Villain Points
I'm still not satisfied with how to award Villain Points completely... I want to emulate the flow of Villains having plenty of points early but not being a continuous resource.
Please read and give me feedback and any thoughts you might have for using these rules for Villain Points...
VILLAINS - the COWARDLY LOT
Villain Points in Mutants & Masterminds are intended to provide an edge to the villains, allowing them to go that extra mile when it really matters. The various uses of Villain Points are described on page 154 of the M&M rulebook. What this article looks at is a new way for heroes to acquire rather than use Villain Points and new ways for the Gamemaster to use them to encourage roleplaying and to give their games a "comic book" feel.
The default Mutants & Masterminds rules assume that the player characters are superheroes battling against evil supervillains controlled by the Gamemaster. In the comics, however, a supervillain might be a fallen hero, and some villains might be struggling to do the what society deems the “right thing” and mend their villainous ways. Players interested in "switching sides" might want to playa villain, and this is the goal we strive to satisfy here, there's no reason the rules should get in the way of a good time.
That’s where this game idea comes in…
VILLAIN POINTS
Just as heroes have Hero Points to allow them to overcome problems and push themselves further, your villains have luck of their own!
Normally Villainous Player Characters have a number of Villain Points based on their power level (see Chapter One: Power Level, p. 20) and Villains may gain additional Villain Points using the Villain 's Luck feat (p. 115, Crooks). With this system Villains regain all spent Villain Points at the start of each adventure (or each game session for long adventures, at the discretion of the GM) back to their starting total. Villain Points that aren't spent during an adventure don't carry over to the next adventure.
The following is a varient of the standard rules for awarding Villain points based on the ideas presented in the M&M Annual #1.
EARNING VILLAIN POINTS
In the standard Mutants & Masterminds rules, villains start out with a number of Villain Points based on their power level and can acquire more through the Villain's Luck feat. Each villain starts out an adventure with a set number of Villain Points. Likewise, the GM starts out with a set number of Hero Points. Ideally, in the comic book genre, the villains run out of points before the heroes do, ensuring that the heroes have a few points left over to spend on the climactic scene of the adventure.
In playing villainous characters there should be a strong desire for players to spend their Villain Points early on in the adventure, either to overcome setbacks or to perform power stunts using extra effort. While the need to conserve Villain Points for the end of the adventure may encourage some players to be more frugal, to play to the villainous genre convention players should be encouraged to spend more Villain Points up front to get see the GM collect more and more Hero Points for the hero’s last stand during the story’s climax. Then, when the villains really need their Villain Points, there aren't any left.
To replicate this villainous convention one option is to change Villain Points from a standardized resource the villains always start with to a more customized resource under the Gamemaster's control, based on the events of the adventure and the actions of the villains. In essence, the villains earn Villain Points, but not exactly in the way you'd think.
Rather than earning Villain Points for their great successes, villains get Villain Points for the failures and embarrassments forced on the heroes and the different challenges they cause for the heroes that face them. These challenges should be of the indirect variety in accordance with the villain’s style, personality and motifs. A perfect hit in battle deserves a Villain Points but we’re also talking about deathtraps, pompous tell-all speeches, and any other devious bits that are common with comic book villains... Rarely will the comic book villain outright kill a hero without gloating, setting a deathtrap and leave the scene, create distractions to allow a villain to his work, destroying the hero’s lives, or going after the sidekick or girlfriend first!
HOW IT WORKS
In comic book stories, heroes often confront the villain(s) and deal with several setbacks. Perhaps the villain defeats them in the first couple encounters. Maybe one or more of the heroes has to overcome a weakness or a personal problem. The villain may have a secret the heroes need to discover, and so forth. By the end of the story, the heroes have overcome these challenges and they're ready to take on the villain. Mutants & Masterminds can reflect this kind of story structure through the awarding of Villain Points for the villainous players and Hero Points for the GM. Villains and the GM under this system start out with no Villain or Hero Points at the beginning of the game (unless a character has the Hero’s or Villain’s Luck feat). The GM gains additional Hero Points as the adventure progresses. When the going gets tough, the heroes get tougher, because the GM get Hero Points to help them overcome the villainous player’s future challenges.
