VILLAINS & VIGILANTES RULES UPGRADE
latest update: 01/22/98
Legal Notice ------------ Version: January 1, 1996:
This material is (c) 1996 by Jeff Dee and Jack Herman. It may be freely
copied and distributed by any means desired. This legal notice must be included
with each copy of this document. No charge may be made for this material
without written permission from the authors. A publisher may not include this
text in a book of copyrighted material. The text may not be changed in any way.
This document was first published in 1995 on the Internet, and was written by
Jeff Dee ([email protected]).
INTRODUCTION
Welcome to the V&V Rules Upgrade! These are rules expansions for Villains &
Vigilantes, a superhero role-playing game originally published by Fantasy
Games Unlimited in 1979.
This document only describes the changes and additions to V&V. The V&V
2nd Edition rules are still needed for play. Any aspect of the V&V 2nd Edition
rules that is not specifically changed herein remains the same.
CHARACTER GENERATION
This section presents a method for using Construction Points (CPs) to
build characters for V&V. It can be used in either of two ways. First, you
can use it to add up the CP value of randomly generated characters. That
would allow you to compare their relative strengths, and (if you wish) to make
adjustments to them to make them more 'balanced'. Secondly, this method may
be used to 'build' characters from scratch. You would simply make a choice
each time you were presented with a random roll during character generation,
and spend your CPs accordingly, until you run out of points.
This method does not guarantee 'balanced' characters. All point-
construction rules are vulnerable to abuse, and these are particularly so,
since they've been added to a set of rules originally intended to rely on
random chance to keep anyone from building unfairly powerful characters
'on purpose'. Remember that the GM is still the GM, and their judgment
will be called upon at many times under this method to set costs, to
advise players when they make poor choices during character construction,
and to deny them choices that are clearly abusive, in order to enforce a
degree of balance.
Certain combinations of powers are particularly prone to abuse, because
they feed off of one another in such a way as to produce abilities that are
wildly unbalancing. That was acceptable for a random generation system, but
it is not okay for a system that allows players to choose their character's
abilities. The following is a list of combinations of abilities that are to
be considered illegal. It is by no means a definitive list, and the GM is
hereby empowered to overrule any choices he or she feels are abusive. The
most obvious of these abusive combinations are:
Endurance 19+ or Size Change: Larger with Animal/Plant Control
Strength 19+ or Size Change: Larger with Gravity Control
Charisma 19+ with Telepathy
Intelligence 19+ with Weakness Detection
Size Change: Larger with Regeneration
Many combinations of abilities that used to be abusive have been removed
due to changes in the way those powers now work. GMs who are using the old
2nd Edition power rules need to stay alert for those combinations.
If any pre-existing characters have these combinations, and you want to
calculate their CP value, add 15 CPs to their overall cost for each abusive
combination. As an optional rule, the GM may allow a player to have these
combinations at the same additional cost of 15 additional CPs each.
Point Construction Rules:
These steps do not need to be taken in any particular order. The only
important thing is to make sure that it all adds up properly in the end.
CPs and Weaknesses:
A beginning character gets 125 CPs with which to purchase their Basic
Attributes and Powers. Characters can take weaknesses to generate extra
CPs.
There are new rules on weaknesses. Please refer to these new rules for
instructions on selecting weaknesses.
If you're still using the original V&V weaknesses (not recommended), a
character can have 15 more CPs in exchange for taking one weakness.
Weight:
Characters can weigh from 151 to 200 lbs. at no cost, which gives them 4
Basic Hits. Lower weight counts as a Weakness, while higher weight costs
CPs. Consult the following table:
Weight (lbs): Basic Hits: CPs:
51-100 2 -10
101-150 3 -5
151-200 4 0
201-250 5 5
251-300 6 10
For example, Midgetman who weighs only 90 lbs. gets an extra 5 CPs to spend.
On the other hand, Captain Corpulent who weighs 280 lbs. must pay 10 CPs.
Minimum legal weight at this stage is 50 lbs., and maximum legal weight at
this stage is 300 lbs. Super powers may modify weight further.
Do not apply the Agility Modifier for your character's weight in section
2.6 B. If you want your character's Agility to reflect their weight, simply
buy an appropriate Agility score.
Basic Characteristics:
Purchase your Strength, Endurance, Agility, Intelligence, and Charisma
scores at a cost of 1 CP per point. For example, it costs 15 CPs to have a
Strength of 15, but only 9 CPs to have a Strength of 9.
"Nonsentient" Intelligence costs 10 CPs. Nonsentient animals have
Ferocity rather than Charisma, which influences the way they react to
everyone else the same way "neutral" Charisma does. Animals add Ferocity to
their Power score, not their Intelligence.
If you are using random character generation rules, you may not have a
Basic Characteristic score over 18 unless you've rolled a Heightened
Charateristic (see below). If you are choosing your own powers, you may
purchase any Basic Characteristic score up to 78.
After initial character generation, you may not increase any of your
Basic Characteristics beyond certain thresholds. Consult the Experience rules.
Hit Points:
The Hit Point Modifiers for Strength and Agility should be swapped. Use
the Hit Point Modifier column from Agility for Strength, and the Hit Point
Modifier column from Strength for Agility.
Super Powers:
Every Power has a CP cost. Unless otherwise specified, a power costs 15
CPs; only the special cases are listed below. Powers that include multiple
abilities have been broken down into their component parts. You only need to
pay the CP cost of whichever parts of the power your character is capable of
using.
Undefined powers, such as Bionics and Body Power and Psionics, must have
their CP costs set by the GM on a case-by-case basis. As a general guideline,
5 CPs represents a trivial Power, 10 CPs represents a minor Power, 15 CPs for
a Power of average strength, 20 CPs for a Power that's above average strength,
etc. It is not strictly necessary to rate all power costs in increments of
exactly 5 points.
The descriptions of several powers needed to be modified to work with the
new combat system. These changes are included below. Ignore them if you're
using the old combat system.
Devices & Magic Items:
Instead of rolling 3d8 to determine the value of a device's own built-in
Basic Characteristic, give it a 14 automatically. This may be adjusted up (or
down) at a cost (or savings) of 1 CP per 2 Basic Characteristic points.
Instead of rolling 3d10 minus PR to determine a device's number of
charges, subtract the power's PR from 17. Any result of 0 or less becomes 1.
Adaptation:
This power provides 5 points of protection vs. powers that duplicate
effects found in nature, such as natural chemicals, flames, lightning,
gravity, and ice plus any other powers the GM deems appropriate on a case by
case basis. This is an exception to the general rule whereby powers protect
vs. one or more of the standard Damage Types. It also provides immunity to
gasses.
Android Body:
This is essentially a Weakness, giving the character non-human
appearance and limited self-repair capabilities, in addition to the
chance of suffering system loss. For each 20% reduction in human
appearance, you gain 1 CP. For each 5% reduction in self-repair
capability, you gain 1 CP. So, for example, an Android who appears only
60% humanoid (2 CPs) and has only 30% self-repair capability (14 CPs)
gains 16 CPs. Furthermore, an Android's chance of losing the use of one
of their built-in systems whenever they're hit is worth 10 CPs. Androids
no longer gain immunity to being knocked out. You must pay for any
Endurance bonus or Body Power out of your CPs.
Animal/Plant Powers:
Pay the cost of each power separately, and add the value of any extra
Weaknesses you get to total points you have to spend. If you are building
your character from scratch instead of rolling randomly you may only choose to
take one additional Weakness here. Crustacean characters must buy at least 1
dose of Armor (for 4 CPs), and Fish characters must buy Water Breathing for 5
CPs.
Animated Servant:
Each 3 CPs you invest gives you 15 CPs that may be spent to build the
servant, in the same way you spend points to build your own character. No
servant (or Pet) may be built from more CPs than your own character has left
after paying for them all.
Armor:
Each 4 CPs = 1 point of protection vs. all Biochemical, Energy,
Kinetic, and Entropy powers. Armor no longer becomes 'damaged'; it always
remains at full effectiveness. 1 point of Armor protection is the equivalent
of 20 ADR under the old rules.
You must also pay separately for any weight increase you get from having
biological Armor, and for any 'additional abilities' built into technological
or magical Armor.
Astral Projection:
Costs 15 CPs. Characters in Astral form are completely immune to all but
Psychic attacks. Add 15 CPs to the cost of any attack ability that the
character is allowed to use on physical targets while they themselves are
astral.
Body Power:
Choose from among the following examples, or make up your own:
Can't be knocked unconscious (but can still be incapacitated): 10 CPs
Can't be knocked unconscious or incapacitated: 15 CPs
Immunity to Poisons: 4 CPs
Prehensile Feet: 4 CPs
Chemical Power:
Choose among the following powers:
Acid Blast: 2d8 damage Biochemical attack, range = Sx2, PR = 3 per use,
CP cost = 8.
Acid Body: 1d8 damage Biochemical Damage Field, 1 action to activate,
none to deactivate, CP cost = 9.
Disintegration Ray:
This attack does not have a damage type: it ignores all forms of
protection. Range = S, CP cost = 15. If you modify the damage roll of this
power, each point of average damage is worth 1 1/2 CPs.
Emotion Control:
Choose among the following powers:
Single Target: If a hit is scored, roll 1d12 and subtract the target's
protection. If the total is 0 or less, the target is not affected. Range
= C, PR = 4 per use, CP cost = 13. If the target has a higher Charisma
than their attacker, they may make a Charisma save on 1d100 immediately,
instead of waiting for between-turns for their first save.
Radius Effect: Same as Single Target, but costs 15 CPs and has a radius
of C inches and no range (it's centered on yourself).
Option: Depending on how the character's Emotion Control power is
conceived, it may be more appropriate for the attacker's chances of hitting
to be based on their Charisma, rather than Agility, and for the target to
use their Intelligence to resist being hit.
Option: If your character can evoke more than 1 emotion, pay 2 extra CPs
per extra emotion in your arsenal.
Flame Powers:
Choose among the following powers:
Flight: If your flame powers allow you to fly, purchase that ability
according to the Flight power.
Flame Blast: 1d12 damage Energy attack, range = S+E, PR = 2 per use, CP
cost = 7.
Flame Body: 1d8 damage Energy Damage Field, 1 action and PR = 5 to
activate, none to deactivate, CP cost = 8.
Flight:
Costs 1 CP per 66" per turn. PR = 1 per hour.
Force Field:
Choose among the following powers:
Pummeling Attack: HTH damage, range = Ex2, PR = 1 per attack, CP cost =
2.
Force Field: Costs 3 CPs per 1 point of protection vs. Biochemical,
Energy, Kinetic, and Entropy attacks. Exception: Force Fields provide no
protection against Gravity attacks. Any amount of Force Field protection
provides immunity to Gas attacks. It takes an Action and PR = 1 per point of
protection to activate a Force Field. So, for example, a 7 protection Force
Field costs 21 CPs and 7 PR to activate. Creates barriers of force in
whatever shape the character desires (walls, spheres, etc.). The maximum area
of force that the character can create is a square plane 1" per side per point
of Power the character currently has. Any character who is attacked through a
Force Field recieves protection from it. Maximum range = Ex2". Once a Force
Field is activated, keep track of the number of damage points deflected off of
it. If at any time the damage taken exceeds your current Power score, the
Force Field goes down, and any damage left over continues on to strike its
target. If your Force Field goes down, you may spend the PR and another
Action to turn it back on. If you have a held Action, you may use it to
reinforce your Force Field at the same instant that it goes down, taking any
damage left over onto the new Force Field. If used as an attack, rolling to
hit entails catching the target behind or inside a force barrier. Except when
being used as an attack, a Force Field can be re-shaped at a cost of movement
only.
