Very Hot Topic (More than 25 Replies) The New Crusaders (Read 10802 times)
Baretta
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The New Crusaders
Feb 5th, 2014 at 10:41pm
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Inspired by Infinity Inc., all of the heroes in my new campaign have ties NPCs from adventures published in the 1980s. These are the descendants or students of those heroes and villains. I will post write-ups of some of the characters here.
  
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Re: The New Crusaders
Reply #1 - Feb 5th, 2014 at 11:02pm
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MERCURY MECHANIC

Identity: Carlos Cubero
Sex: Male
Level: 1
Side: Good
Age: 19

Powers
1. Speed Bonus: +70" ground movement.
2. Heightened Defense: -4 to be hit when mobile and aware of the attack.
3. Heightened Expertise: +4 to hit with any of his inventions (but at first level he hasn't invented anything yet).
4. Heightened Intelligence B: + 22

Weight: 150 lbs.
Strength: 12
Endurance: 11
Agility: 12
Intelligence: 37
Charisma: 13

Hits: 9
Power: 72
Accuracy: +1
Damage: +5
HTH: 1d4
Movement: 105"(24 mph)
Det. Hidden/Danger: 26%/30%

Origin: Suffering from selective amnesia, the villain Mercury Mercenary has no memory of ever fathering a child almost two decades ago. Now an adult, his estranged son now calls himself the Mercery Mechanic and serves as resident inventor and strategist for the New Crusaders.

EDIT: His first invention is now posted below.

« Last Edit: Feb 8th, 2014 at 10:55pm by Baretta »  
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Re: The New Crusaders
Reply #2 - Feb 5th, 2014 at 11:11pm
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Baretta wrote on Feb 5th, 2014 at 10:41pm:
Inspired by Infinity Inc., all of the heroes in my new campaign have ties NPCs from adventures published in the 1980s. These are the descendants or students of those heroes and villains. I will post write-ups of some of the characters here.



Hmmm...sounds interesting.
  

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Re: The New Crusaders
Reply #3 - Feb 6th, 2014 at 12:24am
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SPOTTED LEOPARD

Identity: Leonard "Leo" O'Leary
Sex: Male
Level: 1
Side: Good
Age: 18

Powers:
1. Heightened Strength A: +7
2. Heightened Agility A: +11
3. Natural Weaponry (fists): +3 to hit, +6 damage.
4. Willpower B: automatically resists Death Touch.

Weight: 160 lbs.
Strength: 18
Endurance: 12
Agility: 22
Intelligence: 10
Charisma: 11

Hits: 20
Power: 62
Accuracy: +4
Damage: +2
HTH: 1d8
Movement: 52" ground
Det. Hidden/Danger: 8%/12%

Origin: Leo was only 11 years old when his parents were robbed and killed by the Nicotine gang during a random act of violence. While growing up in an orphanage, he secretly trained with martial-arts master Lightning-Fist. As Spotted Leopard, he hopes to follow in that (now retired) hero's footsteps.
« Last Edit: Feb 8th, 2014 at 10:56pm by Baretta »  
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Re: The New Crusaders
Reply #4 - Feb 6th, 2014 at 12:32am
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this sounds so good Cool
  
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Baretta
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Re: The New Crusaders
Reply #5 - Feb 6th, 2014 at 12:43am
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Dr.Demented wrote on Feb 6th, 2014 at 12:32am:
this sounds so good



Thank you. I will post more later. I should note that the players are not "playing themselves" as that would limit the ability to tie their origins into the published characters from the 1980s.
  
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Baretta
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Re: The New Crusaders
Reply #6 - Feb 6th, 2014 at 1:50am
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CHIVALRY

Identity: Guinevere "Gwen" Laird
Sex: Female
Level: 1
Side: Good
Age: 19

Powers:
1. Heightened Charisma B: +20
2. Flight: 156 m.p.h. PR = 1 per hour.
3. Ice Powers: 1d12 damage, PR = 5 per attack.
4. Low Self-Control: Armour Defense Rating with Ice Powers cannot exceed her Charisma score.

Weight: 120 lbs.
Strength: 13
Endurance: 12
Agility: 12
Intelligence: 13
Charisma: 30

Hits: 8
Power: 50
Accuracy: +1
Damage: +1
HTH: 1d4
Movement: 37" ground, 686" flying
Det. Hidden/Danger: 10%/14%

Origin: "Gwen" Laird takes after her grandfather Excalibur, the legendary British hero of WWII. She does not take after her uncle Stormlord, the infamous member of the Crushers.

