TEXT:   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Sourcebook for the Vigilantian Roleplaying Game 
  Written By:  Mark Chase (mchase@meta-earth.com) 
   
  All material within, Copyright 2000, all rights reserved 
  Home Base 
  Meta-Earth 
  http://www.meta-earth.com 
   
  
   
  VIGILANTIAN, p. 2 
  Table of Contents 
   
   
   
  TABLE OF CONTENTS.............................................................................................................................................................2 
  INTRODUCTION........................................................................................................................................................................3 
  ABOUT VIGILANTIAN...................................................................................................................................................................3 
  PLAYING FUZION .......................................................................................................................................................................3 
  ABOUT "ETERNAL VIGILANCE"....................................................................................................................................................3 
  DISCLAIMER..............................................................................................................................................................................3 
  PLAYER CHARACTERS...........................................................................................................................................................4 
  CHARACTER RE-CREATION?......................................................................................................................................................4 
  CHARACTER LIFEPATH ..............................................................................................................................................................4 
  Atomik LifePath ...................................................................................................................................................................4 
  Rules of the Roll ..................................................................................................................................................................4 
  Personality Type..................................................................................................................................................................5 
  NEW TEMPLATES ......................................................................................................................................................................9 
  NEW SKILLS............................................................................................................................................................................10 
  THE SUPPORTING CAST.......................................................................................................................................................11 
  ABOUT NPCS .........................................................................................................................................................................11 
  NON-PLAYER CHARACTERS.....................................................................................................................................................11 
  SUPER-NORMALITY...............................................................................................................................................................14 
  "SUPER POWERS" IN VIGILANTIAN............................................................................................................................................14 
  MUNDANE SUPERS..................................................................................................................................................................14 
  CREATING SUPERNORMAL POWERS.........................................................................................................................................14 
  SUPERNORMAL POWERS.........................................................................................................................................................14 
  VEHICLES AND VIGILANCE..................................................................................................................................................18 
  THE HARROWING HIGHWAY.....................................................................................................................................................18 
  ATOMIK MOTORWARZ.............................................................................................................................................................18 
  OTHER PLUG-INS....................................................................................................................................................................18 
  MOTORWARZ: THE NEW DECADE............................................................................................................................................18 
  POLICE ARSENAL ....................................................................................................................................................................22 
  AIR SUPPORT AND HOW TO EVADE IT.......................................................................................................................................23 
  EYES IN THE SKY - SATELLITES ................................................................................................................................................23 
   
   
   
   
  
   
  VIGILANTIAN, p. 3 
   
  Introduction 
  About Vigilantian 
  Vigilantian is a Role-Playing Game based on the Fuzion system by Hero Games and 
  R.Talsorian Games.  It is a game where the Player Characters (PCs) take on the role of 
  vigilante crime-fighters, and stand against crimelords, drug cartels, terrorist organizations, 
  and corrupt corporations, to insure the sanctity of the Free World.  The first Vigilantian 
  sourcebook, "The Price of Freedom", details character creation and basic rules of the 
  game.  It can be found at www.meta-earth.com/vigilantian, and is necessary for the game. 
   
  Playing Fuzion 
  So, you have Vigilantian, but how do you play Fuzion?  First of all, you must get a set of 
  Total Fuzion rules.  As mentioned on the see side, the rules to create characters and play 
  the game can be found in any Fuzion RPG book, or at the Fuzion web site.  If you are 
  having trouble finding a Fuzion game book, visit your local gaming store and ask about the 
  R.Talsorian Games, Heroes Games, or Obsidian Studios product line.  I recommend that 
  you use Champions: The New Millennium as the rules set for Vigilantian, but you can of 
  course use the rules found in Bubblegum Crisis or Votoms as well.  Eventually, a Fuzion 
  version of Cyberpunk and Mekton, will be released, which should be excellent. 
   
  About "Eternal Vigilance" 
  Vigilantian: Eternal Vigilance is a sourcebook for Vigilantian RPG.  This book offers four 
  key features for your campaign.  Character  LifePath, Sample NPC characters, Super-
  Normal Powers, and Vehicles. In the first chapter expands on the Character Creation 
  system, adding to it a LifePath system (derived from Atomik LifePath), new Character 
  Templates, and new Skills.  The second chapter "Supporting Cast" covers a few sample 
  NPC characters that can be placed into any campaign.  Chapter Three is one of the major 
  chapters of interest in this book, covering Super-Normal powers - that is, super powers for a 
  very street level super vigilante campaign.  The forth and final chapter discusses the 
  automotive side of vigilantism, utilizing Atomik MotorWarz as its primary source material.  
  Chapter Four also gives some additional information and technology on vehicles in the 
  early 21st Century. 
   
  Vigilantian: Eternal Vigilance should be an invaluable source for expanding not only 
  Vigilantian, but any Fuzion game of a similar genre.  Super-Normal Powers can be 
  adapted for use in any campaign (with the GM's permission), and the NPCs are generic 
  enough to be found almost anywhere. 
  Disclaimer 
  Fuzion is a trademark of Hero Games and R. Talsorian Games, Inc. Fuzion is a copyright 
  1998 by Hero Games and R. Talsorian Games, Inc. All trademarks and copyrights used 
  without expressed permission. 
   
  What is Fuzion? 
       Fuzion is a unified set of 
  role-playing rules combining 
  the 
  best 
  of 
  the 
  Hero 
  System 
  (Champions) 
  and Interlock (Cyberpunk, 
  Mekton Z).  Not only can 
  Fuzion be adapted to cover 
  nearly every time, place, or 
  setting, but it also has the 
  ability to utilize existing 
  Hero 
  and 
  Interlock 
  rules and materials; if it is 
  marketed 
  as 
  Fuzion 
  Capable, it can be used as 
  part of the Fuzion system. 
        Hero 
  Games 
  and 
  R. 
  Talsorian Games, Inc., jointly 
  developed Fuzion.  Many 
  existing games systems use 
  Fuzion,including Champions: 
  The 
  New 
  Millennium, 
  Sengoku, Usagi Yojimbo, 
  Bubblegum Crisis the RPG, 
  Shards 
  of 
  the 
  Stone, 
  Dragonball Z, and many 
  more.  Fuzion uses a unique 
  Plug-In system that allows for 
  easy addition and removal of 
  rules.  For instance, to add 
  Martial Arts to your campaign, 
  you need only turn to a 
  Martial Arts plug-in. To add 
  Magic, 
  Psionics, 
  or 
  Superpowers, these too may 
  be easily plugged-in to the 
  core rules (Total Fuzion). 
   
  Where Can I Get Fuzion? 
        The basic Fuzion rules 
  (for character generation, 
  combat, game mechanics, 
  and basic plug-ins) can be 
  found in any Fuzion product 
  produced by R.Talsorian, 
  Hero 
  Games, 
  or 
  Gold 
  Rush Games. However, as 
  it is, these companies were 
  kind enough to provide an 
  on-line version of their core 
  rules system.  To obtain this 
  file, please visit the following 
  URL 
  on 
  the 
  Internet 
  (provided the site does not 
  move, of course): 
             
  www.herogames.com/Fuzion/ 
   
   
  
   
  VIGILANTIAN, p. 4 
   
  Player Characters 
  Have Some Character 
  Character Re-Creation? 
  Vigilantian: the Price of Freedom (the first book) detailed 
  all necessary aspects of character creation.  You need no 
  more and no less to have a character (PC or NPC) in the 
  Fuzion system.  This chapter is concerned with adding 
  some additional spice to the Character Creation system in 
  the first Vigilantian book.  This includes the addition of a 
  LifePath system, more Templates to choose from, and 
  some new Talents, Perk, and Complication ideas which 
  may be used as well. 
   
  Of course, it is quiet possible you are getting this text after 
  already having created a character involved in a campaign.  
  If that is so, then chances are, you can't do much to change 
  him.  If your character perishes then, with GM's permission, 
  you may be able to use the information presented here, in 
  conjunction with the Character Creation system, to create a 
  new character.  For new players, or for GMs just starting to 
  plan a campaign, you have all the freedom of choice you 
  could want.  You may use these additional character-
  building rules at your discretion. 
   
  Character LifePath 
  The first step in creating a character is to get his or her 
  personality and past history established. The Lifepath is a 
  special flowchart of events, personality quirks and plot 
  complications that are used to give a character roleplaying 
  depth and complexity. In effect, the Lifepath is your 
  character's "Life Story", telling where he came from, what 
  he's done and what he is like.  To use the Lifepath, simply 
  follow the instructions in each box of the chart, rolling a die 
  or making a choice as instructed. 
   
  As part of the Lifepath process, you may also elect to take a 
  few Complications - that is, situations, problems, or personal 
  limitations that enhance the roleplaying aspect of the 
  character, and (coincidentally), generate extra Option Points 
  to be used in the creation of the character later. 
   
  Along the Life Events portion of the Lifepath you will be able 
  to link events to Skills, Talents, Perks, and Complications.  
  The player may use this to create a character in one of two 
  ways: 1) having selected all Skills, Talents, and 
  Complications he could use the Lifepath Events to relate 
  these skills and talents and complications directly to each 
  event.  Or 2), he could build the character as he rolls the 
  events, buying relevant skills and talents and taking 
  complications. For example, Parents Murdered would be a 
  great place to take on a Responsibility, such as a 
  Dependent (your kid sister), a Vow (to fight evil), or a Code 
  of Honor (Never Harm an Innocent). 
   
  Atomik LifePath 
  This Lifepath system was taken mostly from Atomik 
  LifePath.  You may use Atomik LifePath instead, if the GM 
  allows for it.  The changes in this Lifepath reflect upon the 
  World of Vigilantian.  If you are not playing in the 
  Vigilantian universe, you may wish to use an alternative 
  Lifepath system (such as the fore mentioned one).  
  However, it should suit any modern-day to near-future 
  cyberpunkish world.  There are no Vigiliantian specific 
  references.  All tables have been tuned to be serious and 
  personable on the one end and "darker" or more "anti-
  heroic" on the other end, alimenting the extremes (of very 
  flighty to very evil), better suiting a vigilante type character. 
   
   
  Rules of the Roll 
  Invariably, when rolling on any sort of random Lifepath, you 
  may roll something illogical, contradictory, or incompatible 
  with the campaign itself.  Players should therefore roll out 
  their Lifepath in front of the GM for two reasons.  One, to 
  prevent cheating, and two, to get the GM's verdict on re-
  rolls. 
   
  Normally, players should not re-roll just because they get a 
  bad result.  After all, that’s life.  But the GM always has the 
  final say, and if he thinks the result interferes with having a 
  good plot or a strong character, he can allow any result to 
  be re-rolled if he so chooses. 
   
   
   
   
  Chapter 
  1 
  
   
  VIGILANTIAN, p. 5 
  Personal Styles 
  For each Personal Style Table, there are two columns: one 
  is for a Modern to near Modern campaign (default for 
  Vigilantian), the other is for a Cyberpunk-style campaign. 
   
  Clothing and Style (1D10) 
  1D10 
  MODERN 
  CYBERPUNK 
  1 
  Biker Leather 
  Biker Leather 
  2 
  Skate Rat 
  Blue Jeans 
  3 
  Blue Jeans 
  Business Suit 
  4 
  Business Suit 
  Raver/Punk 
  5 
  BusinessCasual 
  Street Fashion 
  6 
  Casual Clothes 
  High Fashion 
  7 
  High Fashion 
  Camos 
  8 
  Goth/Dark 
  Casual Clothes 
  9 
  Raver/Punk 
  Goth/Dark 
  10 
  Grunge 
  Grunge 
   
  Hairstyle (1D10) 
  1D10 
  MODERN 
  CYBERPUNK 
  1 
  Short & Curly 
  Mohawk 
  2 
  Fashion Style 
  Long & Ratty 
  3 
  Crewcut 
  Short & Spiked 
  4 
  Neat & Short 
  Wild & Unkempt 
  5 
  Swept Back 
  Bald 
  6 
  Long & Straight 
  Striped 
  7 
  Ponytail 
  Dreadlocks 
  8 
  Dreadlocks 
  Neat & Short 
  9 
  Bald 
  Short & Curly 
  10 
  Thick & Matted 
  Long & Straight 
   
  Hair Color (1D10) unless bald 
  1D10 
  MODERN 
  CYBERPUNK 
  1 
  Black 
  Silver 
  2 
  Black 
  Blond 
  3 
  Brown 
  Black 
  4 
  Lt. Brown 
  Black 
  5 
  Blond 
  Lt. Brown 
  6 
  Lt. Blond 
  Brown 
  7 
  Red-Brown 
  Red-Brown 
  8 
  Red 
  Red 
  9 
  Gray 
  Two Colors 
  10 
  White 
  White 
   
  Accessories (1D10) only if desired 
  1D10 
  MODERN 
  CYBERPUNK 
  1 
  Goatee 
  Tattoos 
  2 
  Body Piercing 
  Mirrorshades 
  3 
  Surplus Boots 
  Ritual Scars 
  4 
  Trenchcoat 
  Spiked Gloves 
  5 
  Dark Shades 
  Nose Rings 
  6 
  Leather Gloves 
  Earrings 
  7 
  Big Hats 
  Long Fingernails 
  8 
  Walkman 
  Spike Boots 
  9 
  Lots of Jewelry 
  Custom Lenses 
  10 
  Tattoos 
  Fingerless Gloves 
   
  About Traits 
  The character's Personality Traits determines his or her 
  personality, philosophy of life, likes, dislikes, and general 
  attitude to the world and the people around him. 
   
  This is accomplished by taking the "weight" of the 
  character's Personality or Life Philosophy and adding it to 
  the roll for the other trait tables.  In essence, a happy 
  cheerful character will general like people, where as a 
  darker, more selfish character will not. 
   
