OK gents, anther thread got me thinking about coming up with some workable rules for high-powered games of V&V. So I'll be using this thread to post my take on what I think might work.
Basic Characteristics:
Players roll 2d8, taking the higher of the two die rolls, +10, to determine their character’s basic characteristic scores. This will generate scores between 11-18.
Powers & Weaknesses:
All characters receive 1d6+4 powers and 2 randomly rolled weaknesses. A Weaknesses may be dropped if a power is discarded.
Note: In addition to the standard 2 weaknesses, characters may opt to take on an additional weakness in order to gain an extra power/ability. GMs should work to make sure the additional weakness is an actual hindrance to the character.
Modifications to existing powers:
Damage: All damage listed in the standard power descriptions is doubled.
Armor: As per the standard rules, but every full 10 points of Armor grants a SR = 1/10th the armor’s ADR. So a Steel Warrior, who’s ADR =110, would have a SR of 11, and would ignore any attacks doing less than 11 points of damage. If his armor’s ADR = 105, it’d only have a SR of 10. As the armor is damaged, its SR would decrease.
Invulnerability: Roll 2d10. Attacks inflicting damage = to, or less than your Invulnerability score are ignored.
Power Modifiers
Auto-fire: The character’s power works like an automatic weapon, firing multiple “shots” each time it’s used. The character would pay normal PR +2, plus an additional 2 points of power, for each additional “shot”. Each additional “shot” would have a cumulative -1 to hit, and do -1 point of damage. The additional PR cost would be factored in during character creation, and would be a permanent change, to the power. So a character who wants to have an Auto-fire Power Blast would have a base PR of 3 for his Power Blast (although I may think about dropping the cost of additional shots to +1)
Explosive: The character's power has a burst effect, that inflicts 1/2 damage to anyone caught in the power’s burst radius. The character doubles the normal PR for each 1” of burst radius. The PR cost is permanent. So if you have Power Blast, which normally has a PR of 1 per shot, and make it Explosive, it’d now have a PR cost of 2, and it’d have a 1” blast radius. If he wanted a 2” burst radius, the PR would be 4 per shot, 3” would cost 8”, etc..
Increased Knockback: The character would pay 2x normal PR, to increase knockback by 50%.
Increased Range: By paying double the standard PR, the character can increase the range/radius of any power by 50%. So if the character's Power Blast normally has a range of 30", and a PR cost of 1, he could increase the range to 45", at a PR of 2. Like the other modifications, the change to the PR cost is permanent.
Ricochet: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.
More later.
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