For effect, her ice armour resembles a suit of Medieval armour. She calls this her icemail.
« Last Edit: Feb 8th, 2014 at 10:58pm by Baretta »  
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Re: The New Crusaders
Reply #7 - Feb 6th, 2014 at 5:34pm
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Really cool (and creative) idea, Baretta!  Cool
  
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Re: The New Crusaders
Reply #8 - Feb 6th, 2014 at 6:45pm
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INVENTION

With his 37 Intelligence (Inventing 111%), Mercury Mechanic is using one Inventing Point at the start of the game.

Rust Gun: Range = 10", attacks as Paralysis Ray, 6 charges. Effects opponents with Android Body, Robotic Body, Bionics, Cybernetics, Armor B (Device).
« Last Edit: Feb 6th, 2014 at 6:46pm by Baretta »  
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Re: The New Crusaders
Reply #9 - Feb 6th, 2014 at 7:11pm
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I've always liked the idea of using the original Crusaders to some effect.  The V&V comic had some interesting developments for the original members.

But this is a cool idea, too.  Love to see where you go with it.
  

Describe the universe.  Give three examples.
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Re: The New Crusaders
Reply #10 - Feb 7th, 2014 at 12:13am
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Dr. Dave wrote on Feb 6th, 2014 at 7:11pm:
But this is a cool idea, too.  Love to see where you go with it.


I went back and added some stats for the characters. There are still one (maybe two!) members who need to get fleshed out before we start playing.
  
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Re: The New Crusaders
Reply #11 - Feb 7th, 2014 at 6:48pm
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Really like this. Keep posting. Smiley
  
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Re: The New Crusaders
Reply #12 - Feb 7th, 2014 at 10:22pm
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MAN-WING

Identity: Johnny Shakura Jr.
Sex: Male
Side: Good
Level: 1
Age: 18

Powers:
1. Regeneration: Requires one action to heal 1 Hit Point. Damage from electricity/lightning heals at the normal rate.
2. Wings: +3 Agility. 60 m.p.h. PR = 1 per hour of flight.
3. Stretching Powers: Maximum length = 72 inches. PR = 1 per use as a defense.

By stretching himself to the size of a large enough net, his body can automatically catch a falling object in mid-air, taking no damage.

Weight: 160 lbs.
Strength: 14
Endurance: 10
Agility: 14
Intelligence: 12
Charisma: 12

Hits: 7
Power: 50
Accuracy: +1
Damage: +1
HTH: 1d6
Movement: 38" ground, 74" stretching, 266" flying
Det. Hidden/Danger: 10%/14%

Origin: When Evergreen requested to go on maternity leave from the original Crusaders two decades ago, her teammates were "shocked" to find out that she had been having a longstanding, secret romance with Shocker. Born with an eclectic combination of powers, the baby grew up to be Man-Wing.

With his Stretching Powers, he can make his Wings look bird-like, bat-like, reptilian, etc. He can also "retract" his wings to pass for normal. There is no power cost for these cosmetic changes.
« Last Edit: Feb 8th, 2014 at 11:02pm by Baretta »  
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Re: The New Crusaders
Reply #13 - Feb 8th, 2014 at 12:06am
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Here is the chief NPC within the campaign.

Identity: Victoria Broyko
Sex: Female
Side: Good
Level: 9
Age: 30+
Weight: 130 lbs.

Origin: The daughter of (retired) Center City detective Victor Broyko is now a Bishop ("don't call me Angel") in CHESS, where she now serves as the organization's liaison to the New Crusaders.

« Last Edit: Feb 8th, 2014 at 12:18am by Baretta »  
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Re: The New Crusaders
Reply #14 - Feb 8th, 2014 at 12:20pm
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Here are a few more notes about the campaign game world.

1) Many (maybe all) of the published adventures from the 1980s took place and were taken care of by the heroes of the day. But we should assume that all of those heroes and villains are retired, dead, or otherwise inactive -- and serve only as footnotes. I liken this to the way that the characters from the 1940s were considered out of the picture when Marvel launched the Fantastic Four -- with a few notable exceptions who were revived, like Captain America and the Sub-Mariner.


2) CHESS and FISH (and any other SHIELD-like organization) are all one in the same. The names might have changed during different political administrations. But CHESS is currently the preferred name.
« Last Edit: Feb 8th, 2014 at 12:21pm by Baretta »  
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Re: The New Crusaders
Reply #15 - Feb 9th, 2014 at 9:17pm
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Acknowledgement: Following the lead of Majestic and others, here is a game session summary.

#1. Voodoo Island, Part 1
The four founding members of the New Crusaders discuss possible floorplans for their new HQ (e.g. the original Crusader layout or the Destroyers layout, etc.). CHESS will fund the HQ but extra amenities such as security robots and Danger Room devices must be invented/installed by the heroes, even if CHESS foots the bill.

Before they make up their minds, Bishop Broyko explains she must brief them on a top-secret mission. CHESS has received a distress signal on a secure CHESS channel from a remote area in the Pacific Ocean. A number of CHESS agents have gone M.I.A. over the years, so it is hard to know who is sending the SOS. That's for the heroes to find out.

