I don't know about you, but when I'm strolling onto a city street in the
early evening in my tightest blue and red's, I'm lookin' at that 2002
Mitsubishi Galant, and I'm thinkin', "...wonder what that thing crit's
on?". 'Cause ya' never know when VILLAINY will rear its ugly head and
a hero will have to use the nearest thing to defend humanity... well
wonder no more. In Vigilance we have "Improvised Weapons", doors, flag
poles, telephone poles, etc... I don't know what else you really need
to know about a game, but alas renowned D20 writer Charles
Rice has put together a full fledged super heroic extension to D20,
so I'll go on a bit more...
Among the innovations present in Vigilance you also will find Resources.
Resources describe the overall wealth of your hero or villain. It is an ability
you can configure when you create your character and grow later if you choose
to, using the skill points you earn as you level. With resources the funds
accounting headache is gone. When starting an adventure should you decide
to purchase something you make a DC against your resource skill to see if
you've got the credit, cash, land, etc... to buy that spiffy new battle suit or
cool black car. You want to make Batman? Well, Batman's a billionaire,
with the layer to prove it. If billionaire resources are an important facet
of your character, spend your skill points accordingly...Its fantasy role
playing and if I want to burn skill points to be rich, so be it.
Heroes are a special breed, with special powers. One way those powers
manifest in Vigilance is with Heroism/Villainy points. A hero or villain can
spend a point during combat to alter certain results, such as damage taken,
or to grant him/her self an extra attack die roll of 1d6 / 5 levels that is added
to their base roll and can further open end. Some other features that make
the Vigilance hero special are Reputation/Infamy, the hero or villain's ability
to call on friends in the community and flex their standing in the community.
Rather than race, Vigilance give us Origins. Origins tells us something
far more important than race to the hero. That is how our pulp fiction
fellow or fem-fatale came to be. Perhaps you're an alien, artificial life form,
a mutant, or maybe the result of a science experiment gone terribly arry,
or maybe it was a life changing mystic encounter.
All the standard hero classes are present and ready to be played,
Acrobat, Brick, Detective, Energy Projector, Gadgeteer and psychic.
Each class presents a set of special powers granted to them as they
level. A handful of new skills, and a vast array of 61 feats and 39
powers are presented. Some of my favorite feats: ArcBlast/ArcStorm -- I
get to keep reacking havoc as long as my oponents fail to save!
Cooperative Attack(Team Work)/Coordinated Attack(Team Work), ExoSkeleton
-- sweet!, Lair -- gotta have it!, and finally Banter and Wit! Yeah, these
are actual feats. THIS GAME IS COOL. There is an extensive powers list
as well -- everything you need to recreate almost any pulp fiction hero I can
think of: Plasticity, Regeneration, Radar, Sonar, Time Manipulation, just to name a few.
Finally, no hero would be complete without a disadvantage, some
incident, somehow inexorably tied to who and what they are. Again
Charles Rice has provided a broad list to make it possible to build most
any architypal pulp fiction hero.
Oh yeah, and there are prestige classes too... Behemoth, Mentor, Mind
Master, Power House, Spy, and Speed Demon. This game is good fun... a
complete ready to roll compendium of heroic deeds just waiting to be put
in play.
The PDF is light on Artwork and strong on content. The font and spacing
are good. It's easy to read printed, and very little space is wasted.
It is 63 pages and is quite inexpensive at $5.00. The PDF can be purchased
via: http://www.vigilancepress.5u.com/cp.html
Enjoy..and BE VIGILANT
C Nicholson (gothmog1)