  Personality Type 
  Roll Personality Type (1D10) to determine the character's 
  inherent personality.  This also gives the PER number, 
  which is added to the Philosophy Roll, to weigh it 
  appropriately (so for now, just make a note of the PER). 
  1D10 
  Personality Type 
  PER 
  1 
  Extraverted - positive and energetic 
  1 
  2 
  Extraverted - friendly and outgoing 
  1 
  3 
  Extraverted - Courteous, well-humored 
  2 
  4 
  Neutral - Casually and laid back 
  2 
  5 
  Neutral - Stable and serious 
  3 
  6 
  Neutral - Moody, rash, and headstrong 
  3 
  7 
  Introverted - Quiet, shy, and distant 
  4 
  8 
  Introverted - Intellectual and detached 
  4 
  9 
  Introverted - Arrogant, proud, and aloof  
  5 
  10 
  Cold, Arrogant, and Unsympathetic 
  5 
   
  Philosophy of Life 
  Going along with Personality Type is the character's 
  Philosophy of Life.  It should be weighted toward the 
  Personality Type by rolling 1D10 and adding the Personality 
  Number (PER) given above (1D10 + PER), resulting in a set 
  of numbers between 2 and 15.  This also gives the PHILO 
  number, which is added to all following Trait Tables to weigh 
  them appropriately. 
   
  Philosophy of Life 
  PHILO 
  2 
  Just Have a Good Time! 
  1 
  3-4 
  Life is too short - live to the fullest 
  1 
  5 
  Friends are what is important 
  2 
  6 
  Honor is Everything 
  2 
  7-8 
  Money is really all that matters 
  3 
  9 
  Power Governs All Things 
  3 
  10-11 
  Revenge is Sweet... 
  4 
  12 
  Live fast, die young 
  4 
  13-14 
  Survival of the Fittest 
  5 
  15 
  Shoot first, don't ask questions 
  5 
   
  Using PER or PHILO 
  The added complexity of having a PER and PHILO 
  numbers can be confusing, but it is really very 
  straightforward.  The first question asked might be "Why 
  have both PER and PHILO, why not just use PER to weigh 
  the Trait Tables?" In truth, this could be done.  However, to 
  allow for a greater sense of randomness, the two numbers 
  are used to help widen the variations between Personality 
  Type, Philosophy, and the Value Tables.  That is to say, one 
  
   
  VIGILANTIAN, p. 6 
  has the ability to roll a very low (and "friendly") personality, 
  but can then roll a high (and more negative) Philosophy.  
  You may chose to use either PER or PHILO for weighing 
  the other tables.  Choosing PER means your Personality is 
  the driving force of your mentality.  Choosing PHILO means 
  you live according to your philosophy of life. 
   
   
  Who Do You Value Most 
  The person most valued in your life has a big effect on your 
  personality, and the reverse is true as well.  Are you friendly 
  and outgoing to other people, or are you hostile and spiteful 
  to all?  This table is weighted by your Philosophy or 
  Personality by rolling 1D10 and adding your PHILO or your 
  PER, given above.  That is, roll 1D10 + PHILO or 
  1D10+PER, giving a number between 2 and 15. 
   
  Who Do You Value Most 
  2 
  Every individual is a valuable person 
  3 
  Everyone you know is a valuable person 
  4 
  Your parents 
  5 
  Sibling (your choice) 
  6 
  Close personal friend 
  7 
  A lover (girlfriend, boyfriend, etc) 
  8 
  A certain celebrity figure 
  9 
  Favorite teacher (school, trainer, sensei) 
  10 
  A hero (warrior, legend, or personal hero) 
  11 
  You value no one, or you just don't care 
  12 
  You only value yourself 
  13 
  You dislike others, and only value yourself 
  14 
  You don't even value yourself... 
  15 
  You dislike everyone and hate yourself 
   
   
  What You Value Most 
  What do you value most in life?  Do you value freedom, 
  honesty, or money and power? This table is weighted by 
  your Philosophy or Personality by rolling 1D10 and adding 
  your PHILO (or PER) number given above (1D10 + PHILO) 
  or (1D10+PER) 
   
  What You Value Most 
  2 
  The whole world 
  3 
  All life 
  4 
  The truth 
  5 
  Wisdom above all 
  6 
  A sense of justice 
  7 
  Your honor 
  8 
  Your freedom 
  9 
  Your looks and reputation 
  10 
  Wealth and money 
  11 
  That others respect you 
  12 
  Your strength 
  13 
  Attaining power 
  14 
  Great Victories 
  15 
  Killing your enemies 
   
   
   
  Most Valued Possession 
  What is your most valued possession?  A picture?  A book?  
  A weapon? This table is weighted by your Philosophy or 
  Personality by rolling 1D10 and adding your PHILO (or 
  PER) for (1D10 + PHILO) or (1D10+PER). 
   
  Most Valued Possession 
  2 
  Past memories 
  3 
  A family heirloom 
  4 
  A pet animal 
  5 
  A memento 
  6 
  A picture 
  7 
  A movie 
  8 
  A childhood toy 
  9 
  An antique 
  10 
  Your favorite book 
  11 
  A valuable collectable 
  12 
  A certain device or gadget 
  13 
  A vehicle 
  14 
  Money and wealth 
  15 
  A weapon 
   
  Your World View 
  How do you feel toward other people?  Are you friendly?  
  Hostile? This table is weighted by your Philosophy or 
  Personality by rolling 1D10 and adding your PHILO (or 
  PER) number given above (1D10 + PHILO) or 
  (1D10+PER). 
   
  Your World View 
  2 
  People are wonderful! 
  3 
  Every person is a valuable individual. 
  4 
  Nearly everyone is good at heart, except for a few 
  5 
  Most people are trustworthy, in general. 
  6 
  I like most everyone I meet. 
  7 
  I'm neutral to most people. 
  8 
  I wish people would leave me alone. 
  9 
  No one ever understands me... 
  10 
  Yeah, Whatever... 
  11 
  You're born, you live, you die. 
  12 
  People must earn my respect! 
  13 
  No one can hurt me!  I'm invincible! 
  14 
  People are tools.  Use them, and then discard them. 
  15 
  Everyone is evil and untrustworthy. 
   
  Early Background 
  Everyone has a childhood, unless they are a genetic clone 
  or have some other unusually circumstance (if this is so, or 
  if the childhood is forgotten, this can be skipped).  
  Otherwise, roll 1D10 to start the chain of events! 
  EARLY BACKGROUND 
  SIBBLINGS 
  1-2  Poor: Just scrapping by 
  Roll 1D10.  1 - 3 is number of 
  3-5  Middle Class: Normal 
  siblings.  4 - 10 you’re an only 
  6-7  Well-to-Do: better than most 
  child. For each, roll 1D10... 
  8-9  Wealthy: you had everything 
  1-2   Sibling hero worships you 
  10   Rich: Lived in luxury 
  3-4   Sibling likes you 
   
  5-6   Sibling is neutral 
  Go To Siblings (Next) 
  7-8   Sibling dislikes you 
   
  9-10 Sibling hates you 
   
  Go To Parents (Below) 
   
  
   
  VIGILANTIAN, p. 7 
  Parents and Family Status 
  PARENTS 
  Roll 1D10 
  1 to 5 - Both Parents are living.  
  Go To Family Status (next) 
  6 to 10 - Something has happened 
  to one or both.  Go To Family 
  Event (below)  
  FAMILY STATUS 
  Roll 1D10  
  1 to 5 - Family status is in danger, and 
  you risk losing it all.  Go To Family 
  Tragedy (below) 
  6 to 10 - Family status is okay.  Go to 
  Childhood Events 
   
  Family Events and Tragedies 
  1D10   FAMILY EVENTS 
  1D10    FAMILY TRAGEDIES 
  1     Parents died in war 
  1     Family was betrayed 
  2     Parents died in an accident 
  2     Family lost everything 
  3     Parents were murdered 
  3     Family was exiled or deported 
  4     Parents want nothing to do with you 
  4     Family was imprisoned 
  5     You never knew your parents 
  5     Family mysteriously vanished 
  6     Your parents are in hiding  
  6     Entire family was murdered 
  7     You lived with your relatives 
  7     Family involved in conspiracy 
  8     You grew up on the streets 
  8     Family was scattered 
  9     You were adopted as a child 
  9     Old feud with another family! 
  10   Your parents sold you for money 
  10   You inherit the family dept! 
  Go To Family Status (above) 
  Go 
  To 
  Childhood 
  Events 
  (below) 
   
  Childhood Events 
  Roll 1D10 - Odd go to Childhood Trauma 
                       Even go to Childhood Fortune 
  1D10   Childhood Trauma 
  1D10    Childhood Fortune 
  1     You were in a terrible accident 
  1     You had a caring family 
  2     You were abused by parents 
  2     You were best in your class 
  3     Your parents lost their jobs 
  3     You were a popular kid 
  4     You had a terrible disease 
  4     You won some award  
  5     You were horribly humiliated 
  5     You had lots of friends 
  6     You home was destroyed 
  6     You learned a vital secret 
  7     You were tormented by gangs 
  7     You discovered something 
  8     Close friend was killed 
  8     You did something heroic 
  9     You were held hostage 
  9     You saved a friend's life 
  10   You were hunted by a stalker 
  10   You were a celebrity for a day 
  Go To Life Events 
  Go To Life Events 
   
  Randomize It 
  Life Events can be treated one of three ways.  The first way 
  is typical of the basic Lifepath system familiar to players of 
  Interlock and Fuzion.  Simply, you roll on the tables and jot 
  down the events on your character sheet.  More often than 
  not, these end up having little effect in the actual game.  But 
  this system has now added two new ways to treat Lifepaths. 
   
  The first way is to finish out the rest of your character as you 
  see fit, using whatever OP you have to buy Skills, Talents, 
  Perks, and take a few Complications as well.  Once this is 
  done, you can return to the Life Events and roll out your 
  major events.  Each event can then be logically related to a 
  few relevant skills, talents, perks, or complications.  Through 
  these relations, you can build your Life Story. 
   
  The other way is to create your character based solely on 
  the Life Event rolls.  With each event that occurs, you can 
  spend OP to buy relevant Skills, Talents, Perks, or take a 
  Complication.  You can never exceed the OP allocated to 
  you.  However, some events do grant bonuses. 
   
  Sometimes there might not be enough events to cover all 
  your Skill, Talents, Perks, or Complications.  Many of these, 
  such as Everyman Skills, and less action oriented skills like 
  Writing, Research, Professional Skills, Expert Knowledge, 
  and so forth, can be declared as having been learned in 
  school, or from practical everyday experience.  Major skills 
  like Weapon skills, Hacking, Survival, Shadowing, and so 
  forth, must be learned from Major Events. 
   
  Life Events 
  It's time to get a life.  These are the major events that 
  shaped your career and life, and gave you the skills, talents, 
  complications, and perks you have today.  This system 
  completely integrates the popular Lifepath system with 
  character creation itself, meaning that every event below 
  carries with it part of your character's actually development 
  (see Radomize It). 
   
  To begin, you must determine your age.  Roll 2D6 + 16 for 
  age, or simply pick your age with the GM's agreement.  For 
  every year past age 16 you had two major Life Event 
  (instead of just one, as seen in other Lifepaths).  After all, 
  heroes are very eventful people. 
   
  For each Life Event roll 1D10 on the table below, and go to 
  that section of the Lifepath.  What happens there is the 
  Major Event that shaped your character.  When you are 
  done with that Event, come back here and roll again.  If the 
  starting age was 14, and you are 20 years old, you would 
  get to roll 12 Life Events (over the course of 6 years). 
   
  1D10 
  LIFE EVENTS MAIN TABLE 
  1 
  Major Windfall 
  2 
  Disaster Strikes! 
  3 
  You Get Lucky 
  4 
  Terrible Accident 
  5 
  You make a Friend 
  6 
  You make an Enemy 
  7 
  Romantic Affairs 
  8 
  Adventure of a Lifetime 
  9 
  Cataclysmic Misfortune 
  10 
  Climactic Adventure 
   
  1D10 
  MAJOR WINDFALL 
  1 
  You've made an Underworld Contact.  Contact or Favor. 
  Also, shady skills, memberships, incriminating complications. 
  2 
  You've made an Official Contact.  Contact or Favor. Also, 
  diplomatic & business skills, licenses, memberships, etc. 
  3 
  Someone in Power owes you Big Time!  Contact or 
  Favor. Also, Renown, and certain social and business skills. 
  4 
  You get extra cash!  1D10 x 100 cash. Good time for 
  Gambling skills.  You may also use this to take some level of 
  Wealth instead (with OP). 
  5 
  Groundbreaking Success!  Some Expert of Scientific Skill. 
  Also, Professional skills, computer skills, Renown, etc. 
  6 
  You have a Renowned Victory.  Combat skills, or related 
  skills. Also, Renown, Contact, possible complications from 
  battle or new enemies. 
  7 
  Discover Valuable Item.  Special starting character item. Or 
  1D10 x 100 cash, Renown, Research and related skills. 
  8 
  You learn a vital clue from your past!  You gain 
  knowledge. Also, certain relevant skills used in discovering 
  the clue 
  9 
  Reaping Rewards.  You may take cash (1D10 x 100), or 
  use this to obtain special starting items or vehicles. 
  10 
  Mountaintop Experience.  Superpowers, magic, mental 
  powers... If these do not exist, you may reroll your 
  Personality, Philosophy, and Traits to reflect the 
  experience. 
  
   
  VIGILANTIAN, p. 8 
   
  1D10 
  DISASTER STRIKES 
  1 
  Financial Loss.  Lose 1D10 x 100 cash. Possible 
  complications  such as Unlucky or Poverty. 
  2 
  Falsely Accused.  You were set up!  May gain an Enemy. 
  Also, Complications such as Vow, Paranoia, Bad Rep, 
  Secret Identity, and skills related to clearing your name. 
  3 
  You lose your job.  May gain a Bad Rep, or take a few 
  skills related to the new job, whatever it may be. 
  4 
  You are made a scapegoat.  May gain an Enemy.  
  Paranoia, Vow, Delusions, and even Sense of Duty could be 
  taken. 
  5 
  Imprisoned.  Prisoner or hostage.  Roll 1D10 number of 
  months.  Many Skills, Complications, and Underworld 
  Contacts can come from being imprisoned for a time. 
  6 
  Betrayed.  You were betrayed by a friend or loved one. May 
  gain an Enemy.  Paranoia, and other such complications. 
  7 
  Renowned Failure.  Bad Rep most often results, but the 
  failure could have left some sort of Physiological 
  Complication. 
  8 
  Major Debt.  Financial (1D10 x 500), or you owe someone a 
  Favor.   
  9 
  Hunted by the Law.  Bad Rep, Secret Identity, Enemy (the 
  Law), and shady skills related to evading capture. 
  10 
  Hunted by the Underworld. Enemy (the Underworld). 
  Shady skills related to evading capture. 
   