CHESS lends the four heroes a flying craft (stats from Island of Dr. Apocalypse). Mercury Mechanic flies the vessel. Also on board are Wing-Man, Chivalry, and the Spotted Leopard -- the whole team!

En route, they see that the coordinates of the signal are coming from an uncharted island covered by mysterious dense clouds. (I'm using the map of the Isle of Dread for those of you who ever played D&D).

The ship has a bumpy landing. M&M assesses possible damage to the vessel. (He made his Agility save d20, so the ship was safe, but he didn't know that until checking it out!)

Meanwhile, the others look around outside and see the the island is covered with tall and unusual/exotic plant life.

And by the way, their landing has attracted a Tyrannosaurus Rex. Chivalry makes a special attack and freezes its mouth shut before anyone gets bit.

Leaving the craft in place, the heroes travel in the direction of the distress signal. On their way their, they are attacked by some hungry Pteranodons.  The Pteranodons prove more harmful than the T. Rex as they have better Accuracy!

To be continued!
« Last Edit: Feb 9th, 2014 at 9:32pm by Baretta »  
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Re: The New Crusaders
Reply #16 - Feb 10th, 2014 at 6:45pm
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Great stuff, Baretta!

You're spot-on about smaller, more Agile creatures.  One weakness/flaw of V&V (IMHO) is that the huge, monstrous creatures have low Agility scores.  Agility is so important to the game mechanics that it means they (a) move slow, (b) have less HP than they probably should, and (c) are horribly inaccurate.
« Last Edit: Feb 15th, 2014 at 4:50am by Majestic »  
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Re: The New Crusaders
Reply #17 - Feb 14th, 2014 at 8:54pm
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Meanwhile ... Here are some campaign world-building notes.

For the most part, we're following a classic DC model of setting the adventures in imaginary U.S. cities that might be similar to actual cities. This provides more flexibility in terms of using fictional politicians and city-leveling catastrophes. The heroes' HQ is being built in Center City (which is not code in our campaign for Indianapolis or any other real city).

We're basically going to follow the model of one-year real time = one-year game time.

In the campaign world, there were a small number of heroes active during the first half of the 20th century, such as Excalibur.

According to CHESS, a still-not-quite-explained dimensional shift in 1977 (courtesy of the original V&V rulebook) was responsible for the extraordinary number of superheroes/villains emerging for the next decade-- when the first wave of V&V adventures were published.

For the next two decades, there were minimal recorded reports of super-beings. Almost all of the villains and heroes who were active are inactive. Only over the past few years has a new wave of super-powered activity begun.

The PCs trust that the GM will provide them with relevant world-building information during each session/adventure -- to prevent us from having to world-build the heck out of everything before we continue playing.


  
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Re: The New Crusaders
Reply #18 - Feb 15th, 2014 at 5:00am
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Baretta wrote on Feb 14th, 2014 at 8:54pm:
According to CHESS, a still-not-quite-explained dimensional shift in 1977 (courtesy of the original V&V rulebook) was responsible for the extraordinary number of superheroes/villains emerging for the next decade-- when the first wave of V&V adventures were published.


Baretta, is there a specific event referenced in the 1E rulebook?  I own a copy, but have (sadly) not read through it much.  I should really do that some day, as I never did play the game back then (I started around 1982 with 2E) and it does look like it has some fun stuff in it.  I know it came out in 1979, but am wondering if it had some "V&V Universe event" that occurred in 1977?
  
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Re: The New Crusaders
Reply #19 - Feb 15th, 2014 at 10:29am
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@Magestic: The original rules notes the reality shift that happened in the late 1970s. (If you own a copy, you could check it out for yourself.) We adapted that idea for our group as it helps explain our timeline.

We settled on 1977 as the specific year based on a post on this forum.

http://villainsandvigilantesforum.com/public_html/cgi-bin/yabb2/YaBB.pl?num=1254...
  
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Re: The New Crusaders
Reply #20 - Feb 16th, 2014 at 5:06am
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That's super cool, Baretta!  I'm pulling out my copy of the 1E rules, as I am definitely going to start reading through it (for the first time)! Thanks for explaining. Smiley
  
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Re: The New Crusaders
Reply #21 - Feb 16th, 2014 at 10:20am
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This is like a second edition update like the ones in the back of the comic books in the 80's.  Very cool Ideas! Nice work
  
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Re: The New Crusaders
Reply #22 - Feb 16th, 2014 at 2:59pm
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The adventure continued in ...

#2. Voodoo Island, Part 2
The New Crusaders rest up and recover Power Points. Man-Wing regenerates all the Hit Points he lost against the Pteranodons.

