[19:09] <+JeffDee> I’m Jeff Dee, co-author and artist of Villains and Vigilantes, the classic superhero RPG.
[19:09] <+JackHerman> And I’m Jack Herman and I’m the co-author of the original Villains and Vigilantes superhero RPG now published by Monkey House Games.
[19:10] <+JeffDee> And together we are… the Two Amigos!
[19:11] * +Abstruse plays a Mariachi sting
[19:12] <+JackHerman> After a bazillion years, we brought our game back into print. We recently settled legal action with our old publisher and now we are looking to launch a new edition of our game which we have been working on for the better part of a decade now.
[19:13] <+JeffDee> This ^^^
[19:15] <+JeffDee> So who here plays superhero RPGs?
[19:15] * ~Dan raises hand
[19:15] <+FaerieGodfather> Maybe a little. 🙂
[19:15] <+Steven_Kei_Kenobi> I totally remember V&V 😀
[19:15] <+sondermann> I have dabbled in Brave New World
[19:15] <+JeffDee> The idlers awaken.
[19:16] * +Janus still has one of the V&V source books… somewhere
[19:16] <+Abstruse> (We’re supposed to stay quiet during your introduction :p )
[19:16] <~Dan> (Yes. They’re waiting for you to give them a (done). )
[19:16] <+JeffDee> Jack, are we done introducing?
[19:17] <+JeffDee> done
[19:17] <~Dan> Thanks, guys! The floor is open to questions!
[19:17] <+JackHerman> I think we are done with the introduction part of our program…
[19:17] <+JackHerman> (done)
[19:17] <~Dan> So I’m assuming the name change was part of the resolution of the legal issue?
[19:18] <+Abstruse> So Mighty Protectors is Villains & Vigilantes 3rd Edition officially? And will you be able to use the V&V name? Congrats on finally settling the issue.
[19:18] <&Silverlion> What can we expect from Might Protectors that significantly changes directions from V&V? (I own both old art, and new art V&V the latter in PDF)
[19:19] <+JackHerman> We are using the name Villains and Vigilantes. The name itself is owned by our old publisher. We are also including the Mighty Protectors subtitle as it is also the name of our official setting.
[19:19] <+JackHerman> We are using the name V&V by permission and everything has been completely settled.
[19:20] <+JeffDee> Rules wise, V&V3/Mighty Protectors is a major overhaul of the system, focusing on increasing playability, flexibility and balance.
[19:20] <+JackHerman> (done)
[19:21] <&DoctorAFK> Gorgeous segwey to “well how is it a major overhaul, what’s different and why do the change increase playability, flexibility and balance?
[19:22] <+JeffDee> We’re also adding a bunch of new powers, and widening the scope of the game. Old-timey V&V was set at a single power level, somewhere around, say, X-Men. 3.0 allows the GM to choose from three distinctly different power levels for their campaign.(done)
[19:22] <~Dan> Do you have a character sheet we can see?
[19:23] <+JeffDee> Character sheet? Sure, hang on a sec.
[19:23] <~Dan> (Howdy, BPIJonathan!)
[19:24] <+Abstruse> What’s the system like? How do you do task resolution and the like?
[19:24] <+JeffDee> Here’s Bandit. You may remember him from the Most Wanted sourcebook: (Link: http://monkeyhousegames.com/wp-content/uploads/2016/08/Bandit-200-31.pdf)http://monkeyhousegames.com/wp-content/uploads/2016/08/Bandit-200-31.pdf
[19:24] <+JeffDee> (done)
[19:25] <+JeffDee> V&V3/Mighty Protectors still uses a d20 for task resolution, trying to roll a target number *or less*, just like in Revised V&V/2.1.(done)
[19:26] <~Dan> (By the way, you guys don’t have to give us a (done) after every response — just after extended responses when it might not be obvious that you’re finished. 🙂 )
[19:27] <+JeffDee> Roger that. Over. And out 😉
[19:27] <~Dan> So it’s a 1d20 roll-under system… How do you handle scores in excess of 20, as I would assume will happen in a supers game?
[19:27] <+FaerieGodfather> What does Mighty Protectors offer that other superhero RPGs don’t? For instance, M&M has crunchy effects-based rules, and MHR is heavily narrative and free-form… what does Mighty Protectors do differently?
