ER Traits

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Hier sind Advantages, Disadvantages, Perks und Quirks gelistet die sich von den Regeln des Basic Set (oder weiteren GURPS Ressourcen) unterscheiden oder gänzlich neu sind.

Advantages[Bearbeiten | Quelltext bearbeiten]

Destiny [5 points/level, max 3 levels][Bearbeiten | Quelltext bearbeiten]

Siehe Power-Ups 5 Impulse Buys für weitergehende Informationen

Destiny Punkte können eingesetzt werden um sich Erfolge zu kaufen oder die Geschichte zu beeinflussen. Du erhälst einen Destiny Punkt pro Level wenn Du den Advantage kaufst, danach erhälst du einen Destiny Punkt pro Session zurück bis du zu deinem maximalen Level stösst. Du kannst niemals positive und negative Destiny haben.

Skill Erfolge kaufen

  • Critical Failure into a Failure - 2 Destiny Punkte
  • Failure into Success - 1 Destiny Punkt
  • Success into Critical Success - 2 Destiny Punkte (Kann man im Kampf nicht anwenden)

Player Guidance

  • 1 Destiny Punkt - Minor / Etwas erfinden was perfekt zu der Szene passt
  • 2 Destiny Punkte - Moderate / Etwas erfinden was einem glaubwürdigen Zufall oder eine glaubwürdigen Addition zur Szene entspricht. In etwa der Effekt des Vorteils "Serendipity" - "Die Kavallerie kommt! ..."
  • 3 Destiny Punkte - Major / Etwas dass - obschon glaubwürdig - an der "suspension of disbelieve" kratzt. Jeder der das erleben würde, würde es als ziemlich unerwartet beschreiben - "Aus dem nichts taucht ein B-52 Bomber auf und vernichtet mit einer riesigen Feuerwalze die 1'000 Zombies um Euch herum, ohne Euch einen Kratzer zuzufügen.! ..."

Wunden

Jeder Charakter darf unmittelbar nach einem erlittenen Treffer sagen:"Ach, das war bloss eine Fleischwunde", einen Destiny Punkt oder einen CP zahlen den er vorrätig haben muss, und weiterspielen. Der Charakter nimmt auf alle Fälle mindestens einen HP Schaden und erleidet auch sonst alle dadurch entstehenden Unannehmlichkeiten (Bleeding, Shock, Stun, ...). Falls man jedoch soviel Injury erleidet dass man direkt stirbt, kann man diese Regel logischerweise nicht anwenden.

Enhanced Defenses [varies][Bearbeiten | Quelltext bearbeiten]

Beachtet die folgenden Einschränkungen für höhere Level.

  • Enhanced Block 1-3 5 points/level
    • Stufe 2-3 nur mit WM erlaubt
  • Enhanced Dodge 1-3 15 points/level
    • Stufe 2-3 nur mit TbaM erlaubt
  • Enhanced Parry (All) 1-3 5 or 10 points/level
    • Stufe 2-3 nur mit WM|TbaM erlaubt
  • Enhanced Parry (Bare Hands) 1-3 5 or 10 points/level
    • Stufe 2-3 nur mit TbaM erlaubt
  • Enhanced Parry (One melee weapon) 1-3 5 or 10 points/level
    • Stufe 2-3 nur mit WM erlaubt

Gizmo [5 points/level][Bearbeiten | Quelltext bearbeiten]

  1. Any item the character owns but didn’t specify he was carrying. This cannot weigh more than BL/10; also, a melee weapon must be Reach 1 or less and a ranged weapon must have no worse than Bulk -4. Once revealed, this becomes normal equipment – it can be used repeatedly, counts against encumbrance, and so on.
  2. A single, consumable item that suits the user’s profession. This must be one expendable object worth no more than $200 (e.g., one custom-ammo reload for a commando). Alternatively, it can represent a single use of an item worth up to $1,000; examples include ready-mixed test tubes that act as a belt chemistry lab for one analysis, or enough sutures and blades to act as a surgical kit for one operation.
  3. A minor consumable item that anybody might have. As for option 2, but it doesn’t have to suit the user’s profession. However the value cutoff is lower: a single item worth up to $40 or a single use of a kit worth up to $200. Common choices are an inexpensive reload (don’t include the cost of the magazine; just assume an existing empty magazine turned out to still be loaded), a bottle of industrial cleanser, or a single use of a crash kit to treat a wound.

Gunslinger [25 points][Bearbeiten | Quelltext bearbeiten]

Nur [25] Version erlaubt. Gunslinger hat neben den Effekten aus Gun Fu drei Level Walking Armoury "eingebaut" - ihr dürft eine Pistole, eine Langwaffe und eine schwere Waffe inklusive Zubehör als "gewichtslos" betrachten - die Munition allerdings nicht. Wer lieber zwei Pistolen und keine schwere Waffe mitnimmt, kann das ebenfalls machen. Es gilt, dass Walking Armoury von schwer nach leicht getauscht werden kann, aber nicht von leicht nach schwer: Ich kann also 3 Pistolen mitnehmen, aber nicht zwei Rifles und eine Panzerfaust.

  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level], with no upper limit.
  • Telescopic Vision 1 or 2 [5 or 10]

Gunslinger Perks[Bearbeiten | Quelltext bearbeiten]

The following perks can only be bought if you have the Gunslinger advantage. You can buy one perk per 10 CP you have spent in Artilley (any), Gunner (any), Guns (any), Fast-Draw (Ammo, Pistol, Longarm, Grenade) or any melee weapon skill used with a firearm, eg. Spear for a rifle with a mounted bayonet.

  • Akimbo*†
  • Army of One*
  • Cinematic Knockback*†
  • Cookie Cutter*†
  • Grip Mastery*†‡ (Gratis "Braced", oder mit Rifle von Schiess-Grip in Spear-Grip wechseln)
  • One-Armed Bandit*†
  • Pistol-Fist*†
  • Reach Mastery*†‡ (Usually Spear or Two-handed Axe/Mace, one free Reach)
  • Sacrificial Parry*† (Usually (Guns (Pistol) or (Spear))
  • Tracer Eyes


= Has Prerequisites (In this case Gunslinger) † = Requires Specialization ‡ = Leveled Perk

Hand-to-Hand/Gunman/Slayer Training [varies][Bearbeiten | Quelltext bearbeiten]

Fighters often train to target the specific vital areas needed to slay foes, whence this power-up’s name. Slayer Training halves hit location penalties for a particular weapon skill used against a specific hit location. You must specialize by both weapon skill and target. For instance, Slayer Swing at Neck (Broadsword) isn’t the same as Slayer Swing at Neck (Axe/Mace) or Slayer Thrust to Vitals (Broadsword).

If you use the same Slayer Training repeatedly on an intelligent foe in a fight, he has +1 to defend against your third and later uses. At the GM’s option, he may get this bonus if he ever observed you using the attack twice or more, or otherwise has cause to expect it. This never applies when fighting automatons and mindless monsters: zombies, slimes, etc.

Some examples:

Slayer Swing at Neck [4/skill]

Prerequisite: Any Melee Weapon skill capable of swinging attacks.

You swing for the neck at -2 to hit instead of at -5. This doesn’t affect thrusts.

Slayer Swing at Skull [5/skill]

Prerequisite: Any Melee Weapon skill capable of swinging attacks.

You swing for the skull at -3 to hit instead of at -7. This doesn’t affect thrusts.