   
  1D10 
  YOU GET LUCKY 
  1 
  Good Schooling.  You have a far better than average 
  education. +1 to two INT related 'ordinary' skills. 
  2 
  Quick Learner!  +1 to any skill.  You may also relate this to 
  other skills, but there is no additional bonus. 
  3 
  Major Score.  2D10 x 200 cash.  You may instead take 
  Wealth (with OP).   
  4 
  You find a teacher.  Non-combat.  +1 to one skill.   
  5 
  Nominated for Membership.  +1 Level.  You can use this 
  to gain a Membership, Contact, or Favor 
  6 
  You find a combat mentor.  +1 to one combat skill.  The 
  mentor can teach other combat or clandestine skills as well. 
  7 
  Out of the Frying Pan.  You clear your name of some 
  crime. 
  8 
  You find a Sensei.  +2 OP for Martial Arts abilities.  The 
  Sensei can teach other combat or clandestine skills as well. 
  9 
  Acquire a Talent.  Through practice, accident, or personal 
  growth you can directly relate some Talent to your lifepath. 
  10 
  Acquire Secret Knowledge.  Arcane or unusual skills.  With 
  GM's permission, this can be used to take certain normally 
  unavailable skills (occult, magical, etc.) 
   
   
  1D10 
  TERRIBLE ACCIDENT 
  1 
  Long Term Illness.  Incapacitated for 1D10 months, but you 
  may take Immunity to that disease, for free, as a result! 
  2 
  Comatose for 1D10 months.  You have no memory of that 
  time. 
  3 
  Hospitalized 2D10 months.  You may buy High Pain 
  Threshold. 
  4 
  Hospitalized 1D10 months.  You may buy High Pain 
  Threshold. 
  5 
  Lost 1D10 months of recent memory.  Oh well. 
  6 
  Mental Breakdown!  You may take related Complications. 
  7 
  You cause an accident that kills others! 
  8 
  Disfiguring Injury.  May not take Beautiful.   
  9 
  Crippling Injury.  Lost a limb.  May be replaced if 
  technology 
  allows, 
  otherwise, 
  take 
  a 
  Physiological 
  Complication. 
  10 
  Laboratory Accident.  Could have any number of effects... 
   
  1D10 
  YOU MAKE A FRIEND (even=male, odd=female) 
  1 
  Like a brother/sister to you.  Very close friend, treat as a 
  devoted Contact (buy the level based on his level of 
  influence) 
  2 
  A teacher or mentor.  May be able to teach you a few new 
  tricks. 
  3 
  A relative.  Will often come in a time of need.  Treat this as a 
  fairly reliable Contact (buy level based his/her influence) 
  4 
  Like foster parents to you.  A reliable Contact or Favor. 
  5 
  Like a kid brother/sister to you.  You'll have to watch out 
  for them and keep them out of trouble.  May take 
  Responsibility. 
  6 
  Met through common interests/acquaintance. 
  7 
  An ex-lover (we can still  be friends). You do not need to roll 
  for gender. 
  8 
  Partner or co-worker.  A reliable friend.  Contact or Favor. 
  9 
  Reconnected with an old childhood friend. 
  10 
  An old enemy or rival becomes a friend! 
   
  1D10 
  YOU MAKE An ENEMY(even=male, odd=female) 
  These grant Enemy Complication at some level. 
  1 
  An old friend becomes an enemy. 
  2 
  A childhood enemy returns. 
  3 
  An ex-lover becomes an enemy. 
  4 
  Someone on the other side. 
  5 
  Someone you just ticked off. 
  6 
  A person in your team or group. 
  7 
  A relative is a rival or enemy. 
  8 
  An underworld crimelord. 
  9 
  A powerful individual. 
  10 
  A Government Leader or Noble. 
   
  1D10 
  ROMANTIC AFFAIR 
  All these can grant Enemies, Contacts, Favors, or certain 
  skills such as High Society, Seduction, and even other skills. 
  1 
  Lover died in a tragic accident. 
  2 
  Lover committed suicide or was murdered. 
  3 
  It just didn't work out for you. 
  4 
  You had a kid!  You may take a Responsibility. 
  5 
  Happy love affair.  May be a close friend or Contact. 
  6 
  One night stand.  You haven't seen them since. 
  7 
  One of you is "messing around". 
  8 
  You're professional rivals, but still lovers! 
  9 
  One of you is insanely jealous. 
  10 
  You have conflicting backgrounds and/or families. 
   
  1D10 
  ADVENTURE OF A LIFETIME 
  1 
  You were caught in the aftermath of a war or conflict. 
  Survival, medical, combat, and related Skills and Talents. 
  2 
  You were on an exploration team.  Survival, tracking, 
  science, medical, languages, and related skills. 
  3 
  You were part of a safari.  Tracking, survival, riding, 
  combat, and related Skills and Talents. 
  4 
  You took part in an undercover police action.  Contact, 
  Favor, combat skills, streetwise, and related skills. 
  5 
  You survived through inhospitable conditions.  Survival, 
  medical, and related Skills and Talents 
  6 
  You were in a clandestine shadow op.  Contact, Favor, 
  combat skills, stealth, surveillance, and related skills. 
  7 
  You traveled the world in search of something.  
  Research, languages, science, expert, trading, and related 
  skills. 
  8 
  You were in a hostage situation, but won.  Renown, 
  Enemy, combat skills, persuasion, and related skills. 
  9 
  You were involved in a major heist. 1D10 x 200 cash. 
  Forgery, Lockpicking, security systems, and related skills. 
  10 
  You witnessed an extraordinary event.Up to you and GM. 
  
   
  VIGILANTIAN, p. 9 
   
  1D10 
  CATACLYSMIC MISFORTUNE 
  1 
  Incurable Disease.  You have a disease which is not 
  curable by modern science.  May or may not be 
  incapacitating. 
  2 
  Horribly Wounded.  Incapacitated for 2D10 months.  You 
  may buy High Pain Threshold. 
  3 
  Psychological Meltdown.  You may take a sever 
  physiological or related Complication. 
  4 
  Crippling Injury.  Lost a limb.  May be replaced, if 
  technology 
  allows, 
  otherwise, 
  take 
  a 
  Physiological 
  Complication. 
  5 
  You are responsible for the death of your team or squadron. 
  6 
  You were set up!  Enemies, paranoia, delusions, and the 
  like. 
  7 
  Into the Fire!  A previous disaster or misfortune from your 
  past returns to haunt you, or doubles in effect! 
  8 
  Imprisoned.  For a crime you did not commit for 1D10 
  months. 
  9 
  You Lose Everything! You lose all your wealth, property 
  possessions, or 1D10 x 1000 cash, whichever is less. 
  10 
  Conspiracy!  Events from the past come together in a major 
  plot. 
   
  1D10 
  CLIMACTIC ADVENTURE 
  1 
  The Dogs of War.  You played a major role in a war or 
  conflict. Combat skills, Renowned, and related Skills and 
  Talents. 
  2 
  Triumphant Victory.  Against a powerful enemy. 
  3 
  World Shaking Discovery.  You make a discovery that 
  could change the world.  Renowned, and related skills. 
  4 
  Rattling World Powers.  You cause a socio-political uproar 
  that throws the world powers into chaos. Renowned, 
  Enemies, Favors, diplomatic and social skills, etc. 
  5 
  Rebel with a Cause.  You start or take part in a major 
  rebellion. Enemies, Contacts, Favors, Combat skills. 
  6 
  Forged in Fire.  You hit the major turning point in life amidst 
  the fires and fury of war.  Related Skills and Talents. 
  7 
  Coup d'etat.  You help to overthrow a government.  
  Enemies, Contacts, Renown, and related skills. 
  8 
  Heist of the Century.  1D10 x 1000 cash, Renown, 
  Enemies, etc. 
  9 
  Legendary Showdown. You fight with or against legendary 
  Individuals.  Renown, Contacts, combat skills.  
  10 
  You saved the world!  Can cover just about anything. 
   
   
  New Templates 
  In Vigilantian: the Price of Freedom, a number of basic 
  character templates was provided to help you begin to 
  construct your basic character concept, and drop a few 
  ideas.  In no way are these templates set in stone, but they 
  do help to define a character in general terms.  They can be 
  used as desired, or simply as a guideline for creating your 
  character. 
   
  Presented here are seven new character templates.  In 
  similar style to templates used in "The Price of Freedom", 
  the templates below list a Description, Recommend Skills 
  and Options (Talents, Perks, etc.), and common equipment.  
  You must pay for everything out of your OP and EP; the 
  listed Skills, Talents, and equipment are only suggestions. 
   
  Athletic Champion 
  Description: You were an athlete - football, baseball, 
  boxing, sprinting, wrestling, or anything you choose.  And 
  you were the best of the best - the all-star champion on the 
  way to fame and success.  But the higher you rose, the 
  more dangerous your career became.  They told you to take 
  a fall.  They told you your opponent would fall.  They 
  controlled the games and dominated the gambling and 
  betting rings in the background.  But you refused to do their 
  bidding, refused to take a fall, and they set you up.  Drugs, 
  steroids, prostitutes - they framed you for it all, and 
  destroyed your career.  Now its time to expose their crime-
  ring, find the men responsible, and bring them to justice. 
  Recommended Skills: Hand-To-Hand, Evade, Perception, 
  Defensive Driving, Athletics,  
  Suggested Options: Energetic, High Pain Threshold, 
  Rapid Healing 
  Common Equipment: Athletic equipment, autograph 
  pictures, excellent shoes, sports car. 
   
  Daredevil 
  Description: You live your life on the edge - for the thrill of 
  the extreme and the challenge of the impossible.  You are a 
  Daredevil - some say you are fearless, others think you 
  have a few screws loose.  But you know you can do it, you 
  can do anything.  Anything at all.  And the greatest 
  challenge - the greatest deed of daring - is to use your 
  talents to oppose the growing forces of crime and terror, 
  and to stand against the darkness of the world.  By day you 
  may jump canyons and freefall from skyscrapers, but by 
  night you ride as a shadow on wheels, on a quest to rid the 
  world of crime and corruption. 
  Recommended Skills: Defensive Driving, Aggressive 
  Driving, Evade, Perception, Climbing, Acrobatics 
  Suggested Options: Lucky Dog, Hard to Kill, Rapid 
  Healing, Stunt Driving Abilities 
  Common Equipment: Kevlar biker suit, motorcycle. 
   
  Heavy Machinist 
  Description: The bigger the better - nothing you do is 
  small.  And nothing is better than a big machine.  Factories, 
  construction equipment, oil rigs, shipyards, and junkyards 
  are your cup of tea.  If is broken, you will fix it.  If it works, 
  you will tune it.  If you need it, you will build it.  You may be 
  blue-collar, but you can't tell, your collar is black with oil and 
  grease.  But something happened to your in your life - be it 
  a personal tragedy or a new found purpose.  You have 
  taken up the crusade against crime; and crime has a new 
  reason to be afraid... 
  Recommended Skills: Driving, Melee Weapon (Club), 
  Building, Mechanics, Jack of All Trades 
  Suggested Options: High Pain Threshold, Tough as Nails, 
  Favor 
  Common Equipment: Oil-stained clothes, big wrench 
  (treat as a heavy mace),  
   
  
   
  VIGILANTIAN, p. 10 
  Hunter / Marksman 
  Description: You may be a hunter, a safari expeditions, or 
  a competitive marksman participating in sharp-shooting 
  competitions and events.  You are very good at what you 
  do, and may be well known as an professional hunter or 
  marksman.  But your real prey is truly the most dangerous 
  game of all - man.  Specifically, criminal men - men who are 
  all the more dangerous for they are armed and ruthless.    
  Recommended Skills: Firearms, Perception, Tracking, 
  Stealth, Navigation, Survival 
  Suggested Options: Common Sense, Strong Will, Combat 
  Sense, Contacts, Favors 
  Common Equipment: Hunting clothes, backpack with 
  gear, good hunting rifle. 
   
  Mechanic 
  Description: Engines, cars, and trucks - you love to get 
  down and dirty with the gears and motors, and can think of 
  no better way to spend the weekend than rebuilding a V8 
  24-valve engine.  You make a living as a mechanic, and 
  may hold a high reputation for your skill and ingenuity.  
  Everyone in town knows your shop (the place to go for the 
  best of the best) but few know your secret hobby.  You build 
  the engines of crime-fighting.  Perhaps you build them for 
  yourself, but more likely you are a member of a vigilante 
  team, and it is you who builds, repairs, and modifies their 
  vehicles and super-cars.  Nothing is better than seeing your 
  master-piece clash against the criminal elements - and win. 
  Recommended Skills: Driving, Mechanics, Electronics, 
  Lockpicking, Jack of All Trades 
  Suggested Options:  Luck Dog, Contacts, Favors 
  Common Equipment: Oil-stained clothes, tool kit, electric 
  drill, box full of spar parts. 
   
  Paramedic 
  Description: You are a medical professional, specializing in 
  first aid and trauma treatment.  You may be an ambulance 
  paramedic, ER surgeon, or a military field doctor.   You 
  have treated more bullet-wounds and stabbing victims than 
  you can count, and you have lost patients despite your best 
  efforts and highly trained skill.  Perhaps you have seen too 
  many die because of the wave of crime, and have decided 
  to do your part in the war against crime.  But you can't do it 
  alone, so you are probably a member of a vigilante team, 
  and assist them the best way you know how.  Keep them 
  alive and fighting.  You may even keep the criminals alive 
  as well - to make sure they live to stand trial. 
  Recommended 
  Skills: 
  Driving, 
  Expert 
  (Medial 
  Knowledge), Professional (Medical), Paramedic 
  Suggested Options: Intuition, Luck Dog, Contacts, Favors 
  Common Equipment: Medical kit (doctor's black bag), 
  white coat, pen and pad for scribbling illegible notes. 
   
