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.