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Zeile 2: Zeile 2:
Alle Templates+Lenses zusammen haben ''ungefähr'' folgende CP Verteilung:
Alle Templates+Lenses zusammen haben ''ungefähr'' folgende CP Verteilung:


*>150 Attribute (Goal: 175)
*>150 Attribute
*>50 Vorteile (Goal: 75)
*>50 Vorteile
*<50 Skills (Goal: 50)
*<50 Skills


Um die Talente, Templates, Lenses, Quirks zu erhalten welche ich für Endzeit gemacht habe, ladet Euch das folgende File in Euer GCA:
==Medic==
*[[File:Endzeit.gdf]]
 
=Medic=
[[File:VaulTec Medic.jpg|thumb|Medic]]
[[File:VaulTec Medic.jpg|thumb|Medic]]
Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and your world is full of scorpion stings, snakebites, and bioweapons.
Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and your world is full of scorpion stings, snakebites, and bioweapons.


==Attributes [160]==
===Attributes [160]===
 
*ST 10
*ST 10
*DX 12 [40]
*DX 12 [40]
Zeile 31: Zeile 29:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


==Advantages [55]==
===Advantages [70]===


*Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
*Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
*Higher Purpose (“Medic!”) [5] (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.)
*Higher Purpose (“Medic!”) [5] (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.)
*Luck [15]


A further 30 points chosen from among lens advantages:
A further 30 points chosen from among lens advantages:
Zeile 56: Zeile 55:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages [-50]==
===Disadvantages [-50]===


*Sense of Duty (Team) [-5]
*Sense of Duty (Team) [-5]
Zeile 86: Zeile 85:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Skills [40]==
===Skills [40]===


===Primary [11]===
====Primary [11]====
*Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
*Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
Zeile 97: Zeile 96:
*Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'
*Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'


===Secondary Skills [25]===
====Secondary Skills [25]====
*Either Boxing DX/A - DX+0 12 [2], Brawling DX/E - DX+1 13 [2], ''or'' Karate DX/H - DX-1 11 [2]
*Either Boxing DX/A - DX+0 12 [2], Brawling DX/E - DX+1 13 [2], ''or'' Karate DX/H - DX-1 11 [2]
*Either Wrestling DX/A - DX+0 12 [2] ''or'' Judo DX/H - DX-1 11 [2]
*Either Wrestling DX/A - DX+0 12 [2] ''or'' Judo DX/H - DX-1 11 [2]
Zeile 104: Zeile 103:
*Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
*Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
*Forensics/TL9 IQ/H - IQ-1 15 [2]
*Forensics/TL9 IQ/H - IQ-1 15 [2]
*Guns/TL9 (Pistol) DX/E - DX+1 13 [2]
*Interrogation IQ/A - IQ+0 16 [2]
*Interrogation IQ/A - IQ+0 16 [2]
*Knife DX/E - DX+0 13 [2]
*Knife DX/E - DX+0 13 [2]
*Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
*Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
*Naturalist (Earth) IQ/H - IQ-1 15 [2]
*Naturalist (Earth) IQ/H - IQ-1 15 [2]
*Driving/TL9 (Any) ''or'' Piloting/TL9 (Any) DX/A - DX+1 13 [4]
*Piloting/TL9 (Helicopter) DX/A - DX+1 13 [4]


===Background [4]===
====Background [4]====
4 points in improved primary or secondary skills or choose from:
4 points in improved primary or secondary skills or choose from:
*Administration IQ/A - IQ-1 15 [1]
*Administration IQ/A - IQ-1 15 [1]
Zeile 131: Zeile 131:
*Writing IQ/A - IQ-1 15 [1]
*Writing IQ/A - IQ-1 15 [1]


==Lens [24]==
===Lens [10]===
*Add the Vault Dweller [24] Lens
*Add the Vault Dweller [10] Lens


==Quirks==
===Quirks===
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


=Reconstruction Engineer=
==Reconstruction Engineer==
[[File:Reconstruction Engineer.bmp|thumb|Reconstruction Engineer]]
[[File:Reconstruction Engineer.bmp|thumb|Reconstruction Engineer]]
An engineer, inventor, technician, or other mechanical genius. IQ is vital; DX is useful. Any kind of technological skill fits this sort of character (see Skills for Design, Repair, and Use, B190), and Scrounging skill is de rigueur. Cinematic inventors should also have High TL, Versatile and Gizmos.
An engineer, inventor, technician, or other mechanical genius. IQ is vital; DX is useful. Any kind of technological skill fits this sort of character (see Skills for Design, Repair, and Use, B190), and Scrounging skill is de rigueur. Cinematic inventors should also have High TL, Gadgeteer, and Gizmos.