Then ... the everyone's surprise... a blast of energy comes down from the sky and hit the Spotted Leopard -- almost knocking out the physically toughest member of the team.

Mercury Mechanic fires his Rust Gun in the direction of the blast. The Rust Ray bounces off of something invisible about 50 feet in the air. The two flying heroes attack the unseen opponent who they then hear fall to the ground.

Lying on the ground, the body of the defeated opponent became visible. It was a man in a super-costume with a star symbol on his chest. But the man's head was missing?

Perhaps his head was permanently invisible, the heroes thought, until ...

They were ambushed by three more headless men. All three fought HTH. None spoke a word.

One of the headless men was very muscular and wore a costume with the letter M on his chest. He took several hits to beat.

Another headless man wore a white lab coat and a CHESS I.D. badge. that said Charles Bells.

Another had a CHESS badge that said Ronald Freeling. He wore a uniform that was reminiscent of the uniform worn by Bishop Victoria Broyko and a radio communicator that Mercury Mechanic thought looked "cutting edge" for 1980.

The mysterious clouds the covered the island prevented the heroes from accessing CHESS records online.  Mercury Mechanic used a one-shot Inventing Point to compensate.

Here's what they found.

The costumed man with a star was a short-lived hero from the 1980s named Pulsar. Known powers: Invisibility. Flight. Power Blast.

The costumed man with the M was a short-lived hero from the 1980s named Masher. Known powers: Heightened Strength and Endurance.

Charles Bell was a CHESS scientist credited for inventing the first hyper-drive device.

Ronald Freeling was a CHESS Bishop during the early years of the organization.

All four were murdered in the early 1980s by the mystical super-criminal known as Headhunter (read all about it in Most Wanted Volume 3). Voodoo Island must have been where Headhunter disposed of their bodies ... Bodies that recently revived as malevolent (or maybe just misunderstood) revenants.

The end ... ?
« Last Edit: Feb 16th, 2014 at 6:55pm by Baretta »  
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Re: The New Crusaders
Reply #23 - Feb 16th, 2014 at 6:02pm
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Here are some notes about Experience Points, Etc.:

We are using the revised rulebook (1982) guidelines for XP. So an an opponent is worth (Hits + Power) x 2 x Level.

For bonus XP, we are using as a guideline an article from way back when by Ken Cliffe that outlines how villains are worth bonus XP based on their powers.

For example, Pulsar is worth additional XP for his Invisibility, Flight, and Power Blast. But Masher is not worth any bonus XP because his Heightened Strength and Endurance are already calculated into his stats that increase his Power Points and HP.

Depending on the situation, the heroes don't necessarily have to capture an opponent to get full XP. For example, the New Crusaders kept the defeated prehistoric animals and revenants on Voodoo Island after the adventure --- where they remain isolated and contained. These "monsters" are not running around at large or a threat to others.

Since CHESS is working as a benefactor for the New Crusaders, they aren't getting reward money (which helps simply the whole issue of Ca$h).

Instead of giving out bonus XP for good role-playing, PCs who act do a good job will automatically get a bonus point of Charisma when advancing up levels (instead of rolling vs. Charisma to see if their score goes up).
« Last Edit: Feb 16th, 2014 at 6:05pm by Baretta »  
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Re: The New Crusaders
Reply #24 - Feb 16th, 2014 at 7:22pm
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Here is an important background NPC in the campaign. He's not quite a legacy character ...

Identity: John Croaker
Sex: Male
Side: Good
Level: 17
Age: ~40
Weight: 180 lbs.

Known Superpowers: Telepathy, Psionics: automatically resists Mind Control.

Origin: John Croaker's mutant powers began to manifest as a boy when he assisted a group of superheroes (as told in Secret in the Swamp). He is now widely regarded as the most powerful telepath on Earth, since the demise of Motivator (from Most Wanted Volume 1).

Following the retirements of Homer Grimsby and Alexandria Huntington, John Croaker was promoted to King of CHESS. More streamlined now than in decades past, CHESS has only one top commander these days rather than two. In other words, CHESS does not currently have a Queen.
« Last Edit: Feb 18th, 2014 at 5:02pm by Baretta »  
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Re: The New Crusaders
Reply #25 - Feb 17th, 2014 at 7:34am
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FYI, I've pulled out my 1E rules and am now reading through it (for the first time!), thanks to this thread!  And I just read (on the first page of actual rules) about the 'shift' Baretta spoke of.  Very cool.  Cool

I also am very much enjoying your summaries of what's happened.

FWIW, we do experience points pretty much exactly as you do (the forumula in the book, plus Cliffe's article), and also grant some XP for things that can't be "turned in to the authorities".  The thing we do different from the rules is we don't allow one to gain XP by donating $ (if someone did that, they'd likely get a bonus to Charisma instead).