Personal Force Field: Works the same way as a regular Force Field, except
that it of a set size and shape (usually conforming to the contours of the
character's body), and thus cannot be re-shaped or used as an attack. Costs 2
CPs per point of Protection.
Heightened Attack:
8 CPs. This power may not be purchased by characters after they've
progressed beyond experience level 1.
Heightened Characteristics:
As stated above, each Characteristic point costs 1 CP. If you are using
random character generation, you may not purchase a Basic Characteristic score
over 18 unless you roll a Heightened Characteristic.
An "A" Heightened Characteristic adds 15 to your maximum score, allowing
you to purchase a score up to 33. A "B" Heightened Characteristic adds 30,
allowing you to purchase a score up to 48. If you roll multiple doses of the
same Heightened Characteristic, these increases to your maximum score are
cumulative.
Heightened Defense:
This power costs 12 CPs.
Heightened Expertise:
Expertise with a single weapon costs 4 CPs. A group of weapons costs 8
CPs. Expertise with all weapons costs 12 CPs.
Heightened Senses:
The costs for the examples given are:
Night Vision: 10 CPs. Provides immunity to Darkness.
6th Sense: 10 CPs. Allows the character to make Perception skill rolls to
"Detect Danger" even when there is no evidence to trigger any of the 5 normal
senses.
Radar Sense: 15 CPs. Provides immunity to Invisibility and Darkness, and
negates all facing penalties.
Tracking Ability: (requires an Intelligence save on 1d20) 10 CPs
Lie Detection: (treated as an Emotion Control Attack for chances of
success) 10 CPs
Acute Senses: To give a character acute senses, simply buy more of the
Perception skill. This is explained in the skills section.
Telescopic Sense: x2 magnification per CP spent. 1 CP = x2, 2 CPs =
x4, 3 CPs = x8, etc.
X-Ray Vision: 15 CPs.
Heightened Speed:
Costs 1 CP per +30 movement and +1 initiative.
Ice Powers:
Choose among the following powers:
Ice Armor: Costs 5 CPs for 2 points of protection vs. Biochemical,
Entropy, and Kinetic damage. It takes an Action to activate, and PR = 1 per
turn to maintain it. If not maintained, it melts off at a rate of -1 point of
protection per turn.
Ice Blast: d12 attack, range = (S+E)/2", PR = 5 per use, CP cost = 6.
The attack creates 1 cubic foot of ice per point of damage rolled in the
attack, which clings to the target after the hit is scored. The initial
attack only creates ice; no damage is caused, nor does protection (apart from
Damage Fields) have any effect against it. Between turns, the target takes 1
point of Entropy damage per cubic foot of ice that remains. Protection
applies against that damage. After inflicting its damage, one cubic foot of
ice melts away. This melting can be avoided if the attacker stays within
range and spends 1 PR per turn.
Cold Blast: 1d12 damage Entropy attack, range = S+E, PR = 2 per use, CP
cost = 7.
Invisibility:
Remember, if you're building your character instead of rolling you may
choose whether or not this power is permanent.
Invulnerability:
This power costs 1 CP per point if it works the way it did in the 2nd
Edition rules. However, I recommend using the following rules instead:
CP cost = 15 for complete immunity to one Damage Type of your choice:
Energy, Kinetic, Entropy, Psychic, or Biochemical.
Life Support:
This is a space suit of advanced design which grants 2 points of
protection vs. natural chemicals, flames, lightning, ice, and HTH as well as
providing immunity to gasses. It also provides air, nutrition, and other
essentials for effectively unlimited periods of time, and allows the character
to survive in any pressure from vacuum to the depths of space. CP cost = 10.
Light Control:
Choose among the following powers:
Laser: 1d12 damage Energy attack, range = Ax2", PR = 1 per use, CP cost =
10. Can make a special 'flash' attack to blind, no damage, ignores
protection, victim gets one Endurance save on 1d100 between-turns to recover.
Blinded victims behave as if encircled in Darkness, and as if all of their
opponents were Invisible. If both rolls to hit are 1's, the target is blinded
permanently.
Area Flash: Maximum radius Ax2" special attack to blind, no damage,
ignores protection. Victim gets one Endurance save on 1d100 between-turns to
recover. PR = 1 per use. CP cost = 7. Blinded victims behave as if
encircled in Darkness, and as if all of their opponents were Invisible. If
both rolls to hit are 1's, the target is blinded permanently.
Glare Defense: CP cost = 1 per point of maximum glare. PR cost = 1 per
turn per point of glare used. Each point of glare gives the character a -1
modifier on his chances of being hit. Using this power creates a sphere of
light with a radius = to the points of glare being used. Everything within
1/2 of that radius is also protected by the glare. Takes movement only to
use.
Light Creation: Takes movement only, no PR. Character can project beams
of light, illuminate areas, etc. up to a range or radius of Ax2". CP cost =
3.
Lightning Control:
Choose among the following powers:
Electrical Bolt: 1d12 Energy damage attack, range = Ex2", PR = 4 per use,
CP cost = 5.
Electrical Field: 1d6 Energy Damage Field, 1 Action to activate/none to
deactivate, CP cost = 7.
Control Electrical Devices: CP cost = 5.
Magnetic Powers:
Choose among the following powers:
Magnetic Capacity = 300 lbs. per CP. Range = S.
For Magnetic Defense, buy Force Field or Personal Force Field.
Mind Control:
Range = (IxC)/5", and you must be able to communicate with your victim.
If a hit is scored, roll 1d12 and subtract the target's defense. If the total
is 0 or less, the target is not affected. PR = 10 per use, CP cost = 30. If
the target has a higher Intelligence than their attacker, they may make an
Intelligence save on 1d100 immediately.
Option: Depending on how the character's Mind Control power is conceived,
it may be more appropriate for the attacker's chances of hitting to be based
on their Intelligence, rather than Agility, and for the target to use their
Charisma to resist being hit.
Option: 'Silent' Mind Control, that doesn't require you to be able to
communicate with your target, costs an additional 5 CPs.
Natural Weaponry:
+1/+2 costs 3 CPs, +2/+4 costs 6 CPs, and +3/+6 costs 9 CPs. Pay for any
bonus abilities separately.
Non-Corporealness:
Non-Corporeal characters are immune to all but Psychic attacks, but must
pay an extra 15 CPs for each attack they possess that's usable against
physical targets while they're Non-Corporeal. This ability is either
permanent, or else it takes movement to shift between physical and Non-
Corporeal form, and a PR of 5 per hour to use.
Remember, if you're building your character instead of rolling you may
choose whether or not this power is permanent.
Paralysis Ray:
If a hit is scored, roll 1d12 and subtract the target's defense. If the
total is 0 or less, the target is not paralyzed. Range = Ex2, CP cost = 15.
Pet:
Each 2 CPs you invest gives you 15 CPs that may be spent to build the
pet, in the same way you spend points to build your own character. No pet (or
Animated Servant) may be built from more CPs than your own character has left
after paying for them all.
Poison/Venom:
Choose among the following powers:
Poison Spray: Biochemical attack, range = E, Pr = 2 per use, CP cost =
10. If a hit is scored, roll 1d10 and subtract the target's protection. If
the total is 0 or less, the target is not affected. Otherwise, the target
suffers damage equal to the remainder. If affected, the target must make an
Endurance save on 1d100 between-turns or take the same number of damage points
again. This continues until the victim either makes a sucessful save, or
recieves medical treatment.
Poisoned Attack: This adds a carrier attack to one of your character's
other attacks. It does the same damage, and requires the same Endurance
saves, as a Poison Spray. It has a PR of 0, and whatever range the attack
it's attached to has. CP cost = 10.
Power Blast:
1d20 damage attack, range = (S+E)/2, PR = 1 per use, CP cost = 11.
Choose a Damage Type, usually Energy or Kinetic.
Regeneration:
15 CPs if the character can't regenerate damage from one specific kind
of attack (electricity, sonics, etc.). 10 CPs if the character can't
regenerate from any damage within an entire damage Type (Kinetic, Psychic,
etc.).
Robotic Body:
This is now essentially a Weakness. You gain 1 CP for each 20%
reduction in human appearance, plus 20 CPs for your lack of self-repair
capability, plus 10 CPs for your chance of losing the use of one of your
built-in systems whenever you take Hit Point damage. Robots are no
longer automatically immune to being knocked unconscious. You must pay
the CP cost of any weight increase, Strength bonus, or extra Devices.
Size Change:
You may choose whether you're able to both shrink and grow; if so, buy
each of those abilities separately.
Size Change (A); Larger:
Cost = 15 CPs if you can only change to a single larger size. Cost = 10
CPs if you're permanently stuck at one larger size. If you can grow to any of
several sizes, find the CP cost on the table below. Also, multiply your
character's final Agility score as indicated for whatever size they're at
currently:
Maximum Height Factor: CP Cost: Agility Modifier:
- 10 x.8
1 15 x.9
2 17 x.7
3 19 x.6
4 21 x.5
5 23 x.4
6 25 x.3
7 27 x.2
Size Change (B); Smaller:
Cost = 10 CPs if you can only shrink to a single smaller size. Cost = 5
CPs if you're permanently stuck at one smaller size. Smaller characters don't
automatically get an Agility bonus, but you may buy extra Agility that only
applies when they're smaller at a cost of 1 CP per 2 points of Agility. If
you can shrink to several different sizes, costs are as follows:
Minimum Scale: CP Cost:
1' 12
3" 14
1" 16
1/4" 18
Microscopic 20
Atomic 22
Subatomic 24
Sonic Abilities:
Choose among the following powers:
Sonic Blast: 1d12 damage Energy attack, range = Sx2, PR = 1 per use, CP
cost = 8. Can make a special attack to deafen, no damage, ignores protection,
victim gets an Endurance save between-turns on 1d100 to recover.
Sound Creation: Takes movement only, no PR. Character can produce
sounds; others make a Perception skill roll to resist attempts to mimic specific
sounds, voices, etc. Range or radius of effect is Sx2. CP cost = 7.
Area Deafen: Radius Sx2 special attack to deafen, no damage, ignores
protection, victim gets an Endurance save on 1d100 between-turns to recover.
PR = 1 per use, CP cost = 7.
Special Weapon:
Choose your weapon. The CP costs for the 'standard' weapon types given
in the rules are listed below. The CP cost of an 'expendable' weapon (such as
a grenade, bomb, or thrown dagger) allows your character to carry around six
of that item. The GM may apply additional costs for any special abilities
given to the weapon.
Weapon: CP Cost:
Knife/Dagger 4
Club/Bludgeon 5
Sword 6
Big Club 7
Hand Axe/Hatchet 6
Battleaxe 6
Spear 7
Pistol* 2/4 6 ammo
Rifle* 13/15 12 ammo
Energy Pistol* 13/15 20 ammo
Energy Rifle* 18/20 20 ammo
Shotgun 10 2 ammo
Boomerang 5
Bolas
Bow 8
Crossbow 11
Hand Grenade 9
Small Bomb 8
Medium Bomb 15
Large Bomb 17
Small Nuclear Bomb 175
* the second Cost given is for automatic weapons
Speed Bonus:
This power costs 1 CP per +33".
Stretching Powers:
Distance: Cost = 1 CP per 10" of maximum length (includes bonus to
movement and ability to flatten or expand).
Ability to squeeze through small openings: 5 CPs
Defense: 3 protection vs. Kinetic damage, PR = 1 per use. CP cost = 2.
Telekinesis:
Same as Magnetics, but 60 lbs. per CP, and it works on any physical
object, not just ferrous metal. Range = A x Level.
Transformation (A); Power Activation:
This is essentially a Weakness, which allows you to take an extra 15 CPs.