Lots of Disadvantages missing...
Lots of Disadvantages missing...


==Attributes [175]==
===Attributes [165]===
*ST 11 [10]
*ST 11 [10]
*DX 12 [40]
*DX 12 [40]
Zeile 150: Zeile 151:
*HP 11
*HP 11
*Will 16
*Will 16
*Per 14 [-10]
*Per 12 [-20]
*FP 11
*FP 11
*Basic Lift 24
*Basic Lift 24
Zeile 159: Zeile 160:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


==Advantages [65]==
===Advantages [80]===
*Luck [15]
*Gadgeteer (Quick) [50]
*Gadgeteer (Quick) [50]
*Gizmo 1 [5]


A further 15 points chosen from among:
A further 10 points chosen from among:
*Ally
*Ally
*Artificer
*Artificer
Zeile 181: Zeile 184:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages [-45]==
===Disadvantages===
Choose from among:
 
*Absent-Mindedness [-15]
 
*Charitable[-15]
 
*Clueless [-10]
*Code of Honor (Professional) [-5]
*Compulsive Behaviour (any) [varies]
*Cowardice [-10]
*Curious [-5]
*Dependents [varies]
*Fanaticism [-15]
*Honesty [-10]
*Insomniac [-10]
*Loner [-5]
*No Sense of Humor [-10]
*Oblivious [-5]
*Obsession [-5|-10]
*Overconfidence [-5]
*Pacifism [varies]
*Selfish ''or'' Selfless [-5]
*Stubornness  [-5]
*Thuthfulness [-5]
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Skills==
===Skills===
===Primary [18]===
====Primary [14]====
*Scientist! [3] (Wildcard Skill: You have an unrealistically broad knowledge of every scientific field. This includes Architecture, Anthropology, Astronomy, Biology, Chemistry, Geology, History, Mathematics, Metallurgy, Meteorology, Naturalist, Paleontology, Physics, Physiology, Psychology, and Sociology - but also any other roll that requires a "scientific opinion". This doesn’t necessarily translate to practical application, however; e.g., you might be an expert on metal composition and layering (Metallurgy), but that doesn’t mean you can craft a sword (Smith)!)
 
*Engineer! [3] (Wildcard Skill, Quick Gadgeteer Required: You can create anything - at least, in theory. This skill replaces all specialties of Bioengineering, Electronics Operation and Engineer, and acts as a Mathematics prerequisite for any other skill, you also can operate anything electronical - at least, in theory. More important, it can replace any skill roll required for inventing (B473) or gadgeteering (B475)! This includes Concept, Prototype, analysis, and modification rolls - everything except the roll for a gadgeteer to find parts (which is usually covered by Scrounging, but sometimes requires a more specialized skill).)
 
*Handyman! [3] (Wildcard Skill: You can repair anything - at least, in theory. This skill replaces all specialties of Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Masonry, Mechanic and Smith.)
*Computer Hacking [2]
*Computer Hacking [1]
*Computer Programming [1]
*Computer Programming [1]
*Engineer/TL (Civil) [1]
*Engineer/TL (Combat) [1]
*Engineer/TL (Electrical) [1]
*Machinist/TL [1]
*Masonry [1]
*Mathematics/TL (Applied) [1]
*Scrounging [4]
*Scrounging [4]


===Secondary [5]===
====Secondary [1]====
*Guns (Pistol) [1]
*One of Boxing, Brawling ''or'' Karate [1]
*Either Judo ''or'' Wrestling [1]
*Fast-Draw (Gizmo) [1]
*Fast-Draw (Gizmo) [1]
*Holdout
*Holdout
*Diplomacy ''or'' Fast-Talk [1]
*Research [1]
*Research
*Speed-Reading [1]
*Driving/TL9 (Any) ''or'' Piloting/TL9 (Any) [1]
*Cryptography [1]
*Driving (Heavy Wheeled) [1]
 
*Electrician/TL [1]
*Carpentry [1]


===Background Skills [0]===
===Background Skills [0]===
*Carpentry [1]
No more points left, maybe invest some from your quirks?
*Masonry [1]
 
<big>Suggested Skills:</big>
*Smuggling [1]
*Smuggling [1]
*Speed-Reading [1]
*Diplomacy ''or'' Fast-Talk [1]
 
<big>Essential Skills:</big>
*Armoury (any)
*Electronics Operation/TL (any)
*Electronics Repair/TL (any)
*Engineer/TL (any)


==Lens [24]==
===Lens [10]===
*Add the Vault Dweller [24] Lens
*Add the Vault Dweller [10] Lens


==Quirks==
===Quirks===
*You must take another 4 quirks to pay for the above and to have the recommended two Character Points left.
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.


