|
Vigilance: Absolute Power is a superhero role-playing game from Mystic
Eye Games. It was originally released as a PDF and now is appearing in
a print version with 128 pages. The objective of Vigilance is to model
superheroes using the d20 system, and the objective seems to be to hew
as closely to d20 as possible, retaining classes, levels, hit points,
etc.
The Look
Vigilance is a perfect-bound book with 128 pages. The cover shows
iconic characters of the setting doing battle. The cover is functional,
but I didn't like the style, which seemed both crude and not to match
most comic book styles. The interior font used is quite large, but the
text covers almost the entire page. Interior art is black and white and
seemed adequate. The page numbers are in a kewl font with a horizontal
stripe missing in the middle that made them hard to read.
Contents
The book begins with Chapter 1: The Basics. This chapter contains a
fairly creepy one page introductory fiction vignette that opens in the
mind of a superhuman serial killer stalking a woman and shifts to an
energy vampire that is stalking him. I surmise from this example that
the book has a more gritty focus, and this is borne out elsewhere in the
text. It also provides a short description of what is different in this
product from standard D&D. Basically, the games uses Defense instead of
AC, and armor provides Damage Reduction. A few new characteristics are
introduced. Hero points, like those in Spycraft or D20 Modern are
added. Reputation is inserted, as is Resources. Buying something
requires a Resources check versus a Buy DC. Other changes will be
discussed in more detail below.
There is also a detailed timeline of major events that led to the
current world of Vigilance. One interesting aspect of this timeline is
the appearance of jinxes (mutants) and the implacable hatred they
engender in the Ku Klux Klan and like-minded groups. Adolf Hitler uses
superheroes in this timeline, as do the Allies. After the war, an
organization known as USHER is formed to police and use metahumans for
the purposes of the US government. In this timeline, Robert Kennedy and
Martin Luther King form a presidential ticket and win higher office, but
it seems to make no difference to the timeline. The current day looks
much like our world, though the timeline does tie current political
forces into the setting by giving them positions on mutation and
superheroes. For example, the Moral Majority is against mutation,
unsurprisingly.
The next chapter is Origins, the equivalent of races in D&D. Vigilance
classifies characters by the origin of their powers: Advanced Training,
Alien, Artificial Life, Cybernetic Enhancement, Mutant, Mystic
Encounter, Normal, or Scientific Experiment. All of these origins
modify ability scores and set when the characters receive powers. They
also have favored classes, though each origin has at least three favored
classes.
The next chapter is Classes, and the choice of classes seems strange.
One would think that one would choose classes based on the type of
powers characters have. In fact, the classes in Vigilance seem to be a
grab bag. Some of them focus on the societal role of the character,
like Detective, Gangster, or Vigilante, while others are based on the
powers of the character, like Brick, Energy Projector, Gadgeteer, or
Psychic. It's a little unclear where the Acrobat fits in. I think this
is bad game design. I can't see why there is such a mix of character
class justifications in one product. One does see something like this
in D&D (though not to as great an extent), but that is largely for
historical reasons. I can't see any justification for the choice of
classes here, especially since it is easy to think of superhero
characters who require two or three of these classes.
In addition, some of the classes seem like clear rip-offs of D&D
classes. For example, the acrobat seems to be very close to the rogue
class of D&D, although it only gets 4 skill points per level and a few
specialized evasion-like feats. I would have expected the author to put
more work into the design of classes, since they are such an important
factor in d20. It also seems like multi-classing penalties have not been
removed, so it is that much harder to create a well-rounded character or
one that fits one's overall vision. In fact, most of the sample
characters in the back are multi-classed, which suggests to me that the
class system is broken.
The next chapter is New Skills and starts by introducing a new concept:
Combat Maneuvers. These maneuvers are essentially feat-based skills.
You must have the feat before you can purchase these skills. These
skills do things like add one-half their bonus to attack rolls. I liked
this idea. Basically these are bonuses that are available through
training, like feats, but they have variable bonuses depending on the
points you spend on them. There are many kinds of these maneuvers, even
ones relating to vehicles or only available to those using teamwork.
