Vigilantes Draft 1.16
Having received fantastic feedback from the 1.15 draft, I’ve made several revisions to claims, special abilities, and crew upgrades.
As to some of the open questions from the last thread:
* We’re going to keep the crews. I may still tinker with them (I like the idea of revolutionaries and will try to find a place for civil disobedient gangs if I can) but I won’t remove them.
* We’ve got some of the opportunities (which I’ve changed to responsibility to twist the knife a bit) added, but need 6 more, so your ideas there are welcome!
As with 15, I’d love any thoughts on how to improve this draft (in particular “Above the Law” probably needs some revision, I’m giving that one the hairy eyeball right now).
I’m getting really close to calling this one ready for prime time again.
https://www.dropbox.com/s/e0v20vgzyws2lbf/Vigilantes_draft_1.16.pdf?dl=0
I’m getting “Target file does not exist”?
Ignore me. It’s working now.
Above the Law: Maybe instead it could be ” +1 Effect on Reduce Heat rolls?” It seems to me like almost every score would be against criminals. This way it would be less like you operate with true impunity from the law and more like the law is more willing to forgive your vigilante actions? It’s still pretty strong, but not as crazy. NOTE: The above is what I wrote before noticing the Bluecoat Confidantes claim. The existence of both of these claims seems simultaneously like overkill and overlap. I’d say one of them definitely needs to go.
Hidden Paths: Maybe it’s just a me thing, but my group never had to “Prowl into other districts” specifically. I feel like it might come up roughly never for most groups, though that’s really just speculation. I see what you’re going for here fictionally though, and unfortunately no great alternative is coming to mind right now.
One thing I didn’t mention before: Is it supposed to be vague what a “takedown score” is for Publicity? I couldn’t find a clarification before. My group had a few discussions about it, and I assumed it was meant to be interpreted by the table.
Blaze Azelski What about some sort of Hidden Exit route? Like when Batman disappears in to thin air. Bonus to prowls to leave an area.
I don’t feel +1d to reduce heat rolls is even a “full ability”, considering it’s half of the Shadows’ Slippery ability. For Above the Law, maybe a free reduce heat action during downtime? That way you don’t have to completely ignore the heat aspect of the game economy, but it hopefully lessens it for vigilantes who maybe don’t want to deal with it as much. Even Batman encounters friction with police from time to time.
Plus you can also take veteran/shady past advances like Slippery, Crow’s Veil, and Just Passing Through.
Also, as a claim, how does that look? How do you get – or lose – such a claim? Would it work better as a crew ability or one of the prestige classes (sorry, advanced permissions)? 🙂
Edit: Wanted to add that I’d personally be okay with Bluecoat confidantes AND Above the Law on the same sheet. There are gangs who have fighting pits and gambling dens and so on, so doubling up is okay. You just have to put in the work.
I feel like Hidden Paths is okay, because the Vigilantes are supposed to be contained within their districts, like Marvel’s Defenders are usually each operating within one of New York’s boroughs. So Hidden Paths is good for that group that decides they want to be Batman and protect the whole city instead of a single district. It adds a thematic element I feel. Although maybe clarified as “When rolling for engagement on a score in a different district, add +1 die if stealthy.
As for Bluecoats Confidant and Above the Law, I feel like Bluecoat Confidant should be -2 heat on scores against criminals because it seems reminiscent of that Commissioner Gordon type relationship, and it seems an easy opposite to Doskvol’s Most Wanted. And then take Above the Law, and make it something like reduced heat against nobility, or add +1 effect against higher tier factions. Only problem with that is a tier difference can expire.
But the nobility option would still keep the thematic theme that ties in with “why are you vigilantes”.
At least that’s how I feel.
Is Resolve Training supposed to still be marked as a default on the Crew Sheet? Seems like it should just be an open option, given how the Origins work.
Lukas Myhan, yep. All Vigilantes get resolve. They also get two more based on origins.
I’m leaning towards a free reduce heat action after scores against criminals. Or possibly increased effect. The left side claims of “friendly cops” and the right side claims of “cops hunting us” are intentionally opposed but still compatible. You can have both but they aren’t on the same track.
Sean Nittner Ah, got it. So, Vigilantes start with five crew upgrades instead of the standard four.
Lukas Myhan, yeah. It’s a very small leg up 🙂 (Also, both Bravos and Cult start with 5 too because one of theirs is a Gang, which counts as two)