Slayer Thrust to Eye [6/skill]

Prerequisite: Any Melee Weapon skill capable of thrusting attacks.

You thrust for the eyes at -4 to hit instead of at -9. This doesn’t affect swings.

Peerless Training [varies][Bearbeiten | Quelltext bearbeiten]

Eine Wildcard Technique die es in den Ausprägungen Hand-to-Hand, Gunman und Slayer für verschiedene Hitlocations gibt. Grundsätzlich nichts anderes als die Technique "Targeted Attack" jedoch für alle Hand-to-Hand Skills, Meleewaffenskills oder Gunskills. Wie üblich kostet diese Wildcard Technique das dreifache der normalen Technique. Üblich sind folgende Ausprägungen:

  • Peerless Hand-to-Hand Training (Face) [12]
  • Peerless Hand-to-Hand Training (Neck) [12]
  • Peerless Hand-to-Hand Training (Skull) [15]
  • Peerless Hand-to-Hand Training (Eye) [18]
  • Peerless Gunman Training (Face) [12]
  • Peerless Gunman Training (Neck) [12]
  • Peerless Gunman Training (Skull) [15]
  • Peerless Gunman Training (Eye) [18]
  • Peerless Slayer Training (Face) [12]
  • Peerless Slayer Training (Neck) [12]
  • Peerless Slayer Training (Skull) [15]
  • Peerless Slayer Training (Eye) [18]

Heroic Archer [20 points][Bearbeiten | Quelltext bearbeiten]

Wie bei Dungeon Fantasy (DF1:14). Erlaubt den Perk Strongbow, den Skill Zen Archery sowie die Advantages

  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level], with no upper limit.
  • Telescopic Vision 1 or 2 [5 or 10]
  • Double-Shot
  • Quick-Shot

Dazu gibt es ein Level Walking Armoury für einen Bogen.

Heroic Reserves [3 points/level][Bearbeiten | Quelltext bearbeiten]

Prerequisites: You may purchase one level of HR per full 10 points in combat skills (Artillery/TL, Axe/Mace, Blowpipe, Bolas, Bow (Slingshot), Bow, Boxing, Brawling, Broadsword, Cloak, Crossbow, Flail, Fast-Draw (any combat related), Garrote, Gunner/TL, Guns/TL, Jitte/Sai, Judo, Karate, Knife, Kusari, Lasso, Liquid Projector/TL, Main-Gauche, Net, Polearm, Rapier, Saber, Shield, Shortsword, Sling, Smallsword, Spear Thrower, Spear, Staff, Sumo Wrestling, Throwing, Thrown Weapon, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip, Wrestling). For instance, a guy with 31 points in Brawling, Fast-Draw, Main-Gauche, Rapier, Thrown Weapon, and Wrestling could buy up to HR 3

You have hidden reserves of vigor. You may spend Heroic Reserves (HR) as FP to fuel athletics, martial feats, and physical extra effort – including Extra Effort in Combat and nonmagical special abilities such as Breaking Blow, Chi Blasts, Flying Leap, Hand of Death, Heroic Lifts, Kiai, and Power Blow.

You can’t burn HR on spells, magical abilities (e.g., Emergency Casting or Healing), or extra effort the GM deems “mental.” However, effects that sap FP – starvation, and some spells, poisons, and monster abilities – never deplete HR. You can tap HR even at fully negative FP! Moreover, HR recharges separately from FP regardless of your activities: 1 point per 10 minutes normally, or 1 point per 5 minutes with Fit or Very Fit.

Higher Purpose [5 points][Bearbeiten | Quelltext bearbeiten]

Each Higher Purpose costs [5 points]:

  • Deliver the package: In an action scene, you get +1 to all success rolls made to ferry an important cargo or passenger: vehicular skill and Dodge rolls, Mechanic rolls to repair breakdowns, HT rolls to remain conscious at the wheel, etc.
  • Kill Zombies: Gives +1 on all rolls to attack, defend against, damage, resist, and otherwise thwart zombies! The catch is that you must fight any zombie you meet, or lose the benefit until you kill a few hordes to get your mojo back.
  • Medic!: In an action scene, you get +1 to all success rolls made to aid injured allies: Dodge and movement skill rolls to reach them under fire, HT rolls to stay conscious on your way there, medical skill rolls to patch them up, etc.
  • Engy!: In an action scene, you get +1 to all success rolls made to use a tool or technical trapping, including dodge and movement skill rolls and HT rolls to stay conscious on your way to reach these techical trappings.

Interdiction [5 points/skill][Bearbeiten | Quelltext bearbeiten]

Prerequisites: Any melee combat skill, plus Trained by a Master or Weapon Master.

Interdiction lets you make a quick, low-damage melee attack against anyone who tries to charge past you in combat. Your target must be moving from in front of you to behind you (consulting the diagram on p. B389, from any white hex to any gray or black one) and pass within reach of an attack currently possible for the skill for which you have this power-up. For example, a greatsword (Reach 1, 2) could cut at anybody running within one or two yards to flank you, while a halberd held at Reach 3 could only intercept a foe who’s exactly three yards away at some point during his pass.

Roll against Parry for your combat skill as your opponent moves by. This never gets a bonus from retreating, shield DB, Shield spells, or special parry options – though Combat Reflexes and Enhanced Parry help as usual, and any penalties for bad footing, repeated parries, etc. apply. Failure means your foe slips past untouched. Success lets you roll against skill to attack a random hit location.

A successful skill roll means a potential hit. Your target defends normally. If he fails, you inflict your attack’s damage at -2 or -1 per die, whichever is worse. Though you’re technically “parrying” your foe’s entire body, contact is sufficiently light that this move doesn’t count as a parry against a heavy weapon.

Failure on your skill roll indicates that you didn’t even make light contact – again, your opponent slips past untouched. Whatever the outcome, each Interdiction attempt counts as a parry with the weapon or hand used (thus, it cannot be used after you All-Out Attack). You may try Interdiction more than once per turn – and intersperse it with true parries – subject to standard penalties for successive parries in a turn. For instance, if you use Interdiction and then parry with the same hand (or vice versa), the second roll suffers the usual penalty for repeated parrying.

You must specialize by melee combat skill.

Killer Hair [10 points][Bearbeiten | Quelltext bearbeiten]

You have a long braid with a weight at the end, weave razors into your dreadlocks, or sculpt your hair into a sawblade Mohawk or sharp spikes using jamming glue (Treasure Tables, p 36) . . . and you’ve studied on maiming with this. You may strike at Reach C using Brawling or Karate – at full skill, even when grappled – as though using a weapon. Armed parries won’t harm your head! This inflicts thrust crushing damage, at +1 per die plus skill bonuses.

You cannot wear a helmet and still use this ability.

Advantages: Striker (Limb, Head, -20%) [4].

Perks: Unique Technique (Grappled Strike) [1].

Techniques: Grappled Strike (H) Skill+0 [5]. Buys off the -4 to DX while grappled for one specific hands-free attack – usually biting or a Striker.

Multilingual [6, 12 or 18 points][Bearbeiten | Quelltext bearbeiten]

You can speak, read and write English, Mandarin, French, German, Japanese, Russian, Spanish, Portuguese, Italian, Hindi, Arabic at broken [6], accented [12] or native [18] level.

Rapier Wit [5 points][Bearbeiten | Quelltext bearbeiten]

Wirkt nur auf Gegner die a) intelligent genug sind eine Beleidigung wahrzunehmen und b) über die man etwas zu lästern weiss.