[19:28] <~Dan> (Howdy, TheDreadGazebo!)
[19:28] <&TheDreadGazebo> (hey Dan! sorry im late for the Q&A)
[19:29] <+Abstruse> So D20 roll under…looks like the attributes are 3-18? Are Abilities all superpowers or do they include knacks or other boosts as well? Like how would a Punisher or Batman type look in general?
[19:29] <+JeffDee> The target number isn’t taken directly from your attribute scores, Dan, which (being superheroes) go way above 20 anyway in many cases.
[19:29] <~Dan> (Question pause after Abstruse’s question.)
[19:29] <~Dan> (Howdy, JamesGillen!)
[19:30] <+JamesGillen> hi
[19:31] <+JeffDee> Our goal wasn’t to find an open ‘niche’ in the market, FaerieGodfather, but to improve upon our own system, which was originally published in 1979 with a revised edition in 1982.
[19:32] <+JeffDee> Anything out of the ordinary, from skills to weird gadgets or mental powers, is an ‘ability’, Abstruse.
[19:32] <~Dan> (Questions may resume!)
[19:33] <~Dan> So can you talk us through task resolution? Like, say, jumping from one rooftop to the other?
[19:35] <+Abstruse> How abstract are Abilities? Is there a set list, or is there room to make your own? Or is it a hybrid, like here’s a set list of mechanical benefits and you can skin them however you like?
[19:36] <+JeffDee> Sure. For example with our sample character Bandit, his AG (Agility) of 16 gives him an Agility Save of 11. The GM would then apply situational modifiers, for example leaping to an unmoving location is easy, so that’s a +6 to the target number. If the leap is far enough, it could incur a range penalty. Say, -1 if it’s a pretty wide gap between the rooftops…
[19:37] <+JeffDee> 11 plus 6 minus 1 gives us an adjusted target number of 16 or less on a d20 to make the jump.
[19:38] <~Dan> I see… But isn’t it still possible that the final target number could exceed 20?
[19:38] <+JeffDee> It’s more like the hybrid you described, Abstruse. There’s a set list, but the abilities are built for modification
[19:39] <+JeffDee> Yes Dan, and a 20 always fails.
[19:39] <~Dan> So there’s no benefit to a score over 20?
[19:40] <+Geek2theRight> It’s like GURPS, Dan. Beyond a certain point, its benefit is the ability to soak up more penalties.
[19:40] <+Abstruse> JeffDee: So my +4 to hit could be a Bullseye “I never miss” training or an Iron Man “Advanced Targeting Module” tech or something like “My laser-eyes are heatseeking”.
[19:40] <~Dan> (Howdy, CSBarnhart!)
[19:41] <+JeffDee> It takes an attribute score of 66 or higher to get a starting save of 20. Which is very very extreme. In our 5 years of playtesting, it hasn’t happened.
[19:42] <~Dan> Ah, I see.
[19:42] <+JeffDee> Yes, Abstruse.
[19:42] <+Abstruse> So does that mean the power scale on the attributes is at least somewhat logarithmic?
[19:42] <+Abstruse> (Yes, I had to google how to spell that.)
[19:42] <+Geek2theRight> At 20 before penalties, each -1 penalty will change your target number. But if 26 before penalties, you can soak up 6 points of penalties before they begin to matter to you.
[19:43] <~Dan> So Bandit has 22 under “To Hit” with his Disintegration Ray. What does that mean in this context?
[19:43] <+JeffDee> Yeah, Abstruse, for example carrying capacity doubles for every 3 points of Strength.
[19:43] <+JamesGillen> Hm
[19:45] <+JeffDee> For the long-time V&V fans in the room, some of these answers I’m giving represent bits of older editions of V&V, and some of them are new.
[19:46] <&Silverlion> No more cubing and weight? 😀
[19:46] <+JeffDee> You see how Bandit also has a Physical Defense of 4, Dan? Defense is deducted from an opponent’s chance of hitting you. So if he was fighting his good twin, he’d have a 22-4=18 or less to hit. Not counting any other modifiers which may apply, like range and stuff.
[19:46] <~Dan> Understood.