   
   
   
  Pro Racer 
  Description: You spend much of your live just going in 
  circles - but when a million dollar price awaits the one who 
  finishes running in circles first, that's a different matter.  You 
  are a professional race car driver, handling high powered, 
  Formular-1 super-cars at 200mph.  But like the Athlete, you 
  too had a bad run-in with the criminal elements who pull the 
  strings behind your profession.  Perhaps they set you up 
  and destroyed your reputation, or perhaps you simply made 
  it your mission to expose their double-dealings.  In either 
  case, you are now on a crusade of justice. 
  Recommended Skills: Defensive Driving, Aggressive 
  Driving, Evade, Perception, Mechanic, Professional (Race 
  Car Driving) 
  Suggested Options: Lucky Dog, Lightning Reflexes, Stunt 
  Driving Abilities 
  Common Equipment: Neoprene jumpsuit, helmet, fancy 
  sports car. 
   
  New Skills 
  ELECTRONIC WARFARE - This skill is used to operate 
  ECM and ECCM equipment.  When using ECM you must 
  roll your TECH + EW skill + Roll vs. ECM's Power x 2 + 10, 
  to successfully Jam. If successful, the jamming takes effect.  
  ECCM is used in the same way - you must target the 
  jamming unit and roll TECH + EW skill + Roll vs. ECM's 
  Power x 2 + 10.  See Electronic Warfare in Atomik 
  MotorWarz. 
   
  DEFENSIVE DRIVING (type) - The basic driving skill.  
  Defensive Driving is used to keep control in dangerous 
  situations, avoid road hazards, and evade attacks.  The 
  Task Roll is based on DEX +(-)MA + Defensive Driving. 
  AGGRESSIVE DRIVING (type) - A more advanced driving 
  skill, Aggressive Driving is used to attack other drivers, ram 
  objects, knock cars off the road, "play chicken", whip in and 
  out of traffic, tail-gate, and race. The Task Roll is based on 
  REF +(-)MA + Aggressive Driving. 
   
  Specializations in Driving 
  All three skills must be specialized in one particular type of 
  vehicle - Auto, Motorcycle, Large Truck, Dozer, or 
  APC/Tank. 
  Auto - Includes cars, pickup trucks, vans, SUVs, and even 
  Hummers and RVs. 
  Motorcycle - Motorcycles and motor-scooters. 
  Large Trucks - Big rigs, flat beds, busses, fire trucks, dump 
  trucks, garbage trucks, and large RVs. 
  Dozer - any massive construction equipment not 
  classifiable as a truck, like bulldozers, rollers, and cranes. 
  APC/Tank - for driving large military vehicles, like tanks and 
  APCs.  Hummers are classified under Auto. 
   
  
   
  VIGILANTIAN, p. 11 
  The Supporting Cast 
  It's not who you are, it's who you know. 
  About NPCs 
  The world is filled with people - countless people.  Not all of 
  them are heroes, not all of them are villains.  Most are just 
  your average Jane or Joe, going about their lives day-in and 
  day-out.  Many are bright, promising, and successful, raising 
  a family and planning for their future, or the future of their 
  children.  But some are sinister, and of a criminal mind - 
  thieves and thugs, robbers and gangsters.  So to are their 
  men of the law, police and special agents, who work to fight 
  crime and bring peace to the streets of the city. 
   
  This chapter is dedicated to listing Archetypes of these Non-
  Player Characters (NPCs).  NPCs are controlled by the GM, 
  and act as the "Supporting Cast" during the course of the 
  game.  These are the people the PCs may encounter - 
  talking to them, working with them, or fighting against them.  
  The GM may use them as is, or tweak them to use as 
  "important NPCs" if they are re-occurring or major 
  characters. 
   
  These NPCs were built with 30-40CP. Along with Everyman 
  Skills, they were also allocated a number of Skills, Talents, 
  Perks, and Complications.  Only a few major skills are listed, 
  and the GM should feel free to add any additional skills, 
  talents, and so forth, to customize the NPC to suit his 
  campaign. 
   
  Non-Player Characters 
  Jane and Joe Average 
  Cliché Quote: "Nice day, isn't it?" 
  Last Words: "Wait!  Don't shoot!" 
  This is the average, everyday person - the bulk 98% of the 
  population.  They are the store clerks, the waiters, the office 
  workers, and the common pedestrian on the street.  These 
  folk want nothing to do with action or adventure (though 
  they may of course dream of it), and work hard to go about 
  their endless toils and bland day-to-day routine - day in and 
  day out.  They wake up, go to their jobs, come home, then 
  go to bed, and start the whole thing over again the next day. 
  But these are also the people Vigilantes must strive to 
  protect.  For they are the workers, the thinkers, the dreams, 
  the makes, the poets, and artists of the world.  And they 
  must be guarded from the forces of evil, at all costs. 
  Stats: INT 3, WILL 3, PER 3, TECH 3, REF 3, AGL 3, CON 3, 
  STR 3, BOD 3, MOV 3 
  Derived: HITS 15, STUN 15, SD 6, ACT 1\2, RES 9 
  Skills: Ranged Evade 2, Melee Evade 2, Hand to Hand 2, 
  Perception 2, Education 2, Professional (Day Job) 3, Defensive 
  Driving (Auto) 3, Business 3, Local Expert 3, Conversation 3 
  Complications: Up to GM 
  Talents: Up to GM 
   
  Corporate Executive 
  Cliché Quote: "Do you have any idea who I am?" 
  Last Words: "You wouldn't shoot me...  Ah, would you?" 
  This is the typical corporate executive.  He's dressed all 
  fancy, has a fancy car, fancy shoes, fancy pants...  This is 
  the big-wig who thinks he's in charge (and maybe he is), 
  and though he has a lot of money and better "people skills" 
  he is basically the same as your Average Joe.  Often he 
  thinks he is more important than he really is.  They rarely 
  get involved with (or even know about) secret, corporate 
  undertakings since they are "mundane" (see Shadow Men). 
  Stats: INT 3, WILL 3, PER 5, TECH 3, REF 3, AGL 3, CON 3, 
  STR 3, BOD 3, MOV 3 
  Derived: HITS 15, STUN 15, SD 6, ACT 1\2, RES 9 
  Skills: Ranged Evade 2, Melee Evade 2, Hand to Hand 2, 
  Perception 2, Education 3, Professional (Business) 4, Expert 
  (Business) 3, Defensive Driving (Auto) 3, Business 4, Persuasion 4 
  Complications: Overconfidence, "Snobbish" 
  Talents: Wealth, Contacts 
   
   
  Shadow Man (Lower Echelon) 
  Cliché Quote: "The truth?  You can't handle the truth." 
  Last Words: "You have no idea how deep you're in!" 
  These are the figures who lurk in the shadows of 
  corporations and governments - the powers behind the 
  powers.  They, and their circles and networks of associates, 
  secretly manipulate global organizations and world 
  governments.   They may be corporate executives or 
  politicians, but many just remain hidden in the background 
  making contacts, granting favors, blackmailing, and "solving 
  problems".  This particular NPC is a "lower echelon" 
  Shadow Man - basically a pawn of an even higher power 
  who does most of the grunt work and direct dealings.  
  Higher up Shadow Men are never seen, but if they are, they 
  should be fully detailed, 50CP NPC characters (major 
  NPCs).  Some corporations are run almost exclusively by a 
  powerful circle of Shadow Men. 
  Chapter 
  2 
  
   
  VIGILANTIAN, p. 12 
  Stats: INT 4, WILL 5, PER 5, TECH 3, REF 4, AGL 4, CON 3, 
  STR 3, BOD 3, MOV 3 
  Derived: HITS 15, STUN 15, SD 6, ACT 2, RES 15 
  Skills: Ranged Evade 3, Melee Evade 2, Hand to Hand 2, 
  Perception 4, Professional (Business) 3, Firearms (Pistol) 3, 
  Persuasion 5,  Expert (Conspiracy) 3, Defensive Driving (Auto) 3 
  Complications: Paranoid, sometimes delusional 
  Talents: Wealth, Contacts, a Super-Normal Power 
   
  Shadow Man (Middle Echelon) 
  Cliché Quote: "We have a problem.  My men will fix it." 
  Last Words: "You are already too late." 
  The Middle Echelon Shadow Man is an even more powerful 
  character than the lower echelon Shadow Man.  He is 
  almost never seen, and if he is, it is unlikely anyone will 
  know who he really is (at least, not at first).  This Shadow 
  Man controls a number of lower level Shadow Men and 
  countless goons, hitmen, and special agents.  But even he 
  is subordinate so someone else, and is yet just another 
  pawn in the dark, shadowy game of conspiracies within 
  conspiracies that pulls the strings of governments and 
  corporations alike. 
  Stats: INT 5, WILL 6, PER 5, TECH 3, REF 5, AGL 5, CON 3, 
  STR 3, BOD 4, MOV 3 
  Derived: HITS 20, STUN 20, SD 6, ACT 2\3, RES 18 
  Skills: Ranged Evade 3, Melee Evade 2, Hand to Hand 2, 
  Perception 4, Education 3, Firearms (Pistol) 3, Disguise 3, 
  Persuasion 4, Seduction 3,  Shadowing 2, Expert (Conspiracy) 5, 
  Defensive Driving (Auto) 3 
  Complications: Paranoid, Delusional, Overconfident 
  Talents: Wealth, Contacts, several Super-Normal Powers 
   
  Street Punk 
  Cliché Quote: "Come on, pretty boy!" 
  Last Words: "What was that for?" 
  The Street Punk can be any sort of low level, low-live 
  criminal.  He may be a member of a gang, or perhaps just 
  out on his own.  He may be a simple criminal, thief, or drug 
  peddler, or could be more dangerous - a murderer or gun 
  for hire by a local gang, Mafia, or criminal organization.  He 
  is most skilled in hand-to-hand combat and street fighting, 
  but he knows how to use a gun as well.  Whatever the case, 
  he is far from the best, and is little more than fodder for the 
  cannon when the big boys come out to play. 
  Stats: INT 2, WILL 3, PER 2, TECH 3, REF 4, AGL 5, CON 3, 
  STR 3, BOD 4, MOV 3 
  Derived: HITS 20, STUN 20, SD 6, ACT 2, RES 9 
  Skills: Ranged Evade 2, Melee Evade 3, Hand to Hand 3, 
  Perception3 , Streetwise 4, Melee Weapons 4, Firearms (Pistol) 2 
  Complications: Overconfident, Bad Temper 
  Talents: Contact, Basic Strike (Streetfight), Martial Disarm (Karate) 
   
  Street Cop 
  Cliché Quote: "Freeze!" 
  Last Words: "I need back up now!  Now, dammit, now!" 
  He is you typical, run of the mill street cop.  He's tough, 
  experienced, and knows the beat.  Some always go "by the 
  book", others sometimes bend the rules to bring in the 
  criminal.  But sadly, man are corrupted, taking kickbacks 
  and payoffs from the very criminals they should be bringing 
  in.  The Street Cop is always on call, patrolling all areas of a 
  city, and responds quickly when there is trouble (1D6 cops 
  may show up at any given time).  They will call for backup. 
  Stats: INT 3, WILL 3, PER 3, TECH 3, REF 4, AGL 4, CON 4, 
  STR 3, BOD 4, MOV 5 
  Derived: HITS 20, STUN 20, SD 8, ACT 2, RES 9 
  Skills: Ranged Evade 3, Melee Evade 3, Hand to Hand 4, 
  Perception 4, Education 2, Melee Weapons 2, Firearms (Pistol) 4, 
  Firearms (SMG) 1, Firearms (Rifle) 3, Defensive Driving (Auto) 3, 
  Aggressive Driving (Auto) 3 
  Complications: Sense of Duty 
  Talents: Combat Sense +1 
   
  SWAT / ATF Agent 
  Cliché Quote: "Get down!  Get down!" 
  Last Words: "Man down!  Man Down!" 
  These are "Advanced Police", such as SWAT, DEA or ATF 
  agents, or even "supercops"  which you see in the movies.  
  These "Advanced Police" are the best trained and most 
  effective of all law enforcement.  Due to their elite training 
  and exclusive organization, these agencies are difficult to 
  corrupt, though not impossible.  Corruption in these 
  departments is very rare. 
  Stats: INT 3, WILL 3, PER 3, TECH 3, REF 6, AGL 5, CON 4, 
  STR 4, BOD 5, MOV 4 
  Derived: HITS 25, STUN 25, SD 6, ACT 3, RES 9 
  Skills: Ranged Evade 4, Melee Evade 3, Hand to Hand 3, 
  Perception 4, Education 3, Melee Weapons 2, Firearms (Pistol) 5, 
  Firearms (SMG) 3, Firearms (Rifle) 4, Defensive Driving (Auto) 3, 
  Aggressive Driving (Auto) 3 
  Complications: Sense of Duty, Overconfidence 
  Talents: Combat Sense +2, High Pain Threshold, Action Shoot 
  (Gun Fu), Quick-Draw (Gun Fu) 
   
  Thug / Hoodlum / Goon 
  Cliché Quote: "Grrrr..." 
  Last Words: "Uhhhh...." 
  The Thug (or Hoodlum) is the heavy muscle of gangsters, 
  mobsters, and the criminal underworld in general.  Non-
  criminal "versions" of these individuals may be found as 
  bouncers or bodyguards (though depending on who they 
  are guarding).  But many are "leg-breakers" - the enforcers 
  of the crimelord's regime.  They are not too bright, but have 
  enough brawn to make even the bravest hero think twice. 
  Stats: INT 2, WILL 2, PER 2, TECH 3, REF 5, AGL 5, CON 5, 
  STR 5, BOD 6, MOV 3 
  Derived: HITS 30, STUN 30, SD 10, ACT 2\3, RES 6 
  Skills: Ranged Evade 2, Melee Evade 3, Hand to Hand 5, 
  Perception 3, Streetwise 4, Local Expert 3, Bribery 3, Melee 
  Weapons 5, Firearms (Pistol) 4, Firearms (SMG) 4 
  Complications: Bad Temper 
  Talents: Contact (Underworld), Basic Strike (Streetfight) 
   