Trained by a Master [30 points][Bearbeiten | Quelltext bearbeiten]

Armor Familiarity 4 ist für alle Striking- und Grapplingskills im Preis mit inbegriffen. Ausserdem zählen deine Arme, Hände, Beine und Fässe als "Striker" und können bei einem Parry mit einer Waffe nicht verletzt werden.

Die folgenden Skills können nur erlernt werden, wenn man Trained by a Master hat:

  • Autohypnosis 
  • Blind Fighting 
  • Body Control 
  • Breaking Blow 
  • Breath Control 
  • Esoteric Medicine
  • Flying Leap 
  • Immovable Stance 
  • Invisibility Art 
  • Kiai 
  • Light Walk 
  • Mental Strength 
  • Power Blow 
  • Pressure Points 
  • Pressure Secrets 
  • Push 

Wenn man dazu noch Weaponmaster, resp. Gunslinger oder Heroic Archer, hat kann man manche Skills mit den Waffen verwenden.

Trained by a Master Perks[Bearbeiten | Quelltext bearbeiten]

The following perks can only be bought if you have the TbaM advantage:

  • Drunken Fighting*
  • Finishing Move
  • Flourish
  • Focused Fury
  • Follow-Through
  • Iron Hands

Team Player [5 points][Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Sense of Duty (Team)

You’re all about the party. No, not partying, you twit. This means those good buddies who go out into the zombie infested wastelands with you.

This power-up is worthless when you’re alone and does nothing for rolls made for yourself. However, you get +1 on rolls made to directly assist long-time companions (for this purpose, anybody who has survived at least two sessions with you).

You get this bonus when you make complementary skill rolls to aid your cronies or use your skill to cover for less skilled friends (Dungeons, p. 11); in the specific situations of giving your chum a leg up(Dungeons, p. 7), treating his curse (Dungeons, p. 9), or counseling him in battle (Dungeons, p. 11); and when ever you roll to heal or provide medical attention, mundane or supernatural, to a party member. The GM may allow other, similar uses.

Two-Weapon Fighting [6 or 5 points][Bearbeiten | Quelltext bearbeiten]

Costs 5 points with Ambidexterity or [6] without.

  • Prerequisites
    • Any one-handed Melee Weaponskill, and Trained by a Master, Weapon Master, or Gunslinger

Buy this separately for each Melee Weaponskill. Two-Weapon Fighting (Saber) lets you wield two sabers. To fight using a saber and an axe, purchase Two-Weapon Fighting (Axe/Mace) as well. When armed with two suitable melee weapons, you can make a full-skill attack with both. Additional strikes due to All-Out Attack (Double) or Extra Attack can come from either weapon. You can’t combine this with Rapid Strike – you must use just one weapon if you do that.

Specialized Two-Weapon Fighting[Bearbeiten | Quelltext bearbeiten]

Two-Weapon Fighting works with two weapons of the same type. To mix and match, you must buy it twice. In the example above, Two-Weapon Fighting (Axe/Mace) covers an axe in each hand, Two-Weapon Fighting (Saber) is for a saber in each hand, and buying both lets you use two sabers, two axes, or a saber and an axe in which ever hands you like. But what if you use only a single, fixed combination? For that, buy Specialized Two-Weapon Fighting and specify two weapons in left-hand/right-hand order; e.g., Specialized Two-Weapon Fighting (Axe/Saber) works with an axe in the left hand and a saber in the right, but with no other combination. Point cost is unchanged.

Ultimate Zombie-Fighters' Bond [5 points for level 1, plus 1 point for each additional level][Bearbeiten | Quelltext bearbeiten]

This power-up must be taken by at least two PCs, who must have survived at least two adventures together. Those who have it instantly recognize their stalwart allies, even behind disguises or illusions, and can sense when those associates are hurt or need help – without fail, and at any distance. This is valuable when Sid the Thief is attacked while scouting ahead, or when a shapeshifting Thing replaces Marge the Barbarian. It doesn’t work as a means of communication.

Adventurers’ Bond (AB) costs 5 points for one pal, 6 for two, 7 for three, and so on. At least two delvers must share each bond, but individual lists can differ. For example, Lord Doom could have AB (Marge) [5], Marge could have AB (Lord Doom, Sid, and Siren) [7], Sid could have AB (Marge and Siren) [6], and Siren could have AB (Marge and Sid) [6].

Weapon-and-Shield Fighter [10 points][Bearbeiten | Quelltext bearbeiten]

Prerequisites: Combat Reflexes, a one-handed Melee Weapon skill at 17+, and Shield at 17+.

You’re accomplished at coordinating your one-handed melee weapon and shield. Whenever you have a suitable weapon ready to parry and a shield ready to block, and are attacked in a way that would permit you to choose either defense, you get +1 to Block or Parry vs. that attack. A side effect of being so well-coordinated is that you don’t suffer shield DB as a penalty to onehanded weapon attacks in close combat (p. B392).

The active defense bonus doesn’t work against attacks you can’t parry (strikes from the shield side, most missiles, extremely heavy weapons, etc.) or ones you can’t block (notably attacks from the weapon side or on weapons). It also vanishes if you don’t have both a shield and a weapon ready. On the upside, it’s cumulative with all other defense bonuses, including shield DB and additional Enhanced Block and Enhanced Parry.

Advantages: Enhanced Block 1 (Accessibility, Requires weapon, -20%; Limited, Attacks that can be parried, -20%) [3]; Enhanced Parry 1 (All; Accessibility, Requires shield, -20%; Limited, Attacks that can be blocked, -20%) [6].

Perks: Rules Exemption (No DB penalty on one-handed weapon attacks in close combat) [1].

Weapon Master [varies][Bearbeiten | Quelltext bearbeiten]

Zu jeder der unten genannten Variante gibt's gratis Walking Armoury für eine Reach C Waffe, eine Reach 1 Waffe, eine Reach 2+ Waffe und 6 lbs Wurfwaffen.

Weapon Master (My Style) [30 points]: Gibt auf genau 4 Waffen Weapon Master und auf diesselben vier Waffen Walking Armoury.

Weapon Master (All) [45 points]: Gibt auf 'alle' durch Muskelkraft genutzten Waffen die Vorteile von WM. Man erhält 5 Level Walking Armoury nach freier Wahl.

Perks unlocked by Weapon Master[Bearbeiten | Quelltext bearbeiten]

The following perks can only be bought if you have the Weapon Master advantage:

  • Akimbo*†
  • Finishing Move
  • Flourish
  • Focused Fury
  • Follow-Through
  • Form Mastery†
  • Grip Mastery†
  • Reach Mastery†
  • Sacrificial Parry†
  • Shield-Wall Training

Perks[Bearbeiten | Quelltext bearbeiten]

Erklärung zu den Symbolen bei den Namen der Perks:


*

= Has Prerequisites † = Requires Specialization ‡ = Leveled Perk

Nicht-Kampf[Bearbeiten | Quelltext bearbeiten]

Man darf einen Perk pro 25 CP jenseits 300 auswählen, Bsp.: (450 - 300) / 25 = 6 - das heisst am Anfang des Spiels dürft ihr 6 Perks auswählen, resp.

Compact Frame[Bearbeiten | Quelltext bearbeiten]

You’re a natural phone booth-stuffer! You can tuck in limbs and ball yourself up to reduce effective SM by one. Doing so takes 10 seconds – and while you’re crunched up, you can’t do anything besides talk. You get +1 to Escape when the goal is to fit through a narrow space.