If you are building your character from scratch you may not choose another
additional Weakness.
Transformation (B); Weaker Form:
The default cost for this power is 10 CPs, though depending on what form
you choose the GM may choose to modify the cost.
Transformation (C); Shapeshifter:
Pay for each option separately. Disguise costs 10 CPs. Inanimate
Objects costs 10 CPs. Creatures costs 10 CPs for a single creature, 15 CPs
for a group of creatures, or 25 CPs for any creature. These are only
'default' costs; there is a lot of room for variation within this power, and
the GM is empowered, as always, to modify the actual cost of a power to fit
the specific choices made by the player.
Transmutation:
Choose a Damage Type. If a hit is scored, roll 1d12 and subtract the
target's defense. If the total is 0 or less, the target is not affected. The
CP cost of the power depends on how powerful the Transmutation is. Pick from
the following list. You must specify what the exact effect of the
Transmutation is going to be when you take this power.
Type: Effect:
A: Minor Cosmetic: Target's statistics are not affected in any way. The
target is only affected cosmetically, and not even enough to affect their
Charisma. For example, a target could be turned blue.
B: Cosmetic: The target can be completely changed, cosmetically. Only
their Charisma can be affected, and they can be given appearance related
Weaknesses (like Prejudice, Physical Handicap, etc.).
C: Partially Disabling: The target can lose (or gain) minor statistical
advantages and powers. For example, the target could be made to sprout gills,
or lose half of their Strength, or etc.
D: Totally Disabling: The target can be changed enough to become
effectively useless in combat. For example, they could be turned to immobile
stone.
E: Disabling Plus: The target not only ceases to be effective in combat
against their attacker, but they change in some way that is advantageous to
their attacker beyond that. For example, a man could be changed into a zombie
who is controlled by their attacker.
Calculate the CP cost using the following tables. PR cost per use = 1/2
of the final CP cost. Range = I x2. If you want to be able to change the
target in more than one way, pay the CP cost of the single most powerful
Transmutation you can perform + 5 CPs per additional one (the PR cost for each
kind of Transmutation you can do should be figured individually, and isn't
affected by the extra CP cost for being able to do more than one kind).
Effect: Base CP Cost:
Minor Cosmetic 4
Cosmetic 8
Partially Disabling 12
Totally Disabling 16
Disabling Plus 20
Recovery: CP Cost Modifier:
d20 save between-turns x1/2
d100 save between-turns x1
time limit: 8 turns (1 minute) x1
time limit: 1 hour x1 1/2
time limit: 1 day x2
time limit: 1 month x2 1/2
Vehicle:
Choose your vehicle. The CP costs for the 'standard' vehicle types given
in the rules are listed below. The GM may apply additional costs for any
special abilities given to the vehicle.
Vehicle: CP Cost:
Motorcycle 5
Compact Car 10
Sports Car 15
Mid-Sized Car 15
Full-Sized car 20
Van 25
Motorboat 5
Lt. Hydrofoil 20
Lt. Single-Prop Plane 20
Lt. Twin-Prop Plane 25
Lt. Twin-Jet Plane 30
Lt. Helicopter 25
Vibratory Powers:
Choose among the following powers:
Vibratory Defense: Same as Non-Corporealness.
Vibratory Attack: 2d8 damage Kinetic attack, range = Ax2, PR = 3 per use,
CP cost = 8.
Water Breathing:
This Power costs 5 CPs.
Willpower (A); Self-Control:
This power give a character 6 points of protection against Psychic
attacks, 3 vs. Entropy attacks, and 1 vs. Biochemical attacks.
Willpower stunts have a PR of 1 per turn of use, but use of this power
as a defense has no PR. Cost = 15 CPs.
Wings:
75" per turn per CP, only works in atmosphere. Purchase any Agility
bonus separately.
Modifying Powers:
If you want to take a variant of an existing power, ask your GM to give
you a new cost for it. The following section contains some guidelines for the
GM to use when adjusting CP costs. The final CP cost of a power may not be
reduced below 1.
Bonus Abilities:
If you want to add a new special ability to one of the standard powers,
apply an additional CP cost based on the usefulness of that new ability. As a
general guideline, 5 CPs represents a trivial ability, 10 CPs represents a
minor ability, 15 CPs for an ability that's equal in usefulness to a regular
Power, 20 CPs for an ability that's more useful than a typical Power, etc.
You can also reduce the CP cost of a Power by removing special abilities it
normally has.
Power Requirement:
Add 1 CP to the cost of a Power per -1 to its PR per use. PR per use may
not be reduced to zero. Subtract 1 CP from the cost of a Power per +1 to its
PR per use. If a Power has a PR cost 'per hour' or 'to activate', add 1 CP to
its cost per -5 PR, and subtract 1 CP from its cost per +5 PR. If a Power has
a PR cost 'per turn', add 1 to its CP cost per -1 PR, and subtract 1 from its
CP cost per -1 PR.
Range:
Ranges for Powers are calculated from Basic Characteristic scores. For
each additional Characteristic score worth of range, add 1 CP to the cost of
the Power. For each Characteristic score *less*, subtract 1 CP from the
Power's cost. For example, the range of a Power Blast equals (S+E)/2, or an
average of 1 characteristic in range. Making a Power Blast's range equal S+E
costs an extra 1 CP, while reducing a Power Blast's range to 0" reduces the CP
cost of the Power Blast by 1.
Damage:
The CP value of any damage roll equals its average damage, rounded up.
So, for example, a Power Blast's 1d20 damage roll has a CP value of 11, while
a Flame Power attack's 1d12 damage roll has a CP value of 7. Consequently,
reducing a Power Blast's damage roll to 1d12 subtracts 4 from the CP cost of
the Power Blast, while increasing a Flame Power attack's damage to 1d20 would
add 4 CPs to the cost of the Flame Power. As a general rule, the GM should
not allow any damage roll to be increased by more than 6 CPs.
The CP value of a Damage Field roll equals twice its average damage.
Cumulative Powers:
Powers which simply endow a character with basic ability bonuses (Natural
Weaponry, Heightened Defense, Heightened Characteristics, Speed Bonus, etc.)
are cumulative if purchased multiple times. The maximum legal Characteristic
score is 78.
SKILL SYSTEM
SAVING THROWS
All saving throws are made on 1d20. You must roll equal to or less than the
save number found on the table for the Basic Characteristic you're using. The
GM may apply difficulty or opposition modifiers to your saving throw, as
explained below. Any roll of a 1 on a saving throw always succeeds, and any
roll of a 20 always fails and may (at the GM's option) result in a fumble.
Each Basic Characteristic has a save number except for Strength. Tests of a
character's physical strength are made by rolling their basic HTH damage.
BASIC CHARACTERISTIC SAVE NUMBERS
Characteristic
Rating: Save:
0- 2
1-2 4
3-5 6
6-8 8
9-11 10
12-14 11
15-17 12
18-20 13
21-23 14
24-26 14
27-29 15
30-32 15
33-35 16
36-38 16
39-41 16
42-44 17
45-47 17
48-50 18
51-53 18
54-56 18
57-59 19
60-62 19
63-65 20
66-68 20
69-71 20
72-74 21
75-77 21
78-80 22
81-83 22
84-86 22
87-89 23
90+ 23
SKILLS
Every skill is based on either Intelligence, Agility, or Charisma . A
character's beginning score in any skill equals their save number for the Basic
Characteristic the skill is based on.
Example: Joe has a 23 Agility and has the Locksmith skill. Locksmith is based on
Agility, so Joe's beginning Locksmith skill score is 14.
There are Common skills and Unique skills. Every character has a skill score
equal to their Basic Characteristic save in every Common skill and a skill score
equal to their Basic Characteristic save -10 in every Unique skill at no cost.
It costs 1 CP to buy a Unique skill, which negates the initial -10 penalty in that
skill. Each 1 CP spent on any skill thereafter (Common OR Unique) adds +1 to the
character's score in that skill.
Example: Locksmith is a Unique skill, so it already cost Joe 1 CP to raise it
from 4 to 14. If Joe spends 1 more CP on his Locksmith skill, his score in
Locksmith would become 15.
If a Basic Characteristic is increased sufficiently to raise its save number, all
skills based on that Characteristic are rased accordingly.
Note that this implies a rather different interpretation of the Charisma
characteristic. In V&V, Charisma is a rating of the character's force of
personality. The popularity aspect of Charisma is obsolete.
SKILL ROLLS
A skill roll is a saving throw vs. the character's score in the skill.
The GM may apply modifiers to a character's chance of success to reflect the
difficulty of the task they're attempting. The following table presents some
suggested modifiers.
Task Difficulty: Modifier:
Simple +10
Easy +5
Difficult -5
Impossible -10
Characters can only attempt skill rolls when they are conscious and able to act.
HURRYING & TAKING EXTRA TIME
A character can try to accomplish a task more quickly by accepting a penalty to
their chance of success. A character can also gain a bonus to their chances of
success by taking longer to prepare, or by simply proceeding slowly and
cautiously. The GM applies a modifier to reflect the impact of hurry or caution.
The following table presents some suggested modifiers:
Time Taken: Modifier:
Instant (no time at all) -10
Hurried (half normal time) -5
Relaxed (double normal time) +5
Cautious (5x normal time) +10
OPPOSED SKILL & SKILL ROLLS
When a skill is used *against* another character, the GM may impose a penalty
based on the target's save in some applicable characteristic. For example,
the Charm skill is used to make other characters like you. The target's Charisma
is used to oppose attempts at Charm. The modifier is found by subtracting 10 from
the target's characteristic save, and subtracting the remainder from the chances
of success. Many such cases are spelled out in the skill descriptions (see below).
For example: Darla (with a 13 Charm skill score) is trying to charm Albert (who
has a 15 Charisma, and thus a 12 Charisma save). Darla's chance of success is
reduced by 2.
In some cases a particular skill may be necessary in order to oppose someone
else's skill attempt. If the target has the appropriate skill, the modifier is
found by subtracting 10 from their skill score, and subtracting the remainder
from the chances of success. If the character doesn't have the required skill,
the modifier is calculated from their base characteristic save (-10 more if the
skill is Unique). Again, many examples of this are spelled out in the skill
descriptions (see below).
Example: Forgery skill is necessary to oppose someone detecting a fake with
Appraisal. Elaine (with a 15 Appraisal skill score) is evaluating a fake
Rembrandt painted by Doug (who has a score of 12 in Forgery). Elaine's chance of
success is reduced by 2. If Doug didn't have the Forgery skill his ability would
default to his base Intelligence save (11), -10 because Forgery is a Unique
skill. Elaine's roll would be *increased* by 9 (because 11 - 10 = 1, and 1 - 10
= -9).
Opposed saves are always made by the character who is currently active, or on
the offensive (unless otherwise specified in the skill description). In our
Forgery vs. Appraisal example, the painting is already done when the situation
comes up, so the character doing the appraising is the active character.
Characters can only oppose skill rolls when they are conscious and able to react.
DETECTION
"% To Detect Hidden Objects" is obsolete. This function is now taken over by
the "Search" skill. "% To Detect Danger" is obsolete too. Its function is
now taken over by the "Perception" skill.
SKILLS & COMBAT
The "Accuracy Modifier" from Agility is now obsolete. Instead, attacks are made
using skill rolls. A character's base chance to hit equals their skill score
with the type of attack they're making, and all modifiers on the character's
chances of hitting apply to that.
Since Fighting is a skill that's opposed by Agility, the target's Agility save
-10 is now subtracted from rolls to hit that target, as long as the target is
conscious and mobile. There is no "Dodge skill". To enhance a character's
ability to dodge attacks beyond their Agility save, the character must take a
power such as Heightened Defense.
