TEXT: Villains and Vigilantes - Mystic Rhythms Sourcebook
  Men of mystery... women of wonder... harbingers... 
  mentors... defenders... demons. The tide of magic ebbs and 
  flows across the planet. Nothing is untouched, nothing is 
  unchanged in its wake.
   
  Spells and Spell Books: 
  Spells are at the heart of any magic based character, adventure, or campaign. I have 
  included 3 categories of spells below. Spells will be added to this list as time permits, and 
  as they are submitted. Standard Villains and Vigilantes rules provide the spell casting 
  character with one spell initially, and the character can create more spells by sucessfully 
  using an Invention Point. I have another alternative to present. 
   
  Optional Rule: The character can also gain spells by using their training bonus to learn an 
  existing one. To be able to learn an existing spell the character must either have repeated 
  access to a spell book or magical tome that contains that spell, or must learn it from 
  another spell caster who already knows it. Since they are training to learn the spell the 
  spell being studied should be specified at the beginning of the level. 
   
  This may seem to make spell casters alot more powerful, but there are a couple of things 
  to keep in mind about this. In order to learn spells the spell caster must either have access 
  to a spell book, which are rare, or must have a mentor to teach them, also rare. If they do 
  have access to either of these, then they can still only learn spells written in that spell 
  book, or known by that mentor. No spell book will have more than a dozen spells, and 
  most will have less than 8. Mentors may be better, but are harder to keep and may not be 
  allowed by the Gamemaster. In addition just because a player has access to a dozen 
  different forms of attack doesn't mean he will use them with any better results. Most spell 
  casters will rely on a couple of spells for most of their needs, using the rest only in special 
  situations. 
   
  Optional Rule For the Rules Upgrade: Characters purchase more spells the same way they 
  purchase or improve powers and skill, using CPs. A GM may restrict what new spells can 
  be learned though. If the characterhas the Occult skill they can roll against it to invent new 
  spells (GM should modify the roll based on the complexity of the spell), they must spend 
  the appropriate CPs in order to purchase it - but they do not lose CPs if they fail. If a 
  character does not have this skill, or wants to avoid making the roll, they may learn a spell 
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  Villains and Vigilantes - Mystic Rhythms Sourcebook
  from a spell book that they have regular access to - or may be taught by someone else who 
  knows the spell, such as a mentor or another character. Characters may only attempt to 
  learn one new spell per gaming session. 
  Spells
  V&V Attack Spells
  V&VU Attack Spells
  V&V Defense Spells
  V&VU Defense Spells
  V&V Non-Combat Spells V&VU Non-Combat Spells
  Below is one sample spell book, including history, and contents. Gamemasters are not 
  obligated to use spell books in their campaigns, but they can be a useful plot device. 
   
  Necronomicon (Al Azif): 
  ●     History: The original Arabic title of this manuscript was Al Azif, a reference to 
  the nocturnal sound of insects believed to be the howling of demons. Alhazred 
  lived in Damascus, where the Necronomicon was written. In 738 A.D., he was set 
  upon by an invisible monster who devoured him publicily in broad daylight. The 
  Al Azif was translated into Greek by Theodorus Philetas of Constantinople, who 
  gave it the name Necronomicon. Olaus Wormius then made a Latin translation in 
  1228. In 1232, shortly after Wormius' translation, Pope Gregory IX banned both 
  the Greek and Latin versions of the volume. Wormius indicates that the original 
  Arabic text was lost by this time. Dr. John Dee made a translation into English, but 
  only fragments of that version remain. At present, a 15th century Latin translation 
  exists in the British Museum, and 17th century editions exist at the Bibliothèque 
  Nationale in Paris, the Widener Library at Harvard, the University of Buenos 
  Aires, and the Miskatonic University at Arkham. Understandably, all these copies 
  remain under lock and key. 
  ●     Spells: Control Totem Spirit, Breathe Like a Fish, Dimensional Portal, Astral 
  Expedition, Resurrection, Create Zombie, Unseen 
  Mystic Characters: 
  Character Templates VV
  Mystic Villains
  Format
  Centaurion
  VV
  Commander Satanis
  VV
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  Villains and Vigilantes - Mystic Rhythms Sourcebook
  Cyclone
  VV
  Gorgon
  VV
  Hellion
  VV
  Jarl
  VV
  Maxie Mouse
  VV
  Nekra
  VV
  Pharaoh
  VV
  Silver Axe
  VV
  Mystic Heroes
  Format
  Black Knight
  VV
  Lord Inverness
  VV
  Sage
  VV
  Adventure Ideas :  
  Revenge Served Hot
   