[19:47] <+JeffDee> Nah, we’ve simplified the way Carrying Capacity is determines, Silverlion.
[19:47] <&Silverlion> Jumping rules too?
[19:47] <+JeffDee> That, too 🙂
[19:48] <&Silverlion> Cool. (I did watch you run a bit on a video, and was quite pleased by what seemed to be keeping the spirit of the rules, despite the changes to them.)
[19:49] <+JeffDee> Yeah Silverlion, we’re really trying to make actual improvements without losing what made V&V unique.
[19:49] <+JamesGillen> That Sounds Like a Neat Idea.
[19:50] <~Dan> Can you walk us through combat?
[19:51] <+JeffDee> Sure. Let me put up another character.
[19:51] <+BPIJonathan> Do these work the same way say if you are a speedster and want to, I dont know, run up the side of a building?
[19:52] <&DoctorAFK> BPI: How’s your home?
[19:52] <&DoctorAFK> (oops Q&A)
[19:52] <~Dan> (Welcome to #rpgnet, Guest02! You can set your name with the /nick command. 🙂 )
[19:53] <+JeffDee> Here’s Knighthawk. He’s actually my PC from an ongoing low-powered (actually, ultra-low-powered) campaign. Bandit’s gonna clean his clock, but it’s just a combat demo: (Link: http://monkeyhousegames.com/wp-content/uploads/2016/08/Knighthawk-Jeff-111-31.pdf)http://monkeyhousegames.com/wp-content/uploads/2016/08/Knighthawk-Jeff-111-31.pdf
[19:54] <+JeffDee> So. Combat…
[19:54] <+JackHerman> While Jeff is getting ready for that, let me just say a few things about our setting. The earlier editions of of V&V never had an official campaign universe per say even though we referenced things in our rules that adventure writers picked up on. Now we have one of the longest running superhero campaigns ever played in to draw upon.
[19:55] <+JeffDee> First, initiative. This is derived from the character’s Cool attribute (another change from earlier editions: we re-named Charisma, and in order to make it more balanced with the other stats, we gave it more to do)…
[19:55] <+JackHerman> We’ve been writing and running stuff for our world for over 30 years!
[19:56] <+JamesGillen> yay
[19:57] <+JeffDee> Bandit has a d6+1 initiative, and rolls a 4. Knighthawk also has a d6+1, and rolls a 7. So Knighthawk goes first this round…
[19:59] <+JeffDee> Let’s say Knighthawk flies up to Bandit, and takes a swipe at him with his sword. KH has an 18 to hit, minus Bandit’s 4 physical defense, gives him a 14 or less to hit. he rolls a 7, and hits…
[20:00] <+JeffDee> KH’s sword does 1d6+1d8+1 damage, on which he rolls a total of 8…
[20:00] <~Dan> (Howdy, Arcandio!)
[20:01] <+JeffDee> But Bandit is *invulnerable* to Kinetic damage (which is the kind dealt by KH’s sword). Invulnerability divides damage by 4. So Bandit only takes 2…
[20:01] <+JeffDee> (BTW, this is a new rule for Invulnerability, compared to earlier editions).
[20:01] <~Dan> Can I pause you there for a moment?
[20:03] <~Dan> Does “conventional” armor make the target harder to hit, or does it reduce damage?
[20:04] <+JeffDee> Any target that’s aware of an incoming attack can ‘soak’ damage into their Power score, to prevent taking hit point damage. The rule is, you can ‘roll with’ 1/10 of your current Power. Bandit has 55 Power left, so he could soak up to 5 damage into his Power. But only 2 got through. So, Bandit takes 2 points of Power, and probably grins evilly.
[20:05] <+JeffDee> Now Bandit goes. He levels his disintegrator at KH and fires. He has a 22 to hit, but KH’s physical defense is 6 (2, plus 4 from his shield). So Bandit needs to roll a 16 or less. He rolls a 4, and hit.s…
[20:06] <+JeffDee> Oh sorry Dan. Conventional armor reduces damage.
[20:06] <+JeffDee> (another change from older V&V)
[20:07] <~Dan> (Got it, thanks.)
