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Supervillain Team Perks (work in progress)


Supreme Serpent

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Vague idea of running another supervillain-based campaign.

 

Wanting to have some structure for bases/agents and the like without either making people pay real points for it (likely uneven contributions, don't envision single master villain type who would foot bill, doesn't reflect likely transitory nature of them) or spending significant play time on the logistical work of building/stealing vehicles, excavating underground bases, interviewing thugs and such.

 

So considering something like a brownie point system, where as the group progresses can get more and cooler stuff.

 

My initial thoughts so far:

 

 

Supervillain Team Perk List

 

 

 

Henchmen

 

  • 1-2 people for basic tasks. Getaway drivers, make beer/grocery runs. Not useful in combat. Cost: 1 point.

  • 1-2 technicians. Assist with repairing gadgets, maintain vehicles, etc. Cost: 1 point.

  • Small gang of hoods. Ten thugs. Pistols, various weapons like knives, baseball bats. Cost: 2 points.

  • Small group of trained agents. Ten agents, basic body armor, blasters. Cost: 4 points.

  • Large group of trained agents. Up to twenty available at a time for missions, better gear, able to have mission-specific gear. Cost: 8 points.

  • NPC supervillain. Cost: 8 points.

  • Special henchmen. Up to ten mutated individuals, cyborgs, minor battlesuits, robots etc. Type chosen when purchased. Should be creation of particular villain/villains. Cost: 8 points.

Bases

1. Small hideout, basic amenities. Able to support villains plus 1-2 others. Cost: 1 point.

 

2. Small hideout, comfortable. Cost: 2 points.

 

3. Large hideout, comfortable. Able to support villains plus up to 12 others.

Cost: 3 points.

 

4. Small Lair. Up to three levels. Includes basic security. Able to support large groups. Includes a number of technicians and support staff.

Cost: 5 points.

 

5. Large Lair. Multiple levels. Includes sophisticated security. Able to support large groups. Includes a number of technicians and support staff.

Cost: 8 points.

 

6. Complex. Asteroid base, island stronghold, Hall of Doom, etc.

Cost: 15 points.

 

Vehicles/Transport

 

1. Van/panel truck. Cost: 1 point.

 

2. Tricked out van/panel truck. Better armored, devices to help foil pursuit such as smokescreens. Cost: 2 points.

 

3. Specialized flying vehicle or minisub, able to hold up to ten people. Must be controlled by agent or by villain with appropriate skills. Surprise is best getaway tool, unable to outrun military aircraft. Cost: 4 points.

 

4. Small garage. Must be in Small Lair or Large Lair. Supports a number of vans/panel trucks (both normal and tricked out), small flying vehicles/subs.

Cost: 6 points.

 

 

5. Advanced vehicle. Able to outrun/evade military aircraft. Large subs, large aircraft able to hold villains + 20 agents + significant gear/loot, onboard weapon systems. Cost: 6 points.

 

6. Large garage. Must be in Large Lair or Complex. Supports a number of vehicles – normal, specialized and advanced. Cost: 10 points.

 

 

Gaining and losing points

 

    • Each active PC supervillain on team: +1point
    • Each session with no villains captured: +1 point
    • Villain captured: -1 point per villain
    • More than 50% of team captured: -50% of all points
    • Entire team captured: -80% of all points

I plan to include more ways of earning points, perhaps also ability to trade in resource points (see below) at some rate for perk points.

 

Thoughts?

 

 

Also thinking of seperate point-based system to chart progress towards attempting large-scale schemes - need X resource points from smaller schemes to attempt city-wide plot, Y resource points to attempt nationwide plot, etc.

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