Deep Sleeper[Bearbeiten | Quelltext bearbeiten]

You can fall asleep in all but the worst conditions, and can sleep through most disturbances. You never suffer any ill effects due to the quality of your sleep. You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes.

Equipment Bond*†[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Signature Gear for the Equipment

You own a piece of equipment (e.g., sensor or vehicle) or a kit (tool, medical, etc.) that’s uniquely suited to you. You must acquire it with cash or as Signature Gear. When you use it, you get +1 to the skill associated with that equipment, regardless of the gear’s actual quality. This is cumulative with any bonus inherent to the hardware.

This perk reflects the fact that you’re used to yourstuff; in the case of a kit, you might even have assembled the contents. If you lose that particular item, you lose the perk. You can acquire a new Equipment Bond in play, however.

Eye for Distance[Bearbeiten | Quelltext bearbeiten]

You can accurately gauge distances within line of sight without using tools. Error is around 5%; where relevant, the GM will secretly roll 2d-7 for the percentage, keeping negative numbers. The only combat effect is that you don’t need a rangefinder to benefit from rules that require one.

Focused (Task)†[Bearbeiten | Quelltext bearbeiten]

You get +3 on success rolls for a specific, lengthy noncombattask – at the cost of -5 to rolls for everything else, much as if you had Single-Minded (p. B85). Focused is only allowed for tasks where bothmodifiers regularly matter; e.g., Focused Driver might give +3 to Driving but -5 to Area Knowledge and Navigation, and Perception rolls to notice road signs. The GM’s word is final

Good with Zombies*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Hidden Lore (Zombies) (16+)

When you encounter zombies, you get an IQ-3 roll to deduce their general motivation (“following orders,” “hunger,” “revenge,” etc.). You also receive +1 on any Psychology, Tactics, or Teaching roll the GM requires for “taming” or outflanking zombies.

Horde-Walker*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Bad Smell -10
    • Disguise (Zombies) (16+)

Out of combat, zombies in hordes ignore you provided that you walk no faster than they do – maybe you smell like them! For this to work, you must stay in the horde and let the zombies see and jostle you. If combat breaks out, then regardless of who starts it, the zombies will recognize you for what you are.

Hot-Zone Hero*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites:
    • Hazardous Materials (Biological) 16+
    • NBC Suit 16+

You’re exempt from routine skill rolls to don or decontaminate hazmat gear: masks, suits, etc. This has no effect on extraordinary uses, or on rolls to handle dangerous stuff rather than to suit up.

Intuitive Repairman†[Bearbeiten | Quelltext bearbeiten]

You can maintain something of yours– typically electronics, vehicles, or weapons – without needing formal repair skills. You must specialize by particular item; e.g., “My ’76 Dodge Ram.” Roll against IQ instead of Armoury, Electrician, Electronics Repair, Machinist, or Mechanic to fix or install standard accessories on your equipment. To do custom work or maintain an identical item that isn’t yours, you’ll need actual skills.

This perk is inefficient for two or more pieces of gear that require a single repair skill between them. Such skills are IQ/A, so spending the 2 points on one of them would give IQ level for all purposes.

NBC Suit Experience*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisite
    • NBC Suit 16+

The NBC Suit skill (p. B192) doesn’t limit your DX or DX-based skills when wearing biohazard gear that isn’t bulky enough to give at least -1 to DX.

No Hangover[Bearbeiten | Quelltext bearbeiten]

No matter how much you drink, you will never get a hangover. This doesn’t mitigate the effects of intoxication – it just eliminates the unpleasant aftereffects.

One-Task Wonder†[Bearbeiten | Quelltext bearbeiten]

There’s one specific trick you can do with a particular skill... without knowing the skill! This can’t be the skill’s primary use, a combat move, or anything done at a penalty. Any other task is acceptable. To perform your trick, roll against the skill’s controlling attribute.

Example: A crook who can always hotwire a car without knowing Mechanic could take OTW (Hotwiring Cars), because that’s a near-trivial use of Mechanic, not a primary application, and not combat-relevant. Mechanic is an IQ-based skill, so he must make an IQ roll for the deed.

Pack Rat[Bearbeiten | Quelltext bearbeiten]

You’re an expert at finding your stuff, or maybe just remarkably organized. Whenever the GM rules that you need more than one Ready maneuver to pull out equipment other than a weapon in combat – typically 1d seconds if in a pocket or 2d seconds froma pack (see p. B383) – halve this and round down.

Penetrating Voice[Bearbeiten | Quelltext bearbeiten]

You can really make yourself heard! In situations where you want to be heard over noise, others get +3 to their Hearing roll. At the GM’s option, you get +1 to Intimidation rolls if you surprise someone by yelling or roaring.

Rule of 15[Bearbeiten | Quelltext bearbeiten]

A Fright Check normally fails on any roll of 14+, regardless of modified Will; see The Rule of 14 (p. B360). This perk means you only fail on 15+. Will and bonuses (like Fearlessness) must total 14+ for this to beuseful, of course!

Shtick (Can strike a flame anywhere)[Bearbeiten | Quelltext bearbeiten]

You can (re)ignite any dry, intact lighter, zippo, matches.. in one Ready maneuver, without readying flints and such.

Standard Operating Procedure (Back to the Wall)[Bearbeiten | Quelltext bearbeiten]

You always sit with your back to the wall and keep a minimum of one piece of improvised cover (e.g., a table) between you and the exits. The GM must warn you when you can’t do all this.

Standard Operating Procedure (Check the Bodies)[Bearbeiten | Quelltext bearbeiten]

You never assume that a body – however broken – is “safe.” If the GM makes noticing zombies among corpses a matter of asking, seeking to trip up the unwary, he must treat you as having asked. If detection requires a skill roll, he must roll for you even if you didn’t specify that you were using your skill.

Standard Operating Procedure (Clean Freak)[Bearbeiten | Quelltext bearbeiten]

If there’s clean water, you wash. If there’s soap, you use it. And if there was a chance to decontaminate your gear safely, you did it. You’ll always qualify for any small bonus to HT rolls vs. contagion from such measures.

Standard Operating Procedure (Full Tank)[Bearbeiten | Quelltext bearbeiten]

Your vehicles are always fully fueled when you arrive at an action scene. If you operate an armed vehicle, it’s also reloaded.

Standard Operating Procedure (Last Man Out)[Bearbeiten | Quelltext bearbeiten]

Whenever there’s any doubt whether you locked the car doors, closed the vault, turned off the stove, etc., there is no doubt – you did it.

Standard Operating Procedure (On Alert)[Bearbeiten | Quelltext bearbeiten]

You always have full kit packed and ready to go in the event of emergency. This doesn’t mean you react faster (get Combat Reflexes for that) – it just means always being able to scoop up all your gear without wasting valuable time.

Standard Operating Procedure (Sleep with one eye open)[Bearbeiten | Quelltext bearbeiten]

When visible movement occurs around you as you sleep, even activity that wouldn’t be loud or startling enough to rouse most people, you’ll awaken on a successful Vision roll. You’ll still be stunned (see p. B393) unless you also have Combat Reflexes!

Urban Jungle Gym*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Acrobatics 16+
    • Climbing 16+
    • Jumping 16+

You’re exempt from skill and attribute rolls to perform the moves under Climbing and Parkour (Action 2: Exploits,pp. 18-20) when traveling from A to B “off-screen.” The game effect is that the GM will let you use full Move through an urban area, regardless of what’s in the way. You’re leaping between rooftops, taking shortcuts, etc.

