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== Advantages ==
== Advantages ==


Fit [5]; Naval Training [1]; Security Clearance (“Need to know” military and operational secrets beyond normal rank clearance) [5]. • 20 points chosen from additional ST 1-2 [10/level], HT 1-2 [10/level], Will 1 [5/level], Per 1-2 [5/level], HP 1-2 [2/level], FP 1-2 [3/level], Absolute Direction [5], Absolute Timing [2], Acute Hearing 1-4 [2/level], Acute Vision 1-2 [2/level], Ambidexterity [5], Breath-Holding 1 [2], Charisma 1-2 [5/level], Combat Reflexes [15], Common Sense [15], Danger Sense [15], Daredevil [15], Fearlessness 1-2 [2/level], Flexibility [5], Hard to Kill 1-2 [2/level], Hard to Subdue 1-2 [2/level], High Manual Dexterity 1-2 [5/level], High Pain Threshold [10], Intuition [15], Luck [15], Less Sleep 1 [2], Night Vision 1-2 [1/level], Military Rank [5/level], Perfect Balance as an upgrade from Naval Training [14], Very Fit as an upgrade from Fit [10]. Talents you may choose: Born Sailor, Born Soldier, Smooth Operator, Stalker, Outdoorsman [varies].
Fit [5]; Naval Training [1]; Security Clearance (“Need to know” military and operational secrets beyond normal rank clearance) [5]. • 20 points chosen from additional ST 1-2 [10/level], HT 1-2 [10/level], Will 1 [5/level], Per 1-2 [5/level], HP 1-2 [2/level], FP 1-2 [3/level], Absolute Direction [5], Acute Hearing 1-4 [2/level], Acute Vision 1-2 [2/level], Ambidexterity [5], Breath-Holding 1 [2], Combat Reflexes [15], Danger Sense [15], Daredevil [15], Fearlessness 1-2 [2/level], Flexibility [5], Hard to Kill 1-2 [2/level], Hard to Subdue 1-2 [2/level], High Pain Threshold [10], Intuition [15], Luck [15], Night Vision 1-2 [1/level], Military Rank [5/level], Perfect Balance as an upgrade from Naval Training [14], Very Fit as an upgrade from Fit [10].


== Disadvantages ==
== Disadvantages ==


Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -30 points chosen from Callous, Chummy, Code of Honor, Compulsive Carousing, Fanaticism, Impulsiveness, Lecherousness, Overconfidence, Sense of Duty, Unluckiness, and Workaholic.
Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -30 points chosen from Desirable Disadvantages (p. 15-16).
 
Two important Disadvantages worth mentioning are Addiction and Alcoholism. Due to the resulting health problems, smoking was frowned upon, but some SEALs were chain smokers or smoked marijuana (the latter was illegal and forbidden!). Smoking was generally confined to off-time on the bases (the light and smoke would be a giveaway on an op) – this qualifies as a Minor Addiction. Alcoholism was a severe problem in the U.S. military in Vietnam, and the SEALs were not exempt. In fact, many flaunted their image as hard-drinking hell-raisers; others had genuine problems connected to alcoholism. However, drinking was ''strictly'' confined to off-time.


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


Armoury/TL7 (Small Arms) (A) IQ [2]-13; Boating/TL7 (Unpowered) (A) DX+1 [4]-14; Brawling (E) DX [1]-13; Camouflage (E) IQ [1]-13; Electronics Operation/TL7 (Comm) (A) IQ-1 [1]-12; Explosives/TL7 (Demolition) (A) IQ [2]-13; Explosives/TL7 (UD) (A) IQ [1] -12; Fast-Draw/TL7 (Ammo) (E) DX [1]-13; First Aid/TL7 (E) IQ [1]-13; Guns/TL7 (Rifle) (E) DX+2 [4]-15; Navigation/TL7 (Land) (A) IQ-1 [1]-12; Observation (A) Per [2]-13; Parachuting/TL7 (E) DX [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ [1]-13; Scuba/TL7 (A) IQ [2]-13; Soldier/TL7 (A) IQ+1 [4]-14; Stealth (A) DX [2]-13, Survival (Island/Beach) (A) IQ [2]-13; Survival (Jungle) (A) IQ-1 [1]-12; Swimming (E) HT+2 [4]-14; Tactics (H) IQ [4]-13; Throwing (A) DX-1 [1]-12; Traps/TL7 (A) IQ-1 [1]-12.
Armoury/TL7 (Small Arms) (A) IQ [2]-13; Boating/TL7 (Unpowered) (A) DX+1 [4]-14; Brawling (E) DX [1]-13; Camouflage (E) IQ [1]-13; Electronics Operation/TL7 (Comm) (A) IQ-1 [1]-12; Explosives/TL7 (Demolition) (A) IQ [2]-13; Explosives/TL7 (UD) (A) IQ [1] -12; Fast-Draw/TL7 (Ammo) (E) DX [1]-13; First Aid/TL7 (E) IQ [1]-13; Guns/TL7 (Rifle) (E) DX+2 [4]-15; Guns/TL7 (pick  two specializations from among LMG, Pistol, Shotgun, or SMG) (E) DX+2 [3]-15*; Navigation/TL7 (Land) (A) IQ-1 [1]-12; Observation (A) Per [2]-13; Parachuting/TL7 (E) DX [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ [1]-13; Scuba/TL7 (A) IQ [2]-13; Soldier/TL7 (A) IQ+1 [4]-14; Stealth (A) DX [2]-13, Survival (Island/Beach) (A) IQ [2]-13; Survival (Jungle) (A) IQ-1 [1]-12; Swimming (E) HT+2 [4]-14; Tactics (H) IQ [4]-13; Throwing (A) DX-1 [1]-12; Traps/TL7 (A) IQ-1 [1]-12.
 
