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Original Roleplaying Concepts
Welcome to the fifth character build guide. I know this is a niche RPG and as such, I’m not getting a lot of traffic to this blog, but if you are reading and enjoying these guides, please leave a comment and let me know what’s working for you, what isn’t, and what you’d like to see. Let’s get started on the build. In modern gaming terms a Support class or character is someone that heals, protects, or enhances the abilities and effectiveness of their allies. Comics have had their fair share of characters with healing abilities, but I was having a hard time finding heroes that are purely built for support. This being the case, I looked at the V&V 3.0 Abilities for inspiration, and to one of my players whose character Lodestar is one of the most tightly designed in our entire campaign. Unfortunately, he’s currently in a coma under the care of the Crusaders. That’s what happens when you’re so effective—the villains tend to focus on you to your detriment. Lodestar was built to heal and protect his allies, but it’s how he does it that’s so slick. He does this—correction, did this—by exploiting Teleportation. With the Teleportation Modifier “Beam” he used it to teleport dangerous villains away or bring allies close to him where he could then use Healing. Teleportation takes place during Movement which saved his Action for Healing or creating Force Bubbles. In addition to his support, he had one offensive tool—the humble but very effective Power Blast. This meant that no matter what the situation was, Lodestar was always contributing something—mobility, protection, healing, or damage. Entire fights would pivot on his versatility and this made his character the ultimate Support in my eyes. Until now.
You see, V&V 3.0 introduced Ability Modifiers. These allow players to customize their Abilities in ways that make them totally unique, flavorful, and useful in ways that they might not have considered. One that jumped out at me when I was creating the Support character for this guide was Reversible. A Reversible Ability is one “…that can also produce the opposite effect (for example, an Electrical Bolt that can be used to inflict or heal Electrical Energy damage)” for the cost of 10 CPs. Speaking of healing, I’m gonna be honest here. Some of the Abilities as written are total stinkers, and Healing is probably one of the worst. Even with a whopping 20 CP investment you can only heal 2 Hit Points (4 if you Push), and it takes an entire Round. As soon as I saw Reversible, I flipped to one of the most powerful Abilities in the book—Siphon. Sure enough, Reversible makes this Ability better than Healing in every way. 10 CPs in Siphon with +10 more spent on Reversible has the same Range as Healing, but costs zero Power and can inflict 2d4 damage or heal 2d4 Hit Points. As I’ve said before, a Standard Power level hero—which is what I tend to build the most—has an Ability Cap of 20 CPs. So, with that in mind I started looking for other Abilities that are still powerful with only a 10 CP investment. Devitalization Ray is one such Ability. At 10 CPs it inflicts a staggering 2d8+d10 Power damage. A couple of hits can quickly shut down a target’s Abilities, and leaves them without a way to Push, or ‘Roll With’ Damage or Save Attacks. With the Reversible Modifier, Devitalization Ray perfectly fits our Support mold, replenishing buckets of Power to your allies.
As I’ve said before, I’m a huge fan of Lodestar’s design, and they say imitation is the sincerest form of flattery so I’m going to pick up Force Field, and Teleport. I’ve seen firsthand how Power hungry his build is, so I’m also buying Energy. For defense and utility, I’m going to the well to pick up some Armor and Heightened Expertise. Here are our Abilities and their Modifiers:
Siphon w/ Reversible
Devitalization Ray w/ Reversible
Force Field w/ Area Effect – Perimeter, Moves with Self, Reduced PR, and Does Not Block Teleportation
Teleport w/ Beam
Energy w/ Gear
Armor w/ Gear and Light Partial Coverage
Heightened Expertise
Weaknesses:
Compulsion: Rejuvenator always puts the safety of others above her own.
The idea is to have a character that can not only replenish Hit Points, but Power as well which is arguably more valuable when you think about it. It’s used to fuel your Abilities, Push past your normal limits, and ‘Roll With’ Damaging and Save Attacks. Every point of Power represents offense, defense, damage mitigation, and resistance. I would argue that this version of Devitalization Ray is even more important than healing in most situations. Enough pontificating–I’m going to go do some min-maxing and then I’ll be back.
