[ Home | House Rules | Jeff Dee Art Gallery | Links Page | Sitemap | V&V Cover Gallery ]
Characters must purchase their skills with Skill Points. Characters start the game with Skill Points equal to their Intelligence score plus 1d10. Characters may acquire new skills by selecting the Training Bonus, Education. The character gains an additional 1d10 + I/10 (round up) Skill Points to be spent on improving existing skills, or new ones.
Modified Skills:
Most of the skills are exactly the same as their Living Legends counterparts with a few exceptions. The Gunnery and Wealth skills do not exist, and the Trivia skill has been changed to be a catch-all skill for anything that doesn't fit into the current skill list. When selecting the Trivia skill, the player must specify what specialization their are taking. Here are a few other optional choices to further integrate the Living Legends skill system into your V&V game.
Fighting Skills:
Since classic V&V uses the Combat Table to determine the likely of combat success, the Fighting skills now represent bonuses to one's attack. Think of them as mini-natural weaponry skills. For each 2 Points placed into the skill, the character gains either a +1 to hit, or +1 damage bonus (player's choice). The player may keep adding skill points to increase his or her combat modifiers (i.e. +2 to Hit, +1 Damage would cost 6 points). The player must still select a specialization for his or her Fighting skill.
Perception and Search Skills:
For every Skill Point invested, the character gains a +1% bonus to either Detect Danger (Perception) or Detect Hidden (Search). i.e. A character with 3 points in Search would gain a +3% bonus to his or her Detect Hidden percentage.
Superpowers and Skills:
Some superpowers may provide additional bonuses to related skills. i.e. A telepathic character can enhance his personal aura, thus gaining a +2 telepathy bonus to all Cha based skills.
The Heightened Expertise Power grants a +4 skill bonus on appropriate skill checks. Roll Percentage Dice:
01 - 60 | Choose a single skill which the character is an expert. |
61 - 90 | Choose a set group of skills with which the character is an expert. (i.e. scientific related skills, espionage related skills, Police related skills, etc.) |
91 - 00 | The character is an expert with all skills based on a single attribute. (i.e. Agility, Intelligence, Charisma, etc.) |
[ Home | House Rules | Jeff Dee Art Gallery | Links Page | Sitemap | V&V Cover Gallery ]