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*Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
*Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
*Running (A) HT [2]-12.
*Running (A) HT [2]-12.
'''Background Skills:'''
==Infiltrator==
You’re adept at getting into places that nobody else can get into and taking things that everybody else wants – preferably sans explosions and gunshots. If all goes well, the first person to discover your handiwork is the ambassador who can’t find his briefcase the next morning, or the watchman who realizes the Rembrandt is gone after it’s hanging in your condo by Central Park. When working with a crew, your priority is to go in
ahead and open the door.
'''Attributes:'''
*ST 10 [0]
*DX 15 [100]
*IQ 13 [60]
*HT 11 [10].
'''Secondary Characteristics:'''
*Damage 1d-2/1d
*BL 20 lbs.
*HP 10 [0]
*Will 13 [0]
*Per 13 [0]
*FP 11 [0]
*Basic Speed 7.00 [10]
*Basic Move 7 [0]
'''Advantages:'''
*Flexibility [5]
*Luck [15]
*Perfect Balance [15]
A further 26 points chosen from among:
*ST +1 or +2 [10 or 20]
*DX +1 [20]
*IQ +1 [20]
*HT +1 or +2 [10 or 20]
*Per +1 to +5 [5/level]
*Basic Move +1 to +3 [5/level]
*Absolute Direction [5] or 3D Spatial Sense [10]
*Absolute Timing [2]
*Acute Senses (any) [2/level]
*Breath-Holding [2/level]
*Catfall [10]
*Combat Reflexes [15]
*Craftiness 1-4 [5/level]
*Danger Sense [15]
*Daredevil [15]
*Enhanced Dodge 1 [15]
*Fit [5] or Very Fit [15]
*Gizmos 1-3 [5/gizmo]
*Gun Perks [1/perk]
*High Manual Dexterity 1-4 [5/level]
*Night Vision 1-9 [1/level]
*Peripheral Vision [15]
*Serendipity 1 [15]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*improve Flexibility [5] to Double-Jointed [15] for 10 points
*replace Luck [15] with Extraordinary Luck [30] for 15 points
'''Disadvantages:'''
*Loner (12) [-5]
-20 points chosen from among Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
*Greed [-15*]
*Kleptomania [-15*]
*Obsession (Steal a particular item) [-5*]
*Secret (Past crimes) [-5 or -10]
*Sense of Duty (Team) [-5]
*Social Stigma (Criminal Record) [-5]
*Trickster [-15*]
Another -25 points chosen from among the previous traits or:
*Cowardice [-10*]
*Curious [-5*]
*Impulsiveness [-10*]
*Jealousy [-10]
*Overconfidence [-5*]
*Selfish [-5*]
*Shyness [-5 or -10]
*Skinny [-5]
*Stubbornness [-5]
*Trademark [-5 to -15]
*worsen Loner from (12) [-5] to (9) [-7] for -2 points or to (6) [-10] for -5 points.
'''Primary Skills:'''
*Forced Entry and Jumping, both (E) DX [1]-15
*Stealth (A) DX [2]-15
*Climbing (A) DX+3 [1]-18
*Escape (H) DX+1 [1]-16
*Acrobatics (H) DX [2]-15
*Electronics Operation (Security), Lockpicking, and Traps, all (A) IQ+1 [4]-14.
'''Secondary Skills:'''
*One of Boxing (A) DX [2]-15, Brawling (A) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
*Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
*Guns (Pistol) (E) DX [1]-15
*Four of Parachuting (E) DX+1 [2]-16; Driving (Automobile or Motorcycle), Piloting (Glider), or Submarine (Free-Flooding Sub), all (A) DX [2]-15
*Scuba (A) IQ [2]-13
*Swimming (E) HT+1 [2]-12
*Running (A) HT [2]-11
*or 2 points to raise one of those skills or Acrobatics, Stealth, or an unarmed skill by a level.
*Six of Knot-Tying (E) DX [1]-15; Filch or Throwing, both (A) DX-1 [1]-14; Camouflage or Gesture, both (E) IQ [1]-13; Animal Handling (Dogs), Architecture, Cartography, Connoisseur (any), Electronics Repair (Security), or Holdout, all (A) IQ-1 [1]-12; Observation or Search, both (A) Per-1 [1]-12
*or 1 point to raise one of those skills or Climbing, Forced Entry, or
Jumping by a level.
'''Background Skills:'''
'''Background Skills:'''



Version vom 12. Februar 2012, 23:41 Uhr

Siehe auch Enzeit Lenses.

Alle Templates+Lenses zusammen haben ungefähr folgende CP Verteilung (250/-50/-5)

  • 150 Attribute
  • 50 Vorteile
  • 50+50 Skills (Template+Lens)

Quirk

  • Bunker4Life - Du bist es gewohnt in einem Bunker zu leben, nicht raus zu können und verhälst dich entsprechend.