Introducing Rejuvenator!
Rejuvenator’s tactics focus on depleting her foes Power to end fights early thus preventing as much damage as possible. She always puts the health and well-being of her teammates above her own, teleporting them out of danger, healing them, or protecting them with Force Bubbles which she can carry and drop where needed. Her only offensive tool is Siphon, which has a range of Touch. While she does have protective Armor, getting into melee should be a last resort. Lastly, she has Heightened Expertise to increase her overall effectiveness in combat. I hope you found this guide helpful, and please feel free to submit your character build ideas or requests in the comments.
Patreon request for Rocky in the shape of a dragon. I was happy to oblige.
Originally, I posted it for Patrons in color, but I think I prefer it in more of a monotone like this.
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Lackadaisy is on Patreon - there’s extra stuff!
Here’s the color variant
Let’s cut to the chase, because this build is all about speed. The Speedster has been around since the 40s with the creation of the Flash, and later Quicksilver, Whizzer, Speed Demon, and so on. To me, a Speedster’s role is to even the odds by taking extra Turns each Round and using their increased movement rate to allow them to be everywhere at once. It’s akin to having two or three extra heroes on the battlefield. First let’s review the best Abilities a Speedster can buy: Super Speed (for extra turns), Speed (increased movement rate), Heightened Initiative, and Heightened Cool. Recommended Ability Modifiers are: Activation Power, Reduced Power Cost, Fast Acceleration, Water Running, and Body Part. While this archetype might seem very straightforward, there’s no reason we can’t take it in a new direction.
My concept for this Speedster is an unstoppable pursuer that isn’t hindered by the usual obstacles. V&V has no shortage of mobility Abilities, and while most V&V veterans think of Flight and Teleportation as being the premier ways to get around the battlefield, they would be mistaken. When your character can run nearly 200 miles per hour across water and up walls or through them, those other modes of travel will seem a bit tame. I’ll start with the core of our build. These Abilities are non-negotiable, and as such they will be maxed out at 20 CPs for this Standard Level hero.
Next, I’m going to fill out my character’s “Go Anywhere” suite of Abilities and Modifiers before moving on to offensive and defensive powers. The Speed modifier “Water Running” allows the character to run across the surface of liquids and the Physical Ability “Wall Crawling” allows our character to travel along sheer vertical or inverted surfaces; a bargain at only 5 CPs. That covers up and over, but what about through? That’s where Tunneling comes in. Tunneling allows a character to move through solids by opening a tunnel in front of them. The maximum SR (Structural Rating) of matter that the character can tunnel through is determined by how many CPs they spend, as is their maximum tunneling speed. Lastly, there is a Tunneling Damage bonus that you may apply to one of your character’s Attack Abilities. My Speedster digs with her hands, so I’m associating this bonus with their unarmed Punch attack. Let’s look at our Abilities thus far:
Super Speed
Speed
Wall-Crawling
Tunneling
Now that we have our mobility worked out, we need some offense, defense, and utility. With the Tunneling Damage bonus to her unarmed Punches she has a good offense, but I want to make sure she can land those hits. I’m choosing to go with Heightened Expertise. Normally I would choose Natural Weaponry, but we already have extra damage. The Power cost of her Super Speed is rather steep, and I want her to be able to Push her Punch damage and Tunneling Speed, so I’m choosing Armor for defense. It provides a good amount of flat damage reduction at no Power cost. For utility I want to support her Super Speed and Tunneling. Heightened Initiative grants a bonus to every Initiative Roll, and when you get three Turns per Round (three Initiative Rolls), this bonus is effectively tripled! Lastly, I don’t want her tunneling blindly with no idea where her quarry is, so she’s getting some X-ray specs in the form of Heightened Senses penetrating vision. Here’s the final loadout, Core Abilities in Bold as usual:
Super Speed with the Activation Power modifier. This doubles the cost of an Ability, but after the initial Activation, it costs 0 Power to use. If a combat lasts more than two Rounds, this Ability will pay for itself.