A villain’s number of Villain Points decreases as the adventure progresses.
A character gets a Villain Point for any of the following:
<sum> When the GM heroes roll a natural 1 on a check. (trivial checks, like Knowledge or Profession skill checks should be ignored unless they really benefit the villains)
<sum> When a hero is knocked out or disabled by an opponent, the villain directly causing the KO recieves a Villain Point.
<sum> When a hero is captured or otherwise defeated by a villain player. When a hero is mind-controlled by an opponent and forced to take an action normally against the hero's nature.
<sum> When a villain chooses to put the hero in a comprimising situation, deathtrap or other embarassing moment.
<sum> When a villain delivers an appropriately eloquent dialogue or speech to degrade the hero.
<sum> When a villain spills the beans on details of the villainous plot – all Villainous Players gain a Villain Point! (can’t keep a secret)
The GM gets Hero Points for any of the following:
<sum> When a villain player spends a Villain Point to affect the hero in some way.
<sum> When a villain rolls a natural 20 on a check.
<sum> When facing the villain in each addtional meeting.
<sum> When a villain kills a hero – the GM is awarded 10 Hero Points! (paybacks a bitch villains)
A newly acquired Villain Point can be used to eliminate the circumstances that granted it to the villain!
The only obvious exception to this rule is you can't get knocked out and then spend the Villain Point immediately to try to wake up. You can however spend a Villain Point to aid your getaway in some manner. You can spend Villain Points that you already have (from previous circumstances), but if you eliminate a circumstance by spending an existing Villain Point-such as rerolling a natural-then you don't gain an additional Villain Point for that circumstance, since it didn't "really happen."
This means that villains who force heroes into difficult situations early in an adventure can begin with more Villain Points toward for the adventure. This works much like a comic book story: the heroes face difficulties and setbacks early on, but the more that they struggle, the stronger their resolve and determination become until they're able to overcome the obstacles and defeat the villain.
PLAYING ALONG
One benefit of the system of assigning Villain Points based on setbacks given the heroes is that it allows the GM to reward players for creating the suffering the slings and arrows of outrageous fortune can have against a hero. It in fact encourages them to do so, since the players know that they'll get Villain Points for the difficulties that their characters force. With this system, the GM can bribe the player, saying "Okay, if you give clues to Spiderman prior to leaving him beaten in act one, you get an extra Villain Point for this scene." Likewise, it can serve as a reward for players who choose to endanger civilians to aid your get away without needing to directly effect the heroes. Gamemasters may even choose to apply a "GM's Fiat" rule: the GM gets to "cheat" on behalf of the hero(s), and deduct Villain Points.
SUBPLOTS
Another option open to Gamemasters is to introduce Villain Point awards for subplots in the campaign. A subplot is a personal story involving a villain, dealing with things like relationships, family problems, addictions, the villain's secret identity, unraveling the mystery of the villain's origin, and so forth. When a player roleplays the villain's struggles with a particular subplot, the hero gains a Villain Point for use elsewhere in the adventure. It's often best if the subplot ties into the overall story in some way, but it doesn't have to. In fact, some subplots may have nothing to do with the overall story, they're just parts of the hero's life that intrude at inopportune moments, like a villain trying to distract a hero so she can escape to meet a dinner date on time across town. One possible subplot is the nemesis or archenemy character, a hero the villain especially dislikes or has a personal stake in overcoming. Any adventure where this hero shows up, the villain gets a bonus Villain Point (after the hero's first appearance in the adventure). Note that a villain should only have one archenemy a time. Rewarding subplots with Villain Points encourages players to create and roleplay them for their villains, although, like weaknesses, the Gamemaster should be careful not to let subplots dominate the game. It's difficult to include more than a couple subplots in an adventure, so every player may not get to take advantage of this option in ever adventure. As GM, you should rotate through the villains' subplots over the course of several adventures to give each player a turn in the spotlight and an opportunity to earn some extra Villain Points (which tends to reinforce the player's opportunity to take the spotlight and run with it).
