Gangster Traits

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Lists[Bearbeiten | Quelltext bearbeiten]

Advantages[Bearbeiten | Quelltext bearbeiten]

Disadvantages[Bearbeiten | Quelltext bearbeiten]

Skills[Bearbeiten | Quelltext bearbeiten]

Advantages[Bearbeiten | Quelltext bearbeiten]

Detect (Clues, Must be able to perceive with some sense, -10%) [Varies][Bearbeiten | Quelltext bearbeiten]

  • Cleaners only
  • Rare [5]: Blood Splatter or Urin or Shell Casings or Bullets or Knives or Hammers or Fingerprints
  • Occasional [9]: Bodily fluids or Hair and Skinflakes or shell casings and bullets or blunt force weapons
  • Common [18]: DNA, Murder Weapons
  • Very Common [27]: Everything mentioned above

You must take the Accessibility Limitation (Must be able to perceive with some sense, -10%)

Destiny [5/level][Bearbeiten | Quelltext bearbeiten]

You get one Destiny Point per Level per Session up to a maximum of 3. You can have at most 3 levels and as many Destiny Points. You can have either positive or negative Destiny, never both.

Enhanced Time Sense [45][Bearbeiten | Quelltext bearbeiten]

  • Shooters only

Nur Charaktere der Klasse Shooter können ihr Combat Reflexes zu Enhanded Time Sense upgraden. This advantage does have benefits beyond those described in the Basic Set.

Dodging Bullets

The gunman may attempt to dodge any firearms attack if he’s in a position to hear the weapon’s report or notice its flash (or a reflection) – or if the projectile is in his field of vision, because then he can see it! When in doubt, roll against the better of unpenalized Hearing or Vision. If he has Danger Sense, he always gets a Dodge roll, even against an attack from behind.

Shooting Between Raindrops

At the GM’s discretion, moving obstacles – fan blades, six lanes of traffic, etc. – give -2 to -4 for cover or intervening figures, or a speed modifier, where this would be worse (e.g., -6 to shoot between the cars of a train passing at 40 mph). A gunman with ETS can easily perceive momentary windows of opportunity and thus ignore these penalties.

Super-Fast Draw

In a Wait situation or a standoff that would normally be resolved using Basic Speed or a Contest of Fast-Draw or Guns, the gunman automatically acts before everyone who lacks ETS. If some fighters have ETS and others don’t, use the usual method to decide the order of actions within each group – but the shootists with ETS all act before those without, regardless of speed or skill.

Bullet Time

The gunman may spend 3 destiny points to stop time so that he may act out of turn. He can do this at any time – even between an enemy’s attack roll and any defense rolls or damage rolls that would follow. This can’t interrupt death, though; if a failed HT roll means the PC is dead, he’s dead.

Entering Bullet Time gives the hero one turn to do anything that he could do with a normal turn; he cannot spend more points to buy multiple, consecutive turns of stopped time. After that, ordinary time resumes and the GM assesses the outcome of the gunman’s actions, which might include:

  • All-Out Attack, Attack, or Move and Attack maneuver to make as many attacks as his guns and abilities allow. Roll to hit normally. The targets are defenseless! The GM determines damage effects and applies them the instant time returns to normal, before anything else occurs.
  • One of the above maneuvers to pluck bullets out of the air. The player may specify how close he lets them come before he stops time. Grabbing a bullet takes a DX roll and uses up one attack. Snatched slugs have no momentum upon returning to normal time – they cannot injure anyone.
  • Move or Change Posture maneuver. When time speeds back up, he’s in a new location or posture.
  • Ready maneuver to reload or grab another weapon. When normal time resumes, the gun is loaded, readied, etc.

If the gunslinger moves even a step during Bullet Time, all “paused” attacks on him automatically miss when time restarts. If he moves between a weapon and its intended victim, the attack hits him when the passage of time resumes, although he may defend normally. Should his actions move another person into the path of a suspended attack, it hits that person instead – but the victim may defend.

During Bullet Time, everything but the PC who initiated the change freezes . . . from his perspective. He sees everybody else paused in mid-step, bullets hanging in air. He and any items he’s carrying are the only things that move. The rest of the world sees him travel in a blur.

When someone buys Bullet Time, other combatants with ETS can elect to “buy in” for 3 points. Theymust shout this out as soon as the first fighter antes up, or be stuck in regular time! Everybody in Bullet Time gets one turn, acting in descending order by Basic Speed. They affect each other normally, but the rest of the world remains paused. NPCs who can use Bullet Time and other rules that cost points – like Buying Success and FleshWounds – have a pool of unspent points.

Enhanced Tracking (Multiple Lock-Ons, +20%) [6][Bearbeiten | Quelltext bearbeiten]

  • Shooters only

Heroes with Gunslinger can buy Enhanced Tracking. Its primary benefit, apart from making Whirlwind Attack more effective, is to allow Aim maneuvers with one extra ready weapon per level – a feat of limited value, given that Gunslingers wielding several guns typically use pistols that enjoy full Acc without Aim. A new enhancement can make this advantage appealing to cinematic snipers, though.

Multiple Lock-Ons

You can track multiple targets even if you have only one weapon, and gain the benefits of your Aim maneuver if you attack any of them. This lets you use scopes, Precision Aiming (p. 12), etc., against as many targets as you can track: two with Enhanced Tracking 1, three with Enhanced Tracking 2, and so on. +20%.

Extra Attack [25][Bearbeiten | Quelltext bearbeiten]

Gunmen with Extra Attack can shoot a firearm with each hand at no penalty beyond the -4 for the off hand. This makes the Dual-Weapon Attack technique largely redundant for such gunslingers. Gun fu masters often have the modifiers below.