  Gangster 
  Cliché Quote: "Yeah, like'a what'z yer beef, ah?" 
  Last Words: "Ye got me!  Ahg!" 
  The Gangster can be any number of criminal scum lurking 
  about - a hitman, a gansta soldier, or even a drug dealer.  
  This are higher ups in the underworld than thugs or street 
  punks - in fact, most have about 2D6 such henchmen who 
  must follow their orders.  Gangsters (such as this) also tend 
  have a bit of smarts, after all, all the dumb ones never made 
  it past being a street punk.  But they still have a nasty 
  tempter and are ruthless in their pursuit of wealth and 
  
   
  VIGILANTIAN, p. 13 
  power.  Most aspire to be the Boss one day, and some may 
  even be conspiring to take over the show. 
  Stats: INT 3, WILL 3, PER 3, TECH 3, REF 5, AGL 4, CON 3, 
  STR 4, BOD 5, MOV 3 
  Derived: HITS 25, STUN 25, SD 6, ACT 2\3, RES 9 
  Skills: Ranged Evade 4, Melee Evade, 3 Hand to Hand 3, 
  Perception 3, Streetwise 5, Local Expert 3, Bribery 4, Melee 
  Weapons 2, Firearms (Pistol) 4, Firearms (SMG) 4, Defensive 
  Driving(Auto) 4 
  Complications: Up to GM 
  Talents: Contacts(Underworld) 
   
  Mob Boss 
  Cliché Quote: "I donno what you'z talking about, see?" 
  Last Words: "My boys'll gets you'z for this, see!" 
  The Mob Boss is a particularly unsavory character, but he 
  has charisma, power, and lots of money.  The Mob Boss 
  may also be known as the Don, Godfather, Oyaji, or 
  whatever, depending on the type of organization.  Mob 
  Bosses are motivated only by greed (like most people), but 
  are ruthless in their drive to satisfy their every desire.  It 
  should also be noted that Mob Bosses (and the Mafia) are 
  frequently tangled up in the complex web of government 
  corruption and corporate power.  It is likely that some of their 
  contacts may be Shadow Men, or they may be Shadow 
  Men contacts themselves.   
  Stats: INT 4, WILL 4, PER 5, TECH 3, REF 4, AGL 4, CON 3, 
  STR 3, BOD 5, MOV 3 
  Derived: HITS 25, STUN 25, SD 6, ACT 2, RES 12 
  Skills: Ranged Evade 4, Melee Evade, 3 Hand to Hand 3, 
  Perception 3, Local Expert 3, Bribery 4, Melee Weapons 2, 
  Firearms (Pistol) 4, Firearms (SMG) 4, Defensive Driving(Auto) 4 
  Complications: Up to GM 
  Talents: Wealth, Contacts(Underworld), Favors 
   
  Terrorist Operative 
  Cliché Quote: "Release our brothers.  We also want 6 mill." 
  Last Words: "Don't move or I shoot the hostage!" 
  The Terrorist Operative is a member of an international 
  terrorist organization, though not usually one of religious 
  affiliation or fanatical doctrine.  These terrorists are more 
  concerned with wealth, power, and even fame, such as 
  those in Dark December or German Autumn.  They 
  concentrate on kidnapping (to get ransoms), threats (also to 
  get ransom), and blackmail (for more ransom).  They also 
  perform many other crimes, such as bank robberies, hi-
  jacking, and large-scale thefts, but all in the name of 
  acquiring more wealth and resources.  They are not willing 
  to die for their cause, since they really don't have a "Cause", 
  but few will let themselves be taken alive.  They will fight to 
  the death, and delight in the killing and blood-rush of battle. 
  Stats: INT 3, WILL 4, PER 3, TECH 3, REF 6, AGL 6, CON 4, 
  STR 3, BOD 5, MOV 3 
  Derived: HITS 25, STUN 25, SD 8, ACT 3, RES 12 
  Skills: Ranged Evade 3, Melee Evade 3, Hand to Hand 3,  
  Perception 3, Streetwise 2, Melee Weapons 3, Firearms (Pistol) 4, 
  Firearms (SMG) 3,  Firearms (Rifle) 4, Defensive Driving (Auto) 3, 
  Aggressive Driving (Auto) 3 
  Complications: Up to GM 
  Talents: Up to GM 
   
  Terrorist Extremist 
  Cliché Quote: "For the Cause!" 
  Last Words: "For the Cause!" 
  The Terrorist Extremist is a member of a religious or cultic 
  terrorist organization, indoctrinated with revolutionary ideals 
  or hate-group ideology.  Though they will sometimes seek 
  ransoms to help finance their operations, material gains are 
  not their primary objective.  Terrorist Extremists (such as 
  those in Black September) are obsesses with striking out 
  upon the "heretics" and "evils" of the world, as seen from 
  their perspective - this being any group which does not sit 
  well with their ideals.  These are the terrorists who are 
  willing to sacrifice their lives to further their Cause.  Their 
  tactics include blowing up passenger planes, suicide 
  "human bombs", car bombings, random shootings, and so 
  forth.  They are extremely dangerous because they are not 
  afraid to die, believing their soul is destined for Paradise.  
  Oh, how sadly wrong they are... 
  Stats: INT 3, WILL 3, PER 3, TECH 4, REF 6, AGL 6, CON 4, 
  STR 3, BOD 5, MOV 3 
  Derived: HITS 25, STUN 25, SD 8, ACT 3, RES 9 
  Skills: Ranged Evade 3, Melee Evade 3, Hand to Hand 3,  
  Perception 3, Streetwise 2, Melee Weapons 3, Firearms (Pistol) 4, 
  Firearms (SMG) 3,  Firearms (Rifle) 4, Demolitions 4, Defensive 
  Driving (Auto) 3 
  Complications: Extreme Sense of Duty 
  Talents: Up to GM 
   
  Secret Agent 
  Cliché Quote: "Shaken, not stirred." 
  Last Words: "You expect me to talk?" 
  The Secret Agent is one of the more formidable NPCs, 
  being extremely well trained and proficient in more skills 
  than can actually be listed here.  He is an elite government 
  agent - CIA, MI6, Mossad, former KGB, and so on.  He 
  could also be a special corporate, terrorist operative, 
  double-agent, or a counter-intelligence agent.  Secret 
  Agents are masters of disguise and high society, able to 
  blend in and infiltrate government and high-level corporate 
  structures with skill, cunning, and well-placed contacts.  
  Though trained in the usage of many weapons, Secret 
  Agents rely more on their skill to quietly gather information 
  unseen and unnoticed - they make themselves known, they 
  have probably failed.  A derivation of this type is Assassin, 
  which is basically the same, except that they have a 
  particular target to kill.  A "James Bond" type super agent 
  should be created as fully PC level NPC character. 
  Stats: INT 5, WILL 5, PER 7, TECH 4, REF 5, AGL 6, CON 4, 
  STR 3, BOD 5, MOV 3 
  Derived: HITS 25, STUN 25, SD 8, ACT 3, RES 15 
  Skills: Ranged Evade 4, Melee Evade 3, Hand to Hand 4, 
  Perception 4, Bribery 4, Surveillance 3, High Society 3, Espionage 
  5, Disguise 5, Persuasion 4, Seduction 4, Shadowing 3, Melee 
  Weapons 3, Firearms (Pistol) 4, Firearms (Rifle) 4, Defensive 
  Driving (Auto) 4, Aggressive Driving (Auto) 3 
  Complications: Up to GM 
  Talents: Membership (Agency), Contacts, Super-Normal 
  Power
  
   
  VIGILANTIAN, p. 14 
  Super-Normality 
  You've got the Power! 
  "Super Powers" in Vigilantian 
  Vigilantian is a mundane vigilante campaign - at the 
  highest power-level it is still mundane (normal humans in 
  extraordinary situations), though indeed at a global scale 
  fighting international terrorist organizations and evil 
  corporations. 
   
  But can't there be more?  Nothing has proven or disproven 
  the potential existence of paranormal abilities.  Everyone 
  has had that "funny feeling" that they were being watched, 
  or that danger was lurking near-by.  May people have 
  visions, and psychic experiences, and a few even 
  demonstrate apparent powers which defy known science.   
  Others are so good at what they do, their skill and ability 
  seems superhuman in itself.  Whether these abilities are 
  real or imagined is still controversial.  Perhaps they are 
  instinctual, untapped senses which lie just beyond the 
  threshold of our understanding.  Perhaps there really are 
  powerful psychic and telepathic energies generated by the 
  human mind.  Or perhaps it is all our imagination.   
   
  Nevertheless, a GM can make special powers available to 
  players.  In a true superheroic campaign, he may allow the 
  full Supers Plug-In, basically turning Vigilantian into a 
  Champions or Dark Champions campaign.   
   
  Mundane Supers 
  It may seem like an oxymoron, but it can be done.  By 
  default, if a GM does allow special powers in Vigilantian, 
  they are "tuned down" powers, known as "Supernormal 
  Powers".  Supernormal Powers are bought with Power 
  Points (PP), which all characters receive based on the 
  priority of Points they selected during Character Creation.  
  These points are between 0 to 12PP, so clearly, any powers 
  a character has will be few and far between (if any). 
   
  In a Supernormal campaign, no power may be so 
  spectacular that it cannot be explained away by a skeptic or 
  proclaimed a mere coincidence.  There can be no fireballs 
  or blasts of energy, no flying or teleporting about (blatantly), 
  no hurling of cars or smashing through brick walls with bear 
  fists.  Supernormal Powers are what you see today, in the 
  "Real World", or hear about from psychic research institutes.  
  Many of these powers are Cinematic Special Effects - that 
  is, powers which simply emulate the cinematic stunts and 
  skills of heroes on TV and in the movies.  They are 
  superhuman, but they are not over-the-top. 
   
  Creating Supernormal Powers 
  Supernormal Powers are created using Jason Dour's 
  Heroic Abilities Plug-in, based on the Super Powers Plug-
  in as seen in Champions: the New Millennium.  Using 
  limits and special effects, these Supernormal Powers have 
  been restricted and heavily modified to a suit particular facet 
  of low-key, low-power supers.  No power has a "spectacular 
  effect", and all are limited to a cost of no more than 5PP 
  (1PP at minimum).  Some of these do cost Endurance, 
  draining END as listed. 
   
  Supernormal Powers 
  Bad Feeling... (Danger Sense) 
  Cost: 2 PP 
   
  Skill: 10 + Roll vs. 20 
  END: 0 END 
  Sometimes you just get a bad feeling about something, and 
  it usually turns out right.  He has a "sixth sense" about 
  danger and it is very hard to ambush or snip him. Under 
  normally circumstances, "A Bad Feeling" just gives the 
  character the "feeling" of being in danger.  When the GM 
  asks the player to make a Danger Sense roll, he must make 
  a roll 10 + die roll verse 20 - if he succeeds he sensed the 
  danger.  If he rolls at least 12 more needed to succeed, the 
  true position and type of danger are known.   If he is in 
  immediate danger, he can react in full, evading or dodging, 
  or diving clear of a trap, and so forth. 
  Danger Sense  
   
  Damage Resistance (Armor) 
  Cost: 2 PP 
   
  Skill: none 
  END: 0 END 
  A character with damage resistance is simply less 
  vulnerable to Lethal damage.  It acts effectively the same as 
  Stun Defense, but for Lethal (Killing) attacks (basically as 
  Chapter 
  3 
  
   
  VIGILANTIAN, p. 15 
  KD Armor).  It gives 4 points of protection, reducing by 4 any 
  Lethal or Stun damage taken.  There is no skill roll or END 
  cost needed - the power is always on. 
  Armor +4 Killing Defense 
   
  Death Strike (Mighty Blow) 
  Cost: 2 PP 
   
  Skill: Hand-to-Hand 
  END: 4 END 
  A character with Death Strike has learned the secret ways 
  of martial arts or street fighting.  He can deliver a 
  devastating blow with deadly precision, capable of inflicted 
  Lethal damage upon the victim.  He can inflict a 2D6 Killing 
  Hand Attack with his hand (fist, karate chop, whatever), 
  treating it as a 2D6 Lethal damage melee weapon.  As 
  such, his Strength can increase this damage, up to double, 
  as normal.  The max damage which can be dealt is 4D6, 
  and the range is HTH.  To succeed with Death Strike, you 
  must make a Hand-To-Hand roll verse 20, and your roll 
  must also defeat the target's DV.  If you hit the target, but 
  did not roll 20, you hit with normal damage. 
  HTH Attack Blast 2D6 Killing, HTH Attack Roll required 
   
  Extra-Sensory Perception (Spatial Awareness) 
  Cost: 1 PP 
   
  Skill: Perception 
  END: 0 END 
  A character with this possess some form of extra-sensory 
  perception (or ESP).  To use this power, the character must 
  make a Perception Roll verses 19. He must also 
  concentrate for 12 Seconds (1 Round), without being 
  distracted.  After this he can sense his surroundings in the 
  immediate area, "knowing" the position and size of objects 
  and people 360o around him. This sense will last as long as 
  he remains in that given area, and he may make normal 
  perception checks with it.  But once he leaves, the 
  awareness sense vanishes.  Note that this is not true sight - 
  it is simply an awareness of objects.  When it is active he 
  can operate in total darkness (it is a targeting sense) and 
  can detect people approaching him from behind, or those 
  who are otherwise not visible to normal sight.  Fine details, 
  such as color, writing, and textures, cannot be distinguished 
  with this sense. 
  Spatial Awareness (360 Sense), Perception Skill Roll 
  required, Extra Time: 1 Round,  Concentration (1/2 DV) 
   
  Fade into the Shadows (Invisibility) 
  Cost: 2 PP 
   
  Skill: Stealth 
  END: 2 END/Phase 
  He fled into the dark ally - his pursuers' close behind.  But 
  as they entered, they froze and looked about.  He was 
  gone; no where to be seen - as though the darkness itself 
  had swallowed him up...  This ability allows a character to 
  "disappear" from normal sight and remain silent, by stepping 
  into the shadows and making a successful Stealth roll vs. 
  20.  He remains visible to non-normal sight (thermal vision, 
  night vision, or other forms of perception),  and can be seen 
  (as a dark shadow) by anyone directly adjacent to him (this 
  is essentially the fringe effect).  If you move out of the 
  shadows, this power turns off. 
  Invisibility to Normal Sight and Hearing; A Stealth Skill Roll 
  is required, Only works in Shadows/Darkness. 
   