  Hell Hath No Fury...: A new villainess has appeared and is wreaking havoc on various city icons. She 
  is set on defacing or destroying everything that makes Mayfair City what it is, the statues in the park, the 
  town square, and the replica of the ship used by the city founders to cross the ocean. She is actually the 
  reborn incarnation of the city's oldest evil. Amy Heinz was a gentle healer accused of witchcraft in the 
  1700's, she was tortured, tried, and burned at the stake. Now, hundreds of years later she has broken free 
  of Hell to take revenge. The only way she can be completely sated is if the city courts overturn their 
  decision regarding her conviction and exhume her corpse - reburying it in holy ground.  
  Stats needed for adventure: Scorn,  
   
  Gargoyles and Boys: For the past week there have been several mysterious sightings in the night. Dark 
  figures peering into second story windows, winged silouettes eclipsing the moon. The characters may be 
  asked to investigate, or may stumble onto the cause on their own. Stony skinned gargoyles patrol the 
  city, searching for something. If the characters try to stop the gargoyles they will fight back, but 
  otherwise will ignore them and search until just before daybreak. Then they wil return in a flock to the 
  roof of a plantation style farmhouse just outside the city limits. The current owner of the house is Caleb 
  Nightshade. He is a retired librarian who was in charge of Miskatonic University's impressive collection. 
  If confronted by the characters he will claim ignorance of the gargoyles forays into the city. In reality he 
  gives them life each night. He is having them search the city for the secret lair of Lord Inverness, the 
  sorcorer who made his home in Mayfair City in the early part of the century - and whose ghost 
  occaisionaly still appears. Eventually Nightshade's gargoyles will discover the hidden lair under the 
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  Villains and Vigilantes - Mystic Rhythms Sourcebook
  Mayfair City Museum. The locks on the door can only be opened by magic, and once he begins to cast 
  the spells to open it Lord Inverness will appear to the characters and explain what's happening. If 
  Nightshade gains entrance to the lair he will have access to several highly destructive magic items, the 
  players must get past the gargoyles and prevent Nightshade from entering the lair.  
  Stats needed for adventure: Gargoyles, Nightshade, Lord Inverness  
   
  Ungrateful Dead: 10 years ago a group of superheroes were ambushed and killed by parties unknown 
  on the backstreets of Mayfair City. The heroes are brought back to life by evil magicians who want to 
  control them, but revenge draws them to take off on their own. They begin to attack former and present 
  city officials. All of those under attack were in power when the heroes died, and are directly responsible 
  for their deaths. It is up to the characters to figure out why the undead heroes are attacking these people, 
  anticipate their next move, and stop them.  
  Stats needed for adventure: Thorium, Warlord, NightHawk, Giantess  
   
  Manifest Destiny
  King of Pain: The lord of the Nightmare Realm has finally gained enough power to open a portal to the 
  waking realms. Strange creatures begin to cavort the streets of Mayfair City. As the populace becomes 
  more terrified the portal will grow. The characters must either calm the populace so that the portal can 
  dissipate, or take on Nightmare themselves.  
  Stats needed for adventure: Creatures from the Nightmare Realm, Nightmare  
   
  Hell's Bells: Bellezal, lord of the Black Pit, wants to increase his territory. Since the overlords of his 
  own realms are to powerful for him to take on he has decided to expand outside his own dimension - and 
  into ours. He passes a group of his greatest warriors through first to test the waters. If these supervillains 
  are not defeated by the characters - they will return to their lord and he will begin the invasion. Ground 
  troops and war beasts will come through temporary portals and make things very difficult for the 
  players.  
  Stats needed for adventure: Bellezal's agents(Atrocity, Maneater, and Thorn), Bellezal's Ground Forces, 
  War Beasts, Bellezal  
   
