New HTH Weapons for Villains and Vigilantes
The Rules Upgrade is the latest version of Jeff Dee and Jack Herman's classic superhero RPG
Villains and Vigilantes. It incorporates much of the classic architecture that has
made Villains and Vigilantes a cult favorite, but introduces a new combat system,
skill system, and a system for purchasing powers and abilities using CPs. In addition to
spending CPs to purchase superpowers you also need to use CPs purchase weapons. There is a
good selection of weapons included in the Upgrade rules, but a number of popular
weapons have not been included. All of these weapons can be used without modification
using the Villains and Vigilantes rules as well, simply ignore CP cost.
| HTH Weapons|
|Type||To Hit:||Damage:||To Hit Ranged:||Range:||Ranged Damage:||CP Cost:|
|Bagh Nakh||+1||HTH+1d2||3 |
|Jitte / Sai||+2||HTH+1d4||+2||(A" if thrown)||HTH+1d4||6 |
|Mace, Spiked||+2||HTH+1d8||7 |
|Shuriken||+3||(A" if thrown)||HTH+1||5 |
- Bagh Nakh: Indian weapon that simulates a tiger's claw. It consists of two
rings that the pinky and forefinger go through, a bar across the back of the hand that connects
them, and four to five curved blades that extend out past the knuckles.
- Baton: A short club ,truncheon, billy club, or cudgel.
- Flail: A european weapon that started as a farm implement for threshing
grain. It consists of a long wooden handle or staff and a shorter free-swinging stick
or ball attatched on one end. As with most weapons there are a number of cosmetic variations.
- Flamberge: European two-handed sword over five feet long. It was made famous
by German Landsknecht mercenaries called Doppelsoldners. They recieved double pay for
the hazardous duty of chopping the heads off enemy pikes.
- Halberd: A european weapon with an axe-like blade and a steel
spike mounted on the end of a long shaft or pole.
- Jitte / Sai: Japanese weapons used to parry swords. They consist of an iron
bar, sometimes sharpened to a blade, with a hook attatched on one side in the case of
jitte - or both sides in the case of sai.
- Katana: A Japanese long sword, often used in a set with a wakizashi - a
Japanese short sword - and tanto - a Japanese dagger.
- Katar: Indian punch-dagger. The handle is composed of two bars that run parallel
to the blade, connected by one or two crossbars that serve as a grip.
- Mace: A heavy european club. Often a metal head mounted on a wooden handle.
- Mace, Spiked: A heavy european club with a spiked or flanged metal head, used to pierce
and crush armor. often a metal head mounted on a wooden handle.
- Ninjato: A medium length Japanese sword made especially for use by Ninja assassins.
- Nunchaku: An extremely versatile oriental weapon that started out as a grain
thresher. It consists of two short handles conected by a chain, or rope.
- Rante: An oriental chain whip with a star shaped blade on one end. It can be used
as an effective ranged slashing weapon.
- Rapier: A long, light, sharp-pointed european sword often lacking a cutting
edge, with a cup-like hilt and usually used only for thrusting and parrying.
- Shuriken: Star-shaped Japanese throwing blades.
- Whip: Either a flexible rod or a flexible thong or lash
attached to a handle.
Creating HTH Weapons for the Rules Upgrade
To create stats for your own weapons in the Rules Upgrade you can follow this formula:
(Bonus to Hit) + (Average Damage) + (# of Attributes of Range) = CP Cost
- Bonus to hit is simple. For every +1 to hit the weapon has add one to the CP cost.
- Average damage is calculated by taking the maximum roll for each dice, dividing each
by two and adding one. Then add any other damage bonuses the same way you add the bonus to hit.
There is no cost for adding HTH damage to the weapon damage. See the table below for the
most common damage rolls and their respective costs.
|Weapon Damage||CP Cost|
- How many attributes worth of range is also simple, as illustrated in the table below.