   
  Feel Like Being Watched... (Sense Observer) 
  Cost: 2 PP 
   
  Skill: none 
  END: 0 END 
  Ever hand that felling that you were being watched?  The 
  power is "always on".  Whenever you are being watched (of 
  course, unknown to you) the GM must ask you to make a 
  Perception check (usually a simple on, verses 14 or 16).  If 
  successful, you "get the feeling that someone is watching 
  you", though you do not know who they are or where, nor if 
  they intend hostility. 
  Sense (Observer) 
   
   
  Hypnotize (Mind Control) 
  Cost: 1 PP 
   
  Skill: Persuasion 
  END: 7 END 
  With this power, a character has the ability to 
  subconsciously persuade an individual to do a certain thing, 
  perhaps even something which he or she would never do.  
  When you hypnotize, your voice incants in a melodic tone 
  (perhaps assisted by a hypnotic device, such as a 
  pendulum or swirling pattern), for a minute of time.  You an 
  then speak the instructions and give a "trigger" which will 
  activate the deeply buried impulse which you have 
  implanted.  They will then awake with no memory of your 
  having hypnotized them, but the instruction and trigger are 
  still there. Hypnotize has 5D6 of effect.  If this roll (5D6) is 
  greater than the target's Resistance, he will perform the 
  instruction if he is already inclined to do so.  If the roll was 
  10 greater than his RES, he will do something as long as it 
  is not against his moral convictions.  If it is 20 greater, he 
  may do something which he is opposed to doing. If it is 30 
  greater, he will do anything. To succeed, the character must 
  make a Persuasion Roll verse 20, and spend one minute 
  "setting up" by talking hypnotically all the while (this is 
  basically a sort of incantation). His defenses are at half while 
  performing this task, as he is concentrating.  The target will 
  not be effected until the condition of the Reflex Trigger is 
  satisfied - usually a key word, a sound, seeing a particular 
  person, being in a particular place, or whatever the hypnotist 
  specified.  The target will only be effected by this once. 
  Mind Control 5D6 Effect, Reflex Trigger (specify), 
  Incantation, Persuasion Skill Roll required, Extra Time: 1 
  Minute, Concentration (1/2 DV) 
   
   
   
   
   
  
   
  VIGILANTIAN, p. 16 
  Leave No Evidence (The Perfect Crime) 
  Cost: 1 PP 
   
  Skill: Criminology 
  END: 5 END 
  This ability allows a character to completely sweep an area 
  of any evidence, including fingerprints, fibers, hair, DNA, 
  blood, footprints, or other such evidence. This leaves 
  nothing for police or forensics experts to use, and no 
  evidence that can be used in court.  To achieve this, you 
  must make a Criminology roll verse 19.  If you succeed, 
  nothing is left.  If you fail something was overlook, though 
  even the police may overlook it as well (they can make a 
  Criminology roll to find what you missed).  But if you 
  succeed nothing is left for them to find.  It takes about five 
  minutes to clean a 12meter radius area. 
  Transform 3D6, Area Affect 12m; Criminology Skill Roll 
  required, Extra Time: 5 Minutes, Concentration (1/2 DV). 
   
  Master of Disguise (Change Appearance) 
  Cost: 1 PP 
   
  Skill: Disguise 
  END: 0 END 
  This character is a master of disguise.  Given enough time 
  to work, and lots of cosmetics, this character can make his 
  or her self look like anybody.  If you've seen "Mission 
  Impossible 2", then you know how this power works.  He 
  must make a successful Disguise roll vs. 19.  If successful, 
  his disguise is indistinguishable from the real thing.  It will 
  last until the disguise is removed. 
  Shape Shift - limited to human form, 0 END; Disguise Roll 
  required, Extra Time: 5 Hours. 
   
  Mesmerize (Mental Illusion) 
  Cost: 2 PP 
   
  Skill: Persuasion 
  END: 9 END 
  With this power, a character has the ability to persuade an 
  individual that he sees something which is not real.  When 
  you exert this "skill", your voice incants in a melodic tone, 
  influencing the target's perception of reality.  In effect, a 
  mental illusion forms in his mind, imagined by the enticing 
  visualizations you have described.  This generates 5D6 of 
  effect.  If this roll (5D6) is greater than the target's 
  Resistance, he is effected by a slight cosmetic change to 
  the environment.  If it is 10 greater than his RES, he sees a 
  major change.  If it is 20 greater, he may perceive that his 
  surroundings have completely changed.  To succeed, the 
  character must make a Persuasion Roll verse 20, and 
  spend one minute "setting up" by talking hypnotically all the 
  while (this is basically a sort of incantation).  Once the target 
  succumbs, he may continue the illusion for another minute, 
  but must continue talking.  His defenses are at half while 
  performing this task, as he is concentrating. 
  Mental Illusion 5D6 Effect, Duration: 1 Minute, Incantation 
  for the full Duration, Persuasion Skill Roll required, Extra 
  Time: 1 Minute, Concentration (1/2 DV) 
   
   
  Mind Over Body (Enhance Strength) 
  Cost: 1 PP 
   
  Skill: Concentration 
  END: 8 END 
  You have the ability to increase your physical strength 
  through concentration and sheer force of will.  Perhaps it is 
  a heightened control over adrenaline, or maybe an 
  extremely limited ranged form of telekinesis, but whatever 
  the mechanism, the effect is the same.  To use this power, 
  the character must make a Concentration Roll verses 19.  If 
  successful, he may then roll 4D6 for Effect.  This number, 
  divided by 5 and rounded off is the bonus he gains to 
  Strength.  The gain to Strength will fade away at a rate of 1 
  Point per Round.  This power may only bed used 4 times a 
  day and cannot be used on others. 
  Aid 4D6 Effect, Only Effects User, Concentration Skill Roll 
  required, Limited to 4 uses a day 
   
   
  Nothing Up My Sleeve! (Conceal) 
  Cost: 1 PP 
   
  Skill: Conceal or Slight of Hand 
  END: 5 END 
  A character with this ability can making something 
  seemingly disappear, almost as though by magic.  This is 
  the ultimate way to hide or conceal something - even being 
  strip searched won't reveal the hidden item.  It is effectively 
  an "internal space", though it takes up no internal volume 
  since its not really hidden internally (how its hidden is an old 
  magician's trick - we can't tell you).  To use this power, the 
  character must make a Conceal or Slight of Hand Roll 
  verses 19.  If successful, the item is concealed (invisible 
  effect makes it simply vanish without a trace).  The 
  character can retrieve the item with an Action, making it 
  reappear seemingly out of no where.  The item can be no 
  larger than a text book and you can only conceal one item in 
  this way (though you could conceal a container with smaller 
  items in it).  It does Cost Endurance to hid the item, but not 
  to maintain it while being hidden.  It will remain hidden until 
  you retrieve it. 
  Internal Space (no volume), Invisible Effect, Conceal Skill 
  Roll required, Costs Endurance 
   
   
  Olympic Runner (Super Run) 
  Cost: 1 PP 
   
  Skill: none 
  END: 1 END / 1 END per Phase 
  A character with this power can run like an Olympic 
  champion, though he may not have had any formal training 
  at all (he's a natural runner).  When exerting this power, his 
  running speed increases by +5 meters/sec, and if sprinting, 
  by +7.5.  It does not effect MOVE or walking speed. 
  Running +5m/s 
   
   
   
   
  
   
  VIGILANTIAN, p. 17 
  Psychic Impression 
  Cost: 1 PP 
   
  Skill: none 
  END: 0 END 
  A character gifted with Psychic Impression are sensitive to 
  powerful "impressions" left behind on objects, places, or 
  even people.  To uses this power, he needs only to touch 
  (or be within melee range of) the object or be in the specific 
  location, concentrate for an Action, and make a Perception 
  check verses a DV established by the GM (a high DV for 
  vague or weak impressions, and a lower DV for vivid and 
  powerful ones).   If there are any impressions to be found, 
  he will "detect" them, and see flashes of events, ghostly 
  images, hear voices, or be struck by some great emotional 
  feeling.  The GM should describe these impressions such 
  that the psychic can piece together some information from 
  them. This is basically the power Frank Black has, from the 
  TV show Millennium. 
  Detect(Impression),Discriminatory, Concentration(1/2 DV) 
   
  Quick Healing 
  Cost: 1 PP 
   
  Skill: none 
  END: 0 END 
  A character with this ability heals a great deal faster than 
  normal.  Instead off healing half his REC every day (or his 
  full REC under medical care) he will recovery his full REC 
  every 12 hours (or his full REC every 6 hour, under medical 
  care, that is x4 REC every day).  Healing occurs 
  automatically, even if the character is unconscious, but it will 
  not recover him from death, heal missing limbs, or heal over 
  scares (that is, scaring may still occur).  +1 PP to heal 
  without scars. 
  Regeneration (6 hours).  Optionally, healing without scars 
  for +1 more PP (total of 2PP) 
   
  Schrodinger's Cat (Teleport) 
  Cost: 1 PP 
   
  Skill: Stealth 
  END: 2 END 
  Named for the quantum physics principle developed by Dr. 
  Erwin Schrodinger, this abilities allows for a character to 
  disappear when no one is looking, and allows him to 
  reappear somewhere else (assuming no one is looking at 
  the target location).  This is a limited form of teleport, though 
  it is not truly "teleporting" since the character did not defy 
  any laws of physics.  It simply represents his ability to move 
  quickly, quietly, and totally unobserved from one location to 
  another.  It takes the normal amount of time for him to reach 
  this location, as though he was running (non-combat move), 
  though remains unseen.  Because it requires him to be 
  unobserved, it goes well with Fade into the Shadows ability.  
  His range is limited to 20 meters, and he must make a 
  successful Stealth Roll verse 19. If anyone makes a 
  Perception roll higher than your Stealth roll, you have been 
  seen, and reappear at that point. He can only 'teleport" to 
  places where he could normally walk, given time (meaning, 
  he can teleport to the other side of a fence, but he cannot 
  teleport through a locked door or vault). 
  Teleport, 20 meters; Stealth Roll required, Can only use 
  power when no one is looking, Can only teleport to 
  reachable places, no Non-Combat Multiple. 
   
  Sense Truth or Lie 
  Cost: 1 PP 
   
  Skill: Psychology or Body Language 
  END: 0 END 
  A character with this power can sense if someone is telling 
  the truth, or lying through his teeth.  He has an uncanny 
  ability to sense body language and understand human 
  behavior. To use this ability, he must be able to study and 
  observe the target's facial expressions and body language 
  for at least 5 minute during a conversation, concentrating all 
  the while.  He must make a Psychology or Body Language 
  roll vs. 19, and must also be higher than the target's Acting 
  roll (if he is lying, acting, or telling a story). 
  Telepathy 6D6 Effect, 0 END Cost; Must make a 
  Psychology or Body Language Skill Roll, Must closely 
  observe subject, take 5 Minutes, May only detect truth or lie, 
  Concentration (at 1/2 DV during this time).  
   
  Visionary 
  Cost: 1 PP 
   
  Skill: none 
  END: 4 END 
  A character with this gift sometimes sees visions, or 
  glimpses into the future.  Though brief, short, and 
  sometimes symbolic, they are vivid enough for him to 
  distinguish them from ordinary dreams.  The character has 
  no conscious control over when a vision will come over him, 
  but it will usually occur while he is asleep or in a state of 
  deep relaxation or meditation.  When the character has a 
  vision, the GM must describe it with dream-like qualities.  
  Most visions have hidden symbolism, which remains open 
  to interpretation (99% of all visions are never realized until 
  after the event foreseen occurs, and the visionary realizes 
  what he truly saw).  
  Clairsentience, Future, No Conscious Control, Reduced 
  Endurance Cost 
  
   
  VIGILANTIAN, p. 18 
  Vehicles and Vigilance 
  Demolish Crime 
  The Harrowing Highway 
  The highway has become a new battleground between 
  criminals, vigilantes, and police forces.  Drug runners race 
  across the boarder of Mexico into Texas, or from North 
  Dakota into Canada.  Crime Syndicates and Triads battle it 
  out in the lawless streets of inner-city DMZs.  Thieves and 
  bank robbers make their get away in 200mph+ supped up 
  hot rods.  Cops scream by in hot pursuit in blue and white 
  Cameros and Ferraris of their own. 
   
  But who are those bandits in the black-painted, armored 
  super-cars, who always seem to intercept the fleeing 
  criminals first, putting a quick and decisive end to their 
  dangerous game of high-speed mayhem?   Who is that 
  team of gun-totting bikers on rocket-boosted Ninja 
  motorcycles?   Who is that enigmatic driver in the sleek 
  Lamborghini, decked out with weapons and gizmos, fighting 
  the forces of crime at every turn? 
   
  As criminals become more sophisticated, bettered armed 
  and equipped than even the police, the burden of justice 
  has fallen to the hands of others.  From the days when 
  truckers once formed rolling road-blocks to stop fleeing 
  suspects, to the time when vigilantes and bounty hunters 
  first took the road, crime has only now just begun to learn 
  the harsh truth of the Harrowing Highway - If you run, you'll 
  only die tired. 
   
