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Vigilance
SuperHero
by Charles Rice
Copyright 2002© Charles Rice
Version: 1.31
Dedication: this work would not be possible without the input and
constant support of my sister, Paula Rice.
Special Thanks: to Roy Thomas and Chris Claremont, for firing young
imaginations, and for the being the very best at what you do, and to
Dominic Covey and Chris Davis for your help and many suggestions .
OGL: All material in this book derived from the SRD is OGC. All non game mechanic
text is Product Identity. Vigilance is always Product Identity. This book requires the 3 rd
Edition Player’s Handbook.
D20: The D20 System and the D20 logo are Trademarks owned by Wizards of the
Coast and are used according to the terms of the d20 System license version 1.0 a. A
copy of this license may be found at www.wizards.com
Any comments about Vigilance are needed for its continued growth.
Interested parties are encouraged to send comments and suggestions to:
Vigilance2112@aol.com
The fonts in Vigilance are from LarabieFonts http://www.larabiefonts.com
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Chapter 1: The Basics
Vigilance
psychic attacks.
Introduction
Heroism. Flying through the air. Leaping
tall buildings in a single bound. These are
the stuff of SuperHeroic adventures.
Vigilance is a d20 game designed to allow
players to live this fantasy, rescuing the
helpless, encouraging the meek, and
standing up against the villainous.
Vigilance characters are beyond mortal
kin, allowing even veteran d20 players the
chance to do things with their characters
that they never dreamed possible. This is
the world of heroes who strive to protect
humanity, and the villains who seek to
control the weak: A world that requires
constant Vigilance from those who would
protect it.
Damage: Vigilance uses the Vitality
Point/Wound Point variant for determining
damage. A character has Vitality points
equal to his hit dice plus his con bonus as
normal. A character’s Wound Points are
equal to his Con, and unless the
character is a Brick, or takes a feat, these
do not increase. Wound points are taken
only after all Vitality Points are gone.
Critical hits deal damage to Vitality Points
as normal. Vitality Points heal one per
level per hour. Wound Points heal one
per level per day.
Resources: Instead of starting money
based on class, Vigilance rates resources
as an ability. This is determined by Cha,
Skills, Feats, and Disadvantages.
What’s Different
Some things work differently in Vigilance
than in other d20 games. Here are the
essentials:
Defense: this Stat replaces AC. It
represents the character’s ability either to
avoid damage, or to shrug it off. A
character’s Def. is 10 + his Fort and Ref
Saves. Dex only adds to Def. once, so to
avoid confusion compute your total Ref
Save (including Dex Modifier) and add it
to your Def.
Contacts: SuperHero characters often
rely on their friends to provide them
important information. Heroes start the
game with contacts equal to their Cha
Bonus.
Reputation and Infamy: A Hero can live
or die at times on his good name alone,
and Villains can turn their infamy into a
villain team banded together by fear and
the strength of his dark will. Reputation
not only determines how well liked the
character is, it also allows him to gain
more contacts as he rises in level.
Armor: Armor has no effect on your
chance to be hit, instead providing
Damage Resistance. Most types of
Armor only provide DR to one type of
attack. So, a Flak vest would protect
against physical attacks, but not energy or
Power Points and Skill Points: Powers
have numerous skills associated with
them, which represents a character
learning to use his existing Powers in new
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ways as he gains experience. All
Vigilance characters gain six points per
level, divided between their Skills and
their Powers. This division is determined
by Character Class. Power Points are
modified by Con, not Int., but otherwise
work exactly like Skill Points. Like skills,
certain character classes have certain
Powers associated with them, so Power
Points spent on Energy Blast grant more
yield to an Energy Projector than they do
to a Brick. Skill Points are limited by level
as in the PHB, but Power Points may be
spent in any way the character desires.
for instance, is much better than Improved
Unarmed Combat, and includes a skill
(Throw), which effectively takes the place
of a Feat (Improved Trip) and has no
prerequisites. The Power of some
existing feats likewise has been changed.
Since your Ref and Fort saves determine
your defense, Great Fortitude and
Lightning Reflexes are more powerful, as
they now also give a +2 Def. Again,
these changes are meant only to be
balanced with each other .
New Abilities
While Vigilance uses the standard abilities
we all have grown to love, it also
introduces some new ones to help better
represent the SuperHeroic world.
