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.

Abusive Combinations

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:

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.

We'll be using the "+15 CPs" guidline for "abusive" combos. -B.

Point Construction Rules

A beginning character gets 125 CPs with which to purchase their Basic Attributes, Powers, and Skills. Characters can take weaknesses to generate extra CPs.

This number will, of course, vary from campaign to campaign. So far, I've found 135 CPs to work better to integrate powers. -B.

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.

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