  Atomik MotorWarz 
  Atomik MotorWarz is the Vehicle Modification and Combat 
  System used in Vigilantian.  You may, if you wish, use an 
  alternative system.  If you do then the rest of this chapter will 
  have no meaning for you.  Atomik MotorWarz can be found 
  on the Atomik Fuzion website, at: 
   
  http://www.meta-earth.com/fuzion 
   
   
   
   
  Other Plug-Ins 
  Atomik MotorWars is only concerned with cars, trucks, and 
  motorcycles.  It has no rules for building tanks, helicopters, 
  aircraft, boats, mecha, battlesuits, or anything like that.  
  There are several other plug-ins which do allow you to build 
  such machines.  I would recommend Instant Vehicles and 
  Instant Mekton (for mecha), both available at: 
  http://www.mecha.com/~conkle/fuzion 
   
  These plug-ins will allow you to build pursuit helicopters, 
  police APCs, tanks, and what not.  All such vehicles should 
  be fully compatible with Atomik MotorWarz, and using 
  them with the system should not be much of a problem. 
   
  MotorWarz: The New Decade 
  Atomik MotorWarz was written assuming present day 
  vehicles, prices, and technology.  In the years to come, 
  such things will of course change.  Technology will change, 
  fuels will change, computer systems will change - even the 
  roads themselves may change.  A GM should feel free to 
  reconfigure all vehicles to "update" them to the technology 
  of the 1st or 2nd decade of the 21st century, according to 
  his own vision of things to come.  Below is listed the 
  proposed changes which, by default, should be applied to 
  MotorWarz in a Vigilantian campaign. 
   
  Electrics and Hybrids 
  Today we already have fully electric and hybrid vehicles, 
  and there will be many more in years to come.  The ?, listed 
  in MotorWarz, should serve as a sample of what hybrid 
  vehicles will be like.  They should have a small 1.0 to 2.0 
  Liter engine, probably using an alternative fuel such as E10 
  or E85, and an advanced battery system which recharges 
  itself from the engine (when running) and from the breaks, 
  eliminating the need to recharge from an external source.  
  The price of a hybrid car is roughly the same as that of a 
  standard vehicle of the same basic type.  It is doubtful they 
  will be high performance, or customizable to any significant 
  degree. 
   
  Chapter 
  4 
  
   
  VIGILANTIAN, p. 19 
  Fully electric cars may or may not ever be realized for 
  production.  It is up the GM to decide if fully electric cars are 
  common.  If they are, they will likely be small metro-cars 
  with short range and low performance, unless there is a 
  breakthrough in battery technology (which perhaps there will 
  be).  Currently, few all electric cars can exceed 70mph and 
  their rang is limited to a hundred miles, at best.  They are 
  more expensive than your typical small coupe or family 
  sedan ($40,000+), but price will of course drop if they see 
  wide-scale production. 
   
  Hydrogen Fuel Cells 
  The other major engine and power source system which 
  lurks on the horizon are hydrogen fuel cells.  Currently, the 
  liquid hydrogen used in these systems is far too expensive 
  to contain to make such vehicles practical for production, 
  but there are working prototypes and they perform as well 
  as petroleum powered vehicles (though they are far from 
  hot-rod performance).  Hydrogen fuel cell engines work by 
  vaporizing liquid hydrogen into a combustion system (similar 
  to an internal combustion system), and explosively mixing 
  the hydrogen with oxygen in the air.  The resulting by-
  product is 100% pure water.  The ability to customize and 
  modify this system (for fuel cell hot-rodders) would lie 
  primarily in air intake (turbochargers, intercoolers, etc.).  
  Expect hydrogen fuel cells vehicles to be more expensive 
  than electric, hybrid, and petroleum vehicles, but they are 
  much more efficient, have longer range, and zero pollution.  
  There could be vehicle tax cuts as well, or government 
  subsided pricing, as incentives to buy such vehicles. 
   
  Alternative Fuels 
  Of course, petroleum is still the #1 fuel in the world (for 
  vehicles) and there is no sign of that changing to a 
  significant degree in the near future.  But though the engine 
  may not change, the nature of the fuel itself may change.  
  Just as petroleum changed from leaded to unleaded, it may 
  soon be changing to ethanol, methanol, or biodiesel. 
   
  E10, E85, E95 Ethanol Gas 
  Ethanol (10%, or E10) can be mixed with any gasoline fuel 
  (Premium, Regular, whatever), which create less pollution.  
  Studies have shown that there is no significant change in 
  performance above that blend of gasoline (so if you have 
  E10 Regular, you still have a -4%, and if you have E10 Gold 
  there is no chance, and so forth).  There is a slight change 
  in price (+$0.30 per gallon).  All this does is make your 
  vehicle more environmentally friendly. 
   
  E85 (or E95) is 85% (or 95%) Ethanol.  This type of fuel 
  (frequently called "gasohol") is very environmentally friendly, 
  and a highly likely alternative fuel for the 21st Century.  
  However, E85/95 can only run in special engines, designed 
  to run on such fuel.  These engines should be virtually 
  identical to existing petrol engines, but price is +20% higher, 
  and Horsepower is -10% lower at the same RPM.  Weight is 
  reduced by -15% because of a simpler design (less 
  pollution cleaning systems are needed), and the usage of 
  heat-resistant plastics, ceramics, and lighter aluminum alloy.  
  E85 or E95 cost +$0.50 more than standard gas. 
   
  Biodiesel 
  Biodiesel (mono alkyl esters) is a cleaner-burning diesel fuel 
  made from natural, renewable sources such as vegetable 
  oils, instead of petrol. Essentially no engine modifications 
  are required, and biodiesel maintains the payload capacity 
  and range of diesel with no significant chance in 
  performance.  However, it is much cleaner burning and 
  environmentally friendly.  It is a contender as an alternative 
  fuels of the 21st century, and is not currently available to the 
  public, but it may be within the coming years. 
   
  Price Inflation 
  As everyone of course knows, the price of things steadily 
  increases over time.  This is called inflation.  But (for the 
  most part) all things remain equal, so the standard of living 
  remains the same (assuming inflation is stable and not 
  wildly out of control).  Thus, though you could increase the 
  price of everything by +30% for a campaign in the year 
  2012, there really is no point, and it is that much more effort 
  to convert every price (or remember to convert it), and to 
  give that much more to the PCs when they get paid.  Unless 
  your campaign depends on economic instability for some 
  reason, simply do not worry about inflation. 
   
  Old Vehicles and Depreciation 
  Everyone also knows that the older a vehicle is the less 
  expensive it is (aside from rare vantage cars bought by 
  collectors, we are talking about typical cars).  Assume a 
  drop of 20% value every year.  Thus, if you are playing a 
  campaign in the year 2010, and you really wanted a Year 
  2000 Prowler, it would cost just 10.7% of its listed price 
  (80%10) in that year.  This is just a rough estimate and 
  assumes good condition.  It will be higher or lower 
  depending on condition, demand, and rarity. 
   
  Older vehicles are also worn out, and prone to break down.  
  The GM should secret "give" a few glitches to any used car 
  (especially old ones), and perhaps lower the SDP by 20 to 
  30% in all areas as a way represent rusting, corrosion, 
  loosening of bolts and welds, and so forth.  The PCs may of 
  course fix it up, strengthen the structure, buy a new engine, 
  new transmission, and so forth, and get it back as good (or 
  better than) new. 
   
  The "New" Vehicle Catalog 
  Clearly, one of the major parts of Atomik MotorWarz is its 
  extensive vehicle catalog.  Unfortunately, I was unable to 
  get a listing of production models and specs for vehicles 
  between the years of 2001 to 2012 (though I did try to find a 
  
   
  VIGILANTIAN, p. 20 
  "Doc's Special Edition DeLorean").  So, you will have to just 
  make do and improvise.  Most auto makers will keep a 
  particular class of vehicles (such as Mazda 626 or Nissan 
  Maxima) for many years with only a few minor changes and 
  alteration, especially in the case of popular ones.  
  Therefore, it is perfectly reasonable to assume that the 
  Vehicle Catalog is pretty much the same.  The GM should 
  introduce new items on the vehicles, such as GPS, 
  integrated cell phones, digital music players, voice-activated 
  auto-pilots, active suspension, HUD display, and so forth.  
  Horsepower may also be a bit different (by about +/-10%) 
  and fuel efficiency should be 20% to 30% better.  The 
  engine itself may be an E95 gasohol or biodiesel, or even a 
  hydrogen fuel cell or hybrid-electric engine.  The GM should 
  simply note the changes.  Price changes should be 
  insignificant, unless he makes major changes.  Luxury 
  options (such as those mentioned - GPS, active 
  suspension, HUD) may be standard on all vehicles by then, 
  and thus effectively "free" (that is, included on the 
  production vehicle itself), at the GM's option. 
   
  Communications Systems 
  Invariably, all vehicles will have some sort of communication 
  system.  If for nothing else than the purposes of emergency 
  rescue, every new vehicle sold will incorporate a system 
  similar to that of OnStar (perhaps it will be OnStar, who 
  knows), which is effectively the same.  Whether you 
  subscribe to the service is up to you, but you will probably 
  get the first year free. 
   
  Of course, cellular phones will also become more common, 
  perhaps even be integrated just like the radio (and may be 
  part of the same system).  With the growing concern of 
  driver safety while using cell phones, these phones will be 
  voice activated, voice controlled (or have keys on the 
  steering wheel), and will pick up the voice of the speaker as 
  he is talking (optionally, a small headphone and mic could 
  be used).  Then again, by that time Voice over IP (on 
  broadband and wireless global networks) may have 
  replaced telephones and cell phones all together. 
   
  Another coming innovation to vehicles is Internet access.  
  Within the next few years we may see cars with "universal 
  consoles" and integrated computers.  These computers will 
  have access to the Internet and to email, along with many 
  other features.  See Electronics (below). 
   
  Electronic Systems 
  More and more, vehicles and computers are beginning to 
  come together in a big way.  All vehicles engines are 
  controlled by a small computer to time the engine and 
  regulate the fuel pressure, but these computers are not the 
  sort most people think about, or are capable of using.  With 
  the advent of on-board GPS systems, the first user 
  computers came to automobiles (though dedicated solely to 
  the purpose of GPS).  Below are a number of new 
  electronic technologies which will be available as options to 
  vehicles in the near future (most likely).   
   
  Integrated Vehicle Computer ($1000) 
  The IVC (though it may have some brand name) is 
  essentially a portable laptop computer, built into the vehicle 
  itself.  It is a bit more expensive than the standard laptop (of 
  the time - computer prices will continue to drop), but this is 
  because the parts must be even more rugged and the 
  software all the more reliable.  It may or may not have a 
  dedicated Operating System - there may be a verity of 
  options from different manufacturers.  But these are the 
  basic specifications: 
  • 
  8"x9" high resolution flat-panel color screen.  Screen 
  may be "touch screen" for +$100. 
  • 
  Voice activated controls. Probably w/ attachable keypad 
  and a trackball mouse, either on the console or steering 
  wheel. 
  • 
  Universal interface ports (whatever they are at that 
  time) for connecting peripheral devices. 
  • 
  Sufficient storage space and processing power - though 
  not top of the line, it will probably be nearly 20x faster 
  than today's personal computers, with near-unlimited 
  storage capacity. 
  • 
  Cellular Phone with Internet Access, $20/mo + $1 for 
  every 10 minutes of use. Speed: 5 - 10kb/sec 
  (probably, insufficient, even for email) 
  • 
  As an alternative to cell phone, broadband wireless 
  may be common place.  This offers 100 to 500kb/s 
  speed (at least, by that time).  If Voice over IP has 
  replaced telephones all together, then this will serve as 
  the vehicle's commutation system (and cell phones are 
  now extinct dinosaurs).  This would raise the cost by 
  $100 and cost $50 a month, but is on-line "all the time". 
  • 
  Integrated GPS, which uses stored maps, updated over 
  the cell phone (or wireless) Internet access. 
  • 
  Vehicle Command Center - Can show all vehicle status 
  information, regulate temperature and environmental 
  controls, 
  store 
  driver 
  preferences, 
  run 
  internal 
  maintenance checks, and so forth. 
  • 
  Digital Media Drive - whatever the standard digital 
  media is, it will have a drive for it (maybe some sort of 
  CD/DVD type disk, but could be a memory stick, or 
  even a data-crystal). 
  • 
  Digital Music - not only can the unit store and play back 
  digital music, but it can access thousands of Internet 
  radio stations (for free) and digital radio satellite stations 
  (for $20 a month). 
  • 
  Digital Video - because of satellite and/or broadband 
  access, digital television services may be accessed as 
  well, and played on the screen (for passengers, the 
  drivers should stick to the road, unless he has an 
  autopilot.  What's more, the digital media drive is 
  probably the same as that used for movies in home 
  entertainment centers (like DVDs today).  Thus, they 
  
   
  VIGILANTIAN, p. 21 
  can be played on the unit as well.  Video games can 
  also be played on the unit, again, by passengers. 
  • 
  Extra Consoles - Extra consoles in the back seats will 
  cost extra ($100 per unit).  These are not independent 
  units - they are just terminals for the same central unit, 
  though the system may be able to multitask programs 
  to allow two back seat passengers the ability to play a 
  game against each other, while the front passenger 
  watches a movie. 
  • 
  And much, much more.  Email, word processing, web-
  browsing, on-line shopping...  The list goes on and on. 
   
  Digital Dash ($100) 
  Gone are the analog gauges and dials of the past.  Now the 
  dash is fully digital, a flat screen, full color panel showing all 
  information on speed, road conditions, and the vehicle's 
  status.  Speed, RPM, odometer, and other readings may 
  still look like a traditional dial, but they are just shown that 
  way on screen.  View an style is completely customizable, 
  and a wealth of information can be accessed.  If linked into 
  the Integrated Vehicle Computer (it may even be an 
  extension of the IVC), then everything the IVC can show 
  can also be shown on the Digital Dash, or in a window on 
  the dash, and vice versa. 
   
  Head-Up Display Dash ($200) 
  This is an extension of the Digital Dash (you must have 
  both).  Basically, this displays information from the Digital 
  Dash onto the windshield.  Usually, the information shown 
  on the HUD is limited to only what is most necessary, and 
  projected such that it appears to float above the front of the 
  car (from the driver's perspective) and is semi-transparent. 
   