Because of the shift in emphasis in Intelligence and Agility toward skills, the
"Damage Modifier" that used to be derived from those two characteristics is now
obsolete and should be ignored.
SKILL SELECTION
Skills can be selected by choice or at random.
To select skills at random, roll twice for general "knowledge areas", and then
roll 5 times among the knowledge areas received to select specific skills.
Spend one CP on each skill. If a particular skill is rolled more than once,
spend one CP on it each time.
To select skills by choice, spend as many CPs as you like on any skills you
want. You can still refer to the list of knowledge areas and their related
skills for guidance on selecting the appropriate skills to fit your idea of
the character's background.
Don't feel bound by the choices presented in these tables. These are only the
skills that seemed most obviously linked to the basic knowledge area. It is
certainly not meant to imply that anyone with Locksmith skill must have a
criminal background, even though Crime is the only knowledge area where the
Locksmith skill happens to appear.
Note: Characters now get 125 CPs to start, not 120.
% Die Roll: Knowledge Area:
01-04 MEDICAL
01-20 Medicine
21-35 Biology
36-45 Veterinarian
46-55 Forensics
56-65 Dentistry
66-75 Pediatrics
76-90 Surgery
91-95 Research
96-00 Teach
05-08 LEGAL
01-30 Law
31-40 Business
41-50 Oratory
51-60 Criminology
61-70 Interrogation
71-80 Politics
81-90 Research
91-00 Intimidation
09-12 RESEARCH/TECHNOLOGY
01-10 Research
11-25 Electronics
25-40 Programming
41-60 Engineering
61-70 Mathematics
71-85 Mechanic
86-90 Trivia
91-00 Business
13-16 LAW ENFORCEMENT
01-12 Law
13-34 Fighting
35-46 Forensics
47-58 Criminology
59-60 Interrogation
61-62 Search
63-64 Tracking
65-66 Riding
67-68 Disguise
69-74 Driving
75-76 Pilot
77-78 Boating
79-80 Programming
81-82 Politics
83-84 Research
85-90 Stealth
91-92 Swim
93-94 Intimidation
95-00 Perception
17 FINE ART
01-25 Art
26-40 Photography
41-55 Poetry
56-70 Forgery
71-85 Compose Music
86-95 Appraisal
96-00 Mechanic
18 COMMERCIAL ART
01-05 Craft
06-25 Art
26-40 Architecture
41-45 Chef
46-55 Disguise
56-65 Forgery
66-80 Photography
81-95 Compose Music
96-00 Business
19 PERFORMING ART
01-12 Play Instrument
13-24 Sing
25-36 Acting
37-42 Oratory
43-48 Acrobatics
49-54 Dancing
55-60 Escape Artist
61-66 Impressionist
67-72 Sleight-Of-Hand
73-78 Fighting
79-84 Ventriloquism
85-86 Perception
87-88 Compose Music
89-90 Disguise
91-92 Language
93-94 Photography
95-96 Poetry
97-98 Stealth
99-00 Swim
20-23 SOCIAL WORK/CHARITY
01-05 Chef
06-15 Ecology
16-25 Language
26-35 Politics
36-55 Sociology
56-65 Teach
66-75 Medicine
76-80 Business
81-85 Criminology
86-90 Programming
91-00 Research
24-27 JOURNALISM/BROADCASTING
01-20 Writing
21-36 Oratory
37-44 Interrogation
45-52 Photography
53-56 Politics
57-64 Research
65-68 Convince
69-72 Criminology
73-76 Programming
77-80 Language
81-84 Search
85-88 Stealth
89-92 Survival
93-96 Perception
97-00 Business
28-31 SPORTS
01-16 Sport
17-24 Acrobatics
25-30 Boating
31-38 Driving
39-44 Riding
45-50 Swim
51-60 Fighting
61-66 Climbing
67-72 Jump
73-78 Throw
79-86 Intimidation
87-88 Survival
89-90 Trapping
91-92 Perception
93-94 Veterinarian
95-96 Navigation
97-98 Mechanic
99-00 Tracking
32-35 EDUCATION
01-70 Teach
71-80 Oratory
81-90 Trivia
91-00 Programming
36-39 CRIME
01-08 Locksmith
09-12 Appraisal
13-20 Forgery
21-28 Pick Pocket
29-32 Criminology
33-34 Demolitions
35-38 Driving
39-40 Escape Artist
41-48 Gambling
49-56 Intimidation
57-60 Search
61-64 Convince
65-66 Sleight-Of-Hand
67-70 Stealth
71-78 Fighting
79-82 Business
83-84 Disguise
85-88 Perception
89-90 Cryptography
91-94 Electronics
95-96 Programming
97-98 Interrogation
99-00 Climbing
40-43 MILITARY
01-15 Fighting 15
16-22 Survival 7
23-27 Tactics 5
28-30 Cryptography 3
31-34 Demolitions 4
35-39 Driving 5
40-43 Electronics 4
44-47 Programming 4
48-50 Engineering 3
51-54 Navigation 4
55-58 Gunnery 4
59-61 Interrogation 3
62-65 Mechanic 4
66-68 Photography 3
69-72 Search 4
73-75 Climbing 3
76-79 Stealth 4
80-82 Swim 3
83-86 Intimidation 4
87-90 Perception 4
91-93 Disguise 3
94-96 Language 3
97 Riding 1
98-00 Pilot 3
44-47 GOVERNMENT/BUREAUCRACY
01-15 Law
16-30 Business
31-60 Politics
61-75 Sociology
76-80 Forgery
81-85 Programming
86-90 Language
91-95 Research
96-00 Intimidation
48-51 AGRICULTURE
01-25 Botany
26-45 Ecology
46-60 Zoology
61-75 Business
76-80 Veterinarian
81-85 Navigation
86-90 Animal Handling
91-95 Riding
96-00 Survival
52-55 SCHOLAR
01-08 History
09-16 Philosophy
17-24 Trivia
25-32 Cryptography
33-40 Language
41-48 Linguistics
49-56 Occult
57-64 Research
65-72 Sociology
73-80 Theology
81-84 Appraisal
85-88 Forgery
89-92 Programming
93-96 Politics
97-00 Teach
56-59 SCIENTIST
01-04 Bionics
05-14 Programming
15-18 Biology
19-22 Chemistry
23-30 Physics
31-34 Astronomy
35-38 Paleontology
39-42 Anthropology
43-46 Archaeology
47-50 Botany
51-54 Forensics
55-58 Cryptography
59-62 Ecology
63-66 Geology
67-76 Mathematics
77-86 Research
87-90 Search
91-94 Zoology
95-98 Electronics
99-00 Teach
60-63 COMMUNICATIONS
01-10 Cryptography
11-15 Law
16-40 Electronics
41-60 Business
61-70 Programming
71-80 Language
81-00 Photography
64-67 RELIGION/MYSTICISM
01-16 Theology
17-28 Philosophy
29-44 Occult
45-56 Parapsychology
57-60 History
61-64 Language
65-68 Poetry
69-72 Sing
73-76 Sleight-Of-Hand
77-80 Research
81-84 Teach
85-88 Fighting
89-92 Ventriloquism
93-96 Business
97-00 Intimidation
68-71 PSYCHOLOGY
01-15 Psychology
16-30 Parapsychology
31-45 Medicine
46-60 Criminology
61-75 Interrogation
75-90 Sociology
91-95 Intimidation
96-00 Convince
72-75 MANUFACTURING
01-30 Business
31-45 Electronics
46-55 Programming
56-75 Engineering
76-95 Mechanic
96-00 Craft
76-79 BUSINESS/SALES
01-40 Business
41-60 Convince
61-90 Appraisal
91-00 Language
80-83 ACCOUNTING/FINANCE
01-25 Mathematics
26-50 Business
51-65 Appraisal
66-80 Gambling
81-90 Programming
91-00 Research
84-87 INHERITOR
01-00 Wealth
88-91 TRANSPORTATION
01-20 Pilot
21-45 Driving
46-65 Boating
66-75 Navigation
76-80 Business
81-85 Language
86-90 Mechanic
91-95 Swim
96-00 Perception
92-96 ROLL TWICE AGAIN
97-00 NONE
SKILL LIST
This list is by no means comprehensive. As long as you get your GM's
permission, you can make up any new skill you want.
Some skills may require you to select a specialization. The specialization
must be specified immediately when you take the skill. If the skill is
"Unique", then picking up one specialization allows you to use all other
specializations as if they were Common. For example, if you learn Animal
Handling: Exotic Birds, it is assumed that you know enough about animal
handling in general now to be able to use Animal Handling: Dogs as a Common
skill.
Acrobatics: Unique / Agility
You may perform flips, cartwheels, tightrope walks, and so on. The
difficulty of any maneuver is set by the GM. Normally takes movement.
Acting: Common / Charisma
You can change speech patterns and mannerisms to act like someone else.
This doesn't include ability to mimic specific voices. Targets make an
Intelligence save to find fault with your acting, and your skill is used to
oppose that save. Takes no time.
Anthropology: Unique / Intelligence
The study of man as an animal and an object of natural history.
The GM will set the difficulty for any task. Time requirement varies.
Animal Handling: Unique / Intelligence
You can herd, diagnose, care for, and train animals. Training difficulty
depends on the trick complexity and the intelligence of the animal. Each
attempt takes 1 week. Specify the type of animal you are skilled at handling.
Examples: dogs, horses, hawks, cattle, exotic birds.
Appraisal: Unique / Intelligence
This skill allows you to evaluate the market value of artwork and
collectibles. The GM will set the difficulty for any task. Takes a full Move
& Action. For each point the roll is missed by your assessment will be off by
+/- 10%.
Appraisal can also be used to detect forgeries. If so, the skill of the
forger is used to oppose the appraisal skill check.
Archaeology: Unique / Intelligence
The study of antiquities such as the remains of buildings or monuments of
an early epoch, inscriptions, implements, and other relics, written manuscripts,
and so on for the purpose of constructing an accurate view of what those times
were like.
The GM will set the difficulty for any task. Time requirement varies.
Architecture: Unique / Intelligence
The art or science of building. This skill is used to design structures
that are functionally efficient, aesthetically pleasing, and structurally sound,
and to evaluate the degree to which existing structures meet those criteria.
The GM will set the difficulty for any task. Time requirement varies.
Art: Unique / Agility
Specify the medium you are most familiar with: drawing, painting, clay,
woodcarving, metalworking, stonecarving, photography, etc. Viewers make an
Intelligence save to find fault with your artwork, and your skill is used to
oppose that save. Time requirement varies.
Astronomy: Unique / Intelligence
The science dealing with celestial bodies, of their magnitudes, motions,
distances, periods of revolution, eclipses, constitution, physical condition,
and of the causes of their various phenomena. This skill is used to make
predictions about the movements of or conditions on celestial bodies, and to
navigate through space.
The GM will set the difficulty for any task. Time requirement varies.
Biology: Unique / Intelligence
The science of life. This branch of knowledge deals with living matter as
distinct from non-living matter. It has to do with the origin, structure,
development, function, and distribution of living systems.
The GM will set the difficulty for any task. Time requirement varies.
Bionics: Unique / Intelligence
The application of biological principals to the study and design of
artificial systems, and the integration of artificial systems with biological
ones.
The GM will set the difficulty for any task. Time requirement varies.
Boating: Unique / Agility
Pick a type of water vehicle to specialize in: sailboats, motorboats,
submersibles, and so on. Skill rolls are made when attempting trick maneuvers
(jumps, moving through turbulent waters, etc.). The GM will set the difficulty
for any maneuver. Takes no extra time.