Heroism (and Villainy) Points:
Gaining Heroism Points: A character
starts the game with 1-4 Hero Points.
Thereafter, he gains one per level, to a
maximum of four. If a Hero risks his life in
the performance of a Heroic deed, not
only can he immediately earn a Heroism
point, but his maximum Hero points rise
by one as well.
Contacts
All Heroes need friends. Contacts can
help a hero find things out he doesn’t
know, get places he couldn’t get, and
solve crimes he couldn’t solve on his own.
A Hero begins the game with a number of
Contacts equal to his Cha modifier (if
any). At the start of the game, a
character’s Contacts should be people
from his private (non-superheroic) life.
This gives the player and GM a chance to
fill out the character. Where does the
character work? Whom does he love?
Later in the game, as the character’s
Reputation grows, he will have the
opportunity to develop much grander
Contacts. In the beginning, stick to the
character’s private life.
Using Heroism Points: These allow a
character to rise above the common man,
performing the impossible. Using a
Heroism point allows a character to roll
1d6/5 levels and add it to the roll.
Heroism dice are open-ended, so any six
on a heroism die allows the character to
roll again and add the result. Further
uses of Heroism points may be found in
the Heroism and Villainy chapter.
A Note on Balance: the information in
this book has been designed to simulate
the abilities of larger-than-life comic book
heroes. The abilities presented here are
not balanced with those in the PHB, and
are not intended to be loosed in any
regular d20 game. The Martial arts feat,
Reputation
Fame is fleeting and fickle. It’s also hard
work! However, it comes in handy.
Positive Reputation can help a character
in many ways, especially when dealing
with Law Enforcement and the
Government. Oh and by the way, Villains
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have Reputations too. A well-known Hero
or Villain can expect healthy respect from
his opponents, who often know about his
abilities and disadvantages before the
fight begins.
in Eastern Europe someday. When your
Reputation improves, you may try again.
Contact DC Table:
DC 10: The Contact is about as powerful,
rich, and influential as the PC (in other
words, there’s as much of an upside for
the Contact as for the PC).
DC 20: The Contact is more powerful,
more rich, or more influential than the
PC(so a rich blue-blooded newspaper
owner might still like the idea of having a
friend who can knock down walls).
DC 25: The Contact is more powerful,
more rich and more influential than the
PC.
Starting Reputation: A character’s initial
Reputation score is equal to his Level +
his Cha modifier. So, a 1 st level character
with an 18 Charisma has a reputation of
five.
Using Reputation to win friends and
influence people: a character with a
positive Reputation may add his
Reputation Modifier to the following skills
when dealing with characters of Good
alignment: Bluff, Diplomacy, Gather
Information, Innuendo. A Villainous
Reputation(a negative one) works as
above on characters of evil alignment.
Against everyone else, it grants its
modifier as a bonus to Intimidate.
Sometimes the roll is not necessary.
Some adventures are designed by the
GM to introduce you to a certain person,
and having that person as a Contact will
be part of the reward for the adventure.
One final note on Contacts: Contacts
work both ways. If you make a Contact of
that sexy U.S.H.E.R. Agent, one day
she’ll be in America and want your help.
Making New Contacts: One handy use
for Reputation is to gain new Contacts. In
fact, it’s the only way to gain new
Contacts. As the Hero meets people in
his adventures, he may wish to befriend
them so he can dial them up later and ask
for information. You never know when
having the phone number of that sexy
mysterious Russian Agent of U.S.H.E.R.
your character met in Eastern Europe will
come in handy.
Resources
How much a character can afford often
defines, in many small ways, what kind of
Hero he is. Does the character live in a
room at the mansion of the big
supergroup? Or did he buy the mansion?
Does the character fight crime from the
back of a van? A Loft? A huge cave
underground loaded with
supercomputers? All types of Heroes can
be successful. It just depends on whether
you need to watch your budget or not.
Roll a d20, modified by the Character’s
Reputation modifier (treat the character’s
total reputation like an ability, so a 12 Rep
would give +1 to this roll). If the roll is
equal to the DC set by the GM to acquire
this contact, you have a new friend and
can add the person to your Contact list. If
the roll fails . . . well maybe you’ll be back
How resources work: Rather than deal
with accounting and lots of scrap paper,
Vigilance handles the issue of money with
a Resource Rating . A character’s initial
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