Zombie Jungle Gym*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Acrobatics 16+
    • Running 16+
    • Jumping 16+

You’re exempt from skill and attribute rolls to perform the moves under Running in an are with a high Zombie Headcount when traveling from A to B “off-screen.” The game effect is that the GM will let you use full Move through an urban area, regardless of what’s in the way. You’re leaping between rooftops, taking shortcuts, etc.

Walking Camp*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisite
    • Signature Gear (Group Basics (TL8))

When you carry Group Basics (TL8) their encumbrance doesn't count for you. Also, you don't have to explain how and where you carry all that stuff, you just do!

Group Basics (TL8)[Bearbeiten | Quelltext bearbeiten]

Contains the following items:

  • Group Mess Kit (TL8)
    • A lightweight, titanium kit for six, with frying pan, bowl, and pot. $180, 3 lbs.
  • Tent, Dome (TL8)
    • A modern, waterproof, expedition grade tent for six men. It can withstand wind speeds beyond 50 mph. It takes about a minute to set up. Survival modifier: +2. $225, 18 lbs.
  • Rope, 1/2” (TL8), 100 yards
    • Synthetic. Supports 2 tons. $900, 20 lbs.
  • Spiked Tomahawk
    • Fine Hatchet (sw+1 cut) with a spike that does sw imp (Pike rules!) damage.
  • Shovel, Folding
    • Entrenching tools are sometimes used by soldiers in close combat. Treat as an axe (p. B271) at -2 to skill. Holdout -4. $10, 3 lbs. LC4.
  • Grapnel, padded titanium
    • Getting a grapnel to the target requires a DX-3 or Throwing roll. Maximum throwing distance is STx2 yards. Load limit is 600 lbs. This version is a padded grapnel (+1 lb.) giving -2 to Hearing at 1 yard when landing on a hard surface. This is a non-sparking, nonmagnetic version. $40, 3 lbs.
  • Gasoline
    • 1 gallon in plastic canister. $6, 7 lbs. LC4
  • Climbing Gear, Good
    • Harness, ascender, descender, an assortment of fasteners, and 100 yards of 3/8” rope (Supports 650 lbs). Provides a +1 bonus to Climbing skill. $2000, 26 lbs. LC4.
  • Electric Lantern, Large(TL8)
    • 5-yard radius. Dive-certified model that can operate to a depth of 600’. $60, 3 lbs., 4xS/20 hrs. LC4
  • Floodlight (TL7)
    • A large, portable spotlight. Double cost for dive models that can operate to a depth of 600’. If aiming the light in combat, treat as a searchlight (p. 228). 200-yard beam. $100, 3 lbs., M/4 hrs. LC4

Kampf[Bearbeiten | Quelltext bearbeiten]

Pro 10 CP die in verwandte Waffenskills und Fast-Draw (Techniques zählen nicht!) investiert wurden, darf man einen Perk nehmen. Die meisten dieser Perks brauchen Trained by a Master, Gunslinger oder Weapon Master damit man sie überhaupt nehmen kann.


*

= Has Prerequisites † = Requires Specialization ‡ = Leveled Perk

Acrobatic Feints*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master, Weapon Master or Gunslinger

You’ve practiced using gymnastics to catch enemies off-guard. You may use the Acrobatics skill to feint and may improve the Feint (Acrobatics) technique.

Acrobatic Kicks*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master, Weapon Master or Gunslinger

You’ve learned to kick as a natural extension of flips, jumps, and spins. You can default kicking techniques to Acrobatics instead of to Brawling or Karate. Acrobatic kicks never receive Brawling or Karate damage bonuses.

Acrobatics Galore*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Vow (Never use Firearms) or Vow (Always fight unarmed)
    • Acrobatics 18
    • Trained by a Master or Weaponmaster

Du kannst Acrobatics mehrmals pro Runde als Acrobatic Dodge benutzen. -1 pro Versuch nach dem Ersten.

Akimbo*†[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Weapon Master or Gunslinger

Having two hands full of weapons (usually guns!) doesn’t restrict your actions much. You can open doors, reload, and so on without putting anything down, just as if you had two empty hands. This doesn’t help you fight using two weapons – take Ambidexterity, Dual-Weapon Attack, Extra Attack, or Off-Hand Weapon Training for that. Similarly, Akimbo doesn’t let you grapple with weapon-filled hands. You must specialize by skill, typically Guns (Pistol).

Armor Familiarity*†‡[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master or Weapon Master

You’re accustomed to fighting in armor. You may ignore -1 in encumbrance penalties to attack or parry with Judo, Karate, or a fencing skill. You have no penalty at Light encumbrance, -1 at Medium, and so on. You must specialize by skill: Armor Familiarity (Judo), Armor Familiarity (Rapier), etc. The GM may permit multiple levels to negate greater encumbrance. Each level is an additional Style Perk.

Army of One*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger

You can shootmachine guns from the hip and fire shoulder launched missiles while steering a car with the other hand. When wielding a heavy weapon with any Artillery or Gunner skill – or with the GL, LAW, or LMG specialty of Guns – you may ignore any † (two-handed) or M (mounted) note on its ST, and all extra crew requirements, as long as you meet the ST listed for it in the table. This lets you use it one-handed, sans loaders or assistants.

Cinematic Knockback*†[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master, Gunslinger or Weapon Master

If the campaign doesn’t generally use Cinematic Knockback (p. B417), being able to produce that effect is a perk. Note that movies are the only place you’ll see this perk in action, because it’s totally unrealistic! Even large-caliber rifles and autocannon can’t push around a human. The “knockback” some people claim to have witnessed is the victim jumping in surprise or staggering from injuries.

You must specialize by shooting skill. Not just any gun will do, though! The weaponmust be covered by your specialty and suitably imposing: a 12-gauge, not a runty .410; a .44 Magnum, not a dinky .22.

Combat Pole-Vaulting*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Weapon Master

You can use a pole weapon to aid balance and make impressive vaults in combat. To benefit from this perk, you must first take a Ready maneuver to grip your weapon properly. After that, you may either add (Reach - 1) to combat uses of Acrobatics and Jumping, or add Reach to vertical or horizontal Jumping distance – choose each turn. Returning to a fighting grip requires another Ready; learn Form Mastery (below) to make this a free action after a stunt. You must specialize by Reach 2+ pole weapon: Combat Vaulting (Halberd), Combat Vaulting (Long Spear), Combat Vaulting (Quarterstaff), etc.

Cookie Cutter*†[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger

You can use a full-automatic weapon (optionally, even a shotgun!) to cut holes through walls, floors, and ceilings – like a jigsaw through plywood. Each magazine emptied creates an opening big enough to admit one SM 0 person (or two people clinging to each other).

You must specialize by shooting skill. The weapon matters less and need not be one that could actually chew through the target’s DR or HP. In the movies, this perk works fine with everything from 9mm machine pistols to powerful science-fiction assault rifles. Cookie Cutter only allows dramatic exits and entries, though. You can’t use it to bypass armor or the plot – no destroying vault doors in crime stories!

Cool Under Fire[Bearbeiten | Quelltext bearbeiten]

You don’t experience “tunnel vision” under fire and can quickly update your mental picture of the battlefield. When making pop-up attacks (p. B390), you don’t suffer the -2 to hit provided that the target is no further away in yards than your Per plus Acute Vision (if any). This perk is redundant if you have Enhanced Time Sense or Gunslinger.

