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The Villains and Vigilantes Forum. Check out our latest discussion threads! › The Hall of Justice › House Rules |
House Rules
Post your rules here for discussion. (Moderators: John, Paul)
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Topics: 517
Posts: 6475 |
Pages: [1] 2 3 ... 26 |
113 | 22647 |
Feb 6th, 2024 at 1:21pm By: dsumner |
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Force Field "revision" from VIGIL
This was in the VIGIL fanzine that was recently unearthed, in an article written by Jeff Dee. I kind of like this idea.
It replaces the way that the Force Screen portion of the Force Field power ... Started Jul 30th, 2010 at 11:04am by Allen Shock « Pages 1 2 all » |
45 | 10369 |
Jan 4th, 2024 at 2:14am By: dsumner |
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53 | 9885 |
Jan 4th, 2024 at 2:04am By: dsumner |
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Gestalt/Mind Meld
Gestalt/Mind Meld: The character has the ability to act as a central channel through which others may combine mental abilities. The characters attempting a mental gestalt must be in close proximity to...
Started Mar 9th, 2011 at 4:07pm by dsumner |
11 | 1992 |
Jan 4th, 2024 at 1:55am By: dsumner |
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Combat Savant
Combat Savant: Through some innate ability the character's fighting abilities, and senses, are enhanced, providing him with bonuses to his accuracy, damage, and defense. The character receives an init...
Started Sep 21st, 2009 at 11:37am by dsumner |
23 | 4855 |
Jan 4th, 2024 at 1:52am By: dsumner |
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Scientific/Mechanical Genius
Scientific/Mechanical Genius
The character is a scientific/mechanical genius. 3x normal Inventing %, and Inventing Points. Sound reasonable? Started Feb 24th, 2011 at 4:58pm by dsumner |
6 | 1289 |
Jan 4th, 2024 at 1:50am By: dsumner |
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Mimic
Mimic:
A) Powers: The character can mimic the powers of others as though they have the power themselves. B) Abilities/Skills: The character can mimic the abilities and skills of others.<br ... Started Jul 10th, 2009 at 7:11pm by dsumner |
25 | 4616 |
Jan 3rd, 2024 at 8:08pm By: dsumner |
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Heightened Reflexes
Heightened Reflexes A (Skill): 1d4x5 bonus is added to the character's Initiative.
Heightened Reflexes B (Power): 1d4x5+10 bonus is added to the character's Initiative. Heightened Reflexes has no ... Started Feb 21st, 2011 at 5:55pm by dsumner |
10 | 3047 |
Jan 3rd, 2024 at 8:04pm By: dsumner |
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Heightened Mental Abilities
Heightened Mental Abilities: The character has 1d4+2 special abilities from the following list:
Started Apr 3rd, 2010 at 5:50pm by dsumner |
10 | 1652 |
Jan 3rd, 2024 at 3:15am By: dsumner |
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Special Weapon: Special Abilities
Many characters in comics can make their magic swords/tridents/capes disappear (often to protect the their secret identities), but while still retaining their other super powers.
This ability se... Started Nov 1st, 2009 at 3:25am by polarboy |
2 | 665 |
Jan 3rd, 2024 at 3:11am By: dsumner |
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Ice-Cold Defense without Ice Armor
The revised rules masterfully describe the mechanics for generating ice armor (resembling Iceman from the X-Men).
Because of the cumbersome movement cost involved in maintaining armor, I give ic... Started Sep 14th, 2009 at 8:08pm by polarboy |
6 | 1321 |
Jan 3rd, 2024 at 3:10am By: dsumner |
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Heightened Senses
Here are a couple of new Heightened Senses variants.
Heightened Senses: Analyze: By taking an action the character can determine the chemical composition of a substance. Unless the character has some ... Started Sep 3rd, 2012 at 1:22pm by dsumner |
9 | 2211 |
Jan 3rd, 2024 at 3:09am By: dsumner |
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Psionics: Sensory Deprivation
Psionics: Sensory Deprivation: The victim’s sensory impulses are prevented from reaching his brain, effectively making him deaf and blind, as well as losing his ability to smell, taste, and feel. All ...
Started Oct 14th, 2013 at 8:47pm by dsumner |
4 | 893 |
Jan 3rd, 2024 at 3:08am By: dsumner |
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New Psionics
Psionics: Mind Spike: Attacks as Mind Control, Target is affected as though struck with a Paralysis Ray attack. Normal wake up rolls apply. R=C inches, PR=7.
Psionics: Neural Spike: Attacks as Mind Co... Started Apr 23rd, 2019 at 5:42pm by dsumner |
1 | 346 |
Jan 3rd, 2024 at 3:04am By: dsumner |
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Probability Control
Here's my take on Probability Control.
Probability Control: The character has the ability to alter the outcome of certain events. Attacks as Transmutation. For every 2 Points of Power the character ch... Started Jun 10th, 2009 at 9:22pm by dsumner |
25 | 5162 |
Jan 3rd, 2024 at 3:04am By: dsumner |
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Psionics: Dream Walking
Psionics: Dream Walking. Pr=0
This is actually the most common of powers. Some have it, and never even realise it. Unfortunatly, most that possess this ablity lack the will to control it and ... Started Aug 8th, 2011 at 12:16am by John |
5 | 1082 |
Jan 2nd, 2024 at 4:29pm By: dsumner |
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Power Nullification
Power Nullification: The character has the ability to suppress or nullify superpowers. The character may choose which of the two varieties he possesses:
a) The character has no conscious control ... Started Feb 11th, 2014 at 4:01am by dsumner |
8 | 1100 |
Jan 2nd, 2024 at 5:44am By: dsumner |
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Additional uses for Telepathy
OK, this is something I've been thinking about for the past few days, and I figured I'd toss it out there for you guys to look at. In comics it's not unusual to see telepaths use their abilities for f...
Started Jun 16th, 2012 at 8:27pm by dsumner |
29 | 4383 |
Jan 2nd, 2024 at 3:50am By: dsumner |
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Psychic Constructs
Psionics: Psychic Constructs: The character can create constructs of solidified psychic as per Illusions B. They appear where the character designates. Creation Points = 2x current Power score. Range...
Started Mar 16th, 2014 at 2:54am by dsumner |
2 | 492 |
Jan 2nd, 2024 at 3:42am By: dsumner |
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More new powers
Body Power: Stun Touch: The character's touch can induce unconsciousness in a target. The victim is affected as though struck with a Paralysis Ray attack. Attacks as HTH, R=Touch, PR=3.
Heigh...: Sense Aura Started May 5th, 2020 at 2:00am by dsumner |
28 | 2185 |
Jan 2nd, 2024 at 2:45am By: dsumner |
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