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 (jeff@illusionmachines.com).


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, they shouldn't be allowed to spend any CPs on 
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.