=Scout=
==Scout==
[[File:Outdoor Scout.jpg|thumb|Scout]]
[[File:Outdoor Scout.jpg|thumb|Scout]]
You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into the great outdoors and mixing it with mobility, you’ve become a master of guerrilla warfare and pathfinding.
You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into the great outdoors and mixing it with mobility, you’ve become a master of guerrilla warfare and pathfinding.


==Attributes [185]==
===Attributes [185]===
 
*ST 11 [10]
*ST 11 [10]
*DX 16 [120]
*DX 16 [120]
Zeile 262: Zeile 268:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


==Advantages [45]==
===Advantages [60]===
*Luck [15]
*Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)
*Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)


25 points chosen from among:
35 points chosen from among:


*ST +1, +2 or +3 [10, 20 or 30]
*ST +1, +2 or +3 [10, 20 or 30]
Zeile 290: Zeile 297:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages [-45]==
===Disadvantages [-50]===
*Sense of Duty (Team) [-5]


-15 points chosen from among:
-15 points chosen from among:
Zeile 314: Zeile 322:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Skills [45]==
===Skills [45]===


===Primary [14]===
====Primary [14]====
*Guns/TL9 (Shotgun ''or'' Rifle) DX/E - DX+2 18 [4]
*Guns/TL9 (Shotgun ''or'' Rifle) DX/E - DX+2 18 [4]
*Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
*Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
Zeile 323: Zeile 331:
*Observation Per/A - Per+1 15 [4]
*Observation Per/A - Per+1 15 [4]


===Secondary [24]===
====Secondary [24]====
*Either Boxing DX/A - DX+0 16 [2], Brawling DX/E - DX+1 17 [2], ''or'' Karate DX/H - DX-1 15 [2]
*Either Boxing DX/A - DX+0 16 [2], Brawling DX/E - DX+1 17 [2], ''or'' Karate DX/H - DX-1 15 [2]
*Either Wrestling DX/A - DX+0 16 [2] ''or'' Judo DX/H - DX-1 15 [2]
*Either Wrestling DX/A - DX+0 16 [2] ''or'' Judo DX/H - DX-1 15 [2]
Zeile 338: Zeile 346:
*Traps/TL9 IQ/A - IQ+0 11 [2]
*Traps/TL9 IQ/A - IQ+0 11 [2]


===Background [7]===
====Background [7]====
7 points in improved primary or secondary skills or choose from:
7 points in improved primary or secondary skills or choose from:
*Animal Handling (Equines)
*Animal Handling (Equines)
Zeile 361: Zeile 369:
*Weather Sense
*Weather Sense


==Lens [24]==
===Lens [10]===
*Add the Vault Dweller [24] Lens
*Add the Vault Dweller [10] Lens


==Quirks==
===Quirks===
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


=Social Engineer=
==Social Engineer==
[[File:Social Engineer.bmp|thumb|Social Engineer]]
[[File:Social Engineer.bmp|thumb|Social Engineer]]
Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.
Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.


==Attributes [160]==
===Attributes [160]===


*ST 10 [0];
*ST 10 [0];
Zeile 390: Zeile 399:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


==Advantages [55]==
===Advantages [70]===


*Attractive [4]
*Attractive [4]
*Honest Face [1]
*Honest Face [1]
*Luck [15]
*Social Engineer 2 [20] (Acting, Carousing, Detect Lies, Disguising, Diplomacy, Fast-Talk, Intimidation, Leadership, Politics, Public Speaking, Savoir-Faire, Streetwise)
*Social Engineer 2 [20] (Acting, Carousing, Detect Lies, Disguising, Diplomacy, Fast-Talk, Intimidation, Leadership, Politics, Public Speaking, Savoir-Faire, Streetwise)


Zeile 425: Zeile 435:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages==
===Disadvantages===
*Per 13 [-10]
*Per 13 [-10]
*Sense of Duty(Team) [-5]


-15 points chosen from among
-15 points chosen from among
Zeile 449: Zeile 460:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Skills==
===Skills===


===Primary [16]===
====Primary [16]====  


*Acting [2]
*Acting [2]
Zeile 462: Zeile 473:
*Public Speaking, all (A) IQ+1 [2]-17
*Public Speaking, all (A) IQ+1 [2]-17