Speed with the Body Part modifier (I’m choosing legs, naturally) which refunds 5 CPs, which I’m spending on both Water Running (2.5 CPs) and Fast Acceleration (also 2.5 CPs). This allows my character to move across the surface of liquids and doubles their Acceleration Rate to 256”/Turn. Eat your heart out, Teleportation.
Wall-Crawling
Tunneling
Heightened Expertise
Heightened Initiative
Heightened Senses – Penetrating Vision with the Gear Modifier.
Armor with the Gear, Ablative, and Heavy Partial Coverage modifiers for a whopping 15 CP refund. Gear makes her armor breakable, Ablative causes it to lose Protection as it’s damaged, and Heavy Partial Coverage allows her enemies to ignore her armor by making a called shot at -6 To Hit, and it only provides ½ protection vs Area Effect Attacks. These may seem like large disadvantages but being able to max out her Protection is worth it.
Weaknesses: Can’t Hold Back because she never learned to pull her punches, and Compulsion—if she has Power left, she won’t stop chasing her quarry until she captures them or collapses from exhaustion.
I’ll go run the numbers and be back in a flash. Let’s meet Pursuer, the Speedster.
A former Ultimate Fighting Champ, Sue lost the use of her legs when she suffered a spinal injury at the hands of a bookie and his thugs when she refused to throw a fight. When she heard that Manning Enterprises had opened human trials for an experimental drug that might restore her ability to walk, she immediately signed up. She regained the use of her legs but also gained superhuman Abilities, which got the attention of the Crusaders—the local superhero team. There she received training, along with her armor and x-ray goggles. When she fought professionally, she was known as a fierce and tenacious opponent and her crime fighting style is no different. With a top speed of 174 miles per hour she isn’t going to be beating the Mercury Mercenary in a foot race, but she can run across water (or any other liquid), on vertical or inverted surfaces, and she can see through and tunnel through nearly any material. This makes her a nightmare for the cowardly villains who would try to evade justice, and her fists.
a few months back i started drawing this dragon for my sister, she requested a mix of my geode dragons and plant dragons. since then i’ve been working on it on and off.
im so glad it’s finally finished ????????
Lo’ and behold, the savage a-hole of the Dragon-Type family: Salamence.
A companion piece to this one.
Welcome to my third character build guide. This time we’re focusing on the master of the battlefield—the Controller. Comic book characters like Ice Man, Cable, and Graviton are great examples of this archetype. A Controller’s role is to incapacitate their enemies, de-buff them, and well—control them. Key Abilities for a Controller are: Darkness Control, Devitalization Ray, Emotion Control, Grapnel, Gravity Control, Ice Blast, Mind Control, Paralysis Ray, Paralytic Poison, Siphon, Telekinesis, and Transmutation. I highly recommend the following Ability Modifiers: Area Effect, Duration, and Success Power. There are more ways to play a Controller than any other archetype, but like the others builds it pays to remain focused. I would strongly suggest building around one controlling Ability—two at the most. All your other Abilities should either support your choice of Control or provide you with some utility and protection so you can stay in the fight long enough to be effective. With that in mind, I’ll start with the Control Ability—Gravity Control.
In V&V, much as in real life, Gravity is O.P. It can bring down the biggest and toughest foes you’ll face, and it’s very hard to protect against. Even if a target doesn’t take much damage, they’ll still be lying on their back staring at the sky (or ceiling) and thinking about that time they were upright and mobile. Those were good times, they might think—I should have appreciated them more. Anyway, let’s dive into Gravity Control—just like things with a lot of uh, gravity—the mechanics are very dense and need some unpacking. To quote the rules, Gravity Control are a set of Abilities that “enable a character to modify the pull of gravity on objects or areas. There are three forms of Gravity Control: Gravity Decrease, Gravity Increase, and Personal Gravity Well.” The first version allows you to make a target weightless or even fall upward, the second allows you to make a target weigh more thus pinning them to the ground, and the third is a kind of gravitational distortion that makes you harder to hit. I’m choosing to focus on Gravity Increase. While I think it’s funny to make someone fall upward for a while, the subsequent fall seems cruel, and this is a superhero I’m designing.