Multi-Strike, +20% You can strike more than once with the same weapon or limb, allowing you to make more attacks than you have weapons. You can split your guns’ RoF between as many targets as you have attacks (two at Extra Attack 1, three at Extra Attack 2, and so on) without using the Quick-Shot technique or Spraying Fire. You can even spend a single attack to shoot at several opponents with one of those two moves and then use your remaining attacks to engage lone targets. Assign the desired number of rounds to each target and work out the attacks normally. Note that this lets you spread around your weapons’ RoF – not exceed it! +20%.

Single Skill, -20% Your Extra Attacks apply only to one combat skill. For instance, Extra Attack 2 with Single Skill, Guns (Pistol) lets you attack three times – but at least two attacks must use Guns (Pistol). To attack more than once using a weapon skill, you need either one weapon per attack or Multi-Strike. -20%.

Extra Ready [25][Bearbeiten | Quelltext bearbeiten]

Kromm Quotes

Each level of Extra Ready works as a "free" Ready, similar in spirit to a Fast-Draw roll or a use of a perk like Grip Mastery, Quick-Sheathe, Quick-Swap, or Reach Mastery. You could use a free Ready to prepare an unready weapon, change weapon reach, or swap hands at the start of your turn, and then take an actual maneuver with it . . . or attack with a weapon that becomes unready and then Ready for free so that it's available for parrying immediately and for attacking next turn . . . or make Ready maneuver count as two Ready maneuvers, whether that means taking a full Ready with each hand (instead of using the Dual Ready perk), squeezing two seconds of cocking a crossbow into one second, or cramming two seconds of pulling a shield or rifle off your back into one second . . . or perform a stunt such as opening a door (a free Ready) and instantly attacking through it. Think of it as "fast hands."

If you don't want to be that flexible, then you can take Single Skill, -20% to limit it to just one combat skill, and then various degress of Accessibility to restrict it to a small subset of Ready types.

Gunslinger [25][Bearbeiten | Quelltext bearbeiten]

  • Shooters only

This is the cinematic gunman advantage. It covers all oneand two-handed ranged weapons used with any specialty of Beam Weapons, Gunner, Guns, or Liquid Projector. In a Gun Fu campaign, it gives the benefits described in the Basic Set, access to any cinematic ability (advantage, perk, skill, or technique) that the GM feels could logically work with a gun, and these following combat effects.

  • While you can’t add your gun’s Acc bonus when you Move and Attack, you can ignore its Bulk penalty as well as any extra penalties the GM assesses for jumping or acrobatics on foot. This makes Close-Quarters Battle redundant for you.
  • Ignore the -2 for pop-up attacks. You enjoy the benefits of Cool Under Fire without needing that perk.
  • Ignore the rules for Bulk in close combat. You don’t get your Acc bonus there, but you never suffer a Bulk penalty. Close-Hip Shooting is unnecessary for you.
  • Ignore the Hypnotism and Power Blow prerequisites for Invisibility Art and Flying Leap, respectively.
  • Halve the default penalties for Fanning, Fast-Firing, Quick-Shot, Thumbing, and Two-Handed Thumbing. If you choose to raise these techniques, buy them up from their improved defaults.
  • Halve the sum of all Fast-Draw (Ammo) penalties and round in your favor. You can easily reload while moving, crouching behind cover, etc.

Higher Purpose [5/level][Bearbeiten | Quelltext bearbeiten]

  • Higher Purpose (Hunt Gang) gibt +1/level auf alle Würfe die direkt eine spezifische Gang betreffen.
  • Higher Purpose (Acquire Knowledge): Du kriegst +1/level auf alle Würfe neue Gangs zu untersuchen, etwas neues über alte Gangs in Erfahrung zu bringen, mit Professoren oder ähnlichen Gelehrten über Gangs zu reden oder einzigartige Informationen (Bsp. der letzte Memorystick mit einer bestimmten Datei...) über Gangs zu beschützen.
  • Higher Purpose (Protect the Innocent): Wie der Name schon sagt, wenn der Charakter direkt in der Rettung Unschuldiger involviert ist die von Kriminalität bedroht sind, kriegt er +1/level
  • Higher Purpose (Teamplayer): +1/level um den Leuten die von Sense of Duty (Team) betroffen sind zu helfen.

Telescopic Vision [5/level][Bearbeiten | Quelltext bearbeiten]

  • Shooters only
  • Quick glance. Cancels -1/level in range penalties to Vision rolls only.
  • Active spotting attempt using Aim maneuver. Cancels -2/level in range penalties to Vision rolls only.
  • Aim weapon using Aim maneuver. Gives +1/level to Acc for ranged attack rolls only.

None of these three is ever in any way cumulative with the other two. Dr Kromms Weisheit

Snap Shot [+20%][Bearbeiten | Quelltext bearbeiten]

Der Schütze erhält +1/level auf Acc ohne dafür zielen zu müssen. PKs Weisheit

Perks[Bearbeiten | Quelltext bearbeiten]

Well Oiled Machine[Bearbeiten | Quelltext bearbeiten]

Prerequisite: Gunslinger, Extra Attack, Armoury (Small Arms) at least 12

Specialization: Exact Gun Type, eg. SIG Sauer P228, Glock 17, Colt M4A1

When using the specified gun in an Extra Attack, you may use full RoF for every Attack.

Disadvantages[Bearbeiten | Quelltext bearbeiten]

Einige der vorgeschlagenen Disadvantages passen nicht zur Kampagne. Honesty fällt mir da als erstes ein. Dafür könnte es neue Sachen geben, z.B. für den Investigator: Compulsive Plotting [-5*]