It's a good concept and emphasizes the team factor of many superhero
comics, when the whole team unites to defeat a powerful foe.
A few new skills are added, like Criminology and various Knowledge
skills. Driving and Piloting also make their appearance.
After this is Feats. Most of the standard d20 feats are fine in this
setting. There are many new feats, but there is no real organization of
them, they are just listed alphabetically and shown alphabetically in a
list at the end of the book. It is very difficult to determine
prerequisites in this fashion and thus harder to use them. One just has
to wade through and read them all to create a character. Most of the
new feats focus on giving twists and small changes to powers and seem
reasonable. Some new Item Creation feats are available for Gadgeteers.
The next chapter is Powers. Powers work like feats and are gained
according to your Origin and class. Many powers have skills associated
with them to model the training necessary to use that power effectively.
Characters spend power points to raise the strength of a power's
associated skill. The number of power points a character gains is
modified by Constitution, which seems like a poor design decision. It
easily makes Constitution the most important stat in the game, and there
does not seem to be any justification for this.
The interaction of power bonuses and power skill bonuses could be
explained more clearly. For example, consider the Claws power. So
presumably, one takes this power and invests power points in it. There
are three skills listed under Claws: Claws, Rend, and Cat Claws. For
Claws, for every 10 points of bonus, the character's melee attacks do an
additional 1d8 points of damage. Which bonus are they talking about
here? Presumably this bonus is the number of power points spent on that
skill. Also, in Rend, mention is made of the Rending skill. A unified
terminology would help to make clear that the Rending skill rank is the
same as the number of powers spent on it. Many of the descriptions are
not very clear, and an example character would have made the process
much more clear.
The game has a fair list of powers, but some were left off. For
example, I could not find a sorcery or magic power, and I also could not
find a dynamic power used to model open-ended or cosmic powers. The
power list is not as extensive as other games.
The next chapter is disadvantages. Disadvantages have a rating, and
each one works like a challenge rating, in that when it comes up in
play, the character gets more experience. This seems like a good way to
handle disadvantages. There are also power disadvantages, which should
be called limitations or something similar, in that they give bonuses to
the power's skill checks.
The book also has a short chapter on vehicles and equipment, giving
statistics for vehicles, guns, armor, and grenades.
There is also a list of prestige classes, which seems to suffer from the
same problems as the original classes. Some of them are based on their
social function, like Arch Nemesis, Mentor, or Paragon. Others are
based on their power choices, like Dragon Master, Shifter, or Speed
Demon.
Chapter 10 is a two-page listing of ways to use hero (and villain)
points. After that is the setting, Syndicate City. It is a gritty
urban setting, minimally described and then followed by a cast of
characters, many of them of very high power. These NPCs seem to be of
minimal utility because of their great power. Low-level characters
would not interact with them directly.
Editing
The editing is not great. There are many mistakes and missing words,
and the writing style is not always clear. The book could have used
another pass or two from an editor. I found this surprising because the
book has had multiple revisions as a PDF and should by now have received
more careful editing.
Organization
The organization of the book is somewhat idiosyncratic. The table of
contents just lists the chapters. At the end there is an "Index of
Important Stuff", but it is basically a more detailed table of contents
and does not list everything. I would have preferred this table of
contents be at the front of the book and a real index be at the back.
It takes a little time to get used to this style and not everything is
listed in the "index".
Conclusions
This is a playable game of d20 superheros, but I can't really recommend
it. I think the mechanics are flawed in many ways, especially the
classes, and it makes no real attempt to accurately model superheros
when that would conflict with the way generic d20 handles things. There
are some interesting mechanics in the rules, like combat maneuvers and
disadvantages, but the powers are not explained well and I don't like
the way power points are based on Constitution, which makes it too
powerful a stat. It seems a little more flexible in its powers than
Deeds Not Words (DNW), but that supplement is much more expansive in its power
list and classes and almost everything else. For those who must have
d20 supers with classes, levels, and the rest, I recommend that you get
DNW version 1.1 instead of this product. For everyone else interested
in supers, I recommend Mutants and Masterminds or Silver Age Sentinels
over this product.
|