[20:08] <+JeffDee> Bandit’s disintegrator does 2d10 damage, and he rolls a 16. The thing about Disintegration damage, is that it doesn’t have a ‘damage type’, and isn’t blocked except by special kinds of protection. Which KH hasn’t got. So…
[20:09] <+JeffDee> KH has 54 Power, so he can ‘roll with’ 5 points, taking his Power down to 49. But the remaining 11 damage gets through, and comes out of his Hit Points as actual physical injury.
[20:10] <+JeffDee> KH only has 13 Hits to start with, and any attack that does more than half of a target’s remaining hits causes knockout. So, KH crashes to the ground. The end.
[20:11] <+JamesGillen> “Well, whaddya know? He disintigrated!”
[20:11] <~Dan> Huh. Is combat generally that quick, or is it a result of mismatched foes?
[20:12] <+JeffDee> These two are very, very mismatched. There are things KH could’ve done to try and drag it out (‘maneuvers’ like Full Defense or Defensive Stance), but yeah. He was pretty much destined to lose this one.
[20:13] <~Dan> Gotcha.
[20:13] <+JeffDee> More questions pelase!
[20:13] <~Dan> Now, I gather that you don’t use a degree-of-success mechanic?
[20:14] <+JeffDee> There’s a fumble and critical rule, but that’s all.
[20:14] <~Dan> How are they determined?
[20:14] <+Abstruse> What can Power be used for aside from reducing damage?
[20:15] <&Silverlion> Will we get a new Crisis at Crusader Citadel?
[20:15] <~Dan> (Question pause.)
[20:15] <+JeffDee> On a natural 20, you roll again – and if the second roll is also a *failure*, it’s a fumble. Likewise, a natural 1 gets a confirming roll to score a critical.
[20:16] <~Dan> Ah, good. I’m glad to see that you don’t use “flat” crits and fumbles.
[20:17] <&TheDreadGazebo|AFK> (friend needs a favor. bbiab)
[20:17] <+JackHerman> We will be catching up with the Crusaders and what they have been up to. While the Mighty Protectors refers to our original superhero group from our campaign and are the world’s major hero team, the Crusaders have a very special role to play in our world.
[20:18] <+JeffDee> Many abilities have an inherent Power cost to use, Abstruse. Also, there’s a ‘pushing’ mechanic where you can double your movement, or your carrying capacity, or get a +2 damage bonus at the cost of 2 points of Power. And finally, Power is your ‘overkill’: if your Hits drop to 0, you’re still alive as long as you’ve got Power left.
[20:19] <&Silverlion> Does it cost power to turn around to face an opponant behind you “out of your turn?”
[20:20] <+JeffDee> No, we’ve done away with that mechanic Silverlion.
[20:20] <~Dan> (wb, BPIJonathan)
[20:21] <~Dan> (Welcome to #rpgnet, Guest31!)
[20:21] <&Silverlion> Darn, it was the best emulation of Flash running around someone till they passed out I’d seen
[20:21] <+JeffDee> heh
[20:21] <+JamesGillen> Hah
[20:21] <+BPIJonathan> What mechanic, I think I missed something.
[20:21] <+JeffDee> Speedsters still get their due, I guarantee 🙂
[20:22] <~Dan> Speaking of which, how are powers purchased? Are they built from the ground up as in Champions? Are they purchased from a pre-existing list and tweaked?
[20:22] <+JeffDee> Silverlion was asking about a mechanic from older editions of V&V, where you could pay Power to whirl around and face an enemy who was behind you even when it wasn’t your turn. We don’t need that in 3.0.
[20:23] <+JeffDee> V&V3/Mighty Protectors has fully integrated random character generation and point construction, Dan.
[20:24] <+JeffDee> So, you can either build a character from scratch, or roll it randomly, or tweak it with your points as you roll. Or roll it randomly and then go back and tweak it with points.
[20:24] <&Silverlion> That’s good Jeff.
[20:25] <+JeffDee> We didn’t want to lose random generation, which was a hallmark of V&V, but we also wanted to accomodate players who have a concept in mind.
[20:26] <+JamesGillen> In my experience basing the character on yourself never went well.
[20:26] <~Dan> Hmm… Well, let me be more specific. Let’s say I want a hero with Weather Control. Is there a Weather Control power (or the equivalent)? Or would I have to buy all of the effects of Weather Control first?
