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Villains & Vigilantes RPG

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ARCHTYPES

DS Operatives (Sandmen) | Cubscouts (Cubs) | Pleasure Gypsies (Gypsies)

Villains & Vigilantes RPG

DS OPERATIVES (SANDMEN)

Trained in hunting down and eliminating runners. Sandmen range from the ages of 14 - 21 (red flower).

Average Level: 4
Sex: Male (I don't see why there can't be female "Sandmen", but I don't remember any in the books).

Powers:
1. Heightened Agility A
2. Heightened Endurance A
3. Heightened Expertise (Sandman Training): All Sandmen have a +4 bonus to hit with the Gun and in unarmed HTH combat.
4. Natural Weaponry (Omnite): All Sandmen study Omnite which is a combination of the world's martial arts. +3 to hit, +6 Damage. Nerve Pinch: Should the Samdman make a successful HTH special attack and cause HP damage, then the victim must make an Endurance check or else fall unconscious (normal wake-up rules still apply).
5. Special Weapon (The Gun): This weapon has 6 charges per "clip", Range Ax4". To hit bonuses and damage varies by the type of charge used. The Gun's handle contains 6 Blister Charges that are used to disintegrate terminated runners (i.e. the deceased). They can be used as a limited weapon (range 1", 1d10 damage) when pressed. The Gun's charges are:
a. Tangler: This charge fires a blast of silver metallic threads that engulf the target upon a successful hit. Treat as Paralysis Ray (while the victim isn't actually unconscious, he/she is considered so until the strands are removed).
b. Ripper: This charge literally rips into its victims, tearing them apart. Attacks as Disintegration, +2 to hit, 3d10 damage.
c. Needler: This charge fires a burst of thin, ultra sharp needles at its target. Attacks as Disintegration, +4 to Hit, 2d10 damage.
d. Nitro: Explosive charge. Attacks as Power Blast, +2 to Hit, 2d20 + 20 Damage, Blast Radius 3". e. Vapor: This charge explodes releasing a noxious, poisonous gas. Blast radius 4". Those caught within the gas must make an Endurance check, or else experience great agonizing pain (-4 to all attack and damage rolls, skill checks/saving throws, etc). f. Homer: This heat-seeking charge homes in on a person's body temperature and once it hits, it ignites every pain nerve in its victim, causing instant death. Attack as Force Field, +10 to hit, and treats its effect as a ranged Death Touch. The Homer is feared by all for its accuracy and its deadliness.
The Gun also has several limitations:
a. Each Gun is coded to the Sandman's hand patterns. Should anyone else, even another Sandman, attempt to hold a gun not assigned to him, it will detonate (2d20 + 20 damage) to the holder.
b. The Gun also has a tracer located within it. Should a Sandman go rogue or run, then his gun will send a signal to the DS alert board when it is fired, thus alerting the rest of the Sandman agents.

Other Equipment:
Follower Scope: This device can be tuned into a runner's flower pattern to allow the Sandman to track his prey. Range 40". Detect Hidden x5 for the purpose of tracking his prey.


Villains & Vigilantes RPG

CUBSCOUTS (CUBS)

Wild children who live outside of society. They have escaped the safe confines of the mechanized nursery, that all children live in until the age of seven, and have gone feral. Cubs tend to roam in packs.

Level: 3
Sex: Varies
Age: Special (see below)

Powers:
1. Heightened Defense(Feral Nature): -4 to be hit.
2. Heightened Expertise (Feral Nature): Cubs have a +4 bonus to hit with knives and clubs.
3. Natural Weaponry (Feral Nature): +1 to hit, +2 Damage.
4. Special Weapon (Muscle): This drug was originally designed for armed combat and has been outlawed since the Little War. It increases the user's strength and reaction time (treat the user as if he/she had Heightend Strength B and an Initiative bonus of 3d10 points), but its action is very hard on the user's body. It forces the heart to do a day's work in minutes. A man lives impossibly fast with Muscle in his bloodstream. Only the very young can use it effectively (Treat as Death Touch, but those under the age of 14 save as if their Endurance was doubled). A single dose of Muscle lasts for 1d4 turns.
5. Weakness (Special Requirement): There is an age limit for a cub. Once a cub goes red (i.e. turns 14), he must leave his pack or else they will kill him. Should a cub live to the age of 14, it is a good chance he or she will become a gypsy.

Notes: Cubs are often armed with knives (+1 to hit, HTH +1d2 damage) or clubs (+2 to hit, HTH + 1d4 damage).


Deesticker jay,
Lift me a day,
Wanna' me forever
On a PeeGee way.

Deesticker jay,
Wild me away.
Me gotta never
Kinda stickerlift play!

Deesticker.
Deesticker,
AAAAAAAaaaaaaaaaaaa...

- a Gypsy Song -

PLEASURE GYPSIES (GYPSIES)

The first leader of the Pleasure Gypsies had been a full blooded Apache named Jimmy Walks-Likes-a-Wolf who went beserk in the aftermath of the Little War. Gathering a crew of psychotics about him, he had conceived the gypsy death pact, the ritual vow of self-destruction. No gypsy lived long enough for his flower to go black. They feared neither Sleep or Sandman. They were a law unto themselves.

Level: 3
Sex: Any
Age: Any

Powers:
1. Heightened Expertise: Gypsies gain a +4 bonus when using HTH weapons.
2. Natural Weaponry (Dirty Fighting): +2 to hit, +4 Damage in unarmed combat. These bonuses can also be used when the Gypsy is using a knife.
3. Poison (Hemodrone): The ritual poison used by Gypsies. Once taken, a man would begin to die. Unless the victim receives an antidote, he would continue to die slowly. The whole process takes hours (1d6 hours) and causes great pain (-4 to all attack and damage rolls, skill checks/saving throws, and 1d20 damage per hour). Should the victim not receive the antidote by the time the poison has finished working its way through the body, he will die.
Often a Gypsy will hide the poison in a special ring (with the antidote in another similar styled ring). The poison can be administered by injection (successful HTH attack) or by inhaling it (range 1", attacks as Chemical power). A ring can only hold one dose of either poison or antidote.
4. Vehicle (Devilsticks): Devilsticks are hovercycles, which are pretty common, but the Gypsy Devilsticks are powerful, souped up versions. The engine exhaust shoots out a powerful jet flame that is highly dangerous. The Gypsies are skilled riders that they use the stick's exhaust as a weapon (Range 1", attacks as Flame Powers, 1d12 damage).

Weight: Passengers: Cargo Capacity: Speed: HPs (Disable): HPs (Demolish):
550 1 + 1 40 220 mph (flight) 4 11

5. Weakness (Pyschosis/Phobia): All Gypsies have taken the ritual vow of self-destruction; each was sworn to die on red as a gesture of ultimate defiance against the system. A gypsy will do just about anything, especially if it is dangerous.

Notes: Gypsies are often armed with large knives (+1 to hit, HTH +1d4 damage).


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