Wonderful thread, sir!  Smiley
« Last Edit: Feb 17th, 2014 at 7:42am by Majestic »  
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Re: The New Crusaders
Reply #26 - Feb 22nd, 2014 at 6:43pm
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#3. St. Patrick's Daze

Loose Ends: Following the heroes' debriefing, CHESS deploys a squadron of Knights/Valkyries to patrol the borders of Voodoo Island to prevent any "monsters" from escaping.

Meanwhile, the New Crusaders move into their new HQ, which is actually a slightly remodeled version of the original HQ used by the original Crusaders on top of the Harmon Building. They each claim one of the four quarters.

Unlike the original Crusaders, the new group does not have a jet helicopter, hovercraft, or shuttle craft. Instead, they continue using the flying craft that CHESS lent to them (w/stats from Island of Dr. Apocalypse). Building on the pioneering research in warp-drive theory by Charles Bells (from  last session), Mercury Mechanic earmarks an Inventing Point to add warp-drive to their vessel -- christened the Crusader Cruiser.

While getting a bird's-eye view of the city from the roof of their HQ, Man-Wing sees a suspicious looking green car speed drive down the street and park in front of Casey's Department Store (from Menagerie). Cartoonishly bugging out his eyes with his Stretching Powers to (maybe) get a closer look better, Man-Wing sees eight men squeeze out of the vehicle clown-car style. They all have green, shamrock costumes (using counters #8-15 from Organized Crimes).

The New Crusaders arrive to find that the men are armed and speaking in bad, Irish accents and demanding that Casey's give them all gold merchandise: gold watches, gold earrings, etc.

The heroes stop the Shamrock Gang. The goons say they were talked into wearing costumes and committing the crime by a Leprechaun (from Menagerie)

The four heroes disguise themselves in the costumes of the Shamrock Gang and go to the wooded area outside of Center City where the gang was supposed to drop the loot.

Lo and behold, a Leprechaun appears.

Chivalry puts the imp on ice. He concedes that he was "defeated fair and square" and offers to do the heroes a favor in return.

The only favor they ask is that he abide by the law, which will mean serving time in Wonder County Penitentiary -- also called the W.C. -- home of all the "washed up" criminals!

In thanks for their help, the management at Casey's Dept. store asks the New Crusaders to appear on a float during Casey's annual St. Patrick's Day Parade!



« Last Edit: Feb 22nd, 2014 at 7:11pm by Baretta »  
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Re: The New Crusaders
Reply #27 - Feb 22nd, 2014 at 6:49pm
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Addendums:

The heroes get a cast of a Tyrannosaurus Rex for their trophy room -- a call back to the dinosaur they fought on their first mission and a call back to the T. Rex already shown on the floorplan from Crisis at Crusader Citadel.

TEACHER went wonky around the time the original Crusaders disbanded, so the heroes do not have that near-sentient computer system. They do have access to the CHESS database, limited only by their Security Clearance.
  
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Re: The New Crusaders
Reply #28 - Feb 22nd, 2014 at 6:49pm
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Loving how you're incorporating so much stuff into your game, Baretta!
  
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Re: The New Crusaders
Reply #29 - Feb 22nd, 2014 at 7:08pm
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Security Clearance Notes:

Based on their stats, Chivalry and Mercury Mechanic both have a Security Clearance of 6 -- and it will get lower as they move up levels. Without many guidelines on how Security Clearance works, we're saying the team has access to background information listed in any of the published adventures from the 1980s if they desire it. It gives the PCs permission to read through the old adventures ... especially since the Most Wanted volumes say they are from the files of CHESS.
« Last Edit: Feb 22nd, 2014 at 7:20pm by Baretta »  
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Re: The New Crusaders
Reply #30 - Mar 1st, 2014 at 10:10pm
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#4. En Passant

Roll Call: Chivalry, Man-Wing, Mercury Mechanic, Spotted Leopard

The "trouble alert" sounds at New Crusaders HQ. The heroes learn from CHESS liaison Victoria Broyko that (TOP SECRET) android CHESS Pawns that are obsolete or malfunctioning beyond repair have been warehoused at Manning Enterprises. But tonight ... somehow ... one of those androids came out of "sleep" mode, broke out of its crate, and reactivated many of the other androids -- all slated to be disassembled/trashed in the coming days. Now the android army is "mindlessly" trashing the administrative building. of Manning Enterprises (from the original Crisis at Crusader Citadel adventure).

The heroes arrive and take down the android-duplicate Pawns (borrowing stats for the SLAM androids from Island of Dr. Apocalypse).

This is the first mission so far that Mercury Mechanic's Rust Ray is effective at subduing an opponent (as none of the earlier missions involved mechanical threats).

With only one exception, the Pawns largely fight HTH. When one of them hits Spotted Leopard," he says, "Check."