[20:26] <&Silverlion> I saw that on the video, and it looked pretty solid.
[20:27] <+JeffDee> We have a Weather Control ability. But you could also make a character with Darkness defined as ‘mist’ and Lightning Blasts, and just say they have ‘storm powers’.
[20:28] <~Dan> Okay, cool.
[20:29] <~Dan> Now, you mentioned that skills are just another ability?
[20:29] <+JeffDee> Basing your character on yourself is still an option, since there’s point editing. And in its defense, the only problem we ever had with it is that it starts getting old after the 4th or 5th campaign, when you’ve now been that many different superheroes.
[20:29] <+JamesGillen> Then what’s the Weather Control ability itself?
[20:30] <~Dan> (Welcome to #rpgnet, Guest78!)
[20:30] <+JeffDee> Yeah, Dan.
[20:31] <~Dan> Do you have a specific list of skills? And do all skills default for “free”, or do you have to have certain skills in order to attempt them?
[20:31] <~Dan> (Howdy, jaylinnell!)
[20:31] <+JeffDee> Weather Control consists of 2 parts: how quickly you can change the existing weather, and how powerful the abilities you can draw down from the current weather system are. You can balance between those however you like.
[20:32] <+Abstruse> So I have to cause rain before I can call down lightning if it starts out a clear, bright day.
[20:32] <+Abstruse> ?
[20:33] <+JeffDee> Dan, with V&V3/Mighty Protectors we’re introducing a new skill system to V&V, which never really had one before, apart from combat-related ‘skills’ which were always there…
[20:33] <+jaylinnell> look
[20:35] <+JeffDee> Basically, every character has a backstory which is used by the GM to determine what non-combat things they ‘know how to do’. And then it all boils down to saving rolls, with modifiers. But a character can also pick up bonuses to their non-combat skills as super abilities.
[20:35] <+JamesGillen> Nice
[20:36] <+Guest78> Will there be a carrying capacity calculation, based on stats and mass as before?
[20:36] <+JeffDee> Yes, Abstruse. Unl;ess it’s already raining wehen you get there, of course.
[20:37] <+jaylinnell> rain also piles in weight, effecting carrying capacity!
[20:37] <~Dan> Guest78: You can set your name with the /nick command.
[20:38] <+Abstruse> You mentioned way back that there’s different power levels. Can you go into that a bit?
[20:38] <+JeffDee> No Guest, we’ve simplified that. Carrying Capacity is directly dictated by your character’s Strength, now. And things like Size Change: Larger actually adds to your Strength (and Endurance) scores, which automatically bumps your carrying capacity and your hit points, without a calculator 🙂
[20:38] <+jaylinnell> smooth!
[20:39] <+Abstruse> (I am officially addicted to Crystal Pepsi, for the record)
[20:39] <+Chimaera> Cool. I always enjoyed the calculation, as it was an elegant way of handling things like Size Change, but if you’ve streamlined it effectively, mazel tov 🙂
[20:39] <+JamesGillen> yes
[20:40] <+JeffDee> Yea Abstruse. The power levels are Low, Standard, and High. Low is like the Shadow, maybe TV;s Daredevil, street-level heroes who have to be a bit concerned about guns. Standard is like old-timey V&V, kinda X-Men level. And High-Powered is like Avengers.
[20:40] <+JeffDee> Jack will have to forgive me for my Marvel references. I’m the Marvel guy on the team, he;’s the DC guy 🙂
[20:41] <+Chimaera> Heh
[20:41] <+Abstruse> Do you have something for cosmic levels?
[20:41] <~Dan> The Shadow, you say? So do you think V&V can do pulp adventure well?
[20:41] <+jaylinnell> (like Phoeniz, speaking of x men)
[20:42] <~Dan> (wb, watermark)
[20:42] <+JeffDee> Anyway, duing character generation, when you’re assigning ‘points’ (either randomly, or by choice), the *number* of points you get for each ability or attribute depends on the campaign’s power level.
[20:42] <+Chimaera> Cool
[20:42] <+Chimaera> so you’re mixing up the random and point-buy elements
[20:42] <+JamesGillen> hm
[20:42] <+jaylinnell> is it workable to group chatacters of varying power levels, as comic teams often do?
