Wednesday, March 30, 2016

Optional Rules: Public Support and Villany

Below are two optional rules you might want to include in your mutants campaign.



Public Support: This represents how much the average population views you as their hero, or as a troublesome vigilante. These can be separate per character, or the entire superhero team's result. You have a public support modifier, which starts at 0.

At the end of every public villain fight, roll 1d20, and apply the following modifiers:

  • Heroes defeated Villain in a public fight (+2)
  • During fight, villain was threatening civilian lives (+2)
  • Normal law enforcement was powerless to defeat villain (+2)
  • Innocent people were injured (-1) or killed (-5) or killed via friendly fire/carlessness of heroes (-10)
  • Gross Property damage was incurred (-2)
  • Heroes were supported or backed by an important public figure (chief of police, mayor, president) +2
  • Hero allowed villain to escape in order to save civilians (+2)
  • Hero captured the villain (+2), Hero killed the villain (-2), Hero killed the villain AFTER incapacitating him (-5), Villain killed by his own doing (purposefully or accidnetially) (+0)
  • If captured, villain receives a full trial and goes to lawful imprisonment (+1)
  • If a villain gets a trial, he is found not guilty (+0), or he is not able to be convicted due to an error made by the heroes (-2)
  • Hero made use of especially terrifying powers (as determined by GM, but summoning demons, transforming into a monster, etc) (-2)
  • Hero acted unethically in the combat to defeat the villain (-2) (Does not involve tricking the villain, but being generally unethical)
  • Hero's actions caused damage to property or injury to public (-5), this goes to (-2) if this happened due to mind control or if it's proven to not be the hero's fault.
  • Hero prevents villain's obvious scheme (stealing an object for example) (+1)
  • Hero is defeated by the villain (-2)
  • Villain has more public support than the heroes (subtract the difference)
  • Hero has more public support than the villain (add the difference)

So, during a battle with the evil Hansel Oliphant, master of mind control, and presidential candidate, the heroes are mind controlled and cause property damage (-2). They are able to overcome him (+2), but he escapes. However, he has a public support of 5 and the heroes have public support of 1 (-4). So the heroes roll 1d20 -2 (-2, +2, -4).

They consult the following table:
Result is less than Zero: Hero loses 1 point of public support. If they are already at zero, they gain 1 point of villainy.
Result is 0-20: No change to public support.
Result is 21+: Hero loses 1 point of villainy. If they have zero, the gain 1 point of public support.

Value of Public Support:

Public support represents how much the public values the hero's efforts. The player may roll a public support check (1d20+ support value) to get one of the following benefits:

DC 15: There is a parade or event in the hero's honor, perhaps the mayor gives him the key to the city or something.
DC 20: The hero gets a free rank of the "benefit" feat, as appropriate. Using this will reduce public support value by 2 points.
DC 20: The heroes can call for "crowd support" during a combat, where civilians will rush to the hero's aid in some fashion (determined by the GM) during a public fight. (See below for the obvious example from spiderman). Using this reduces public support by 2 points, but provides an additional +2 bonus to the public support gaining roll)


DC 30: The hero gets a museum or something similar built in his honor. Using this reduces public support by 5.
DC 30: The hero can call in a favor from an important political figure on a city level (such as a mayor or chief of police). This reduces your public support roll by 1.
DC 40: The hero can call in a favor from an important political figure on a state level, (such as the governor, or a city official from another city in the state). This reduces public support by 2.
DC 50: The hero can call in a favor from an important political figure on a national level (such as the president, or a city/state official from anywhere in the country). This reduces public support by 5.
DC 60: The hero can call in a favor from an important political figure on a global level (such as a leader of another country, or the united nations). This reduces public support by 10.
DC 70: The hero can call in a favor from an important political figure anywhere he is aware of, including another dimension, another planet, etc. This reduces public support by 20.


Villainy:

This is the opposite of public support in concept, but different in execution. This is when a player does something villainous, even for a good purpose. Perhaps he tortures a villain for information, or murders villains instead of jailing them. Perhaps he just does villainous things in general. Doing this gives out villain points. Note: The villainy does not need to be public knowledge. The hero's regularly stop villains who are being secretive about their evil plots. Likewise, the PCs secret evils might be discovered via esp, mind reading, postcognition, etc.


Villain Points:
Character Does minor villainy (such as stealing items harmlessly, making a deal with a bad guy to make a mission easier, letting a false villain take a fall, attacking police) +1 point.
Moderate Villainy (killing an enemy, torturing someone for a good purpose, gross negligence, hurts people) +2 points
Major Villainy (rape, killing innocents, rampant destruction) +4 points
Epic Villainy (genocide, disintegration of a planet, etc) +10 points.

Every session, roll 1d20 and add the villain points. (only roll if villain points > 0)

Result:
15-20:Police show up to attempt to apprehend the PC.
20-25: Another superhero attempts to apprehend the PC.
25-29: A superhero team attempts to apprehend the PC.
30+ The PC is deemed a public enemy and is wanted by governments as well as superheroes.

Alternately, the hero may lose villain points by doing especially altruistic acts, or sell them for "GM Hero Points" where the GM can have the villains use hero points at no benefit to the PCs except using up one of their villain points.

The idea here is for the PCs to act like heroes, and if they act more like antiheroes or villains instead, sooner or later someone comes after them.

What do people think? Would you use this in your campaign?

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