Shooter

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

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [10]

Secondary Characteristics

  • Damage 1d-1/1d+1
  • BL 24 lbs.
  • HP 11 [0]
  • Will 12 [0]
  • Per 12 [5]
  • FP 12 [0]
  • Basic Speed 7.00 [0]
  • Basic Move 7 [0]

Advantages

  • Gunslinger [25]
  • Luck [15]

A further 31 points chosen from among:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Per +1 to +6 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Acute Vision [2/level]
  • Ambidexterity [5]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Enhanced Dodge 1-2 [15/level]
  • Fearlessness [2/level] or Unfazeable [15]
  • Fit [5] or Very Fit [15]
  • Gizmos 1-3 [5/gizmo]
  • Gun Perks [1/perk]
  • Hard to Kill [2/level]
  • Hard to Subdue [2/level]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages:

-20 points chosen from among:

  • Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10]
  • Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
  • Fanaticism (Employer, nation, or service) [-15]
  • Greed [-15*]
  • Intolerance (Rival nation or other large group) [-5]
  • Sense of Duty (Team) [-5] or (Nation) [-10]
  • Social Stigma (Criminal Record) [-5]

Another -10 points chosen from among those traits or:

  • Bad Temper [-10*]
  • Berserk [-10*]
  • Bloodlust [-10*]
  • Bully [-10*],
  • Honesty [-10*]

A further -20 points chosen from either of the previous lists or:

  • Callous [-5]
  • Flashbacks [-5 or -10]
  • Impulsiveness [-10*]
  • Odious Personal Habits [-5 to -15]
  • On the Edge [-15*]
  • Overconfidence [-5*]
  • Paranoia [-10]
  • Stubbornness [-5]
  • Wounded [-5]

Primary Skills:

  • Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
  • Acrobatics (H) DX [4]-16
  • 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.

Secondary Skills:

  • 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
  • Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
  • Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
  • Running (A) HT [2]-12.

Background Skills:

Infiltrator

You’re adept at getting into places that nobody else can get into and taking things that everybody else wants – preferably sans explosions and gunshots. If all goes well, the first person to discover your handiwork is the ambassador who can’t find his briefcase the next morning, or the watchman who realizes the Rembrandt is gone after it’s hanging in your condo by Central Park. When working with a crew, your priority is to go in ahead and open the door.

Attributes:

  • ST 10 [0]
  • DX 15 [100]
  • IQ 13 [60]
  • HT 11 [10].

Secondary Characteristics:

  • Damage 1d-2/1d
  • BL 20 lbs.
  • HP 10 [0]
  • Will 13 [0]
  • Per 13 [0]
  • FP 11 [0]
  • Basic Speed 7.00 [10]
  • Basic Move 7 [0]

Advantages:

  • Flexibility [5]
  • Luck [15]
  • Perfect Balance [15]

A further 26 points chosen from among:

  • ST +1 or +2 [10 or 20]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 or +2 [10 or 20]
  • Per +1 to +5 [5/level]
  • Basic Move +1 to +3 [5/level]
  • Absolute Direction [5] or 3D Spatial Sense [10]
  • Absolute Timing [2]
  • Acute Senses (any) [2/level]
  • Breath-Holding [2/level]
  • Catfall [10]
  • Combat Reflexes [15]
  • Craftiness 1-4 [5/level]
  • Danger Sense [15]
  • Daredevil [15]
  • Enhanced Dodge 1 [15]
  • Fit [5] or Very Fit [15]
  • Gizmos 1-3 [5/gizmo]
  • Gun Perks [1/perk]
  • High Manual Dexterity 1-4 [5/level]
  • Night Vision 1-9 [1/level]
  • Peripheral Vision [15]
  • Serendipity 1 [15]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • improve Flexibility [5] to Double-Jointed [15] for 10 points
  • replace Luck [15] with Extraordinary Luck [30] for 15 points

Disadvantages:

  • Loner (12) [-5]

-20 points chosen from among Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]

  • Greed [-15*]
  • Kleptomania [-15*]
  • Obsession (Steal a particular item) [-5*]
  • Secret (Past crimes) [-5 or -10]
  • Sense of Duty (Team) [-5]
  • Social Stigma (Criminal Record) [-5]
  • Trickster [-15*]

Another -25 points chosen from among the previous traits or:

  • Cowardice [-10*]
  • Curious [-5*]
  • Impulsiveness [-10*]
  • Jealousy [-10]
  • Overconfidence [-5*]
  • Selfish [-5*]
  • Shyness [-5 or -10]
  • Skinny [-5]
  • Stubbornness [-5]
  • Trademark [-5 to -15]
  • worsen Loner from (12) [-5] to (9) [-7] for -2 points or to (6) [-10] for -5 points.