One of the Pawns is a double of Homer Grimsby, back when he was King of CHESS. In combat, this malfunctioning Pawn calls himself "Gemini the Twin."

A female android carried a stylized blow and arrow. This was the Pawn duplicate for Alexandria Huntington back in her days as a field agent known as Diana. But this Pawn now refers to herself as Sagittarius.

(Counters for Huntington and Grimsby courtesy of Dawn of the Devil.)

One of the Pawns kept slamming itself into a wall until it beat itself to a pulp. Two other Pawns fought each other.

After the heroes mopped up the dozen or so Pawns at large, they spotted a card on the floor near the spot where the Pawn for Huntington/Diana was defeated. It had an arrow-like insignia. This was a calling card like one of those used by Crossfire/Sagittarius of the original Zodiac back in the 1980s.

The Pawn for Diana/Huntington had been secretly carrying the card as part of her malfunctioning identity crisis.

In an conversation that "breaks the fourth wall" the heroes note that the CHESS database outlines only Crossfire/Sagittarius and Leo in the Most Wanted Volume 1 files from CHESS. But there are no references to the original Zodiac in Volume 3 ... and Volume 2 cannot be found.  The heroes ask if information is available about the presumably other 10 members of the original Zodiac.

CHESS liaison Victoria Broyko explains that she cannot explain the apparent hole in CHESS records. Perhaps faulty record-keeping was to blame. Perhaps those files were somehow lost. Perhaps sabotage on the part of the Zodiac, Intercrime, or some other criminal organization from decades past corrupted those files. Or perhaps they are classified at a Security Clearance beyond the heroes' access level. No matter what the cause, she advises them not to lose any sleep over it this evening.

Prologue: The four New Crusaders are now second level.
« Last Edit: Mar 2nd, 2014 at 11:52pm by Baretta »  
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Re: The New Crusaders
Reply #31 - Mar 2nd, 2014 at 2:51pm
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Here is a new PC who will be sitting in with the group.

OMICRON
Identity: Johann "Joe" Newmann
Sex: Male
Level: 1
Side: Good
Age: 19

Powers:
1. Heightened Endurance B: +14
2. Heightened Attack: +1 Damage/Level.
3. Telekinesis: TK Capacity = 130 lbs. 1d4 Damage. PR = 1.
4. Psionics: Can automatically guess an object's weight -- or the absence of mass in the case of holograms, astral projection, etc. Requires one action. PR = 1.

Weight: 150 lbs.
Strength: 13
Endurance: 22
Agility: 12
Intelligence: 12
Charisma: 11

Hits: 14
Power: 59
Accuracy: +1
Damage: +1
HTH: 1d6
Movement: 47" ground
Det. Hidden/Danger: 10%/14%

Origin: The hero Epsilon (Andreas Newmann) met a woman named Janet at the first annual Great Iridium Con in 1986. They married, and their son "Joe" grew up to be Omicron.
« Last Edit: Mar 2nd, 2014 at 6:16pm by Baretta »  
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Re: The New Crusaders
Reply #32 - Mar 2nd, 2014 at 10:21pm
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Majestic wrote on Feb 17th, 2014 at 7:34am:
FYI, I've pulled out my 1E rules and am now reading through it (for the first time!), thanks to this thread!  And I just read (on the first page of actual rules) about the 'shift' Baretta spoke of.  Very cool. 

I also am very much enjoying your summaries of what's happened.

FWIW, we do experience points pretty much exactly as you do (the forumula in the book, plus Cliffe's article), and also grant some XP for things that can't be "turned in to the authorities".  The thing we do different from the rules is we don't allow one to gain XP by donating $ (if someone did that, they'd likely get a bonus to Charisma instead).

Wonderful thread, sir! 


In reading through the 1980s material, I stumbled up this gem about the "cosmic axis shift" at the beginning of the entry for V.I.L.E. in Opponents Unlimited:

When the cosmic axis shifted and the citizens of Earth found that they could obtain super-powers, existing criminal organizations were forced to sink or swim. Without a few super-powered villains to help, the average gang could not get by in a world of resourceful vigilantes. V.I.L.E. realized this and set out to hire or create a set of supervillains. Once firmly established, V.I.L.E. restarted its criminal activities and is now a successful, modern-day super-crime ring. They specialize in carefully planned heists, industrial espionage, and long-term business rip-offs.
  
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Re: The New Crusaders
Reply #33 - Mar 2nd, 2014 at 11:41pm
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Loving how you tied in the lack of a MW2, Baretta.

And I didn't remember that from OU, but part of that might be that I've never used V.I.L.E. before.  Nice job spotting it! (on a related subject, I've just about finished reading through the 1E rules for the first time!)
  
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Re: The New Crusaders
Reply #34 - Mar 4th, 2014 at 8:44pm
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I thought this was gonna be about the Archie comics super heroes of the same name.