===Secondary Skills [23]===
====Secondary Skills [25]====
*One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12
*One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12
*Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13
*Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13
*Merchant (A) IQ-1 [4]-15
*Merchant (A) IQ-1 [4]-15
*Guns (Pistol) (E) DX+1 [2]-14
*Sex Appeal (A) HT+2 [2]-13
*Sex Appeal (A) HT+2 [2]-13
*Holdout (A) IQ-1 [1]-14
*Holdout (A) IQ-1 [1]-14
Zeile 481: Zeile 493:
*Politics [1]
*Politics [1]


===Background [9]===
====Background [9]====
9 points in improved primary or secondary skills or choose from:
9 points in improved primary or secondary skills or choose from:
*Administration
*Administration
Zeile 497: Zeile 509:
*Smuggling
*Smuggling


==Lens [24]==
===Lens [10]===
*Add the Vault Dweller [24] Lens
*Add the Vault Dweller [10] Lens


==Quirks==
===Quirks===
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


=Thief=
==Thief==
[[File:City Thief.jpg|thumb|Thief]]
[[File:City Thief.jpg|thumb|Thief]]
You’re a “procurement expert,” whatever unflattering terms others may use. You take things that ''need'' taking. Of course, the best stuff is inevitably in trapped rooms behind locked doors guarded by robots on old army bases. You’ll handle finding treasures and unlocking doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!
You’re a “procurement expert,” whatever unflattering terms others may use. You take things that ''need'' taking. Of course, the best stuff is inevitably in trapped rooms behind locked doors guarded by robots on old army bases. You’ll handle finding treasures and unlocking doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!


==Attributes [180]==
===Attributes [180]===


*ST 10
*ST 10
Zeile 530: Zeile 543:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


==Advantages [50]==
===Advantages [65]===
*Flexibility [5]
*Flexibility [5]
*Luck [15]
*Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
*Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
*Perfect Balance [15]
*Perfect Balance [15]
Zeile 559: Zeile 573:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages [50]==
===Disadvantages [50]===
*Sense of Duty (Team) [-5]
*One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
*One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
*One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]
*One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]
Zeile 581: Zeile 596:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Skills [45]==
===Skills [45]===


===Primary [19]===
====Primary [19]====
*Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
*Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
*Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
*Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
Zeile 593: Zeile 608:
*Traps/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'
*Traps/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'


===Secondary [21]===
====Secondary [21]====
*Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
*Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
*Brawling DX/E - DX+0 15 [1]
*Brawling DX/E - DX+0 15 [1]
Zeile 609: Zeile 624:
*Urban Survival Per/A - Per+0 13 [2]
*Urban Survival Per/A - Per+0 13 [2]


===Background [5]===
====Background [5]====
5 points in improved primary or secondary skills or choose from:
5 points in improved primary or secondary skills or choose from:
*Carousing
*Carousing
Zeile 629: Zeile 644:
*Observation
*Observation


==Lens [24]==
===Lens [10]===
*Add the Vault Dweller [10] Lens
*Add the Vault Dweller [10] Lens


==Quirks==
===Quirks===
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


=Melee Specialist=
==Melee Specialist==
[[File:Melee Specialist.bmp|thumb|Melee Specialist]]
[[File:Melee Specialist.bmp|thumb|Melee Specialist]]
You’re an expert with a specific hand-to-hand combat weapon, and have few rivals at its use; it is to you as the gun is to the shooter. Indeed, in your hands, it is in many ways deadlier than a firearm. However, you realize that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.
You’re an expert with a specific hand-to-hand combat weapon, and have few rivals at its use; it is to you as the gun is to the shooter. Indeed, in your hands, it is in many ways deadlier than a firearm. However, you realize that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.


==Attributes [165]==
===Attributes [165]===
*ST 14 [40]
*ST 14 [40]
*DX 15 [100]
*DX 15 [100]
Zeile 653: Zeile 669:
*Basic Move 7 [0]
*Basic Move 7 [0]


==Advantages==
===Advantages===


*Enhanced Parry 1 (Weapon of choice) ''or'' Enhanced Block [5]
*Enhanced Parry 1 (Weapon of choice) ''or'' Enhanced Block [5]
*Luck [15]
*Weapon Master (Weapon of choice) [20]
*Weapon Master (Weapon of choice) [20]


Zeile 687: Zeile 704:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages==
===Disadvantages===
-20 points chosen from among
-20 points chosen from among
*Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
*Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
Zeile 694: Zeile 711:
*Obsession (Beat a specific rival) [-5*]
*Obsession (Beat a specific rival) [-5*]
*Secret (Illegal tournament deaths) [-20]
*Secret (Illegal tournament deaths) [-20]
*Sense of Duty (Team) [-5]
*Social Stigma (Criminal Record) [-5]
*Social Stigma (Criminal Record) [-5]