GOOD PLAYER AWARDS
Although Villain Points in this optional system are usually awarded to villains for creating some sort of challenge or setback for the heroes, the Gamemaster can also hand them out as rewards for things like good roleplaying or a clever plan to overcome the hero in a novel and interesting way. This can serve as "good idea insurance," since a Villain Point at the right time makes it more likely that clever plan will succeed (or at least won't be thwarted by a bad die roll).
MAXIMUM HERO POINTS
Using this optional Villain Point system, the Gamemaster can still set a limit on the number of Villain Points characters can accumulate during an adventure. Typically this is half the character's power level, plus any extra Villain Points granted by the Villain’s Luck feat. Players should be encouraged to spend some Villain Points if they reach their maximum before the end of the adventure, since they will be unable to acquire any additional Villain Points and any unspent points are lost at the end of the adventure.
VILLAIN POINTS AND GADGETS
Gamemasters using this optional system of awarding Villain Points may wish to take into account characters with the Gadgets power (or other powers with a variable effect that requires Villain Points). Since Villain Points are required to use the power, and villains start out with none, how can the character use the power early in the adventure? Allow the player to "set" the gadgets power in a particular configuration for free at the start of the adventure, costing no Villain Points. Changing the power's configuration to a new gadget still requires Villain Points, however. So the character has one or more gadgets "on hand," but they mayor may not be the right ones the hero needs in the first encounter. This allows the character to earn a Villain Point or two and reconfigure the Gadgets power to be better prepared in future encounters, which is exactly the sort of things gadgeteers do in the comics.
SPENDING VILLAIN POINTS
Players can spend Villain Points on any of the following:
Re-roll a die roll:
One Villain Point allows you to re-roll any die roll you make and take the better ofthe two rolls. If both rolls are below 10, treat your roll as a 10. You can spend only one Villain Point per roll.
Improve your Defense:
Once per round you can spend a Villain Point to increase a character's Defense by 5. This bonus lasts until the beginning of that character's next action.
Recover from stunned:
You can spend a Villain Point to allow a character to immediately shake off a stunned condition.
Ignore fatigue:
Any time a character would be fatigued by taking an action, including extra effort (above), you can spend a Villain Point to allow the character to ignore the fatigue result.
Overcome injury:
If a character is disabled (see Damage and Injury, p. 128), you can spend a Villain Point to allow him to take a strenuous action for one round without his condition worsening to dying. Characters still can take only a half action each round and their condition doesn't improve, they're just able to overcome the pain and injury for a few moments.
Escape death:
If a character is dying, you can spend a Villain Point to automatically stabilize and prevent him from dying, although this doesn't protect the character from any further damage.
You also can spend a Villain Point to allow a villain to escape from otherwise certain death, such as a spectacular explosion that destroys his headquarters.
Inspiration:
Finally, you can spend a Villain Point to give your villain a sudden burst of insight or inspiration in the form of a hint, clue, or bits of help from the GM. It might be a way out of the heroes capture, a vital clue for committing a crime, or an idea about the heroes weakness. It’s up to the GM exactly how much help you get from the inspiration.
PLAYING FOR THE MOMENT
An additional option is to allow players to choose to play for the moment. At ANY TIME during the adventure, except the final climactic scene, a player may choose to spend multiple Villain Points in a round. Normally players can only spend a single Villain Point per round, but while playing for the moment a player can spend multiple Villain Points, up to all the Villlain Points that the hero has remaining. These Villain Points have their normal effects, but can be applied to different uses in the round. So a player could spend three Villain Points in a round: one to eliminate the fatigue of extra effort, one to shake off a stun result, and one to re-roll for success.
Unlike Hero Points,
Villain Points do not allow a villain to do certain things the hero can.
No elimination of stun hits:
Villain Points do not allow a villain to eliminate stun hits, decreasing your stun hits by 5 giving yourself a second wind.
No faster recovery:
Villain Points do not allow a villain to recover faster from being knocked out or disabled, getting an immediate check to recover.