Vigilantes
Here are a few house rules that have developed over the years by shad0hawke
1. Vigilante Rule:
The MSH has strict limit on Killing and Karma loss. Unavoidably, you inevitably get those characters who fit the role of the vigilante, and to whom killing the opponent is either unavoidable or part of this grim character. So, how does one avoid losing Karma?
You implement the Vigilante rule. If a character comes into the game, you discern that character's background and type. If he/she qualifies, and the game tone and setting permit, you let them play out. The mechanics break down like this:
- No Karma loss for Vigilantes who kill, but additional Karma gain for vigilante's who are convinced to let the criminal live. Usually the additional amount is a RP bonus, for if a character is a vigilante in the role like the Punisher, they will be sorely tempted to end the culprit's life. Therefore, by not killing, they would earn additional Karma.
- Popularity lowers by -10. It is possible for heroes to have negative popularity, a good example is Spider-Man. Vigilante characters suffer for their ability to kill without karma loss, for they are often viewed by a majority of society as no better than the criminals they hunt. The popularity issue is also restricted to the following:
- Vigilante's are not allowed to have popularity above +15. Even if the Vigilante manages to save the president, until he decides to reform his methods, he is still hunted. Initially, the vigilante will have a negative popularity, due the fact they will be seen as "Nut-cases with guns".
These examples of Vigilantes in question are again focused more to the Punisher type of character. The trade-off is balanced, and usually, if the vigilante character is well-developed, then they will wish to seek to put aside their more violent methods. This is not easy, nor should the GM allow the player to "Get away from it". The cost to absolve the vigilante rule is 1000 karma. Once the character reforms, they cannot take up the role of judge, jury, and executioner again, unless storyline and plot permit, and always with the approval of the GM. If they do kill again, they suffer same penalties as regular four-color heroes.
2. Karma use:
A problem with long-time players has been the stockpile of Karma. In my case as an example, after playing with the same group for six years, we had a player who had been saving his karma like crazy. In every game, he would spend like a maniac, and therefore Monty Hall. I came up with this house rule after suggestions from another GM, and I found it to work rather well:
- After a player saves over 900 karma, they need to declare to the GM what they are planning to spend their karma on. Whether it be to buy new powers or what have you, they must prepare and present their character to be examined.
- Any left-over Karma should either be spent into a Karma pool, or can be saved, but there are spending limits. In order to balance the game, a player can enter any session with his/her initial RIP amount of karma, and spend as they will. After they have expended their initial RIP amount, they may not spend karma out of the saved pool.
- A player can only spend out of the karma pool of the team if the team agrees with it. To keep the pool managed, any time a player spends karma out of the pool for personal attacks/defenses/ect, they will have to repay one and one-half times the amount back into the pool. This ultimately keeps the karma pool stocked, and deters constant spending out of the pool.
- A player cannot spend over 40 points per action. This prevents a number of players using karma to achieve red results around every bend. The exceptions to the rule are in the following cases: For truly heroic actions, for actions that are quite epic, and actions that will preserve the character's life.
- Actions that are downright villainous, IE using Karma to gain kill results or property damage will actually cause Karma penalties. A GM can disallow players from using Karma in this way, but the message will be lost. I have found that if a player is intent on doing such actions, they need to learn the results from such. First and foremost, Karma penalties are doubled. If there are witness in the game to the hero killing a villain/bystander/ect., the entire team looses popularity. Second, the Karma loss to the character is all, and they will have to pay twice the amount of their RIP into the team's Karma pool. It detracts from players abusing their Karma in said manner.
- Karma Checks: In some cases, older players that are near to purchas- ing upgrades have found it a long drawn out purpose. In one case, I offered a ability to get the Experience beforehand, much like credit. The hero is given the Karma needed for a upgrade/Power/ect. ahead of time, to which they must devote their karma to repaying, plus 250 points to the team pool. Any single player can do this once, and only once. That way, the players can achieve their goals, and still build up team pools.
- Team Pool use: I have found that in my particular case, the team has spent resources alone to garner items. The team would them go out, and have such items as their transport or jet destroyed, and simply pay out to have a new one. To cut down on frivolous actions like this, I have added a Karma tag to base repair, Items, transports, ect. Since doing so, they have not been as careless In character with their items. It also allows players to improve their bases and such, as well as equipment.
3. Stats definitions:
A problem I have run into for some time is the criticism of MSH to other hero games based on the fact Marvel is a simple game system to operate. So often, I have found that the game system itself seems to be a bit lopsided in definitions of ability. Furthermore, if you look at the mechanics, they state clearly what each of the primary stats are, and are capable of doing. In the specific case of Strength, I have found the need to address the situation with players.