Zeile 716: Zeile 734:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Skills==
===Skills===
===Primary===
====Primary====


A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen nfrom among:  
A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen
from among:
Fast-Draw (any), Knife, or Thrown Weapon (any), all (E) DX+2 [4]-17; Axe/Mace, Broadsword, Cloak, Jitte/Sai, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Sword, or Whip, all (A) DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, all (H) DX [4]-15; or 4 points/level to raise any of these by up to three levels.
Fast-Draw (any), Knife, or Thrown Weapon (any), all (E) DX+2 [4]-17; Axe/Mace, Broadsword, Cloak, Jitte/Sai, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Sword, or Whip, all (A) DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, all (H) DX [4]-15; or 4 points/level to raise any of these by up to three levels.


===Secondary===
====Secondary====
 
*Acrobatics (H) DX-1 [2]-14
*Acrobatics (H) DX-1 [2]-14
*Holdout (A) IQ+2 [8]-12
*Holdout (A) IQ+2 [8]-12
Zeile 734: Zeile 754:
of these skills or Acrobatics, Stealth, or an unarmed skill by a level
of these skills or Acrobatics, Stealth, or an unarmed skill by a level


===Background Skills===
====Background Skills====
 
*Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.
*Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.


===Martial-Arts Abilities===
====Martial-Arts Abilities====
A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.
A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.


===Perks===
====Perks====


*Deadly Pose [1]
*Deadly Pose [1]
Zeile 750: Zeile 771:
*Weapon Bond [1]
*Weapon Bond [1]


===Cinematic Skills===
====Cinematic Skills====


*Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
*Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
Zeile 762: Zeile 783:
points/level after that.
points/level after that.


===Techniques===
====Techniques====


*Acrobatic Stand [1 to 6]
*Acrobatic Stand [1 to 6]
Zeile 776: Zeile 797:
*Toe Flip [1 to 5]
*Toe Flip [1 to 5]


==Lens [24]==
==Vault Security Officer==
*Add the Vault Dweller [10] Lens
 
==Quirks==
*You may customize your character further by choosing 4 additional quirks.
 
=Vault Security Officer=
[[File:Security Officer.bmp|thumb|Security Officer]]
[[File:Security Officer.bmp|thumb|Security Officer]]
It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.
It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.


==Attributes==   
===Attributes===   


*ST 11 [10]
*ST 11 [10]
*DX 16 [120]
*DX 16 [120]
*IQ 11 [20]
*IQ 11 [20]
*HT 12 [20]
*HT 12 [10]
*Damage 1d-1/1d+1
*Damage 1d-1/1d+1
*BL 24 lbs.
*BL 24 lbs.
Zeile 801: Zeile 816:
*Basic Move 7 [0]
*Basic Move 7 [0]


==Advantages==
===Advantages===


*Gunslinger [25]  
*Gunslinger [25]  
*Frontline Leader 2 [10] (Intelligence Analysis, Leadership, Savoir-Faire(Military), Strategy, Tactics, Soldier)
*Luck [15]


A further 25 points chosen from among:
A further 30 points chosen from among:
*ST +1 to +3 [10/level]
*ST +1 to +3 [10/level]
*DX +1 [20]
*DX +1 [20]
Zeile 834: Zeile 849:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages==
===Disadvantages===


-20 points chosen from among:
-20 points chosen from among:
Zeile 863: Zeile 878:




==Skills==
===Skills===
===Primary===
====Primary====
*Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
*Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
*Acrobatics (H) DX [4]-16
*Acrobatics (H) DX [4]-16
*One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
*One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
*Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty, Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector(Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.
*Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty, Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector(Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.
===Secondary===
====Secondary====
*One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15.  
*One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15.  
*One of Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16
*One of Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16
*Driving (Automobile ''or'' Motorcycle) and Stealth, both (A) DX-1 [1]-15;
*Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
*Intimidation [1]
*Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
*Holdout [1]
*Running (A) HT [2]-12.
*Tactics, Strategy(Land), Savoire-Faire(Military), Leadership, Intelligence Analysis all [1]
====Background Skills====
*Observation [1]
 
===Background Skills===
==Lens [24]==
*Add the Vault Dweller [10] Lens
 
==Quirks==
*You may customize your character further by choosing 4 additional quirks.


[[Endzeit Templates unused]]
[[Endzeit Templates unused]]

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