Villains & Vigilantes House Rules Version 1.3.1 (updated October 2005) Contained in the following pages are changes to the 2nd Ed. V&V rules. ---------------------------------------- 2. CHARACTERS 2.4 Everyone gets 15 points to allocate among their 5 stats (STR, AGIL, END, INT, and CHR). Each stat begins at a base '8' and it should be noted that no stats may be initially generated above 15 or below 9. A character's weight may be set anywhere from 130lbs to 200 lbs. (4 basic hits is between 160 and 200lbs). Example Starting Stats: 180 lbs 12 STR 12 END 15 AGIL 9 INT 10 CHR ----------------------------------------- 2.5 All characters may choose 4 powers, or 5 powers plus 1 weakness. Each catergory has its own advantages and disadvantages: Powers, can be nullified and can be detected; Devices, affected by lightning control and magnetic control; Magic/Psionic Items, may be nullified and radiate magic/psionic energy; Skills, generally weaker than powers but cannot be nullified; Magic/Psionics, can be nullified and radiates magic/psionic energy. -------------------------------------------- 2.6C Characteristics now have maximum Hit Point Modifiers. Strength (3.0), Endurance (4.0), Intelligence (1.0), Agility (2.0). -------------------------------------------- 2.6A For the purposes of calculating hit points Basic Hits cannot exceed 4 (basic hits may still be higher for purposes of knockback)...what this means is the MAXIMUM Hit Points a character can possess is 96. 2.6B No Agility Modifier for Character Weight (assign low or high agility at character creation or reduced agility/heightened agility). 2.6D Power Score: Power Score is now based on STR, END, AGIL, and CHR...Charisma represents a characters willpower and ability to lead NOT how attractive they are or how "smooth" they are. For example, one of the minimum requirements for entry into the Green Lantern Corps is a Charisma score of 25. 2.6 (3) Damage Modifier can never exceed +4 from Agility score (Damage mod. from Intelligence has no maximum). --------------------------------------------- 2.6E Carrying Capacity and Super-Strength Carrying Capacity and HTH Damage are now calculated using the following formula: (S/10)cubed + (E/10) x 100 Lbs. If a character has Heightened Strength "B" carrying Capacity and damge are based on the above formula using 200Lbs instead of 100! ----------------------------------- 2.7 The *BIG* change is that any random bonuses (or penalties) are not rolled but are taken at the average roll (ie/ Heightened Strength B: 3D10 average=16.5 rounded to +17). Note that these rules only apply universally to PCs, NPCs can flout these rules at the GM's whim. Changes to individual power descriptions: ------------------------------------ POWERS/DEVICES/SKILLS Any Powers with range, area of effect or etc. based on Intelligence may instead be based on Charisma (decided at Character Creation). ***ANDROID BODY: Heal 50%. ***ANIMAL/PLANT POWERS: Choose 1 good ability. For each additional good ability you must choose 1 bad ability. Crustaceans do not get free ADR 30 armour. ***ARMOUR: ADR=81. Armour B gets 2 internal devices (each is NOT equal to a full power). ***BIONICS: Characters get 4 abilities (each is NOT equal to a full power. ie/ +2 targetting computer, +4 Strength, ADR=30 Armour, Flight 25mph is a full set of bionics). ***FORCE FIELD: The basic protective field (self-only) is PR=1/turn, no PR cost for repulsed damage. Projected force fields act as normal (penetration causes PR damage). There is also a second type of Force Field available...Force Field (Personal): Pr=0, movement only to activate, protects self only, as defense), no projected fields. ***GRAVITY CONTROL: Gravity control can be based on Strength OR Endurance (substitute End for all calculations involving Str. This must be decided at character creation). ***HEIGHTENED ATTACK: Bonus is fixed at +5. ***HEIGHTENED EXPERTISE: +5 with one weapon only, +4 with one group of Weapons, or +3 with all weapons. ***ICE POWERS: Ice Armour works differently than it has in the past. Movement can only generate the first 100 points of armour. Any damage or melting of the armour cannot be regenerated without sloughing off the armour (which takes 1 action) and Armour cannot be both removed and regenerated in the same turn. ***MAGICAL SPELLS: Spells duplicate other powers but require an inventing roll to create and can only be created between adventures. Duplicated powers have a tripled PR cost (or a GM assigned one if no cost is normally levied). Spells always require 1 action to cast. All characters begin with one spell (no Inventing required). ***MAGNETIC POWERS: Magnetic powers "lift capacity" and "range" can be based on Strength OR Endurance (decided at character creation). ***NATURAL WEAPONRY: Always +2 to hit +4 to damage in melee, no extra abilities. ***REVIVIFICATION: This power can be used on oneself BUT the power burns itself out for 1 to 6 months when it is used this way. ***ROBOTIC BODY: 3x weight. ***SPEED BONUS: Bonus is +100. Also add a -1 Defensive Bonus when using the approprite form of movement. ***TELEKINESIS: "TK capacity" can be based on Strength, Charisma, OR Intelligence (decided at character creation). --------------------------------- 3. COMBAT B. Initiative: Characters get a maximum of 2 actions per turn. Actions can be withheld but cannot stack (you can never have more than one witheld action). Witheld actions always benefit the highest initiative holder. 3.0 Attack Table - the following numbers have changed: Fire attacking Fire and Ice attacking Ice is a base roll of "0" and vice versa. Basic Hand to Hand has a base attack of "10" instead of "5" (all other defense numbers remain the same). 3.2A Experience modification: No level versus level modifications. 3.2B Facing Modifiers: There are no modifiers for "facing" (rear/flank). 3.5 Multiple Attacks: Maximum of 2 attacks per action. ---------------------------------------- NEW INVENTING RULES Inventing points can be used to invent and build devices (one-shot/adventure or permanent), figure out riddles or escape from death-traps, develop power stunts, create new magical spells, or learn magic rituals. INVENTING DEVICES: Virtually any device can be built so long as the character has the appropriate skills and resources. Any device will have a -0% to -100% penalty to the inventing roll depending on complexity. Characters who build or buy devices inappropriate to their concept will not earn ANY experience during every sessions that the device is used and/or carried. 5 points of ADR can be added to armour with a successful roll (and 1 inventing point). POWER STUNTS: A power stunt is using a power in a way for which it was not originally intended. Examples of power stunts include using Power Blast to achieve limited flight, using Flight or Wings to get extra carrying capacity, etc. Some powerful stunts may require more than one inventing point to achieve (generally 1-5 points per stunt). CLUES & RIDDLES: On a successful inventing roll a riddle, clue, or death-trap may be solved if the PCs cannot figure it out on their own. Costs 1 inventing point on a successful roll (+/- determined by GM). CREATING MAGICAL SPELLS: Described on previous page. Increased Pr costs, one spell per inventing point, can only be developed between adventures. LEARNING MAGICAL RITUALS: Characters with the Religion/ Mysticism talent can attempt to learn/research magical rituals. Ritual magic tends to require weird or exotic components and usually takes at least an hour to perform. Rituals may only be learned between adventures and even then only if appropriate texts can be found. Rituals frequently require more than one inventing point (usually 1-5). ------------------------------------