Pick  two specializations from among Guns/TL7 (LMG, Pistol, Shotgun, or SMG) (E) DX+2 [3]-15*


== Secondary Skills ==
== Secondary Skills ==


Artillery/TL7 (Cannon) (A) IQ-1 [1]-12; Boating/TL7 (Motorboat) (A) DX-1 [1]-12; Breath Control (H) HT-2 [1]-10; Cartography/TL7 (A) IQ-1 [1]-12; Climbing (A) DX [2]-13; Explosives/TL7 (EOD) (A) IQ-1 [1]-12; Forced Entry (E) DX [1]-13; Forward Observer/TL7 (A) IQ-1 [1]-12; Gunner/TL7 (Machine Gun) (A) DX-1 [1]-12; Guns/TL7 (GL) (E) DX+1 [2]-14; Guns/TL7 (LAW) (E) DX [1]-13; Hiking (A) HT [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-13; Jumping (E) DX [1]-13; Knife (E) DX [1]-13; Knot-Tying (E) DX [1]-13; NBC-Suit/TL7 (A) DX-1 [1]-12; Scrounging (E) Per [1]-13; Seamanship/TL7 (E) IQ [1]-13; Tracking (A) Per-1 [1]-12.
Artillery/TL7 (Cannon) (A) IQ-1 [1]-12; Boating/TL7 (Motorboat) (A) DX-1 [1]-12; Breath Control (H) HT-2 [1]-10; Cartography/TL7 (A) IQ-1 [1]-12; Climbing (A) DX [2]-13; Explosives/TL7 (EOD) (A) IQ-1 [1]-12; Forced Entry (E) DX [1]-13; Forward Observer/TL7 (A) IQ-1 [1]-12; Gunner/TL7 (Machine Gun) (A) DX-1 [1]-12; Guns/TL7 (GL) (E) DX+1 [2]-14; Guns/TL7 (LAW) (E) DX [1]-13; Guns/TL7 (pick twospecializations from among LMG, Pistol, Shotgun, or SMG) (E) DX+1 [1]-14*; Hiking (A) HT [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-13; Jumping (E) DX [1]-13; Knife (E) DX [1]-13; Knot-Tying (E) DX [1]-13; NBC-Suit/TL7 (A) DX-1 [1]-12; Scrounging (E) Per [1]-13; Seamanship/TL7 (E) IQ [1]-13; Tracking (A) Per-1 [1]-12.
 
Pick two specializations from among Guns/TL7 (LMG, Pistol, Shotgun, or SMG) (E) DX+2 [1]-14*


== Background Skills ==
== Background Skills ==
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† See GURPS High-Tech
† See GURPS High-Tech


= U.S. NAVY MEDICAL SPECIAL OPERATIONS TECHNICIAN [200] =
= U.S. NAVY MEDICAL SPECIAL OPERATIONS TECHNICIAN [205] =
 
Hospital Corpsmen (medics) were not fully qualified SEALs. The Navy officially considered them noncombatants, which meant they weren’t allowed to take part in UDTR or BUD/S because of its extensive demolition component. Instead, after the 16-week Hospital Corpsman A School, Corpsmen interested in the UDTs or SEALs took the Medical Special Operations Technician (SOT) course, which incorporated many of the elements of SEAL training (parts of it were held with SEAL trainees). Most were Navy corpsmen formerly assigned to the Marines. The basic template costs 205 points. In a 275-point campaign, the remaining 70 points should be spent on additional advantages and skills, or to raise attributes or skills.


== Attributes ==
== Attributes ==
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== Disadvantages ==
== Disadvantages ==


Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -30 points selected from the Desirable Disadvantages (pp. 15-16).
Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -25 points selected from the Desirable Disadvantages (pp. 15-16).


== Primary Skills ==
== Primary Skills ==
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Immediate Action (Guns/TL7 (Rifle)) (A) [2]-13†; two levels of Immediate Action (Guns/TL (choose from among Grenade Launcher, LAW, LMG, Pistol, Rifle, Shotgun, or SMG) and/or Gunner/TL (Machine Gun))†; Rappelling (A) [1]-12.
Immediate Action (Guns/TL7 (Rifle)) (A) [2]-13†; two levels of Immediate Action (Guns/TL (choose from among Grenade Launcher, LAW, LMG, Pistol, Rifle, Shotgun, or SMG) and/or Gunner/TL (Machine Gun))†; Rappelling (A) [1]-12.


*Default from Guns/TL7 (Rifle).<br/>† See GURPS High-Tech.
* Default from Guns/TL7 (Rifle).<br/>† See GURPS High-Tech.
[[Category:SEALs in Vietnam]]
[[Category:SEALs in Vietnam]]

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