[20:42] <+JeffDee> Hell yes, Dan. I’m currently playing a character called Carnivore in a low-powered campaign, who’s essentially in intelligent velociraptor who’d a private detective.
[20:43] <~Dan> Awesome. 🙂
[20:43] <+Chimaera> Sounds like fun 🙂
[20:43] <~Dan> Speaking of velociraptors, does V&V include a bestiary?
[20:45] <+JeffDee> Abstruse, we toyed with a ‘Cosmic’ power level, but we found that it didn’t really work unless there was some way of guaranteeing that the character would get certain kinds of abilities, like for instance the ability to survive in space. So we’ve set that aside for now. Maybe a Cosmic campaign sourcebook, with special character generation rules…
[20:46] <+JeffDee> We say ‘integrated’ random and point buy, Chimera. The player is free to use either approach, or switch bwteen them, as they see fit.
[20:48] <+JeffDee> Jay, we find that charaters of the ‘same’ power level still come out with widely different strengths and weaknesses, so ‘mixing characters of different power levels’ together in a group really isn’t necessary.
[20:48] <+jaylinnell> point. 🙂
[20:49] <+JackHerman> The Mighty Protectors Multiverse has a pretty lengthy historical timeline with much activity during the 30s/40s for a pulp era campaign and plenty of stuff for a modern day Shadow to do, as well.
[20:50] <~Dan> (Did you see my bestiary question?)
[20:50] <+JeffDee> Oh by the way, before we end, let me show off my favorite part of Mighty Protectors, which is the new vehicle construction system…
[20:51] <+JackHerman> While we’ve been chatting one of our contributors IMed me volunteering to put together stats for a bunch of animals in relation to another project. I had to say yes! Always a useful thing to have!
[20:51] <+JeffDee> Check this out, it’s Bandit’s car: (Link: http://monkeyhousegames.com/wp-content/uploads/2016/08/Bandit-Vehicle-03.pdf)http://monkeyhousegames.com/wp-content/uploads/2016/08/Bandit-Vehicle-03.pdf
[20:51] <~Dan> Cool!
[20:52] <+JackHerman> So your wish is being granted, Dan!
[20:52] <+jaylinnell> Yum!
[20:52] <~Dan> So in the time we have remaining, is there anything we haven’t covered that you’d like to bring up?
[20:52] <+jaylinnell> (on both points)
[20:52] <+JeffDee> We’ve had players and GMs build everything from motorcycles to mecha to starships and hyperdimensional space-cubes.
[20:53] <+jaylinnell> vroom!!!
[20:54] <+JeffDee> The Kickstarter launches on Saturday! We’ll post on Facebook and G+ and our website about it, but if you miss the announcements just search for “Mighty Protectors” on Kickstarter. Saturday!
[20:55] <~Dan> A quick note: If you’ve enjoyed this chat and would like to support my efforts, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[20:55] <+JeffDee> Also, I want to point out that while there are changes to the ruiles, converting old V&V charaters is not too difficult.
[20:55] <+jaylinnell> so i can still play my 35 year old adventures?
[20:55] <~Dan> Jeff, Jack, I’m also a reviewer and would love to take a crack at V&V when it comes out. 🙂
[20:56] <+JamesGillen> Me too
[20:56] <+JackHerman> Also, the new adventures and other material we will release will not only be statted for V&V 3 but also support 2.1 (our cute little name for our reprint of 1980s V&V)
[20:56] <+JeffDee> Sure thing guys. Ping me on Facebook or in email when the time comes 🙂
[20:56] <~Dan> Which I strongly suspect that it will, as I predict your KS will go like gangbusters. 🙂
[20:56] <+jaylinnell> joy!
[20:56] <~Dan> Awesome.
[20:56] <+JeffDee> We have high hopes 🙂
[20:57] <~Dan> Thanks very much for joining us, guys!
[20:57] <+JackHerman> Fingers crossed!
[20:57] <+JackHerman> Thanks for having us!
[20:57] <~Dan> If you’ll give me just a minute, I’ll get the log posted and get you the link.
[20:57] <+JeffDee> It was our pleasure!
[20:57] <+JeffDee> Cool.