  Walk on the Wild Side
   
  Iron Boots: Over the past month 6 people have been found dead, mutilated, in the alleyways of the slum 
  district. Police suspect a serial killer, and the media are hyping it up. Every murder has blood 
  everywhere, but no valuables have been taken and there are no connections between the victims. A few 
  witnesses have reported seeing a youth or midget fleeing the scenes wearing a red stocking cap, black 
  pants, and large boots. There is an old woman named Agnes Scrimm who lives in the area of the 
  murders and claims that the murderer is not human, but an ancient Celtic faerie. Police and the media 
  have largely ignored her. The heros decide to hear her out. She says that the killer is a faerie known as 
  "Red Cap", he kills people so that he may die his hat red with their blood. She says he is so malevolent 
  because he is forced to wear Iron Boots on his feet, which bind him to the mortal realms and cause him 
  intense pain. If the characters can remove his boots the killing may stop, and he may return to the faerie 
  realm. Otherwise, they will have the daunting task of capturing a thousand year old evil faerie. 
  If pressed, Agnes will reveal that she summoned the faerie here to deal with a couple local hoodlums 
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  Villains and Vigilantes - Mystic Rhythms Sourcebook
  who harass her when she goes to cash her Social Security checks. She doesn't know of any way to force 
  him to return to his homeland. Removing the boots should not be easy. The boots could be blessed by a 
  preist then cut off of him or lock picked, but Red Cap will not go on Holy Ground.  
  Stats needed for adventure: Red Cap, Agnes Scrimm  
   
  Prehistoric Park: Dinosaurs are running rampant in the city. The Purple Gang has gotten control of an 
  magical talisman which ressurects the dead for 24 hours and is using it on dinosaur skeletons to bring 
  forth these monsters from another time to occupy police and superheroes while they pull off major 
  robberies. After 24 hours the dinosaurs turn back to skeletons. The talisman can only be used once per 
  day. Characters can catch the Purple Gang in the act by staking out the museum, or wait at potential 
  targets for their robberies.  
  Stats needed for adventure: Dinosaurs (see Forbidden Island Sourcebook), Purple Gang, Gorilla X  
   
  Magikal Mix-ups
   
  Switch Hitter: The characters come across a mysterious robed figure robbing the precious gem display 
  at the local museum. When they intervene he casts a spell that switches the minds of the characters into 
  different bodies. There are two possible variations depending on how you want to torture your 
  characters: 
  1.  The players pass their character sheet to the player on their left, the characters minds have 
  switched bodies. Intelligence scores and skills stay with the characters along with everythings 
  else for simplicity. The Baron will claim to be the only one who can return them to their own 
  bodies. The Baron can undo the change, but if he doesn't it will reverse in a month. 
  2.  The players switch with innocent bystanders instead of each other. Some of these bystanders may 
  be cooperative, but some will not want to switch back to their own bodies. Perhaps one or more 
  are handicapped. 
   
  Stats needed for adventure: Baron Vickers, Demon minions, Bystanders  
   
  Catastrophic Crossover: New heroes start popping up in the neighborhood. When all the heroes get 
  together, a gigantic shadowy form appears over the rooftops telling them that the multi-verse is 
  shrinking, and only one of their universes will survive. They must battle to see which universe will 
  prevail. This is actually a plot by a pan-dimensional being called the Pretender to cause chaos in the 
  various cities these heroes come from while he commences to take over one of the cities devoid of 
  heroes. The heroes must overcome any interpersonal difficulties, realize that the Pretender is involved 
  (or track the dimensional rifts to him) and use the portals in his secret base to get to the city that's under 
  attack, saving the day with a multi-dimensional taskforce.  
  Stats needed for adventure: Various crossover characters (see my Campaign HQ crossovers), Pretender, 
  Pretender's forces 
  Coming Soon: 
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  Villains and Vigilantes - Mystic Rhythms Sourcebook
  ●     Mystical Creatures 
  �H     Demons 
  �H     Djinn 
  �H     Homonculi 
  �H     and more... 
  ●     Other Dimensions 
   
  Villains and Vigilantes Campaign Headquarters
  Created and maintained by Pandemonium 
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