To make Gravity Increase better, we need to understand how it works exactly. First off, it’s a Voluntary Attack Ability with a range of ST (Strength) and it covers a 1” square. The multiplier to the weight of targets within the affected area depends on your CPs in Gravity Increase. For example, if you have 20 CPs in Gravity Increase, you multiply the weight of your target by eight. If their new weight exceeds their carrying capacity, they are pinned and dealt kinetic damage equal to their new Mass Roll minus their HTH Damage Roll. There’s a bit of a unique twist to Gravity Increase, and this is where the build gets interesting. Remember Pushing? Yeah—that thing where you spend 2 Power to do things like gain a +2 damage bonus, double your maximum speed, or gain a Save bonus? Well, forget that measly +2 bonus or multiplier. Where this Ability is concerned “Pushing increases the Weight Multiplier by a factor of (Power Spent +2)! “So?” you might say “2 power for Pushing + 2 = 4, times 8 = 32”, and you’d be right. Unless we have Willpower C) Self-Control, which allows you to Push for more than the normal amount—a lot more. For example, if you have 10 CPs in Self-Control, you get a +4 bonus to Pushing for the cost of 4 additional Power. So now you’re pushing for a total of (6 + 2) times 8 = 64! This makes your Gravity Increase effective against even the strongest targets, meaning you don’t have to be content to smush small fry into the dirt. Moving on to the other support Abilities.
Gravity increase costs 3 Power to use, and to maintain. If we’re going to be pushing for more than the normal amount, we’re gonna need some Power. Let’s grab Energy, which gives us 2 extra Power for each CP we spend. Twenty CPs gives us 40 extra Power to play with, allowing us to Push our Gravity Increase to awesome limits. Let’s review our Abilities so far:
Gravity Control B) Gravity Increase
Energy
Willpower C) Self-Control
There are couple of build directions that present themselves: Find other Abilities we can dump ludicrous amounts of Power into, or make sure we don’t get pasted by the first villain that turns their attentions on us. Both? Both. Monkey House Games recently added some Abilities to the official rules, and there just so happens to be one that benefits from our Willpower Pushing Bonus. Inertia. I know this article is getting long but stick with me—this is a sweet build. Inertia is an attack that reduces the movement rates of characters and vehicles by applying a divisor. As usual, the divisor is based on your CPs in this Ability. However, you can increase the divisor by Pushing, adding the extra Power spent directly to it. Inertia makes the cut. Even if we don’t invest many CPs into it, our Willpower will more than make up for it.
Let’s get this hero some Defensive Abilities before they get pounded. Our Tank was tough as nails, and our Blaster was evasive, so I want to mix it up a little bit. I like the theme we have going so far, and I want to expand on it. We have a hero that can tap into unseen forces to manipulate gravity and slow enemies to a crawl, so I’m going with Force Field. I’ll spare you the description as this Ability is straightforward—you wrap yourself in an invisible Force Field that deflects damage. It’s Power-hungry, but our hero can handle it.
Lastly, we want to hit as often as possible with our Gravity Control and Inertia. Normally I would grab Heightened Expertise, but this time I’m going with Heightened Agility. It raises our hero’s Physical Defense, To Hit chance, and gives them a healthy chunk of Power. Sometimes the best choices are a little boring. Inventory time:
Gravity Control
Willpower C) Self-Control
Inertia
Energy
Force Field
Heightened Expertise
Just as before, our Core Abilities are in bold—those are the ones we’re allowed to start at 20 CPs. I’m going to go apply some modifiers and Weaknesses, and then I’ll be back with our hero…
Introducing, Gravitas!
Gravitas is a young mutant with the power to manipulate Earth’s gravitational field. He is able to slow or even pin his enemies in place or use this force to shroud himself in a protective barrier. His will to do good and protect the innocent provides him with a deep well of energy that fuels his powerful abilities. I hope you liked this build guide. If you did, please let me know. If you didn’t, I’m impressed that you read this far. See you next time.