Botany: Unique / Intelligence
The science dealing with the structure of plants, the functions of their
parts, their places of growth, their classification, and the terms which are
employed in their description and denomination.
The GM will set the difficulty for any task. Time requirement varies.
Business: Common / Intelligence
You are skilled at haggling, debate, and making sound business decisions.
In a negotiation, your roll is opposed by the Business skill of your opponent.
For each point by which you make or fail your roll, the deal shifts 10% toward
or against your favor. This can affect the price of an item for sale, bartered
trades, or even political or social deals. Takes no time.
The GM will set the difficulty of any task you attempt. Time requirement
varies.
Charm: Common / Charisma
You're skilled at making others like you. Your roll is opposed by the other
character's Intelligence. Takes no time. This has no effect on whether the other
character believes you, it only makes them like you.
Chef: Unique / Intelligence
Specify the cuisine you are most familiar with: pastries, an ethnic
cuisine, etc. Targets make an Intelligence save to find fault with your cooking,
and your skill is used to oppose that save.
This skill can also be checked when you need to prepare food for a large
number of guests quickly and efficiently.
Chemistry: Unique / Intelligence
The branch of science which dealing with chemical composition and
chemical reactions.
The GM will set the difficulty for any task. Time requirement varies.
Climbing: Common / Agility
This is the ability to find hand-holds and toe-holds, experience with
climbing equipment, and the ability to select good routes. The GM will set the
difficulty and time between skill checks based on the nature of the surface
being climbed.
Compose Music: Unique / Intelligence
Your character can write and compose music and lyrics. Time requirement
varies. This doesn't include any performing arts skills. Your skill is used
in addition to the singing and instrumental skills of those who perform your
work to oppose the audience's Intelligence save to find fault with the song.
Convince: Common / Charisma
You are skilled at gaining the trust of others. Targets make an
Intelligence save to disbelieve your claims, and your skill is used to
oppose that save. Takes no time. This has no effect on whether the other
character likes you, it only makes them believe you.
Craft: Unique / Agility
Specify the craft you are most familiar with: carpentry, pottery,
blacksmithing, spinning & dying, weaving, knitting, tailoring, tanning &
skinning, knots, etc. Time requirement varies.
Criminology: Unique / Intelligence
The study of crime and the criminal population, and the behavior of
criminals. Roll vs. this skill to try to predict the behavior of criminals
in order to catch them making a mistake. Your roll is opposed by the
Intelligence or criminology skill of the criminal.
Time requirement varies.
Cryptography: Unique / Intelligence
The art of writing in secret characters or cipher, and of deciphering
such codes. The difficulty of breaking a code equals the entire skill score
of the cryptographer who encoded it.
Time requirement varies.
Dancing: Unique / Agility
Individuals make an Intelligence save or roll their own Dancing skill to
resist being entertained. This skill opposes that roll. Each performance takes
from a minute to several hours.
Demolitions: Unique / Intelligence
This skill is used to concoct explosives, set and defuse timers and other
trigger mechanisms, and to plan controlled blasts.
The GM will set the difficulty for any task. Time requirement varies.
Dentistry: Unique / Intelligence
This skill is used to clean, extract, and repair natural teeth, to make and
insert artificial ones, and to perform dental surgery.
The GM will set the difficulty for any task. Time requirement varies.
Disguise: Unique / Intelligence
You're skilled at using costuming and cosmetics to look like someone else.
It takes several minutes to prepare each new disguise. Others make Intelligence
saves to see through your disguise,a nd this skill opposes those saves.
Driving: Common or Unique / Agility
Pick a type of ground vehicle to specialize in: cars, bicycles (Unique),
motorcycles, construction equipment, tanks (Specific), and so on. Skill rolls
are made when attempting trick maneuvers (jumps, moving over difficult terrain,
etc.). The GM will set the difficulty for any maneuver. Takes no extra time.
Ecology: Unique / Intelligence
This is the study of environmental balance. The skill is used to detect
ecological imbalances, and to develop plans for restoring ecological balance.
The GM will set the difficulty for any task. Time requirement varies.
Electronics: Unique / Intelligence
This science deals with the emission and effects of electrons and with the
use of electronic devices. Skill rolls are made to understand electronic
effects and processes, and to design or depair electronic devices.
The GM will set the difficulty for any task. Time requirement varies.
Engineering: Unique / Intelligence
The art and science by which the mechanical properties of matter are made
useful in structures and machines. Skill rolls are made to design effective
and efficient structures and mechanical devices, or to analyze existing
feats of engineering.
The GM will set the difficulty for any task. Time requirement varies.
Escape Artist: Unique / Agility
You can squirm out of ropes, through tight places, etc. Your skill roll is
opposed by the skill or Agility of whoever bound you, or by a difficulty set by
the GM. Takes a full Move & Action.
Fighting: Common or Unique / Agility or Other
Specify a type of combat when this skill is purchased. Options are listed
below. Throwing a weapon uses a separate Thrown version of its skill.
When a Power requires a roll to hit, there is an associated skill which is
treated as a Common skill for characters with that Power. Example: Vaporman
has a Power Blast that uses the Gaseous damage type. He may develop a Common
skill with that form of attack.
A character's skill with a particular attack is used as their base chance to
hit with that attack in combat. In the case of melee weapons, their skill can
also be used defensively to "parry" melee attacks against them, by acting to
oppose their opponent's roll to hit.
Fighting skills are usually based on Agility, but Psychic attack skills may
alternately be based on Intelligence or Charisma. If so, the target of such an
attack should also use a Basic Characteristic other than Agility to resist
being hit.
Note: learning one Fighting skill does not make other Unique Fighting
skills into Common ones.
Weapon Type: Skill Type: Includes:
1-handed Swords C Bastard Sword, Foil, Longsword, Rapier, Shortsword
2-handed Swords C Bastard Sword, 2-Hand Sword
Daggers C Dagger*, Knife*
Unarmed Punch C Punch, Brass Knuckles
Unarmed Kick C Kick
Grapple C Unarmed Grapple**
Axes C Battleaxe, Hatchet*, Wood Axe
Pistols C any 1-handed firearm
Polearms C Pike, Polearm, Pole Axe
Rifles C any 2-handed firearm
Bludgeons C Club, Mace, Morningstar, 2-Hand Club,
2-Hand Mace, Warhammer
Flails C Flail, 2-Hand Flail
Spears C Javelin*, Lance, Short Spear*, Long Spear
Main Gauche C Main Gauche
Forks C Pitchfork, Trident
Quarterstaff C Quarterstaff
Whip U Whip
Pistol Crossbow C Pistol Crossbow
Crossbow C Light Crossbow, Medium Crossbow, Heavy Crossbow
Bow U All regular bows
Sling U Sling
Bolas U Bolas
Blowgun C Blowgun
Shield C Shields (defensive only)
*commonly thrown as well as used in melee
**can't be used defensively except against a Grapple attempt
Forgery: Unique / Intelligence
You can forge signatures, seals, documents, and currency. Record your roll
(time requirement varies). Others use Appraisal skill to detect the forgery, and
this skill opposes that Appraisal roll.
Forensics: Unique / Intelligence
This skill involves the application of medical knowledge to questions of law.
Specifically, rolls can be made to conduct autopsies or other medical examinations
for the purpose of uncovering clues for use in a criminal investigation.
The GM will set the difficulty for any task. Time requirement varies.
Gambling: Common / Intelligence
This skill is used to win at games of chance through an understanding of the
odds. It is also applicable to the stock market and other forms of financial or
odds speculation. Takes no time.
In a direct head-to-head competition, such as a poker game, each participant
makes a skill roll and the winner is the player who made their roll by the
biggest margin. Roll agian to decide between players who tie.
In a situation where a character picks a specific outcome, such as the stock
market or a horse race, the GM will set a difficulty modifier to reflect the
uncertainty of the situation. If the roll is sucessful, the character is able to
predict the outcome - whatever it is actually going to be. This has no effect on
the likelihood of unlikely outcomes, it only allows the character to know what
the outcome will be.
Geology: Unique / Intelligence
The science dealing with the structure and mineral constitution of the world,
its history as regards rocks, minerals, rivers, valleys, mountains, climates,
life, etc., and the causes and methods by which its structure, features, changes,
and conditions have been produced.
The GM will set the difficulty for any task. Time requirement varies.
Gunnery: Unique / Intelligence
This is skill in the operation of heavy artillery. Specify a type of artillery
when this skill is purchased. Options are listed below. A character's skill with a
particular attack is used as their base chance to hit with that attack in combat.
Note: learning one Gunnery skill does not make other Unique Gunnery
skills into Common ones.
Weapon Type: Skill Type: Includes:
Ballista U any ancient direct-fire artillery
Cannon U any modern arc-fire artillery
Catapult U any ancient arc-fire artillery
Rocketry U any modern rocket-launching system
History: Unique / Intelligence
Knowledge of events, particularly of those affecting a nation, institution,
or art, and usually connected with a philosophical explanation of their causes.
Select a specialty when this skill is taken: World history, American history,
Renaissance history, Ancient Roman history, etc. A broader specialization, such
as World history, should be limited in terms of depth of knowledge.
The GM will set the difficulty for any task. Time requirement varies.
Impressionist: Unique / Charisma
You can change your voice to sound like someone else. This doesn't include
the ability to look or act like a specific person. Others save on Intelligence
to detect that your're faking your voice, and this skill opposes that save.
Takes no time.
Interrogation: Unique / Intelligence
This is the skill of extracting information from others through intense
questioning. It may or may not involve physical pain. The subject saves vs.
Charisma to resist, and this skill opposes that save. Pain can be used to
augment the interrogation of prisoners. If pain in used, choose a number and
add it to your skill roll. They take that number as damage. If your roll is
unsucessful, the prisoner must make an Endurance save at +10 with a penalty of
1 per point of damage; if the roll fails, they die. Takes 1 minute per use.
Intimidation: Common / Charisma
This skill is used to exact cooperation from others through the threat of
physical violence. The subject saves vs. Charisma to resist, and this skill
opposes that save. The GM should apply an additional modifier to reflect
situational factors such as relative power.
Jump: Common / Agility
You are skilled at leaping accurately. Use this skill to land at your
intended destination when leaping. A penalty for range applies: use the range
table from the combat rules. Takes no extra time.
Language: special
You're fluent in your native language for free. Basic ability in another
language (halting dialogue with a strong accent) costs 1 CP. For 2 CPs, you
speak the language well but still have an accent. For 3 CPs, you speak the
language like a native. Literacy in your native language is free; literacy in
each other language costs 1 CP. Speaking takes no time; reading time varies.
Law: Unique / Intelligence
This skill represents knowledge of laws and the legal system. Roll to
remember obscure details of the law, to evaluate the legality of any action,
and to try cases in court.
The GM will set the difficulty for any task. In a court case, the law
skill of the opposing lawyer opposes your roll (in addition to any modifier
the Gm applies to represent the weight of evidence). Time requirement varies.
Linguistics: Unique / Intelligence
This is the study of language. Skill rolls may be made to learn the
structure and vocabulary of other languages more quickly, allowing you to
spend CPs to learn them. You can also make a skill check to try to grasp
concepts that others try to express to you in other languages.
The GM will set the difficulty for any task. Time requirement varies.
Locksmith: Unique / Agility
This skill includes both lock design and lockpicking.
To pick a lock, roll your skill modified by the complexity of the lock as
set by the GM. Each attempt takes a full Move and Action. A failure sets off
any alarms or traps, but allows you to try again (at -1 cumulative difficulty
after each sucessive failure).
If you design a lock, your skill is used to oppose any attempts to pick
your lock.
Mathematics: Unique / Intelligence
This skill represents knowledge of advanced mathematics, as opposed to
simple arithmetic.