Anybody else reading The Fox?
  
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Re: The New Crusaders
Reply #35 - Mar 5th, 2014 at 1:38pm
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Matt wrote on Mar 4th, 2014 at 8:44pm:
Anybody else reading The Fox?


No.  What does the Fox say?  Grin
  
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Re: The New Crusaders
Reply #36 - Mar 5th, 2014 at 2:33pm
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Majestic wrote on Mar 5th, 2014 at 1:38pm:
Matt wrote on Mar 4th, 2014 at 8:44pm:
Anybody else reading The Fox?


No.  What does the Fox say?  Grin


Fox is a hero mentioned as being missing in Education in Terror by  Jeff Dee. It is a V an V adventure he made available online a long while back.
  
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Re: The New Crusaders
Reply #37 - Mar 5th, 2014 at 3:57pm
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Uh, The Fox dates back to the 1940s. MLJ hero. Alias Archie Comics.
  
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Re: The New Crusaders
Reply #38 - Mar 5th, 2014 at 4:30pm
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Matt wrote on Mar 5th, 2014 at 3:57pm:
Uh, The Fox dates back to the 1940s. MLJ hero. Alias Archie Comics.


I'm not debating your knowledge of Archie. But it has nothing to do with my group and our V and V campaign. A character named Fox is mentioned in the V and V adventure Education in Terror. I am sure many other characters have used that name, just as others outside of V and V have used the term Crusaders. But it really has no connection to this thread.
  
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Re: The New Crusaders
Reply #39 - Mar 5th, 2014 at 4:36pm
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Never mind. You either didn't read my first note or have chosen to ignore it. Have fun with your game.
  
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Re: The New Crusaders
Reply #40 - Mar 5th, 2014 at 10:36pm
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Matt wrote on Mar 5th, 2014 at 4:36pm:
You either didn't read my first note or have chosen to ignore it.


Matt, I did read your first note and have not "chosen to ignore it" -- as you say. I just don't know anything about the Archie characters and never heard of the character named Fox who you asked about. Since this is a V&V forum, and I started this thread about my campaign group, I thought it was interesting to note there was a character named Fox mentioned in Education in Terror (which, coincidentally, I just recently read).

If I knew anything about the character Fox you asked about, I would have said so. But he(?) doesn't have anything to do with the posts here.
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Re: The New Crusaders
Reply #41 - Mar 6th, 2014 at 3:23pm
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That's interesting about Education in Terror.  That was a fun one, I thought (I ran it about a decade ago).  It actually was written by Jack Herman (though Jeff Dee did the art).  I'd forgotten about that reference to a minor superhero called the Fox.

My joke earlier was in reference to the ear worm/viral video of What does the Fox say, which was super popular last year (375 million watches at that link alone). Wink
  
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Re: The New Crusaders
Reply #42 - Mar 8th, 2014 at 7:57pm
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#5. The 29th Annual Great Iridium Con

Roll Call:
Chivalry
Man-Wing
Mercury Mechanic
Spotted Leopoard
And introducing Omicron!

The New Crusaders travel to Iridium Vale for the 29th Annual Great Iridium Con. Scarcely known outside of Center City, the heroes can enjoy the science-fiction, RPG, and comic book convention in costume unrecognized to most others in attendance.

One of this year's organizers is Joe Newmann (who only recently learned of his own mutant abilities and has never adventured). He is attending the convention in costume using the heroic name Omicron (an homage to his dad, the former hero Epsilon from The Great Iridium Con published adventure).

The good-spirited convention turns sour, however, with the arrival of an elitist villain named Focus (from Menagerie). With a blinding flash, he temporarily hinders much of the crowd while proceeding to steal rare collectibles to complete his childhood collection from dealers' tables.

With a special attack from his Rust Gun, the hero Mercury Mechanic disables the villain's Monocle device.

While the other New Crusaders beat Focus to a pulp, Omicron shows off his powers for the first time by telekinetically returning the stolen goods to their rightful owners.

Following the fight, the Spotted Leopard was approached by a marketing representative from Jungle Life After Shave (one of the sponsors of the convention). The hero Tiger Man had been a sponsor for the brand since the early 1980s (see the Merchandising section of the revised rulebook). Now that Tiger Man is getting long in the tooth and retiring, the company asks Spotted Leopard to consider being the new corporate "mascot" so to speak.

The heroes spend most of the session talking to convention-goers and answering questions about their powers, etc.
« Last Edit: Mar 9th, 2014 at 11:05pm by Baretta »  
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Re: The New Crusaders
Reply #43 - Mar 15th, 2014 at 7:35pm
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Coming Soon ...

#6. There's a Crisis on Infinite Earths at Crusader Citadel
  
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Re: The New Crusaders
Reply #44 - Jan 17th, 2015 at 12:57am
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After a loooong hiatus, it happened.

