UZF Traits: Unterschied zwischen den Versionen

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==Perks==
==Perks==
===Acrobatics Galore===
Prerequisite: Vow (Never use Firearms) ''or'' Vow (Always fight unarmed), Acrobatics 18, Trained by a Master ''or'' Weaponmaster
Du kannst Acrobatics mehrmals pro Runde in einer Active Defense benutzen. -1 pro Versuch nach dem Ersten.
===Tracer Eyes===
Braucht Gunslinger ''oder'' Acute Vision 2
===Gunslinger Perks===
===Gunslinger Perks===
* Akimbo*† 1 Gunslinger
* Akimbo*† 1 Gunslinger
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* Follow-Through 1 TbaM
* Follow-Through 1 TbaM
* Iron Hands 1 TbaM
* Iron Hands 1 TbaM
===Acrobatics Galore===
Prerequisite: Vow (Never use Firearms) ''or'' Vow (Always fight unarmed), Acrobatics 18, Trained by a Master ''or'' Weaponmaster
Du kannst Acrobatics mehrmals pro Runde in einer Active Defense benutzen. -1 pro Versuch nach dem Ersten.


===Good with Zombies===
===Good with Zombies===
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When you encounter zombies, you get an IQ-3 roll to deduce their general motivation (“following orders,” “hunger,” “revenge,” etc.). You also receive +1 on any Psychology, Tactics, or Teaching roll the GM requires for “taming” or outflanking zombies.
When you encounter zombies, you get an IQ-3 roll to deduce their general motivation (“following orders,” “hunger,” “revenge,” etc.). You also receive +1 on any Psychology, Tactics, or Teaching roll the GM requires for “taming” or outflanking zombies.
===Horde Walker===
Prerequisites: Bad Smell -10, Disguise (Zombies) (16+)
Out of combat, zombies in hordes ignore you provided that you walk no faster than they do – maybe you smell like them! For this to work, you must stay in the horde and let the zombies see and jostle you. If you walk with zombies that cause a contagion roll (see Contagion, p. B443), you roll at +1 for “touched briefly” at best. If combat breaks out, then regardless of who starts it, the zombies will recognize you for what you are.
===Hot-Zone Hero===
Prerequisites: Hazardous Materials (Biological) and NBC Suit (16+)
You’re exempt from routine skill rolls to don or decontaminate hazmat gear: masks, suits, etc. This has no effect on extraordinary uses, or on rolls to handle dangerous stuff rather than to suit up.
===NBC Suit Experience===
The NBC Suit skill (p. B192) doesn’t limit your DX or DX-based skills when wearing biohazard gear that isn’t bulky enough to give at least -1 to DX.
===Tracer Eyes===
Braucht Gunslinger ''oder'' Acute Vision 2

Version vom 5. Mai 2015, 18:17 Uhr

Advantages

Talents

Artificer [10/level]

Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, Scrounging and Smith

Fistist [5/level]

Acrobatics, Armoury (Body Armor), Fast-Draw, Jumping, Tactics

Master Builder [7/level]

Architecture, Carpentry, Engineer, Forced Entry, Masonry, Smith, Scrounging

Medic [8/level]

Diagnosis, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, Veterinary

Meleeist [5/level]

Acrobatics, Armoury (Melee Weapons), Fast-Draw, Jumping, Tactics

Pilferer [8/level]

Electronics Operation (Security), Electronics Repair (Security), Forced Entry, Lockpicking, Search, Stealth, Traps

Scientist [6/level]

Bioengineering, Expert Skill (Epidemiology), Hazardous Materials, Hidden Lore (Zombies), Physiology, Research

Shootist [5/level]

Acrobatics, Armoury (Small Arms), Fast-Draw, Jumping, Tactics

Sudden Death [6/level]

Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth

Truth-Seeker [6/level]

Intelligence Analysis, Interrogation, Observation, Search, Hidden Lore (Zombies), Research

Widget-Worker [5/level]

Armoury, Forced Entry, Lockpicking, Scrounging, Traps

Advantages

Enhanced Defenses [varies]

Beachtet die folgenden Einschränkungen für höhere Level.

  • Enhanced Block 1-3 5/level Stufe 3 nur mit WM erlaubt
  • Enhanced Dodge 1-3 15/level Stufe 3 nur mit TbaM erlaubt
  • Enhanced Parry (All) 1-3 5 or 10/level Stufe 3 nur mit WM|TbaM erlaubt
  • Enhanced Parry (Bare Hands) 1-3 5 or 10/level Stufe 3 nur mit TbaM erlaubt
  • Enhanced Parry (One melee weapon) 1-3 5 or 10/level Stufe 3 nur mit WM erlaubt

Gunslinger [25]

Nur [25] Version erlaubt. Gunslinger hat neben den Effekten aus Gun Fu drei Level Walking Armoury "eingebaut" - ihr dürft eine Pistole, eine Langwaffe und eine schwere Waffe als "gewichtslos" betrachten.