Cowpoker[Bearbeiten | Quelltext bearbeiten]

You can kick with pointy-toed boots (use the reinforced boots on p. 31 of Heroes) for thrust-1 piercing damage, plus unarmed skill bonuses.

Deadly Pose[Bearbeiten | Quelltext bearbeiten]

Immediately after you send an enemy to the ground by tripping him, dealing a major wound, knocking him out, killing him, etc., you may make a “kill face,” pose with your katana in his liver, or the like for a free Intimidation attempt (no need for a Concentrate maneuver). Roll as explained under Uttering Threats (Exploits, p. 39). The -5 for combat does apply, but you get +2 for a knockout or +5 for a fatality, plus another +1 if body parts come off!

Dirty Fighting[Bearbeiten | Quelltext bearbeiten]

You get +1 to any feint or attack delivered as a “sucker punch” before combat begins. This is cumulative with the effects of Hidden Weapons (Exploits, p. 37) – and like that rule, works just once as a fight-opener. Unlike most perks, this one comes in three levels: two points give +2 to your opening shot and three points grant +3.

Drunken Fighting*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master

You’ve mastered the mythical art of fighting while intoxicated (see pp. B439-440). When you’re tipsy or drunk (p. B428), treat the -1 or -2 to DX as a +1 or +2 bonus in a fight. Penalties to IQ and self-control rolls apply normally!

Dual Ready†[Bearbeiten | Quelltext bearbeiten]

You can use a single Ready maneuver to draw a weapon with either hand. Specialize by weapon combination in left hand/right hand order; e.g., Dual Ready (Axe/Pick) lets you ready an axe in your left hand and a pick in your right. This is mostly redundant if you can Fast-Draw those weapons – but not every weapon allows Fast-Draw.

Exotic Weapon Training†[Bearbeiten | Quelltext bearbeiten]

Certain weapons have a built-in skill penalty due to their unusual balance relative to other weapons used with the same weapon skill. These include the chigoridani, three-part staff, and trident (see Chapter 6). You’ve trained enough with such a weapon that you no longer suffer this penalty. You must specialize by weapon.

Finishing Move†[Bearbeiten | Quelltext bearbeiten]

You have a move that’s especially deadly against beaten foes. You must specialize by attack: Finishing Move (Brawling Punch), Finishing Move (Neck Snap), Finishing Move (Smallsword Thrust), etc. When you use the chosen attack on someone you have stunned or knocked out in melee combat, add +1 per die of damage.

Flourish†[Bearbeiten | Quelltext bearbeiten]

On the turn after you knock down or kill a foe, you may opt to perform an impressive flourish. This takes a full Ready maneuver and requires a skill roll. Success lets you use Intimidation with the maximum +4 for “displays of strength.”

Focused Fury*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master or Weapon Master

Unlike most fighters, you can combine Mighty Blows (p. B357) with All-Out Attack (Strong), improving its damage bonus to the higher of +2 per die or a flat +3. You can also do this with the Committed Attack (Strong) maneuver from GURPS Martial Arts, raising its damage bonus to the better of +1 per die or a flat +2. Either use costs 1 FP per attack.

Follow-Through[Bearbeiten | Quelltext bearbeiten]

On any turn during which you knock down or kill an enemy using the chosen skill, make an immediate skill roll. Success lets you try Intimidation (p. B202) against any remaining foes as a free action that turn. A good example here is chiburi: flicking blood off a sword blade, practiced by Japanese swordsmen.

Form Mastery*†[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger or Weapon Master

When using a weapon that works with multiple skills, you must normally specify the skill you’re using once, at the start of your turn. You’ve practiced fluid shifts between forms and can change skills repeatedly, during your turn. For instance, you could start your turn using a spear with the Staff skill, switch to the Spear skill to attack, and then return to Staff for parrying. You must specialize by weapon: Form Mastery (Naginata), Form Mastery (Spear), etc.

Grip Mastery*†‡[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger or Weapon Master

Switching between one- and two-handed grips, or a regular grip and the Defensive Grip in GURPS Martial Arts, usually takes a Ready maneuver. You’ve practiced until this has become second nature. You can do either grip change (or both) as a free action once on your turn per level, before or after your maneuver. For instance, you could make a one-handed katana cut and end your turn in a two-handed Defensive Grip. Next turn, you could shift to a regular two-handed grip and attack. You must specialize by weapon; e.g., Grip Mastery (Katana).

Ground Guard[Bearbeiten | Quelltext bearbeiten]

You know a body of tactics for use when you’re lying faceup, lying face-down, or crawling and your opponent is also in any of those postures. In that situation only, you get +1 in all grappling Contests – pins, chokes, attempts to break free, etc. If your foe knows Ground Guard, too, your bonuses cancel out.

Hand Cannon‡[Bearbeiten | Quelltext bearbeiten]

You can fire big freakin’ guns. Add +1 to your ST per level for the sole purpose of avoiding penalties for insufficient ST to wield firearms. This ST does count for the purpose of Army of One (p. 17), and it stacks with levels of Huge Weapons (ST) (see Power-Ups 2: Perks, p. 6).

Huge Weapons†‡[Bearbeiten | Quelltext bearbeiten]

You can use weapons that would normally be too large for your SM or ST. There are two specialties:

  • Huge Weapons (SM): Add +1 to effective SM for the sole purpose of determining what weapons are “oversized” for you.
  • Huge Weapons (ST): Add +1 to ST for the sole purpose of avoiding penalties for insufficient ST to use weapons. This never affects damage!

You may take either or both twice, for double the benefit. “Big hands” is as likely an explanation as training; thus, this perk isn’t specialized by skill or weapon.

Improvised Weapons†[Bearbeiten | Quelltext bearbeiten]

You’ve practiced fighting with everyday items. These weapons might be improvised for others but they’re familiar to you. Ignore skill penalties (only) when wielding them. You must specialize by combat skill. You can learn Improvised Weapons (Brawling) or Improvised Weapons (Karate) to use improvised fist loads effectively.

Iron Hands*‡[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Trained by a Master

You have DR 1 (Partial, Hands, -40%; Tough Skin, -40%) [1]. Once you’ve acquired this perk, you may elect to buy a second level of DR [1] and/or Blunt Claws [3].

Neck Control†[Bearbeiten | Quelltext bearbeiten]

You’re adept at striking from the clinch. You must specialize by unarmed striking skill. Whenever you’ve grappled a standing opponent’s head, neck, or torso (only), you get +1 to hit when you strike that foe with your skill.

Off-Hand Training†[Bearbeiten | Quelltext bearbeiten]

You’ve practiced a particular skill enough with your “off” hand that you can ignore the -4 for using that hand (see Handedness, p. B14). This extends to all defenses and techniques based on that skill – including feats of fine manipulation, unlike Hands-Free (above). You must specialize by skill; any skill qualifies, including combat skills, if it has applications that normally use only one hand.

This perk completely replaces the Off-Hand Weapon Training technique on p. B232 (but you can still call it that when buying it for a weapon skill). The Off-Hand Training perk is cheaper than Ambidexterity for those with fewer than five specialties. If someone is dedicated enough to buy five perks, the GM should let him replace these with full-fledged Ambidexterity for the same points!