The GM will set the difficulty for any task. Time requirement varies.
Mechanic: Unique / Intelligence
This skill is used to repair mechanical devices. Choose a specialization
(hydraulics, internal combustion, nuclear reactors, etc.).
When attempting repairs, you suffer a difficulty penalty based on the extent
of the damage:
Damage: Difficulty:
Less than 1/4 Hits gone 0
Less than 1/2 Hits gone -3
Less than all hits gone -6
0 Hits Remaining -9
Each sucessful roll repairs one Hit point of damage. Alternately, a
mechanic may restore a system that had ceased to function instead of repairing a
hit point. Each attempt takes about an hour. Having access to excellent tools
may add a bonus to chances of success.
Medicine: Unique / Intelligence
You can provide medical attention to the sick and injured. To diagnose or
treat an illness, roll with a difficulty penalty set by the GM. Takes 1 minute.
When attempting to heal physical injuries, you suffer a difficulty penalty
based on the extent of the damage:
Damage: Difficulty:
Less than 1/4 Hits gone 0
Less than 1/2 Hits gone -3
Less than all hits gone -6
0 Hits Remaining -9
Each sucessful roll allows the patient to regain their Healing Rate in hit
points. Each attempt takes about an hour of treatment, but each patient can
only receive sucessful medical treatment once per day. Having access to excellent
medical equipment may add a bonus to chances of success.
Alternately, a medic may roll to wake up an unconscious character instead of
trying to heal them. This takes an action per attempt.
Navigation: Unique / Intelligence
You can roll to plot a course, try to guess compass directions, or retrace
your path. The GM sets a difficulty based on the availability of clues, how
disoriented you are, and so on. Takes an Action.
Occult: Unique / Intelligence
This skill represents knowledge of the mystic arts. It does not grant your
character the ability to perform magic, but it can be used to identify types
of magic, recognize the names of mystical beings, and to identify limitations
to enchantments and non-magical means of overcoming them.
The GM will set the difficulty for any task. Time requirement varies.
Oratory: Unique / Charisma
You are skilled at swaying and leading crowds or troops. Target characters
save vs. Charisma to resist being led, and this skill opposes that saving throw.
Takes no time. This has no effect on whether they like you, it only makes them
follow you.
Paleontology: Unique / Intelligence
This is the science dealing with the ancient life, or of fossils which are
the remains of such life.
The GM will set the difficulty for any task. Time requirement varies.
Parapsychology: Unique / Intelligence
This skill represents knowledge of psychic phenomenon. It does not grant
your character any psychic abilities, but it can be used to identify types
of psionics and to identify limitations to psychic powers and mundane means of
counteracting them.
The GM will set the difficulty for any task. Time requirement varies.
Pediatrics: Unique / Intelligence
This is the branch of medicine dealing with the care and treatment of
infants and children. It can be used the same way as Medicine skill on infants
and children, and can also be used when dealing with problems concerning
childhood diseases and childbirth.
The GM will set the difficulty for any task. Time requirement varies.
Perception: Common / Intelligence
You must specify a sense when you purchase this skill. You may buy
Perception more than once to increase perception with multiple senses.
This skill replaces the "Detect Danger" ability from V&V, and is also
usable in a general way as a roll to "notice" things and sense small or
distant details.
The GM will set the difficulty for any task. Perception can be opposed
by other skills, such as Stealth. This skill works automatically and
instantly once for free whenever there is something to notice. A character
may also make a conscious effort to perceive something, which takes an Action.
Philosophy: Unique / Intelligence
This is the study of the principles underlying conduct, thought, and the
nature of the universe. It is generally used as a basis for conclusions about
issues that are outside of the bounds of science - questions about "meaning",
and morality, and so on.
The GM will set the difficulty for any task. Time requirement varies.
Photography: Unique / Intelligence
This is the ability to take quality photographs, though it also includes
knowledge of motion picture film, video, lighting, and other related issues.
Viewers make an Intelligence save to find fault with your work, and your
skill is used to oppose that save. Time requirement varies.
Physics: Unique / Intelligence
The science of nature, or of natural objects; that branch of science
dealing with the laws and properties of matter, and the forces acting upon it;
especially, that department of natural science concerned with the causes (as
gravitation, heat, light, magnetism, electricity, etc.) that modify the general
properties of physical objects.
The GM will set the difficulty for any task. Time requirement varies.
Pick Pocket: Unique / Agility
Skill at pickpocketing. This doesn't include Sleight-of-hand. Victims save vs.
Intelligence to notice when you try to take their wallet (or purse, or gun, or
watch, etc.), and this skill opposes that save. Takes an Action. Bystanders facing
your direction also roll. If someone is paying attention, they receive a bonus of
+10 on their save.
Pilot: Unique / Agility
Pick a type of air or space vehicle to specialize in: gliders, planes,
helicopters, rockets, and so on. Skill rolls are made when attempting trick
maneuvers (flips, moving through turbulence, etc.). The GM will set the difficulty
for any maneuver. Takes no extra time.
Play Instrument: Unique / Agility
Choose a musical instrument to specialize in: violin, piano, trumpet, drums,
and so on.
Listeners make an Intelligence save to find fault with your music, and your
skill is used to oppose that save. Time requirement varies.
Poetry: Unique / Intelligence
You are skilled at writing poems. Readers make an Intelligence save to find
fault with your poetry, and this skill is used to oppose that save. Time
requirement varies.
Politics: Unique / Intelligence
You are skilled at playing the political game. Skill rolls are made to win
elections, opposed by the Politics skill of your opponent and any modifiers
applied by the GM. Time requirement varies.
Programming: Unique / Intelligence
You are skilled at writing and debugging computer programs, and at computer
hacking.
The GM will set the difficulty for any task. If someone else tries to hack
one of your programs, their roll is opposed by yout Programming skill. Time
requirement varies.
Psychology: Unique / Intelligence
The science of the phenomena of the mind; specifically, the systematic or
scientific knowledge of the powers and functions of the human mind.
The GM will set the difficulty for any task. Time requirement varies.
Research: Common / Intelligence
This skill is used to search for specific information in any large library,
database, or etc. Difficulty is derived from both the obscurity of the
information being sought, and the 'user-friendliness' of the source. For
example, finding someone's listed phone number in their home-town phone book
would be simple. On the other hand, finding information on building a time
machine in the unorganized notes of a mad scientist would be difficult. Each
attempt takes an hour.
Riding: Unique / Agility
You are experienced in riding (specify horse, camel, elephant, etc.).
This does not include Animal Handling. Make skill rolls when attempting trick
maneuvers (jumps, moving over difficult terrain, etc.) vs. a difficulty set by
the GM. Takes no time for the rider, but takes the mount's movement.
Search: Common / Intelligence
This skill replaces the "Detect Hidden" ability from V&V, and is also
usable in a general way as skill at hiding things yourself.
The GM will set the difficulty for any task. Search can be opposed
by other skills, such as the Search skill of whoever hid what you're looking
for. This skill works automatically and instantly once for free whenever there
is something to find. A character may also make a conscious effort to find
something, which takes an Action; the time requirement to hide something
varies.
Seduction: Common / Charisma
You are skilled at arousing amorous feelings in others. The subject makes a
Charisma save to resist, and this skill opposes that save. Takes no time. This
won't make the other character like, trust, or believe you; it only makes them
desire you. Seduction will not work on characters who are not attracted to your
race and gender.
Sing: Unique / Charisma
Listeners make an Intelligence save to find fault with your music, and your
skill is used to oppose that save. Time requirement varies.
Sleight-Of-Hand: Unique / Agility
Skill at misdirecting onlookers, enabling you to make items in your hands
seem to appear, disappear, or change. This does not include Pick Pocketing.
Observers make an Intelligence save to resist, and this skill opposes that save.
Takes Movement.
Sociology: Unique / Intelligence
That branch of science concerned with the constitution, phenomena, and
development of human society.
The GM will set the difficulty for any task. Time requirement varies.
Sport: Unique / Intelligence
Pick a sport to specialize in: football, baseball, basketball, tennis, and
so on. This skill represents strategic ability rather than playing skill.
The GM will set the difficulty for any task. Time requirement varies.
Stealth: Common / Agility
This is the ability to move without attracting attention. Takes 3/4 of
your Move. Your skill opposes Perception rolls by others to notice you. The GM
may impose further modifiers to the Perception roll depending on the
availability of cover, background noise, etc.
Surgery: Unique / Intelligence
This is the skill of performing sucessful operations on living patients.
The GM will set the difficulty for any task. Time requirement varies.
Survival: Unique / Intelligence
This skill represents the ability to locate food and shelter in a
particular environment. Specify an environment when this skill is purchased:
plains, forest, mountain, desert, arctic, urban, etc. Survival in the type of
environment you grew up in is treated as a Common skill.
The GM will set the difficulty for any task. Time requirement varies.
Swim: Unique / Agility
This skill costs 2 CPs. There is no skill roll: you can either swim or
you can't. Characters who can swim do so at a base rate of 1/4 of their
normal ground movement rate. Unskilled characters must make an Agility save
simply to stay above water, and may swim 1" if they make their save by 5 or
more.
Tactics: Unique / Intelligence
Make a tactics roll when leading troops in combat. Takes no time. The GM
evaluates your roll and offers appropriately insightful suggestions as to the
strategic significance of terrain features, probable enemy strategies, etc.
Specify a terrain type: plains, forest, mountain, desert, arctic, urban, etc.
Tactics in the environment you grew up in is treated as a Common skill.
Teach: Unique / Intelligence
Your Teaching skill score is the highest Level of skill you may impart to
another character when they are learning from you. The other character still
spends their own CPs, but they may not purchase enough skill to exceed your Level
in Teaching. Time requirement varies.
Theology: Unique / Intelligence
The study of religion; the the existence, character, and attributes of
divinity, religious laws and government, the doctrines of religion, and
religious practices.
The GM will set the difficulty for any task. Time requirement varies.
Throw: Common / Agility
Use this to attempt to hit any target with a thrown object. Takes an
Action. Weapons that are balanced and meant to be thrown (spears, daggers,
etc.) are treated as Brawling Weapons (section X.XX) if thrown using this
skill, and lose their innate weapon modifiers.
Tracking: Unique / Intelligence
This is the ability to follow the tracks left by others, or to identify
a person or creature by their tracks. The base difficulty is derived from the
condition of the ground where you're looking for tracks:
Terrain: Modifier:
fresh snow 0
mud or sand -1
dirt or grass -3
rocky or baked earth -6
clean floor -10
water -15
The GM may apply further modifiers as appropriate based on time passage,
weather, traffic, and so on. Takes a full Move & Action. You can use your
Tracking skill to hide your own tracks: your skill opposes Tracking rolls by
others who are others tracking you.
Trapping: Unique / Intelligence
This is the ability to set up traps. The base difficulty equals the average
damage roll you intend for the trap to inflict, rounded up. A trap that does 1d6
damage has a difficulty of 4, for example. You must specify the trap's damage
type (kinetic, gaseous, etc.) and effects (damage, stun, grapple, etc.). For
example, you could set up a trap which rolls 1d6 "damage" as kinetic stun.
A fumbled trap-setting roll causes you to suffer the trap's intended effects.
The GM may veto any trap design (it's silly for someone who's makeshifting a
trap from household items to set traps that inflict radiation damage, for example).
The time required to set a trap varies.
Trapping can also be used to defuse a trap. The skill roll is opposed by the
Trapping skill of whoever set the trap. Each attempt to disarm takes a full Move &
Action.
Trivia: Common / Intelligence
This is a catch-all term for knowledge of random tidbits of obscure knowledge.
