas from, revise to your own tastes, and fit over another D20 SYSTEM game, skip over Vigilance.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

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