Villains & Vigilantes House Rules                   
Version 1.2

     Contained in the following pages are changes to the 2nd Ed.
V&V rules. 

2. CHARACTERS 

2.4  Everyone still estimates their own statistics (assuming they
are playing themselves). It should be noted that no stats may
begin above 15 or below 9. 
2.5  All characters may choose 4 powers, or 5 powers plus 1
weakness. Each catergory has its own advantages and
disadvantages: Powers, can be nullified and can be detected;
Devices, affected by lightning control; Magic/Psionic Items, may
be nullified and radiate magic/psionic energy; Skills, generally
weaker than powers but cannot be nullified; Magic/Psionics, can
be nullified and radiates magic/psionic energy.
2.6C Characteristics now have maximum Hit Point Modifiers.
Strength (3.0), Endurance (4.0), Intelligence (1.0), Agility
(2.0).
2.7  The BIG change is that any random bonuses (and penalties)
are not rolled but taken at the average roll (ie/ Heightened
Strength B: 3D10 average=16.5 rounded to +17). Note that these 
rules only apply universally to PCs, NPCs can flout these rules 
at the GM's whim. Changes to individual power descriptions:

     ANDROID BODY:  Heal 50%.
     ANIMAL/PLANT POWERS: Choose 1 good ability. For each
additional good ability you must choose 1 bad ability.
Crustaceans do not get free ADR 30 armour.
     ARMOUR: ADR=81. Armour B gets 3 internal devices (each is
NOT equal to a full power).
     BIONICS: Characters get 4 abilities (each is NOT equal to a
full power. ie/ +1 targetting computer, +4 Strength, ADR=20
Armour, Flight 25mph).
     FORCE FIELD: There is a second type of Force Field
available...Force Field (Personal): Pr=2/turn, 1 action to
activate, protects self only, as defense).
     GRAVITY CONTROL: Gravity control can be based on Strength OR 
Endurance (substitute End for all calculations involving Str. This 
must be decided at character creation).
     HEIGHTENED ATTACK: Maximum damage modifier is +10.
     HEIGHTENED EXPERTISE: +5 with one weapon only, +4 with one
group of Weapons, or +3 with all weapons.
     ICE POWERS: Ice Armour works differently than it has in the
past. Movement can only generate the first 100 points of armour.
Any damage or melting of the armour cannot be regenerated without
sloughing off the armour (which takes 1 action) and Armour cannot
be both removed and regenerated in the same turn.
     MAGICAL SPELLS: Spells duplicate other powers but require an
inventing roll to create and can only be created between
adventures. Duplicated powers have a tripled PR cost (or a GM
assigned one if no cost is normally levied). Spells always require 
1 action to cast.
     MAGNETIC POWERS: Magnetic powers "lift capacity" and "range" 
can be based on Strength OR Endurance (decided at character creation). 
     NATURAL WEAPONRY: Always +3 to hit +6 to damage, no extra
abilities.
     REVIVIFICATION: This power can be used on oneself BUT the
power burns itself out for 1 to 6 months when it is used this
way.
     ROBOTIC BODY:  3x weight.
     SPEED BONUS: Bonus is +100. Also add a -2 Defensive Bonus
when using the approprite form of movement.
     TELEKINESIS: "TK capacity" can be based on Strength OR 
Intelligence (decided at character creation).

3. COMBAT

B.   Initiative: Characters get a maximum of 2 actions per turn.
3.2A Experience modification: No level versus level
modifications.
3.4  Special Attacks: New special attack- Kill: % chance of
forcing target to make a save versus Death Touch= points of
damage to targets Hit Points X2.
3.5  Multiple Attacks: Maximum of 2 attacks per action.

NEW INVENTING RULES

     Inventing points can be used to invent and build devices
(one-shot/adventure or permanent), figure out riddles or escape
from death-traps, develop power stunts, create new magical
spells, or learn magic rituals. 

     INVENTING DEVICES: Virtually any device can be built so long 
as the character has the appropriate skills and resources. Any
device will have a -0% to -100% penalty to the inventing roll
depending on complexity. Characters who build or buy devices
inappropriate to their concept will incur experience penalties
during every session that the device is carried.

     POWER STUNTS: A power stunt is using a power in a way for 
which it was not originally intended. Examples of power stunts 
include using Power Blast to achieve limited flight, using Flight 
or Wings to get extra carrying capacity, etc. Some powerful stunts
may require more than one inventing point to achieve (generally
1-5 points per stunt).

     RIDDLES: On a successful inventing roll a riddle or death-trap
may be solved if the PCs cannot figure it out on their own. Costs
1 inventing point.

     CREATING MAGICAL SPELLS: Described on previous page. Increased 
Pr costs, one spell per inventing point, can only be developped
between adventures.

     LEARNING MAGICAL RITUALS: Characters with the Religion/
Mysticism talent can attempt to learn/research magical rituals. 
Ritual magic tends to require weird or exotic components and usually
takes at least an hour to perform. Rituals may only be learned
between adventures and even then only if appropriate texts can be
found. Rituals frequently require more than one inventing point
(usually 1-5).