When the GM allows it, you may make a skill roll to see if you know whatever odd
bit of trivia you need at the moment.
The GM will set the difficulty for any task. Time requirement varies.
Ventriloquism: Unique / Intelligence
You can make others think your voice is coming from elsewhere. This does
not include any ability to mimic voices or act. Listeners make an Intelligence
save to avoid being fooled, and this skill opposes that saving roll. Takes no time.
Veterinarian: Unique / Intelligence
This is the branch of medicine dealing with the care and treatment of animals.
It can be used the same way as Medicine skill on animals.
The GM will set the difficulty for any task. Time requirement varies.
Wealth: special
Characters have wealth level 4 for free. For 2 CPs, the character's wealth
is increased by one level, and their approximate yearly income is doubled.
Instead of tracking a character's actual cash, characters now make wealth rolls.
The GM sets a target number for any major purchase, and a character must roll that
number or higher on their Wealth roll in order to be able to afford that purchase.
Consult the Wealth Rolls rules for guidelines on setting difficulties.
Use the following table to find the character's approximate yearly income.
Wealth Wealth Approximate Wealth Wealth Approximate
Level: Roll: Yearly Income: Level: Roll Yearly Income:
0 d0 $0 7 d10 $160,000
1 d1 $2,500 8 d12 $320,000
2 d2 $5,000 9 2d8 $640,000
3 d3 $10,000 10 2d10 $1,280,000
4 d4 $20,000 11 2d12 $2,560,000
5 d6 $40,000 12 3d10 $5,120,000
6 d8 $80,000 etc. etc. etc.
Writing: Unique / Intelligence
You are skilled at writing enjoyable prose. Readers make an Intelligence save
to find fault with your writing,a nd this skill opposes that save.
Zoology: Unique / Intelligence
The study of the animal kingdom, including the structure, embryology,
evolution, classification, habits, and distribution of all animals, both living
and extinct.
The GM will set the difficulty for any task. Time requirement varies.
WEAKNESSES
Weakness Points
Characters may take any number of Weaknesses so long as they add up to
no more than 15 CPs.
Super Powers
The descriptions of several powers need to be modified to work with
the new weakness rules. These changes are included below.
Animal/Plant Powers:
Any Weaknesses associated with this power come out of the 15 CPs
worth of weaknesses that characters are normally allowed to take.
Transformation (A); Power Activation:
This "power" is actually a Weakness. The CP value depends on how
difficult it is for the character to activate all of his powers. This
weakness counts toward the normal 15 CP limit on weaknesses.
Easy: the character has to say a magic word, or touch a button, or
perform some other quick simple action that can be blocked. 5 CPs.
Difficult: the character has to pronounce a long complicated incantation,
or perform some other obvious and somewhat difficult action that takes an
entire action to accomplish. 10 CPs.
Very Difficult: the character must make a d100 saving roll, or spend two
full minutes of preparation, or complete some other sort of preparations
that cannot conveniently be accomplished during combat. 15 CPs.
When a character is not transformed, all of their Basic Characteristics
must be 18 or less.
Optionally, the character may only have to activate SOME of their
powers. This is worth 1 CP per power for Easy, 2 CPs per power for
Difficult, and 3 CPs per power for Very Difficult. This option can only be
applied to a Basic Characteristic if it is over 18, and causes the
Characteristic to drop to 18 or less when the character is not transformed.
Weaknesses:
Not all Weaknesses are worth exactly 15 CPs. This section lists CP
values for a wide selection of Weaknesses. Players can suggest new ones,
and GMs may allow them if they wish and assign a CP value.
Diminished Senses:
Blindness: 15 CPs. The character cannot see in the normal visible
light spectrum.
Color-Blindness: 5 CPs. The character sees in black and white. For
3 CPs, the character only has trouble with one pair of colors - for
example, they may not be able to tell the difference between red and
green.
Light Sensitivity: 15 CPs. The character suffers a penalty of -4 on
all rolls when exposed to full direct sunlight, searchlights, flashlight
beams in the face, bright interior lighting, and so on.
Deafness: 10 CPs. The character cannot hear sounds in the normal
audible sound range. The character is assumed to know sign language or
have some other way to understand others that works as long as the other
person has the right skill or sense to interpret it. As an option, the
character may be able to read lips: this is only worth 5 CPs.
No Pain Sense: 15 CPs. The character cannot sense pain, and may
not roll with damage from attacks.
Missing Eye (No Depth Perception): 5 CPs. The character suffers a
penalty of -4 on all rolls to hit and detect by sight at a distance.
Near Sighted: 5 CPs. The character suffers a penalty of -4 on all
rolls to hit and detect by sight at a distance.
Far Sighted: 10 CPs. The character suffers a penalty of -4 on all
rolls to hit and detect by sight at point blank range.
Low Self-Control:
Unable To Activate Power(s) At Will: The character must rely on some
outside stimulus to activate their power(s), and cannot turn them on
or off at will. This presumes that it's just as likely for the powers
to activate when it's inconvenient as when its for them to activate when
it's convenient. Optionally, only some of the character's powers may be
affected, but they must always be powers that the character wouldn't
want to have activating at random. 15 CPs.
Can't Hold Back Power(s): 2 CPs per power. The character cannot
voluntarily hold back damage when using the selected attack power(s),
risking a greater chance of causing accidental death.
Power(s) Misfire: 15 CPs per power. The selected attack power
always misfires if it doesn't hit.
Uncontrolled Emotions: The character tends to overreact concerning
a certain emotional response. For example the character might be a
coward, or a hopeless romantic, or have a short temper. If this is
only a character hook, and the character can overcome the trait with an
effort, it's worth 10 CPs. If the character has no control over the trait,
it's worth 15 CPs.
Addiction: The character is addicted to a substance, and has to
have regular access to it or they suffer a -4 penalty on all rolls
until they get their fix. If the substance is legal and easy to obtain,
this is worth 10 CPs. If the substance is illegal or very difficult to
obtain, this is worth 15 CPs.
Lowered or Reduced Characteristics:
This Weakness is meaningless under the point-construction rules. If
you have a low final Basic Characteristic score, you already paid less.
Mute:
5 CPs. The character cannot communicate by verbal speech. The
character is assumed to know sign language or have some other way to
communicate that works as long as the other person has the right skill
or sense to interpret it.
Personal Problem:
Unusual Age: 5 CPs. The character is treated as inferior by others
because they're perceived as "too old" or "too young".
Oathbound: 15 CPs. Pick a cause, and stand by it to the death.
Poverty: 5 CPs for 1/10 cash and income, 10 CPs for no cash or income.
Dark Past: 10 CPs. The character has a deep dark secret which they
live in terror of exposing. If it gets exposed anyway, then this
weakness turns into Prejudice (or 15 CPs worth of other weaknesses if
Prejudice doesn't fit).
Dependent: The character has to take care of a defenseless maiden
aunt, or kid brother, etc. If the dependent is frequently in trouble,
this weakness is worth 15 CPs. If the dependent is only in trouble
occasionally, or is frequently in trouble but a little competent, it's
only worth 10 CPs.
Poor Education: 5 CPs to get 1 less background skill.
Public Identity: The character does not have a secret identity,
which means that their home, relatives, and personal history are all a
matter of public record. This does not apply to characters like space
aliens who have crash-landed on Earth unless they have a private home,
relatives or close friends on the planet, and some sort of personal
life. 10 CPs.
Agent or Pupil: The character has a master or works for some
organization that can boss them around and which doesn't always share
their goals. This does NOT imply that the character can get any
special assistance from their master or organization. 10 CPs.
Phobia/Psychosis:
Phobia: The character is deathly afraid of something. When exposed
to the thing they fear, the character must make a Charisma roll just to
keep from running away. Even if they don't run away, they will be
incapable of confronting it. If the object of their fear is relatively
rare this is worth 5 CPs. If it's reasonably common, this is worth 10
CPs. If it's very common, this is worth 15 CPs. Suggestions: fear of
heights (relatively common), fear of closed spaces (very common), fear
of vacuum (rare).
Psychosis: 15 CPs. This is like the Oathbound personal problem,
except that the character didn't necessarily choose to act the way they
do. Pick some extreme behavior pattern, and stick to it. Examples
include becoming enraged at the sight of the color red, unreasoning
hatred of certain groups, going berserk if someone makes jokes about the
size of your nose, etc.
Physical Handicap:
Can't Walk: 15 CPs, or only 5 CPs if the character has some power
that allows them to get around. Characters who cannot walk can crawl at
1/10 of their normal movement rate, or operate a wheelchair at 1/4 of
their normal movement rate.
Epilepsy: 15 CPs. The character must make a d100 save vs.
Intelligence whenever exposed to bright flashing lights, or else they go
into an epileptic siezure.
Missing Hand: This is worth 10 CPs if the character has lost their
"good" hand, resulting in a penalty of -4 on all rolls involving manual
dexterity. If they've lost their off hand, it's worth 5 CPs. In either
case, the character cannot operate equipment that requires two hands.
Ugly: 10 CPs. The character is visually repulsive. This results in
a reaction roll penalty of -4 when coming up on someone by suprise, or
from small children, etc.
Distinctive: 10 CPs. The character is visually distinctive in some
way that makes it nearly impossible to disguise themself.
PREJUDICE
This works the same way as in the original rules. 15 CPs.
Special Requirement:
Can't Use Power If Gagged: 2 CPs per power.
Can't use power if restrained: 2 CPs per power.
Must Take Secret Formula To Maintain Power(s): worth 10 CPs if the
formula is relatively easy to obtain, or 15 CPs if the formula is
difficult to obtain on a regular basis.
Power(s) only operate at night: 10 CPs
Power(s) only operate during the day: 10 CPs
Vulnerability:
Attract Damage Type(s): 1 CP per +1 to be hit by one damage type.
The damage type that's attracted must be specified when this weakness
is taken.
Vulnerable To Damage Type(s): 1 CP per +1 damage taken when hit by
one damage type. The damage type that's attracted must be specified
when this weakness is taken.
Susceptibility: The character takes damage every between-turns
phase when exposed to some normally harmless substance or situation.
The conditions that qualify as "exposure" must also be taken into
account. Does it require direct physical contact, or is there a
range? Is the quantity or intensity of the substance or situation a
factor? The CP value of this Weakness depends on the rarity of
exposure to the thing that harms the character: 1 CP per damage point
if it's very rare, 2 CPs per damage point if it's uncommon, and 4 CPs
per damage point if it's very common.
COMBAT SYSTEM
This is an upgrade from the V&V 2nd Edition combat system. All aspects of
the V&V rules not specifically changed herein remain the same.
New Power Descriptions:
The descriptions of several V&V powers need to be modified to work with this
combat system. These changes are included in the V&V point-construction rules for
character generation.
3.2 Basic Combat
The Combat Table is ignored. A character's base chance of hitting equals their
skill score with the attack type being used. See the skill rules for more detail.
A. Experience Modification
Ignore the Level vs. Level table. The attacker's experience level is added to
his chances of hitting, while the defender's is subtracted. Inanimate participants
are treated as level 0, while nonsentient participants are treated as level 4.
B. Range Modification
Substitute this table for the one in V&V.
Total Effective
Range In Inches: Modifier to Hit:
up to 7" -
8-15" -1
16-31" -2
32-63" -3
64-127" -4
128-255" -5
256-511" -6
512-1023" -7
1024-2047" -8
2048-4095" -9
4096-8191" -10
8192-16383" -11
x2 -1 more
Cover
When a target is partially hidden behind an obstruction, determine the % of the
target that is covered. If a hit is scored, roll percent dice: if the roll is less
than or equal to the % of the target that is covered, the attack hits the cover instead
of the target. Roll damage against the cover, and any damage that gets past the cover
still hits the target.