Strength
Perhaps Strength is the most difficult to properly maintain. Once you reach Unearthly, you can press up to 100 tons, but then later it says that the next level, Shift-X, is about 150-200 tons. This seems wrong, and moreover, you tend to have the more powerful bricks look a bit weak if the weight amount was correct. Two cases in point: The Hulk during secret wars was pressing nearly 100,000 tons of rock, from the Mountain Molecule Man dropped on the heroes. In game terms, this is nearly impossible, for the Hulk would have to display CL1000 strength. Even if you take into account the adrenaline surge, it still would not be possible, for during that time, The hulk was still possessed by the mind of Dr Banner. So, how do you explain it? Another example is the Squadron Supreme hero Hyperion. Hyperion has Unearthly Strength, but if he is an exact copy of another comic Company's Super-Dude, then you are saying that the character in question could only lift with some difficulty 100 tons? That just doesn't fit.
Therefore, we set up this way of working it:
- If you notice the stats as they build upwards, it seems to go in five to ten increments times the old ration, and this number continues to go up. By the time you reach amazing, you can press 50 tons, and by Monstrous, up to 75. Well, to mark off from Unearthly to Shifts, you should apply this.
- Unearthly can go from 75-100 with ease, 100-300 with a FEAT. Shift-X should then be over 1000 tons, for it would be 10 x the number of previous stat. Shift-Y should be 15 x the previous, ect. This way, the stats are a bit more rated to portray actuality of comics. furthermore, it would allow critics a bit of a query, for it would be essentially doing the same thing easily that other systems do with some difficulty.
The Vigilante or Special Agent: Gaining and losing Karma
During character generation a player can decide to play a vigilante (like the Punisher) or some kind of special agent (like Wolverine was). Generally these characters considered are karma low characters. This has some effects on the character, most notably in the Karma awards and penalties.
The Following are example Vigilante Supplements:
- Ninja
- The ninja vigilante is always in disguise. It is assumed that a ninja would always maintain a zero presence. Ninjas are always apart of a Special Agency, Society or Clan. Furthermore ninjas always begins with 0 popularity. Ninjas however gain 1 weapon or fighting skill. Negative Popularity (anything below 0 popularity) can result in the PC being considered an evil ninja and wanted by the authorities. The Popularity is awarded three ways.
- By achieving their objective with zero presence and leaving a symbol of their identity (i.e. "Black Blade Society was here"). Zero Presence means zero presence (very difficult to achieve). If nobody sees the ninja the award is 4pts of Popularity.
- By achieving their objective, and leaving a symbol of their identity (i.e. Black Blade Society was here). The award is 2pts of Popularity. Killing people results in receiving negative popularity -2pts. Ninja generally stall their victims and keep their objective in high priority.
- By achieving their objective. The award is 1pts of Popularity.
- Ninja Assassin
- The Ninja assassin vigilante is always in disguise. It is assumed that a ninja would always maintain a zero presence. These Ninjas can be independent, apart of a Special Agency, Society or Clan. Furthermore he always begins with 0 popularity. He does however gain 1 weapon or fighting skill. Negative Popularity is what they live for and ninja assassins are wanted by the authorities. Their Popularity has the unique ability to make people fearful of them. So they receive a natural emotion control of FEAR a -3CS of their Popularity automatically. The Popularity is awarded three ways.
- By achieving their objective with zero presence and leaving a symbol of their identity (i.e. "Black Blade Society was here"). Zero Presence means zero presence (very difficult to achieve). If nobody sees the ninja the award is -4pts of Popularity. Note: mind wipes are considered zero presence.
- By achieving their objective with zero presence, leaving no witnesses and leaving a symbol of their identity (i.e. Black Blade Society was here.). Zero Presence means zero presence. The award is -3pts of Popularity
- By achieving their objective. The award is -1pts of Popularity.
- Secret Agent/Underground
- First the character must give up one of his power slots. Furthermore he always begins with 0 popularity. He does however gain 1 weapon or fighting skill. The character gains popularity only very slowly. He gains 1 point of popularity when beating costumed or organized criminals in public, but only if he doesn't kill them. The Karma table below shows the award and penalties. The number before the slash is for the vigilante and the number behind it for the S.A
- Other Vigilante
- This is generated as any other character in the UPB or Marvel Generator. Furthermore he always begins with 5 popularity. The character gains popularity only very slowly. He gains 1 point of popularity when beating costumed or organized criminals in public, but only if he doesn't kill them. The Karma table below shows the award and penalties.
