TEXT: 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 
  Characteristic (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 receives 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 successful save, or receives 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 Magnetic, 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 it’s save 
  number, all skills based on that Characteristic are raised 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 that 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, and 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 repair 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 again 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 successful, 
  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 you’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 unsuccessful, 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 successive 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 successful 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 successful 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 successful 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 your 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 
  that 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 successful 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 that 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 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 others are 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 whose make 
  shifting 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, and 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 it is 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 that 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 seizure. 
      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 surprise, or 
  from small children, etc. 
  
      Distinctive: 10 CPs.  The character is visually distinctive in some 
  way that makes it nearly impossible to disguise them. 
   
  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 that 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 that 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 for 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. 
   
  
SOURCE: textdata/thevault/Villains & Vigilantes/Extra Material/Villains & Vigilantes Rules Upgrade.pdf