  Drive-By-Wire ($1500) 
  Gone is the steering column.  Gone are the direct hydraulic 
  tubes to the breaks and accelerator.  Its all in the wires.  A 
  driver has two options for a Drive-By-Wire system - he may 
  take a traditional wheel and peddle setup, or simply use a 
  joystick.  The wheel and peddles do not directly contact any 
  mechanical system - instead, they simply send electrical 
  signals to a control computer, which then asks as a power 
  steering/driving system to direct the engine or wheels.  In 
  case of a power failure, a mechanism will engage to the 
  wheel and peddles, bringing rudimentary, non-powered 
  hydraulic control to steering and breaking, so you may bring 
  the vehicle safely to a stop.  Vehicles with a Drive-By-Wire 
  traditional steering system gain a +1MV. 
   
  The Drive-By-Wire control stick system is much different.  
  There is just one control for the vehicle - a game-like (or 
  fighter-like) joystick, called the control stick, which may be 
  placed on either side of the driver (on the arm rest or center 
  aisle).  Moving the control stick left and right obviously 
  steers the vehicle, pushing up accelerates, and pulling back 
  breaks.  Not only does this remove the cumbersome 
  steering wheel (allowing for more stuff on the front console) 
  and clumsy peddles from the floor, but it vastly improves 
  driver response and reaction time, since all his controls are 
  on the stick. Vehicles with a Drive-By-Wire control stick 
  system gain a +2MV.   However, if power is lost the driver 
  will have no control over the vehicle's breaking or steering, 
  resulting in a total and unrecoverable loss of control.  
  Currently, there is no solution to this problem. 
   
  Optical/Radar Sensor Package ($300) 
  This is a simple radar or laser device (such as what the 
  police use to detect speed) placed on the front and rear of a 
  vehicle.  It also has a small optical sensor to watch the road, 
  looking at the white and yellow lines to make sure you are 
  staying on track.  The radar or laser will measure your 
  distance from the vehicle in front of you (if any) and judge its 
  speed to see if it is accelerating or decelerating.  A rear 
  sensor (and possibly side sensors) will look for vehicles 
  behind you, and judge their speed and distance as well.  
  This is mainly used in conjunction with the Auto-Pilot, but if 
  on manual control, can still be set to sound an alarm if any 
  damage is detected. 
   
  Auto-Pilot ($200) 
  To use Auto-Pilot, you must have Drive-By-Wire and the 
  Optical/Radar Sensor Package (and an Integrated Vehicle 
  Computer is preferred).  When engaged, it will use all data 
  from the sensors to guide your vehicle down the road.  It will 
  drive at a speed set by you (or perhaps "read" the speed 
  being broadcast from road-signs, and adjust), or match the 
  speed of the vehicle in front of it.  It will automatically change 
  lanes if the lain is clear in the event of a slow vehicle, or if 
  the rear sensor detects a fast approaching vehicle in your 
  present lane.  If the system is in distress (that is, in events 
  which it cannot handle, such as being boxed in with a fast 
  approaching vehicle from behind) it will alert the driver will 
  an alarm so that he may take over.  The driver may take 
  over at any time by simply taking hold of the controls.  The 
  Auto-Pilot basically has a constant driving ability of 14 with 
  no variation (no die roll). 
   
  Floating Differential Transmission ($4000) 
  This system (today only in experimental and prototype 
  testing) is a computer controlled transmission which 
  essentially has an infinite number of "speeds" to engage.  
  Traditionally, each speed of a transmission shifts the gears 
  to their optimal position for the vehicles speed and engine 
  torque.  With a "floating" system there are no speeds; the 
  computerized drive system continuously adjusts and adapts 
  sets of fractional ratios by changing the density and flow of 
  transmission 
  fluid. 
  This 
  maximizes 
  the 
  engine's 
  effectiveness as far as speed and acceleration are 
  concerned.  It does not directly effect the engine's 
  horsepower, but will improve acceleration by 5% and 
  increase max speed by an additional 2%.  It also offers a 
  
   
  VIGILANTIAN, p. 22 
  smoother ride, with no noticeable changing of gears, a 
  smoother and faster acceleration, and is much easier on the 
  engine.  Floating transmissions must be automatic - they 
  must be computer controlled (reverse, neutral, and park are 
  controlled by a "shift-by-wire" stick, lever, voice command, 
  or on-screen-option). 
   
  Police Arsenal 
  The Police have a lot of new equipment to stop vehicles.  
  For some time, law enforcement sought ways to stop 
  vehicles without a chase, since such pursuits are very 
  dangerous to the public.  But sometimes even the hottest 
  police tech is no match for the criminal's (or vigilante's) 
  vehicle. 
   
  Such devices as road spikes and CarZapper are standard 
  issue.  These are now 90% effective in stopping any 
  vehicle.  But still, some vehicles have run-flat tires and EMP 
  shielding.  To this end, the cops have a  few more tricks up 
  their sleeves. 
   
  The MINOTAR unit is not used to intercept vehicles, but it is 
  a new 21st century addition to the police arsenal, and it is 
  motorized - capable of reaching a speed of 10kph. 
   
  SureStopper ($2000) 
  SureStopper is a one-shot directed EM Pulse weapon 
  mounted on some police cars.  Range is very limited, so the 
  car must get behind the target vehicle, at least to within 
  50meters, and activate the pulse.  In a second it drains the 
  entire charge and blasts an intense pulse of EMP, shorting 
  (and shutting down) all unshielded electronics, and thus, 
  shutting down the target vehicle.  This system works just like 
  CarZapper, except that it is mounted on a vehicle and has a 
  50m range.  Once used it must be recharged for an hour.  If 
  the vehicle has EMP shielding, SureStopper has no effect 
  (so much for being "sure").  SureStopper units (as well as 
  hand-made version, which are basically the same) have 
  been found on the blackmarket for about $4000 to $5000. 
   
  Ripper ($400) 
  If road spikes, CarZapper, and SureStopper all fail, the 
  police may employ "the Ripper", which is a more lethal 
  versions of road spikes (after all, any one driving around 
  with run-flat tires, in an armored vehicle with EMP shielding 
  must be a serious bad-ass).  Ripper is laid across the street 
  (it is a strip about 8 feet long and six inches wide) and 
  remain harmless until the user activates it by its remote.  
  When activated, a series of hundreds of serrated blades 
  pop-up and lock into place.  When the car runs over these 
  serrated blades, its tires are not punctured (as they are for 
  road spikes) but torn to shreds.  It is specifically designed to 
  destroy run-flat tires, but will devastate any sort of tire, doing 
  3D6 damage to each tire (not penetrating, it just rips up the 
  tire).  If the tire's SDP is reduced to 0, you have a blow out. 
   
  MINOTAR ($80,000) 
  The MINOTAR (Motorized Independent Nominal Objective 
  Tactical Assistant Robot) was developed from years of work 
  on bomb-squad remote robot units, and remotely operated 
  "hostile entry" robots.  The MINOTAR is the latest 
  generation of these machines, and is years ahead of its 
  "toy-like" cousins.   The machine itself, a remotely controlled 
  semi-autonomous robot, moves on either a pair of six-
  wheeled treads (all-terrain mobility) or six tires (for high 
  speed on flat surfaces).  It has two forward arms (three 
  jointed) with pincers, and a rear arm.  On top is a bi-optical 
  "head" which can rotate 360o around.  The head unit 
  features optical camera view, IR, and nightvision 
  capabilities.  It can also mount special equipment, such as 
  tear gas canisters, pepper spray, battering ram (for 
  knocking down doors), speaker (for the operator to 
  communicate with suspects, negotiate for hostages, or talk 
  with officers if the unit is in a team).  The pincers can also be 
  replaced with an electronics tool set and find manipulators, 
  for work on bombs.  Guns and other weapons can also be 
  fitted on one (or more) of their arms, though they are most 
  often used for non-lethal purposes. It has a semi-
  autonomous AI (INT 1, TECH 2) which can be set to 
  different modes (patrol area, chase target, locate object, 
  scout area, etc.), and will notify the operator when it finishes 
  the objective, or if it gets confused or needs further 
  instructions.  The MINOTAR can be controlled from a 
  palmtops sized computer with an encrypted wireless link.  
  MINOTARs are frequently found in SWAT teams, and often 
  serve as the "first man in", and is controlled by one of the 
  SWAT agents.  They are also used by bomb squads, or by 
  security teams to patrol areas (autonomously). 
  Features: 
  • 
  Interchangeable Treads (for ATV) or wheels (for 
  speed).  Top speed 1m/s (3 MOVE) with treads, or 
  3m/s (9 MOVE) with wheels.  It can climb stairs with 
  treads (though at 1 MOVE). 
  • 
  Three 3-jointed arms (2 front, 1 in back) with full range 
  of motion. 
  • 
  Interchangeable hands - pincer or electronics tool-hand 
  • 
  Firearms (or other weapons) may be mounted on the 
  arms. 
  • 
  Can carry such equipment as tear gas, pepper spray, 
  speakers, recording devices, SureStopper EMP gun. 
  • 
  Head Unit can rotate 360o around, and mounts bi-
  optical eyes with optical video, IR, and night vision. 
  • 
  Head can be lowered into body frame when under fire, 
  for protection. 
  • 
  CPU control system features a powerful neural network 
  biochip, with a rated intelligence comparable to that of a 
  horse or dog, allowing for semi-autonomous operation 
  (INT 1, TECH 2, REF 3, AGL 2, "programmed skills" 3). 
  
   
  VIGILANTIAN, p. 23 
  • 
  Uses encrypted wireless communications channel with 
  ECCM package to communicate with controller. 
  • 
  Battery Life: 1 hour, average. 
  • 
  10 SPD/5KD on Arms, 10 SDP/5KD on Head, 
  30SDP/15KD on body. 
  • 
  Weight: 220kgs.  H: 120cm, W: 70cm L: 140cm 
   
  Most police forces in major cities have a number of 
  MINOTAR units and all SWAT teams have at least one.  
  Though expensive, they are considered expendable, and 
  thus frequently sent into "hot" conflicts to evaluate the 
  situation before sending in any men.  Though Vigilantes 
  can't shoot police officers, they should harbor no such 
  reservation toward machines (unless they feel bad about 
  destruction of property).  The MINOTAR can be used as 
  target for players to shoot at, without the worry of serious 
  repercussions. 
   
  Air Support and How to Evade It 
  Though you may be able to our run a police car, there is 
  one vehicle the police use which is nearly impossible to 
  escape - and not just the police have this vehicle, but every 
  major news agency as well.  It's the helicopter. 
   
  In a straight run, some high performance cars can outrun a 
  helicopter - the top speed of police and news 'copters is 
  about 150mph.   But remember, helicopters are not effective 
  by traffic, road conditions, or twists and turns.  They can fly 
  straight, and this allows them to keep up 99% of the time.  In 
  reality, no one who has been spotted by a police 'copter has 
  ever been able to escape. 
   
  The easiest solution is of course to not have police or news 
  'copters show up.  After all, not all police (or news) agencies 
  have a helicopter, especially in counties or small towns.  
  Major cities have dozens of helicopters, but these could be 
  otherwise occupied, or unable to make it to the scene on 
  time.  News helicopters pose a similar problem, and the 
  same "solution" can be applied. 
   
  Of course, a surface-to-air missile can always deal with 
  helicopters (police and news 'copters have very little armor - 
  one missile or RPG will take them down), but good-guy 
  vigilantes should never, ever resort to this.  If the vigilante 
  heroes are chasing criminals, and police 'copters are in hot 
  pursuit as well, then the bad guys could shoot down the 
  police 'copter. 
   
  If you have advanced ECM (jammers, GPS shifters, etc.) 
  then you can cause pursuing helicopters serious grief.  Buy 
  jamming their radio they cannot communicate your location 
  to anyone, and may be forced to pull back several miles just 
  to transmit (giving you a possible chance to get away).  
  More and more aircraft are relying on GPS as navigation.  A 
  GPS Shifter will confuse this system, and allow you to 
  distort their apparent location, which may cause them to get 
  lost or report an incorrect location (assuming they can report 
  your location). A helicopter can only pursue you for a few 
  hours before it has to return to base.  A helicopter can 
  chase you all it wants, but it if can't radio your position (or 
  radios a bad position), then it is ineffective.  News 
  helicopters will try to film you to show on the 10 o'clock 
  News - if you are media-hounds you may want that, but if 
  not, you can deal with news 'copters in a similar way (a 
  jammer will block live broadcasts, but they can still film you).  
  You should not shoot down news 'copters, but "warning 
  shots" will usually scare them away (some crazy, hot-shot 
  scoop-chaser may force the pilot to stick with you, but not 
  many will). 
   
  Keep in mind, their may be a sharp-shooter or sniper on 
  board, and he may try to take out your tires or hit the driver.  
  In the future, the police may have more heavy armed 
  'copters - basically SWAT gunships.  But there will be very 
  few of these, and they will probably only be armed with a 
  few machine guns and better armor. 
   
  Eyes in the Sky - Satellites 
  Even more effective than helicopters are surveillance 
  satellites.  Currently, these are only used by the military and 
  CIA, but in the future their may be a few for major city police 
  departments in NY or LA.  Such satellites could serve a 
  similar purpose as helicopters, only they are unseen and 
  impossible to evade, destroy, or jam.  You never even know 
  if a satellite is looking down on you.  This can be a very bad 
  thing.  The solution is simply to say that (like now) police do 
  not have access to these sorts of spy satellites. 
   
  But the CIA does.  In fact, the CIA could know all about you 
  and your little vigilante operation.  But they many not ever 
  do anything about it.  They may secretly give sanction to 
  your operation.  They may even be the ones sponsoring 
  your operation.  So who knows.  If the GM wants men in 
  black chasing after the PCs in their big black cars, that's up 
  to him.  Otherwise, don't worry about satellite surveillance. 
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Vigilantian Corebook.pdf