Karma Summary Listings | ||
---|---|---|
For Special Agent, Vigilante, Samurai, Ninja or Clan | ||
Violent Crime | Stop/Prevent | 50/30 |
Violent Crime | Arrest | 20/15 |
Destructive Crime | Stop/Prevent | 35/20 |
Destructive Crime | Arrest | 15/10 |
Theft | Stop/Prevent | 10/5 |
Theft | Arrest | 10/5 |
Robbery | Stop/Prevent | 30/20 |
Robbery | Arrest | 15/10 |
Misdemeanors | Stop/Prevent | 3/2 |
Misdemeanors | Arrest | -/- |
National Offense | Stop/Prevent | 20/25* |
National Offense | Arrest | 10/15* |
Local Conspiracy | Stop/Prevent | 30/35* |
Local Conspiracy | Arrest | 15/20* |
National Conspiracy | Stop/Prevent | 40/55* |
National Conspiracy | Arrest | 20/30* |
Global Conspiracy | Stop/Prevent | 50/70* |
Global Conspiracy | Arrest | 25/35* |
Other Crimes | Stop/Prevent | 20/15 |
Other Crimes | Arrest | 10/5 |
Rescue | 25/20 | |
Multiple Rescues | (5+) 125/100 | |
Violent Crime | Commit | -40/-25 |
Destructive Crime | Commit | -30/-20 |
Theft | Commit | -20/-15 |
Misdemeanor | Commit | -15/-10 |
National Offense | Commit | -40/-55 |
Other Crimes | Commit | -5/-10 |
Violent Crime | Permit | -25/-10 |
Destructive Crime | Permit | -10/-15 |
Theft | Permit | -5/-10 |
Robbery | Permit | -5/-10 |
Misdemeanor | Permit | -5/-10 |
National Offense | Permit | -5/-10* |
Other Crimes | Permit | -5/-15 |
Defeat | -15/-20 | |
Innocent Death | Lose all Karma | |
Making Commitment | +10/+5 | |
Failing Commitment | -10/-5 |
* This karma award depends on the agency the S.A. is working for. It is assumed to be a government, if it is another agency replace this by crimes against this agency.
Death
In addition to defeating a character, additional karma points may be awarded for wasting a villain. Vigilante's believe in removing the element crime entirely and should rewarded for their belief and sincerity.
Action | Award |
---|---|
Death** | -50%/-20% |
Self-Destruction | -/- |
Killing: Burglar* | -100 |
Killing: Dictator *** | +30 + 5 pts of Popularity |
Killing: Insane criminal** | +10 |
Killing: Homicidal Maniac*** | +30 |
Killing: Innocent bystander | Lose All Karma |
Killing: Innocent people | Lose All Karma |
Killing: Kidnapper** | +5 |
Killing: Kidnapper** | +10 |
Killing: Other Non violent criminals | Lose All Karma |
Killing: Rapist** | 0 |
Killing: White Collar Criminal** | -100 |
** This is for criminals that are guilty of small crimes. Or opposed agents. They are not worthy of death.
*** This is for criminals guilty of Murder, Drugs distributing and other such crimes. This is also in addition to the normal awards for defeating an opponent. Other awards stay mostly the same. When part of a karma pool with characters that are not also Vigilantes or S.A. the karma pool is still subject to the normal penalties.
Maiming
Contrary to popular belief, vigilantes don't always believe in killing their enemy. They believe in lateral justice (eye for an eye theory)
For example, Pyromaniac dude is always setting fires. A vigilante might set Pyromaniac Dude's hand on fire as pay back retribution for his crimes and then string him up for the authorities. This is considered maiming a person. This is considered private justice but reflex badly in the public's eye and by the authorities. In addition to defeating a character, additional karma points may be awarded for maiming a villain. But no popularity can be gained. This gives the vigilante the person gratification that justice was administered but is considered uncool by the public. Note: anything more than two maiming is considered torture.
Body Part | Award |
---|---|
Arm | +5 each |
Ear | +5 each |
Eye | +10 each |
Foot | +10 each |
Hand | +10 each |
Leg | +10 each |
Nose | +5 |
Sex Organs | +10 |
Tongue | +5 |
Note: This is not for criminals that are guilty of small crimes. Or opposed agents. They should not be maimed. That is considered Torture (see Torture)
Torture
Torture on the other is a different story entirely. This is excessive cutting off body part for pleasure or for Karma. Torture is not welcome by good guys or vigilantes. Judges please don't let your Player get away with this crap. Vigilante who try to play the stupid tough guy torture stuff should be punished immediately. People with no powers, Injured, or who surrender should not be torture. If the PC is playing in character, it will not make a difference in the case. He will be considered a Karma low character. (Wolverine and Punisher are karma low character.)
Body Part | Award |
---|---|
Arm | -50 each |
Ear | -100 each |
Eye | -100 each |
Foot | -100 each |
Hand | -100 each |
Leg | -50 each |
Nose | -50 |
Sex Organs | -100 |
Tongue | -50 |
** This is for criminals that are guilty of small crimes. Or opposed agents.
*** This is for criminals guilty of Murder, Drugs distributing and other such crimes. This is also in addition to the normal awards for defeating an opponent. Other awards stay mostly the same. When part of a karma pool with characters that are not also Vigilantes or S.A. the karma pool is still subject to the normal penalties.