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Villains & Vigilantes RPG

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Villains & Vigilantes RPG

By Timothy-3

In the 22nd century when the crystal flower imprinted on your palm turns black, your life is over.

You have two choices - go to a Sleepshop and pass away in a blissful sleep, or you run...

Run, Runner, RUN!

But beware the Sandman. He is judge and jury. He is death to all Runners.

I've been a fan of the Logan's Run (movie and the books/comics) since the early 80s. This Villains & Vigilantes conversion is based mainly on concepts & characters from the novels of Logan's Run (written by William F. Nolan and George Clayton Johnson), Logan's World, and Logan's Search. Images on these pages are from the 1976 LOGAN'S RUN movie (which starred Michael York and Jenny Agutter).

It is important to note the differences from the movie and the books. You can find a better synposis than I could ever do here: Highly Unofficial Logan's Run FAQ.

DETERMINING CHARACTER AGE

A person's age is measured by a flowerlike crystal in his/her right palm, which is yellow from ages 0-6, blue from ages 7-13, red from ages 14-20. The flower crystal blinks between red and black on the day before you turn 21; this is known as Lastday. On the person's 21st birthday, his/her flower crystal turns black.

The 21-year age limit covers the whole planet. There is no place you can go to escape from your fate as dictated by the palm of your right hand.

The under-21-year-old citizens of the world are governed by a slowly failing computer called The Thinker, centered in the Dakota mountains. It is slowly failing since there is no one with the appropriate knowledge to repair it.


DETERMINING BASIC CHARACTERISTICS

Characteristics except Charisma, which is determined normally (3d6), are determined by the character's age/flower colour:

Villains & Vigilantes RPG

MOVIE STATS

  • Yellow (Ages 0 - 6): Roll 1d6 for Strength and Agility, roll 2d6 for Endurance.
  • Blue (Ages 7 - 13): Roll 2d6 for Strength, 2d6 +4 for Agility, and 3d6 for Endurance.
  • Green (Ages 14 - 20): Roll 2d6 + 4 for Strength, and 3d6 for Agility and Endurance.
  • Red (Ages 21 - 31): Roll 3d6 for Strength, Agility and Endurance.

WEAKNESSES

1. Special Requirement (Palm Flower/Lifelock): *All* characters have a crystal flower embedded within the palm of their right hand. This flower chronicles the character's age (yellow/blue/red) up to the point of termination (at the age of 21).

Each flower has its own specific pattern/frequency which Sandmen can tune in with their tracking equipment to help locate runners. This frequency also allows the Report Room within DS to track runners via sensors located at various locations (i.e. automatic sensors within the maze, Citizen alarms, etc).

The palm flower is also used as a means of identification by the Thinker. Sandmen use it to identify themselves when they withdraw their guns from the weapons locker at DS HQ.

2. Prejudice (Runner): Runners are seen as being cowards, scum, the lowest of the low. It is a citizen's duty to report to a Sleepshop after his Lastday. Those that don't are seen despised by any lawful citizen. Runners are worse than criminals for they are upsetting the natural balance of things but shirking their responsibility to end their lives at the appointed time. It is the duty of every good citizen to report the presence of runners.


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