Primary Skills:

  • Forced Entry and Jumping, both (E) DX [1]-15
  • Stealth (A) DX [2]-15
  • Climbing (A) DX+3 [1]-18
  • Escape (H) DX+1 [1]-16
  • Acrobatics (H) DX [2]-15
  • Electronics Operation (Security), Lockpicking, and Traps, all (A) IQ+1 [4]-14.

Secondary Skills:

  • One of Boxing (A) DX [2]-15, Brawling (A) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
  • Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
  • Guns (Pistol) (E) DX [1]-15
  • Four of Parachuting (E) DX+1 [2]-16; Driving (Automobile or Motorcycle), Piloting (Glider), or Submarine (Free-Flooding Sub), all (A) DX [2]-15
  • Scuba (A) IQ [2]-13
  • Swimming (E) HT+1 [2]-12
  • Running (A) HT [2]-11
  • or 2 points to raise one of those skills or Acrobatics, Stealth, or an unarmed skill by a level.
  • Six of Knot-Tying (E) DX [1]-15; Filch or Throwing, both (A) DX-1 [1]-14; Camouflage or Gesture, both (E) IQ [1]-13; Animal Handling (Dogs), Architecture, Cartography, Connoisseur (any), Electronics Repair (Security), or Holdout, all (A) IQ-1 [1]-12; Observation or Search, both (A) Per-1 [1]-12
  • or 1 point to raise one of those skills or Climbing, Forced Entry, or

Jumping by a level.

Background Skills:

Faceman

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:

  • ST 10 [0];
  • DX 13 [60];
  • IQ 15 [100];
  • HT 11 [10].

Secondary Characteristics: Damage 1d-2/1d

  • BL 20 lbs.
  • HP 10 [0]
  • Will 15 [0]
  • Per 15 [0]
  • FP 11 [0]
  • Basic Speed 6.00 [0]
  • Basic Move 6 [0]

Advantages:

  • Attractive [4]
  • Honest Face [1]
  • Luck [15]
  • Smooth Operator 2 [30]

A further 31 points chosen from among:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Alcohol Tolerance [1]
  • Business Acumen 1-3 [10/level]
  • Charisma 1-6 [5/level]
  • Contact Group (Corporation, local black market, quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
  • Cultural Adaptability [10]
  • Daredevil [15]
  • Fashion Sense [5]
  • Gun Perks [1/perk]
  • Language Talent [10]
  • Languages (any) [2-6/language]
  • No Hangover [1]
  • Rapier Wit [5]
  • Sensitive [5]
  • Empathy [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Smooth Operator 3-4 [15/level]
  • Voice [10]
  • Wild Talent 1 [20]
  • improve Appearance to Handsome [12] for 8 points or Very Handsome [16] for 12 points
  • replace Luck [15] with Extraordinary Luck[30] for 15 points

Disadvantages:

  • -15 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
  • Greed [-15*]
  • Secret (Past scams) [-5 or -10]
  • Sense of Duty (Team) [-5]
  • Social Stigma (Criminal Record) [-5]
  • Trickster [-15*]

Another -15 points chosen from among those traits or:

  • Chummy [-5] or Gregarious [-10]
  • Compulsive Carousing [-5*]
  • Compulsive Gambling [-5*]
  • Compulsive Lying [-15*]
  • Lecherousness [-15*]

A further -20 points chosen from either of the previous lists or:

  • Curious [-5*]
  • Impulsiveness [-10*]
  • Jealousy [-10]
  • Kleptomania [-15*]
  • Overconfidence [-5*]
  • Selfish [-5*]
  • Trademark [-5 to -15]

Primary Skills:

  • Savoir-Faire (High Society, Mafia, Military, or Police) (E) IQ+2 [1]-17†
  • Acting, Fast-Talk, Leadership, and Public Speaking, all (A) IQ+1 [1]-16†
  • Merchant (A) IQ-1 [1]-14
  • Diplomacy (H) IQ [1]-15
  • Carousing (E) HT+2 [1]-13
  • Sex Appeal (A) HT+2 [1]-13
  • Intimidation (A) Will+1 [1]-16†
  • Detect Lies (H) Per [1]-15†

Secondary Skills:

  • 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
  • Guns (Pistol) (E) DX+1 [2]-14
  • Holdout (A) IQ-1 [1]-14
  • Ten of Fast-Draw (Pistol) (E) DX [1]-13,Dancing, Filch, or Stealth, all (A) DX-1 [1]-12; Pickpocket or Sleight of Hand, both (H) DX-2 [1]-11; Savoir-Faire (any) (E) IQ+2 [1]-17†; Administration, Connoisseur (any), Disguise, Electronics Operation (Media), Gambling, Interrogation, Propaganda, or Smuggling, all (A) IQ-1 [1]-14; Counterfeiting, Forgery, or Psychology, all (H) IQ-2 [1]-13; Body Language (A) Per-1 [1]-14; or 1 point to raise one of those skills or any primary skill by a level

Background Skills:

  • Driving (Automobile or Motorcycle) (A) DX-1 [1]-12.