Villains and Vigilantes: Difference between revisions

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{{tropelist}}
* [[Animal-Themed Superbeing]]: "Animal/Plant Powers" is one of the most desired rolls on the powers tables, because it inevitably yields several more powers, including the chance for recursion into itself with especially lucky rolls. May be seen as a subversion because a super with Animal Powers is in no way required to use them as the basis for his codename or costume.
* [[Bad Humor Truck]]: One of the solo villains in ''Opponents Unlimited'' is a killer ice cream man.
* [[Bland-Name Product]]: The rookie heroes in the comic book tie-in have a "U-DRIVE" moving van.
* [[Bull Seeing Red]]: In the comic series there's a scene where several of the heroes are being menaced by the super-strong villain known as Bull. The heroine Evergreen uses a variety of plants to attack him, only to be warned that the red blooms on some of them are making Bull angry. She counters that bulls can't see red. The problem is Bull's a mutant ''human'' who was born with his powers, not a real bull. He has a criminal record dating back to his childhood, and as he's one of the Crusaders' archenemies they'd probably [[Did Not Do the Research|have that information readily available]]. Not to mention that he was in fact one of four villains named after animals from the module (Hornet, Vulture and Shrew). Point being that maybe the situation's different if we're not talking about what the old myth talks about.
* [[Canada, Eh?]]: "Now, put on your toque, grab a brew and jump on the dogsled, we're movin' out."
* [[Cast Fromfrom Hit Points]]: Characters normally spend their EndurancePower Points to use their superpowers, but if you run out of EndurancePower Points (and manage not to pass out), you can continue fueling powers with hit points... until you do pass out -- or die.
* [[Captain Ersatz]]: Proditor Capella from ''Opponents Unlimited'' is basically an evil version of ''[[The Greatest American Hero]]''. Except, unlike Ralph Hinkley, Proditor Capella never lost his instruction book.
* [[Character Alignment]]: There are only two alignments in the game—Good and Evil. Since player characters cannot be Evil, that means there's effectively only ''one'' alignment.
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* [[Devil in Plain Sight]]: Gee, an embittered, antisocial guy with a name like Charles Malevolent couldn't possibly be a super villain, could he?
* [[Elemental Rock-Paper-Scissors]]: On a grand scale. Every possible attack power is cross-referenced against every possible defense power on a table that takes up half a page in the second edition; at the intersection of each pair is a bonus or penalty for the attacker's roll. Some of the defenses are not even strictly powers, such as having a higher Intelligence than the attacker for most mental attacks.
* [[ElephantElephants' Graveyard]]: In ''Devil's Domain'', the devilope demons have one in the Coral Forest.
* [[Fun with Acronyms]]: Oh boy. Over the years we got CHESS, FISH, GIANT, TOTEM, BAD, VILE, FIST, RING, MEDUSA, SKULK, CRIME...
** And lately NOCK, CAPER, GALANT, frigging TIC-TAC-TOE...
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* [[Imagination-Based Superpower]]: Solid energy illusions.
* [[Intangible Man]]: The Non-corporealness power, AKA "Non-corp". Subverted slightly in that a sufficiently-skilled attacker can actually hit a non-corporeal target.
* [[Knockback]]: Being a comic book game, ''V&V'' of course has knockback rules -- every point of damage a character takes which isn't absorbed by armor or invulnerability, and isn't "rolled with", knocks that character back five feet (one scale map square).
* [[Legion of Doom]]: The Crushers villain team is supposed to be this to the Crusaders, but only for a few of them say which Crusader they hate.
* [[Missing Episode]]: The ''Most Wanted'' series went straight from #1 to #3.
* [[Multiple Life Bars]]: The "Armor" power is essentially a separate pool of hit points which musthas a chance equal to its current level (on d%) to intercept incoming damage (reducing its level, and its ability to intercept damage, accordingly). In practice this works out to two parallel sets of HP, one of which can be burneddepleted throughwithout harm to the character but rarely reaches that point before damagethe getscharacter appliedstarts applying most incoming damage to yourhis "real" hit points.
* [[Our Centaurs Are Different]]: Abomination demons in ''Devil's Domain''.
* [[Plant Person]]: Evergreen of the Crusaders.
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* [[Self-Insert Fic|Self-Insert Character]]: [[Enforced Trope|Enforced]] by the game -- your first V&V character is always explicitly ''you'' plus powers.
* [[The Six Stats]]: Averted -- ''V&V'' has five basic attributes: Strength, Agility, Endurance, Intelligence, and Charisma. (It then derived another half dozen or so stats from them.)
* [[Sizeshifter]]: The Growing and Shrinking powers.
* [[Slap-On-The-Wrist Nuke]]: The default nuclear weapon in the game does a mere 2d100 points of damage -- meaning even an unpowered normal can ''smother'' a nuclear explosion by [[Jumping on a Grenade|jumping on the bomb]] and ''walk away under their own power afterward'', if the dice roll is low enough. And since the game has no rules for radiation poisoning or other side-effects, the raw hit-point damage is the ''only'' thing he'll suffer.
* [[Squishy Wizard|Squishy Super]]: The vast majority of the sample characters in the rules seem to have suffered from consistently bad die rolls and barely qualify as unusually skilled normals. The average honestly-rolled first-level hero from a real campaign could wipe the floor with them. ''All'' of them. Simultaneously.
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[[Category:Tabletop Games of the 1980s]]
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