An attacker can avoid the interference of cover by making a special attack against
any part of the target that is sticking out.
E. Combat Effects
Defenses subtract from the damage inflicted by an attack. For example, a
character who has a total of 3 points of protection against Kinetic damage subtracts 3
from the amount of damage he takes whenever he's hit by Kinetic attacks. If the target
has no applicable defenses, they take full damage. Powers that have some effect other
than damage still make a 'damage roll', with the defender's defenses subtracted; if
the final result is 1 or more the power affects the target, but if it's reduced to 0
or less it doesn't.
For the sake of simplicity, all attacks fit into one of these basic Damage Types.
Consult the following table:
Damage Type: Attack Powers which use that Damage Type:
Biochemical Chemical Power, Poison/Venom
Energy Flame Power, Light Control, Lightning Control,
Sonic Abilities
Psychic Emotion Control, Mind Control, Telepathic Probe
Kinetic Gravity Control, HTH, Magnetic Powers, Vibratory Powers
Entropy Ice Power, Paralysis Ray, Death Touch,
Devitalization Ray
Gas special: any power against which the only defense is
to not breathe it. Protection against Gas doesn't
merely subtract from the damage of Gas; it negates it
completely. Characters may even resist Gas attacks by
holding their breath.
For any attack power not listed, choose one of these Damage Types when you take the
power. Protection is cumulative, so add up your total protection vs. each Damage Type
from each power that grants you protection. For example, a character who has one power
that gives him 3 protection vs. Energy and another power that gives him 5 points of
protection vs. Energy has a total of 8 protection vs. Energy.
All attacks automatically go astray if the roll to hit was a 20.
All other combat effects are unchanged.
Carrier Attacks
Only one roll to hit is made, but the carrier attack automatically fails if the
target's protection reduces the effect of the primary attack to 0. If the primary
attack succeeds, the target's protection still applies against the carrier attack.
Damage Fields
A damage field is layer of energy around the character's body, which acts as both a
Carrier Attack on the character's regular HTH attack and a form of protection. If hit
by a ranged attack that involves a physical projectile, roll the damage for your Damage
Field and subtract it from the damage inflicted by the attack. If the ranged attack's
damage is reduced to zero or less, its projectile is destroyed before it ever touches
you. If hit by a melee weapon attack, your Damage Field's damage roll is applied
against the weapon. If the melee weapon is destroyed, you take no damage. If hit by
an unarmed attack, roll your Damage Field's damage roll and apply it to it to your
attacker before you take any damage. Your attacker may apply their defenses against
that damage. If your attacker gets knocked out by your Damage Field, their melee
attack is aborted and you take no damage.
3.5 Multiple Attacks
Every roll to hit in a multiple attack suffers a -4 penalty to its chances of
hitting for each attack after the first; thus, each attack in a double attack is made
at a penalty of -4, each attack in a quadruple attack suffers a penalty of -12, etc.
However, missing one attack out of a multiple no longer causes the entire set to miss.
There is still a power cost of 2 per extra attack, whether it hits or not.
COMBAT MANEUVERS
Grab
This maneuver requires a normal roll to hit, but inflicts no damage. Instead,
the attacker grabs hold of their target and may hang on until their grip is broken
(see below).
A normal grab allows a character to hold on to their target's "middle". To grab
a specific body part (throat, hand, etc.) requires a special roll to hit.
Grab & Squeeze
This maneuver requires a special roll to hit. The attacker grabs hold of their
target (as above), inflicts their normal HTH damage, and may hang on until their grip
is broken (see below).
Squeeze
This maneuver can only be performed by characters who are already holding on to
a target. At the cost of an Action, the character can squeeze their victim for full
normal HTH damage, without requiring a roll to hit.
Break Grip
These maneuvers may used by the victim of a grab, to break their opponent's grip.
There are three options.
A. Attack whoever has grabbed you until they agree to let go, or are knocked back,
or lose consciousness. Unless you have been grabbed from behind, or had your weapon
arm grabbed, you can hit your attacker automatically without rolling to hit, at the
cost of an Action.
B. Fling them off. See the "Shrug" maneuver, below.
C. Wrestle them off. This takes an Action, and allows you to roll your HTH damage
(plus applicable modifiers) vs. your opponent's HTH damage plus modifiers. If you roll
higher than they do, their grip is broken. No damage is inflicted by this maneuver.
Leave Melee
A participant in melee combat (i.e., a fight between two characters where at least
one of them attempted a melee attack against the other as his last Action) may only
move away if:
A. He is able to move in a direction which his opponent cannot follow (for
example, Flight allows a character to escape a melee opponent who cannot fly in
most cases), or is able to move without being detected by their opponent (for
example, Invisible characters can move away from melee opponents who cannot see
invisible things). If the opponent has you in their grip, however, they can just
hang on and be carried along with you.
B. If the two combatants agree to part company, then they may both leave.
C. If one of them is knocked back more than 1", then the melee is temporarily
broken.
D. If one of the combatants changes facing, so that the other is not in their
front facing, then that opponent is free to leave melee.
Shrug
This maneuver can be used to throw off one or more melee opponents, even if they
have you grabbed. It takes an Action, and no roll to hit is required. You must have:
A. Enough Carrying Capacity to lift all of your melee opponents at once and
B. Higher Carrying Capacity than any one of your melee opponents.
No damage is inflicted. Divide your Carrying Capacity by the number of melee
opponents, and calculate how far you can throw each of them with your divided Carrying
Capacity. Each of them is Knocked Back as far as you can throw them.
Throw
If you have another character in your grip, you may throw them at a cost of
movement only. If the opponent has grabbed you back, you must break their grip in
order to throw them.
EXPERIENCE
Experience Points
Characters now receive CPs rather than EPs.
GMs should award each character about 1 CP per episode. The GM may
award 0 CPs if the episode was very short, or if a player role-plays
badly, of if a character was not particularly challenged. The GM may
award more CPs if the episode was very long, or if a player role-played
extraordinarily well, or if a character was faced with incredible odds,
or if a character makes a hefty cash donation to a charitable
organization. No character should earn over 3 CPs for any one episode.
Experience Levels are now purchased with CPs. It costs 4 CPs to
purchase an Experience Level. All characters still begin at Experience
Level 1 for free, but beginning characters may not purchase any extra
Experience levels. Each player MUST invest at least 1 CP toward the
purchase of their next Experience level after each episode involving
combat. Experience Levels are a slightly cheaper way to gain overall
combat bonuses than buying Heightened Defense and Heightened Expertise.
Any remaining CP award may be spent to purchase more Basic
Characteristic points, Powers, or Skills. All purchases are subject to
GM veto: if your GM doesn't think it makes sense for you to buy what you
want to buy, then you may not buy it. This applies to spending points
on Experience Levels too: unless a character is spending a lot of time
on combat training,��uGET http://ar.atwola.com/html/93163289
Experience levels other than the 1 CP required per episode with combat.
In particular, to increase any of your Basic Characteristic score
past certain thresholds requires a darn good excuse. For example, it is
not possible for a normal human to increase their Strength above 18
unless they mutate, or get cybernetically enhanced, or take a super
formula, or undergo any other origin-like event. These thresholds are:
18, 33, 48, 63, and 78.
Charisma Points
There are no longer any Charisma awards. If a player wants their
character to gain Charisma, they may ask their GM for permission to buy
Charisma points with their CP awards.
Experience Level Bonuses
These are obsolete. Players now buy more abilities with their CP
awards. Buying an Experience Level ONLY gives you the combat bonuses
associated with having a high Experience level.
Inventing
Inventing Points and Inventing % are obsolete. Characters now spend
CPs to purchase any inventions. Resources, skills, intelligence, and so
on are all factors the GM must take into consideration when deciding
whether to allow an inventing attempt to succeed. Failed inventing
attempts don't use up any CPs, they just prohibit the player from
spending their CPs on the desired invention.
Inventions from Outside Sources
A character must always pay their own CPs for new any abilities,
even if the new ability was "invented" by somebody else.
One-Shot Inventions
These are obsolete. Anything a character invents is a permanent
investment of CPs into a permanent new ability.
Converting V&V Characters
A V&V character should have, on average, extra CPs to spend on their
abilities equal to half of the CP cost of their Experience Level. This
includes training or inventions.
MONETARY RULES
WEALTH ROLLS
Wealth rolls are a simplified method of determining whether a character can afford any
major purchase. The 'cost' of the purchase is reflected by the Difficulty assigned to the
roll. If the character rolls the Difficulty or higher on his Wealth Roll then he can
afford the purchase. If not, he can't.
Normally only 1 major purchase is allowed per week. A failed attempt does not use up
this weekly roll, but it DOES mean that the character cannot afford the thing he rolled for
at this time. The GM may allow the player additional attempts if they "shop around".
It isn't necessary to roll for any purchase where the Difficulty is 3 or more points
below the character's Wealth Level. Such purchases are automatic, though only a limited
number of them may be made. Use the following table:
Points below Wealth Level: Number of purchases allowed without a roll:
3 2
4 4
5 8
etc. etc.
If over half of the allowed free purchases are made, the character's weekly purchase
roll is used up.
Characters may save up for purchases that would normally be beyond their means. Each
week that a character's Wealth roll is NOT used, it adds to overall savings:
Unused Wealth Rolls: Savings Effect:
2 Wealth +1 Level
4 Wealth +2 Levels
8 Wealth +3 Levels
etc. etc.
Once the character makes a purchase using his Savings roll, the savings are expended
and the character must begin saving again from scratch.
Characters may also buy things on credit. Credit lowers the Difficulty of the
purchase, but repeated payments must be made monthly to pay off the purchase. If the
character fails to make a payment for any reason, the purchase is repossessed. Making a
credit payment counts as a purchase in the week when it is made.
Difficulty Reduction: Number of Monthly Payments Needed:
-1 2
-2 4
-3 8
etc. etc.
Wealth may NEVER be used to purchase equipment that will be used more than once by the
character's superhero identity (vehicles, bases, etc.) - it may only be used to pay for
incidental expendable purchases, or for items to be possessed solely by one's pedestrian
identity.
Incidental Expenses Price List
Transportation: Difficulty: Dining: Difficulty:
bus/subway fare 0* fast food 1*
cab fare 1 restaurant 2*
train fare 1* delivery 2*
car/truck rental 2 fancy restaurant 3*
limo/bus rental 3
local airfare 2* Entertainment: Difficulty:
interstate airfare 3* video rental 1
international airfare 4* movie 1*
live theater/concert 2*
Lodging: Difficulty: nightclub 1*
fleabag 1* host a party (2 people) 0*
motel 2*
hotel 3* Clothing (full sets): Difficulty:
resort 4* casual 1
fancy 3
Communications: Difficulty: elegant 5
pay phone (local) 0 survival 2+
pay phone (long) 1+ disguise 1+
classified ad 1
full-page ad 3 Medical Care: Difficulty:
telegram 1 routine checkup 2
postage stamp 0 emergency care 4+
overnight letter 1
package (small) 1 Donations: Difficulty:
package (medium) 2 dime fer a cup o' java 0
package (large) 3 charity dinner 3*
overnight package +1
newspaper 0
magazine 1
book 1+
fax transmission 1
radio commercial 4
television commercial 5
*Difficulty given is for 1 person; x2 people per +1 Difficulty.
Any other costs may be estimated from these examples. In general, doubling the cost of
a purchase adds +1 to its Difficulty.
It is not necessary to check for basic upkeep costs. Income and Rewards are presumed
to pay for basic upkeep and maintain current Wealth. CPs spent on Wealth represent saving,
investing, and so on.