A weapon is normally based on Agility, but any attribute can be used with GM approval.
|Weapon Range||CP Cost|
When generating the stats for new weapons it is best to compare the weapon you want to
make to the stats for a weapon already covered. For example, to make the stats for a
wakizashi - a Japanese short sword usually worn with a katana - compare it to the stats
of other Japanese swords. A katana is +2 to hit, HTH+d6 damage. A katana is longer
and heavier than a wakizashi, so the katana should do more damage. A ninjato is +3
to hit and HTH+d4 damage. The ninjato is specially designed for quick and effective
use, so the wakizashi should not get the same bonus to hit. By comparing the wakizashi
to these weapons then we give it the following stats, +2 to hit and HTH+d4 damage.
The same process will work with any other weapons as well, whether it is a real weapon,
or one you are inventing yourself. Aliens and lost civilizations may use
very different weapons, but the basic principles will always be the same.
Special Abilities for Weapons in Villains and Vigilantes
Some weapons have magic or high-tech abilities not covered in the normal rules. Some
of these abilities are included below. CP costs are included for use with the Rules
Upgrade. General rules for CP cost are about 5 CP
for moderately useful abilities, 10 CP for very useful, and 15 CP for extremely useful.
Weapons can have standard powers, these are purchased the same way other devices are.
- Indestructable: CP=5 The weapon can survive almost any extreme - though
the GM may still force a player to specify at least one way the weapon can be
destroyed - it can not be destroyed as detailed under the Weaponsmith skill, and
does not wear with age. The player may come up for other special uses for the weapon
from time to time as well, jamming the gears of a massive machine, use it as a lever to
lift a very heavy object, etc.
- "Dancing": CP=15 The weapon can fight independent of the owner. It stays in
one place (a 1"x1" square for game purposes) and hovers about swinging at opponents. It
cannot move from that area on it's own unless the character purchases flight for the
weapon as well. The weapon attacks on the same phases as the character who owns it, and
attacks with a fighting skill equal to the character's INT save. The character must spend
at least one phase every turn to control the weapon, and another every time the character
wants to change the weapons instructions. The weapon can only be given simple instructions
like "attack Devil Dude!", or "attack everyone who tries to go through the door!"
given simple instructions.
- Automatic Return: CP=5 The weapon automatically returns to the owners hand when
thrown, up to the range purchased for that specific weapon. If the weapon exceeds that range
it cannot return on its own. PR=1 per use.
New Skills and Abilities with the Rules Upgrade
- Weaponsmith: Unique/Intelligence
Specify a weapon type from the listing under the Fighting skill when this skill is purchased.
This skill allows the user to build and repair weapons of whatever type they have selected.
A weapon becomes damaged when its HP are depleted. Normal weapons have HP that equal the
CP cost of the weapon. To damage the weapon though attacks must still get through the
Structural Rating of the weapon first. Once a weapons HP are completely depleted the
weapon is destroyed. A weapon that is damaged but not destroyed may have its effectiveness
reduced if the GM decides.
- Inventing: Unique/Intelligence
The character can rolls against this skill when
attempting to create new devices. Depending on the device the GM may have the character
roll on another skill in addition to this. For example, if a character wishes to create
a new magic wand the GM should have him make a successful Occult skill roll before
using the Inventing skill. The character must still pay the CP cost for any devices that
they wish to build, but they don't lose any points if they fail their rolls. Players
can only attempt to invent a particular device once per session.
An optional ability the GM can allow to use with this is an Invention Pool. The player
must assign CP to a permanent pool for this, they cannot simply use unspent points.
This ability allows the character to create one-shot inventions with a successful Inventing
roll. After that session is over the invention is gone and the points spent on the
invention return to the characters Invention Pool. This is to compensate for the lack
of one shot inventions in the Rules Upgrade.
Villains and Vigilantes Campaign Headquarters
by Craig "Pandemonium" Griswold, pandemonium(at)elpasotel.net
Copyright 1997 by Craig Griswold
Villains and Vigilantes copyright 1982 Jeff Dee and Jack Herman