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== Absolute Direction [5] ==
== Absolute Direction [5] ==
== Absolute Timing [2] ==


== Acute Hearing 1-4 [2/level] ==
== Acute Hearing 1-4 [2/level] ==
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== Breath-Holding 1 [2] ==
== Breath-Holding 1 [2] ==
== Charisma 1-2 [5/level] ==


== Combat Reflexes [15] ==
== Combat Reflexes [15] ==
== Common Sense [15] ==


== Danger Sense [15] ==
== Danger Sense [15] ==
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== Hard to Subdue 1-2 [2/level] ==
== Hard to Subdue 1-2 [2/level] ==
== High Manual Dexterity 1-2 [5/level] ==


== High Pain Threshold [10] ==
== High Pain Threshold [10] ==


== Intuition [15] ==
== Intuition [15] ==
== Less Sleep 1 [2] ==


== Luck [15] ==
== Luck [15] ==
Es wird dringend empfohlen Luck zu wählen, besonders um feindlichen Crits zu entgehen!


== Night Vision 1-2 [1/level] ==
== Night Vision 1-2 [1/level] ==
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== Perfect Balance [14] ==
== Perfect Balance [14] ==


Upgrade from "Naval Training" - deshalb "nur" 14 cp.
Upgrade from "Naval Training"


== Reputation (Decorations) ==
== Reputation (Decorations) ==
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== Cool Under Fire ==
== Cool Under Fire ==


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). If the campaign uses Situational Awareness (p. 11), you may ignore this -2 in all the situations outlined there, as long as the opponent you’re interacting with is within the same range.
== Cross-Trained† ==
 
== Cross-Trained (Weapons of Vietnam) ==
 
You are familiarized with all U.S. service rifles, and also with a list of at least 12 non-issue rifles, including obsolete and foreign models


== Deadeye 1-3 ==
== Deadeye 1-3 ==


== Early Adopter† ==
== Early Adopter† ==
Waffen die unlocked werden, auflisten pro möglicher Spezialisierung.


== Grip Mastery† ==
== Grip Mastery† ==
== Improvised Weapons (Brawling) ==


== Lightning Fingers† ==
== Lightning Fingers† ==
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== Quick Reload† ==
== Quick Reload† ==


Der Perk Quick-Reload erfordert eine Spezialisierung, in diesem Spiel dürften das
Der Perk Quick-Reload erfordert eine Spezialisierung, in diesem Spiel dürfte das entweder belt (Maschinengewehre), internal magazine (Schrotflinten, Snipergewehr), Swing-Out Revolver oder detachable magazine (so ziemlich jede automatische Waffe benutzt dies) sein. ACHTUNG: Anders als in den GURPS Büchern beschrieben wird das Nachladen mit dem Perk und einem erfolgreichen Fast-Draw (Ammo) nicht zur "Free Action", sondern dauert nur noch 1 Runde.
 
*Belt (Maschinengewehre)
*Internal Magazine (Schrotflinten, Snipergewehr)
*Swing-Out Revolver
*Detachable Magazine (so ziemlich jede automatische Waffe benutzt dies)
 
sein.
 
ACHTUNG: Anders als in den GURPS Büchern beschrieben wird das Nachladen mit dem Perk und einem erfolgreichen Fast-Draw (Ammo) nicht zur "Free Action", sondern dauert nur noch 1 Runde.
 
== Quick-Sheathe (Long Arm) ==
 
Unslinging or slinging any long arm requires two Ready maneuvers. A successful Fast-Draw (Long Arm) roll unslings it 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 you roll against Fast-Draw (Pistol) to stow it as a free action, too.
 
== Robust Hearing ==
 
You may ignore -1 in Hearing penalties due to noise and get +1 to HT rolls to resist deafening effects (gun shots, flash-bang grenades, etc.).
 
== Robust Vision ==
 
You may ignore -1 in Vision penalties due to bright light and get +1 to HT rolls to resist dazzling effects (muzzle flashes, flash-bang grenades, etc.).
 
== Standard Operating Procedure (Back to the Wall) ==


You always sit with your back to the wall and keep aminimumof one piece of improvised cover between you and the exits.
== Quick-Sheathe† ==


== Standard Operating Procedure (Check the Crowd) ==
== Robust (Sense)==


Whenever you’re in a crowded area, you’re constantly using skills like Body Language and Observation to look for trouble. The GM will always roll for you if there’s something worth noticing.
== Standard Operating Procedure† ==
 
== Standard Operating Procedure (Cleaning Bug) ==
 
You attend to the maintenance of your gun(s) religiously – you frequently and regularly disassemble, clean, and lubricate your weapon, check the magazines, etc. You’ll do that whenever you return from shooting, before doing anything else. Your firearm(s) will never fail you from lack of maintenance (High-Tech, p. 80).
 
== Standard Operating Procedure (Move Under Cover) ==
 
You always seek out the nearest cover available, even on the move.
 
== Standard Operating Procedure (On Alert) ==
 
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.


== Sure-Footed† ==
== Sure-Footed† ==
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== Weapon Bond ==
== Weapon Bond ==
= Skills =
== Axe/Mace ==
== Judo ==
== Spear ==
= Techniques =
== Close-Hip Shooting ==
== Close-Quarters Battle ==
== Disarming (Judo) ==
== Double-Loading ==
== Elbow Strike ==
== Ground Fighting (Brawling or Judo) ==
== Knee Strike ==
== Stamp Kick ==
== Fast-Firing ==
== Immediate Action ==
== Masked Shooting ==
== Precision Aiming ==
== Quick-Shot ==
== Rappelling ==
== Retain Weapon ==
== Set Trap (Explosives (Demolition) ==
== Targeted Attack ==
Favorites include
Guns
*Vitals
*Skull
Knife
*Swing/Neck
*Thrust/Vitals
Spear
*Thrust/Face
*Thrust/Neck
*Thrust/Vitals
Brawling
*Stamp Kick/Face
*Stamp Kick/Skull
== Work by Touch ==

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