One-Armed Bandit*†[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger

You can operate a lever- or pump-action long armone-handed and without changing grips. The gun’s RoF becomes 1. Roll against the appropriate Guns specialty before each shot. Failure wastes your turn; treat it as a Do Nothingmaneuver. Critical failure means an immediate roll on the CriticalMiss Table (p. B556)! In anything but an over-the-top game, this perk works only for lever-action weapons, as these can be spun around the lever loop – which generally requires modification to enlarge it to avoid breaking your fingers! You must specialize by Guns skill.

Pistol-Fist*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger

You can roll against Guns (Pistol) to pistol-whip people. Treat this as a punch with brass knuckles. You can also parry melee attacks at (shooting skill/2) + 3, and even use this parry when slapping aside guns in close combat (B376). If you want to parry multiple times per combat round, cumulative parries are at -4 to parry each.

Pistol-Fencing*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Pistol-Fist
    • Enhanced Parry (Guns(Pistol)) 1
    • Weapon Master (Guns(Pistol))

Your Pistol-Fist counts as a fencing weapon when using it to parry. This allows you to parry at -1 for every cumulative turn, you also get the full Weapon Master damage bonus.

Power Grappling[Bearbeiten | Quelltext bearbeiten]

You’re adept at applying force precisely when wrestling. Except when rolling to hit or for an active defense, you may opt to shift normally DX-based grappling rolls to ST. Moreover, whenever you make a ST roll that usually enjoys a ST bonus from Sumo Wrestling or Wrestling – e.g., the roll to break free – you may waive your bonus and attempt a ST-based Judo, Sumo Wrestling, or Wrestling roll instead.

Quick Reload†[Bearbeiten | Quelltext bearbeiten]

You can reload in record time! You must specialize by reloading scheme: Belt (for machine guns), Breechloader (for double-barreled shotguns), Detachable Magazine (for most modern automatics), Muzzleloader (for black-powder guns), Swing-Out Revolver (formodern revolvers), etc. See High-Tech for a full list.

A successful Fast-Draw (Ammo) roll lets you reload as a free action for Detachable Magazine or for Swing-Out Revolver (with a speedloader), or with a single Ready maneuver for every other specialty but Muzzleloader. For the Muzzleloader specialty, you can take several levels of this perk, and a successful Fast-Draw roll chops 25% per level off reload time, to a minimum of three seconds.

This perk only seems cinematic. World-class competition shooters have demonstrated similar feats on high-speed film!

Quick-Sheathe†[Bearbeiten | Quelltext bearbeiten]

This perk has two specialties:

Quick-Sheathe (Long Arm): Unslinging or slinging any long arm requires two Ready maneuvers. A successful Fast-Draw (Long Arm) roll gets the gun out in just one second. This perk lets you roll against Fast-Draw (Long Arm) to sling it in one second as well. (Add a second to all times if the slung position is on the back.)

Quick-Sheathe (Pistol): Getting a handgun into or out of its holster takes one Ready maneuver. A successful Fast-Draw (Pistol) roll draws it as a free action. This perk lets a roll against Fast-Draw (Pistol) to stow it as a free action, too.

Quick-Swap†[Bearbeiten | Quelltext bearbeiten]

You’ve perfected the art of juggling one-handed weapons between hands. Shifting a weapon to an empty receiving hand normally demands a Ready maneuver, but becomes a free action with this perk. Swapping two weapons between full hands normally takes two Ready maneuvers, but requires just one with Quick-Swap. (OldWest shootists, who often drew two pistols but only fired the one in their dominant hand, called this trick “crossing the border.”) You can use this perk once per turn, on your turn.

You must specialize by one-handed weapon skill: Quick-Swap (Pistol), Quick-Swap (Throwing) for grenades, and so on. If two different weapons are involved, you need the perk for both skills.

Rapid Retraction†[Bearbeiten | Quelltext bearbeiten]

You punch or kick so quickly that it’s difficult for your opponent to trap your limb. You get +1 on all rolls to avoid such techniques as Arm Lock and Leg Grapple when they follow an enemy parry. You must specialize in Rapid Retraction (Punches) or Rapid Retraction (Kicks). The GM may allow Rapid Retraction (Bites) for nonhumans.

Reach Mastery*†‡[Bearbeiten | Quelltext bearbeiten]

Changing Reach with certain long weapons covered by the Kusari, Polearm, Spear, Two-Handed Axe/Mace, Two-Handed Flail, or Whip skill requires a Ready maneuver. You’ve practiced until this has become second nature. You can change Reach as a free action on your turn once per level. You must specialize by weapon; e.g., Reach Mastery (Glaive).

Sacrificial Parry†[Bearbeiten | Quelltext bearbeiten]

You’re adept at protecting less-capable or exposed allies. You can sacrifice a parry defense to parry an attack on an ally standing beside you within your weapon’s Reach. You must specialize by melee combat skill.

Shield-Wall Training[Bearbeiten | Quelltext bearbeiten]

You’ve drilled extensively at fighting from behind a shield wall. You can sacrifice your block defense to block an attack on an ally standing beside you. Furthermore, you may ignore the -2 to attack when holding a large shield (p. B547).

Strongbow*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Heroic Archer

You’ve learned how best to draw a heavy bow. If you know Bow at DX+1, you can shoot a bow of your ST+1 instead of your ST. Bow at DX+2 or better lets you use a bow of your ST+2. You need a strong bow to see range and damage improvements; there’s no effect when shooting a bow of your ST or less.

Sure-Footed†[Bearbeiten | Quelltext bearbeiten]

You’ve studied low, stable stances for fighting on unfavorable ground. This lets you ignore the -2 to attack and -1 to defend for a specific type of bad footing:

  • Sure-Footed (Ice): Frozen puddles, lakes, etc. – and waxed floors!
  • Sure-Footed (Sand): Beach or desert.
  • Sure-Footed (Slippery): Mud, oil, and blood (but not grappling a slippery opponent).
  • Sure-Footed (Snow): Snow, loose or packed.
  • Sure-Footed (Uneven): Rocks, corpse piles, etc.
  • Sure-Footed (Water): Water no more than waist-deep.

The GM may allow others. See, for example, High-Heeled Heroine and Naval Training. Sure-Footed doesn’t aid DX in general, or Move. For that, buy Terrain Adaptation (p. B93).

Tap-Rack-Bang†[Bearbeiten | Quelltext bearbeiten]

You’re adept at getting your weapon back into action. If a malfunction occurs, you can attempt Immediate Action (GF:28) as a free action on any later turn. You must specialize by shooting skill, and you have to be familiar (p. B169) with the specific weapon to use this perk.

Teamwork†[Bearbeiten | Quelltext bearbeiten]

You’ve practiced fighting in a team. To use Teamwork, everyone in the squad must take a Ready maneuver to “form up.” After that, the entire group acts at the same point in the combat sequence as its slowest member. On the team’s collective turn, each member may choose his actions freely. The sole requirement is that after everyone in the original formation has taken his turn, they’re all still adjacent to one another (in adjoining hexes). If anyone gets separated, the team must form up again – with or without the straggler.

A fighter who’s formed-up may:

  • Brace a teammate in front of him and within a yard, adding 1/5 (round down) of his ST or HP, as applicable, to his ally’s score when his friend resists a slam (p. B371), executes a shove (p. B372), or suffers knockback (p. B378). This is a free action.
  • Feint and transfer the benefits to another teammate who can reach the same foe.
  • Ignore the -2 to attack enemies in close combat with teammates (p. B392).
  • Sacrifice a parry or a block to defend a teammate behind him from a long weapon or missile that passes within a yard (through his hex).