Higher Purpose [5]

  • Deliver the package: In an action scene, you get +1 to all success rolls made to ferry an important cargo or passenger: vehicular skill and Dodge rolls, Mechanic rolls to repair breakdowns, HT rolls to remain conscious at the wheel, etc.
  • Kill Zombies: Gives +1 on all rolls to attack, defend against, damage, resist, and otherwise thwart zombies! The catch is that you must fight any zombie you meet, or lose the benefit until you kill a few hordes to get your mojo back.
  • Medic!: 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.

Rapier Wit [5]

Wirkt nur auf Gegner die a) intelligent genug sind eine Beleidigung wahrzunehmen und b) über die man etwas zu lästern weiss.

Trained by a Master [30]

Armor Familiarity 4 ist für alle Striking- und Grapplingskills im Preis mit inbegriffen.

Weapon Master (All) [45]

Nur [45] Version erlaubt. Dazu gibt es gratis Walking Armoury für eine Reach C Waffe, eine Reach 1 Waffe, eine Reach 2+ Waffe und 6 lbs Wurfwaffen. Bsp: Longknife, Katana, Halberd, and 60 Shuriken.

Wildcard Language [6, 12 or 18]

You can speak, read and write English, Mandarin, French, German, Japanese, Russian, Spanish, Portuguese, Italian, Hindi, Arabic at broken [6], accented [12] or native [18] level.

Perks

Gunslinger Perks

  • Akimbo*† 1 Gunslinger
  • Army of One* 1 Gunslinger
  • Cinematic Knockback*†‡ 1 Gunslinger
  • Cookie Cutter*† 1 Gunslinger
  • Grip Mastery† 1 Gunslinger
  • One-Armed Bandit*† 1 Gunslinger
  • Pistol-Fist*† 1 Gunslinger
  • Sacrificial Parry (Guns (Pistol))1 Gunslinger

Weaponmaster Perks

  • Finishing Move 1 WM
  • Flourish 1 WM
  • Focused Fury 1 WM
  • Follow-Through 1 WM
  • Form Mastery† 1 WM
  • Grip Mastery† 1 WM
  • Reach Mastery† 1 WM
  • Sacrificial Parry† 1 WM
  • Shield-Wall Training 1 WM

Trained by a Master Perks

  • Drunken Fighting* 1 TbaM
  • Finishing Move 1 TbaM
  • Flourish 1 TbaM
  • Focused Fury 1 TbaM
  • Follow-Through 1 TbaM
  • Iron Hands 1 TbaM

Acrobatics Galore

Prerequisite: Vow (Never use Firearms) or Vow (Always fight unarmed), Acrobatics 18, Trained by a Master or Weaponmaster

Du kannst Acrobatics mehrmals pro Runde in einer Active Defense benutzen. -1 pro Versuch nach dem Ersten.

Good with Zombies

Prerequisite: Hidden Lore (Zombies) (16+)

When you encounter zombies, you get an IQ-3 roll to deduce their general motivation (“following orders,” “hunger,” “revenge,” etc.). You also receive +1 on any Psychology, Tactics, or Teaching roll the GM requires for “taming” or outflanking zombies.

Horde Walker

Prerequisites: Bad Smell -10, Disguise (Zombies) (16+)

Out of combat, zombies in hordes ignore you provided that you walk no faster than they do – maybe you smell like them! For this to work, you must stay in the horde and let the zombies see and jostle you. If you walk with zombies that cause a contagion roll (see Contagion, p. B443), you roll at +1 for “touched briefly” at best. If combat breaks out, then regardless of who starts it, the zombies will recognize you for what you are.

Hot-Zone Hero

Prerequisites: Hazardous Materials (Biological) and NBC Suit (16+)

You’re exempt from routine skill rolls to don or decontaminate hazmat gear: masks, suits, etc. This has no effect on extraordinary uses, or on rolls to handle dangerous stuff rather than to suit up.

NBC Suit Experience

The NBC Suit skill (p. B192) doesn’t limit your DX or DX-based skills when wearing biohazard gear that isn’t bulky enough to give at least -1 to DX.

Tracer Eyes

Braucht Gunslinger oder Acute Vision 2