CRISIS ON INFINITE EARTHS AT CRUSADER CITADEL #6

Roll Call:
Chivalry (granddaughter of Excalibur, niece of Stormlord)
Man-Wing (mutant love child of Evergreen and Shocker)
Mercury Mechanic (son of Mercury Mercenary)
Spotted Leopard (apprentice to Lightning-Fist)
Omicron (son of Epsilon)

Synopsis
The New Crusaders are overjoyed to hear that reserve member Omicron has come to visit them in Center City. During the tour of the esteemed headquarters, the heroes discover a box of magazines previously owned by the hero Blizzard. Within the box is  Different Worlds #30 (Sept. 1983).

Just then, a mysterious woman in a blue cloak appears. Why, it's none other than Raven from the New Teen Titans, circa 1983 !?!?!

Raven explains that an implied crossover from years gone by brought versions of the New Teen Titans into the world of the Crusaders, etc. leaving lingering inter-dimensional schisms that went unresolved in the Crisis on Infinite Earths.

Raven refers to the homeworld of the Crusaders as Earth-Ten (as opposed to Earth-1, Earth-2, etc). The heroes later unpack this to mean the world of Villains & Vigilantes = (V & V) = (5 + 5) = Ten.

Healing the inter-dimensional damage, Raven is afraid, requires the New Crusaders to battle the version of the New Teen Titans involved in that crossover.

To help balance sides, Raven, will act on the side of the New Crusaders -- using her healing power to aid them.

Even so, the New Crusaders complain, they would still be outnumbered … and vastly overpowered by Robin, Wonder Girl, Kid-Flash, Changeling, Starfire, Cyborg, and Terra.

To be continued soon ..
« Last Edit: Jan 17th, 2015 at 1:10am by Baretta »  
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Re: The New Crusaders
Reply #45 - Jan 17th, 2015 at 1:08am
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Reality Check: The four founding members of the New Crusaders are all second level. I'm not going to post updated character sheets, as not that much has changed overall.

Omicron is still first level.
« Last Edit: Jan 17th, 2015 at 1:08am by Baretta »  
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Re: The New Crusaders
Reply #46 - Jan 17th, 2015 at 2:58am
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Here's the rest …

Raven tells the New Crusaders that the New Teen Titans will soon materialize on the rooftop of the Crusader Citadel. As a caveat, she adds that -- due to the inter-dimensional damage, the winning team will be the team whose reality survives!

The New Crusaders realize that, even with Raven's assistance, they have no chance of defeating the New Teen Titans, but they plan to do their best to strategize and wait.

When the New Teen Titans do materialize, they are surprised, giving the New Crusaders the initial advantage.

Mercury Mechanic uses his Rust Gun to paralyze Cyborg!

Spotted Leopard knocks out Changeling before he can become something more dangerous than a green-skinned 16-year-old.

The New Crusaders are aware that Terra ultimately betrays the Titans, but since she is still working on their side at this point, they thought it was unlikely that she would betray them NOW. As a result, Chivalry puts Terra on ice.

Man-Wing and Omicron both tried attacking Robin but missed, given the advantages of his high level, even when surprised.

The next turn …

Kid-Flash easily beat Mercury Mechanic, saying that he is neither as fast as nor as smart as the real Flash (a.k.a. Barry Allen)

Robin easily beat Man-Wing, making an off-handed reference to Man-Bat

Starfire easily beat Chivalry, saying she is as cold-hearted as her sister

Wonder Girl hit Spotted Leopard, but her bracelets deflected his attacks

Omicron couldn't hit anyone with his telekinetic attacks

The following turn, Kid-Flash knocked out Omicron

Wonder Girl defeated Spotted Leopard.

Raven used her absorption power to heal Mercury Mechanic. The team's resident genius proposed that he could use his superhuman intelligence to patch the inter-dimensional damage, allowing both teams to continue to exist in their respective universes. Robin agreed to the plan.

Mercury Mechanic's one-shot attempt worked, and the New Teen Titans went back to their own reality.







« Last Edit: Jan 17th, 2015 at 2:59am by Baretta »  
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Re: The New Crusaders
Reply #47 - Jan 18th, 2015 at 1:48pm
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AFTERMATH

Following the cross-over with the New Teen Titans, Mercury Mechanic sat out on the next adventure to work on an invention to add to his arsenal.

Grapple Gun: This weapon fires miniaturized bolas. Range = Agility, attacks HTH +3, damage = HTH + 1d3. A special attack can constrain a limb, requiring one action and a successful 1d100 save vs. Strength or Agility (whichever is higher) to break free. Six shots per recharge.

Because this is an invention, the character's Heightened Expertise also applies.
« Last Edit: Jan 18th, 2015 at 1:48pm by Baretta »  
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