You must specialize in working with a particular small group (e.g., an adventuring party). Only those with the same specialty can form up and enjoy these benefits.

Tracer Eyes*[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger or Acute Vision 2

You can see the paths of your bullets as they speed toward their target! Whenever you fire more than one shot at a target per turn, you get a noncumulative +1 to skill. This becomes a realistic perk for experienced shooters (Guns at DX+2 or better) with Acute Vision.

Trademark Move[Bearbeiten | Quelltext bearbeiten]

A Trademark Move is a prescription for a full turn’s worth of combat actions. Write down every detail when you buy it; e.g., “All-Out Attack (Strong) using Broadsword, for 2d+3 cutting, thrown as a Rapid Strike with a chop to the neck, at skill 13, followed by a Deceptive slash at the torso giving -2 defenses, at skill 14.” Damage and attack rolls can improve with ST, DX, and skill, but all weapons, maneuvers, combat options, and hit locations remain fixed. In return for committing a point to such a specific move, you’re at +1 on all skill rolls made to execute it exactly as written – no substitutions. A Trademark Move must be distinctive – no “Attack with Broadsword to torso.” The GM is free to forbid one that isn’t!

Walking Armory*‡[Bearbeiten | Quelltext bearbeiten]

  • Prerequisites
    • Gunslinger or Weapon Master or Heroic Archer

Per level you may ignore the weight of one weapon as encumbrance.No matter how many you carry, their weight never counts as encumbrance. Moreover, you need not concern yourself with the practicalities of how and where you carry them it.

Weapon Bond†[Bearbeiten | Quelltext bearbeiten]

You own a weapon that’s uniquely suited to you. Its quality might be no better than normal, but when you use it, you’re at +1 to effective skill and all techniques based on that skill. This isn’t a supernatural attunement, nor does it require a specially modified weapon; it’s a matter of balance, fit to your hand, and intimate familiarity.

You can have a bond to a weapon of any type or quality. The bond changes neither the weapon nor its price. If you lose the weapon, you lose this perk – although you can buy a new Weapon Bond in play. To avoid such fates, buy the weapon as Signature Gear.

Disadvantages[Bearbeiten | Quelltext bearbeiten]

Duty (Zeta-Force) (Always, Exteremly Hazardous) [-20][Bearbeiten | Quelltext bearbeiten]

You are a soldier of the Zeta-Force. You must follow the orders that are given to you or face prosecution.

Code of Honor (Hippocratic Oath) [-5][Bearbeiten | Quelltext bearbeiten]

Ich werde ärztliche Verordnungen treffen zum Nutzen der Kranken nach meiner Fähigkeit und meinem Urteil, hüten aber werde ich mich davor, sie zum Schaden und in unrechter Weise anzuwenden.

Compulsive Survivalism (Z:32) [-5*][Bearbeiten | Quelltext bearbeiten]

Your zeal for preparedness often preempts common sense. Make a self-control roll whenever you see an opportunity to scrounge ammo, food, fuel, medicine, or other scarce resources, even if the area is dangerous; e.g., a “hot zone,” or a mall overrun by zombies or gangs. Failure means you must investigate.

Whenever you have downtime, you must dedicate a percentage of it to maintaining gear, inventorying supplies, and triple-checking perimeters, regardless of whether that’s necessary. This reduces the time you have for learning skills, which can ultimately make your survival less likely.

Self-Control Number  6   9  12  15
Free Time Spent     80% 40% 20% 10%

Finally, your insistence on drills and escape plans affects how people react to you: +1 per full -5 points in this disadvantage (after the self-control multiplier) from others who have it, but an equal-sized penalty from those who don’t. -5 points.*

Delusion (Explosives are safe around me) [-5][Bearbeiten | Quelltext bearbeiten]

Delusion (I’m God when I’m your doctor!) [-5][Bearbeiten | Quelltext bearbeiten]

Delusion (Holy water burns zombies) [-10][Bearbeiten | Quelltext bearbeiten]

Delusion (Society will return to normal) [-5][Bearbeiten | Quelltext bearbeiten]

Delusion (Zombies are their old selves, deep inside) [-5][Bearbeiten | Quelltext bearbeiten]

Delusion (Zombification is reversible) [-5][Bearbeiten | Quelltext bearbeiten]

Obsession (Find a cure) [-10*][Bearbeiten | Quelltext bearbeiten]

Pacifism (Cannot Harm Innocents) [-10][Bearbeiten | Quelltext bearbeiten]

Secret (Bomb-making nutcase) [-20][Bearbeiten | Quelltext bearbeiten]

Sense of Duty (All Humanity) [-15][Bearbeiten | Quelltext bearbeiten]

Social Disease (Carrier) [-10][Bearbeiten | Quelltext bearbeiten]

You were exposed to the zombie plague, but for whatever reason, you didn’t turn. However, your current infection won’t turn you – it just causes people around you to roll for Contagion (p. B443). You show no symptoms, and suffer no social effects until it’s clear what you are; then people react at -3!

Vow (Always fight unarmed) [-15][Bearbeiten | Quelltext bearbeiten]

Vow (Never use firearms) [-10][Bearbeiten | Quelltext bearbeiten]

Vow (Refuse no request for medical aid) [-10][Bearbeiten | Quelltext bearbeiten]

Zusätzlich zum Code of Honor (Hippocratic Oath) muss jedem geholfen werden der darum bittet.

Skills[Bearbeiten | Quelltext bearbeiten]

Acting[Bearbeiten | Quelltext bearbeiten]

IQ/Average

Can fool some zombies by letting you behave like one or feign death.

Bioengineering/TL[Bearbeiten | Quelltext bearbeiten]

IQ/Hard

This skill is not available to player characters, only NPCs can possess it

Use Genetic Engineering to invent zombifying mutations and pathogens, and Tissue Engineering to grow constructs. The specialty needed to make zombies can also be exploited to find flaws in them or (where necessary) maintain them. The Vaccines specialty is essential when developing cures for plagues. Bioengineering is hands-on and requires a lab; for theory, get Biology.

Disguise/TL (Zombie)[Bearbeiten | Quelltext bearbeiten]

IQ/Average

Zombies have been around for a while and those savvy enough to survive out there have devise ways to be less detectable by the Walkers. Yes, you have to wear zombie gore to make this work.

Hazardous Materials/TL (Biological)[Bearbeiten | Quelltext bearbeiten]

IQ/Average

This is the skill of transporting, storing, and disposing of hazardous materials (“HazMat”). It includes preparing the records that accompany HazMat shipments; applying and identifying warning labels and markings; and knowledge of countermeasures, antidotes, and containment and decontamination procedures. (To operate personal protective gear, use the NBC Suit skill, B192.).

Hidden Lore (Zombies)[Bearbeiten | Quelltext bearbeiten]

IQ/Average

An IQ-based roll lets you determined the goals of a particular horde, should it differ from "eat brains", eg. a success might tell you that the zombies banging against a store must have perceived living humans inside the way they behave. In combat, a Per-based roll detects zombies with superior capabilities.

Whenever you meet a new type of Zombie you may cut him up and see what he's made of to study it's capabilites. To use this skill, tell the GM to roll for you: An hour and a successfull roll gives you MoS times hints at what the Zombie is able to do. A critical failure gives you false information.

Modifiers: A knife counts as improvised equipment (-5). Surgical Instruments count as basic equipment (+0).