UZF Traits: Unterschied zwischen den Versionen

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===Compact Frame===
===Compact Frame===
You’re a natural phone booth-stuffer! You can tuck in limbs and ball yourself up to reduce effective SM by one. Doing so takes 10 seconds – and while you’re crunched up, you can’t do
anything besides talk. You get +1 to Escape when the goal is to fit through a narrow space.
===Deep Sleeper===
===Deep Sleeper===
===Equipment Bond===
===Equipment Bond===

Version vom 15. Juni 2015, 09:41 Uhr

Hier sind Advantages, Disadvantages, Perks und Quirks gelistet die sich von den Regeln des Basic Set (oder weiteren GURPS Ressourcen) unterscheiden oder gänzlich neu sind.

Advantages

Destiny [5]/level, max 3 levels

Siehe Power-Ups 5 Impulse Buys für weitergehende Informationen

Destiny Punkte können eingesetzt werden um sich Erfolge zu kaufen oder die Geschichte zu beeinflussen. Du erhälst einen Destiny Punkt pro Level wenn Du den Advantage kaufst, danach erhälst du einen Destiny Punkt pro Session zurück bis du zu deinem maximalen Level stösst. Du kannst niemals positive und negative Destiny haben.

Skill Erfolge kaufen

  • Critical Failure into a Failure - 2 Destiny Punkte
  • Failure into Success - 1 Destiny Punkt
  • Success into Critical Success - 2 Destiny Punkte (Kann man im Kampf nicht anwenden)

Player Guidance

  • 1 Destiny Punkt - Minor / Etwas erfinden was perfekt zu der Szene passt
  • 2 Destiny Punkte - Moderate / Etwas erfinden was einem glaubwürdigen Zufall oder eine glaubwürdigen Addition zur Szene entspricht. In etwa der Effekt des Vorteils "Serendipity" - "Die Kavallerie kommt! ..."
  • 3 Destiny Punkte - Major / Etwas dass - obschon glaubwürdig - an der "suspension of disbelieve" kratzt. Jeder der das erleben würde, würde es als ziemlich unerwartet beschreiben - "Aus dem nichts taucht ein B-52 Bomber auf und vernichtet mit einer riesigen Feuerwalze die 1'000 Zombies um Euch herum, ohne Euch einen Kratzer zuzufügen.! ..."

Wunden

Jeder Charakter darf unmittelbar nach einem erlittenen Treffer sagen:"Ach, das war bloss eine Fleischwunde", einen Destiny Punkt oder einen CP zahlen den er vorrätig haben muss, und weiterspielen. Der Charakter nimmt auf alle Fälle mindestens einen HP Schaden und erleidet auch sonst alle dadurch entstehenden Unannehmlichkeiten (Bleeding, Shock, Stun, ...). Falls man jedoch soviel Injury erleidet dass man direkt stirbt, kann man diese Regel logischerweise nicht anwenden.

Enhanced Defenses [varies]

Beachtet die folgenden Einschränkungen für höhere Level.

  • Enhanced Block 1-3 5/level
    • Stufe 2-3 nur mit WM erlaubt
  • Enhanced Dodge 1-3 15/level
    • Stufe 2-3 nur mit TbaM erlaubt
  • Enhanced Parry (All) 1-3 5 or 10/level
    • Stufe 2-3 nur mit WM|TbaM erlaubt
  • Enhanced Parry (Bare Hands) 1-3 5 or 10/level
    • Stufe 2-3 nur mit TbaM erlaubt
  • Enhanced Parry (One melee weapon) 1-3 5 or 10/level
    • Stufe 2-3 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 inklusive Zubehör als "gewichtslos" betrachten - die Munition allerdings nicht. Wer lieber zwei Pistolen und keine schwere Waffe mitnimmt, kann das ebenfalls machen. Es gilt, dass Walking Armoury von schwer nach leicht getauscht werden kann, aber nicht von leicht nach schwer: Ich kann also 3 Pistolen mitnehmen, aber nicht zwei Rifles und eine Panzerfaust.

  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level], with no upper limit.
  • Telescopic Vision 1 or 2 [5 or 10]

Gunslinger Perks

The following perks can only be bought if you have the Gunslinger advantage. You can buy one perk per 10 CP you have spent in Artilley (any), Gunner (any), Guns (any), Fast-Draw (Ammo, Pistol, Longarm, Grenade) or any melee weapon skill used with a firearm, eg. Spear for a rifle with a mounted bayonet.

  • Akimbo*†
  • Army of One*
  • Cinematic Knockback*†
  • Cookie Cutter*†
  • Grip Mastery*†‡ (Gratis "Braced", oder mit Rifle von Schiess-Grip in Spear-Grip wechseln)
  • One-Armed Bandit*†
  • Pistol-Fist*†
  • Reach Mastery*†‡ (Usually Spear or Two-handed Axe/Mace, one free Reach)
  • Sacrificial Parry*† (Usually (Guns (Pistol) or (Spear))
  • Tracer Eyes

* = Has Prerequisites (In this case Gunslinger) † = Requires Specialization ‡ = Leveled Perk

Heroic Reserves [3 points/level]

Prerequisites: You may purchase one level of HR per full 10 points in combat skills (Artillery/TL, Axe/Mace, Blowpipe, Bolas, Bow (Slingshot), Bow, Boxing, Brawling, Broadsword, Cloak, Crossbow, Flail, Fast-Draw (any combat related), Garrote, Gunner/TL, Guns/TL, Jitte/Sai, Judo, Karate, Knife, Kusari, Lasso, Liquid Projector/TL, Main-Gauche, Net, Polearm, Rapier, Saber, Shield, Shortsword, Sling, Smallsword, Spear Thrower, Spear, Staff, Sumo Wrestling, Throwing, Thrown Weapon, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip, Wrestling). For instance, a guy with 31 points in Brawling, Fast-Draw, Main-Gauche, Rapier, Thrown Weapon, and Wrestling could buy up to HR 3

You have hidden reserves of vigor. You may spend Heroic Reserves (HR) as FP to fuel athletics, martial feats, and physical extra effort – including Extra Effort in Combat and nonmagical special abilities such as Breaking Blow, Chi Blasts, Flying Leap, Hand of Death, Heroic Lifts, Kiai, and Power Blow.

You can’t burn HR on spells, magical abilities (e.g., Emergency Casting or Healing), or extra effort the GM deems “mental.” However, effects that sap FP – starvation, and some spells, poisons, and monster abilities – never deplete HR. You can tap HR even at fully negative FP! Moreover, HR recharges separately from FP regardless of your activities: 1 point per 10 minutes normally, or 1 point per 5 minutes with Fit or Very Fit.

Advantages: Energy Reserve (Heroic) [3/level].

Higher Purpose [5]

Each Higher Purpose costs [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.
  • Engy!: In an action scene, you get +1 to all success rolls made to use a tool or technical trapping, including dodge and movement skill rolls and HT rolls to stay conscious on your way to reach these techical trappings.

Interdiction [5 points/skill]

Prerequisites: Any melee combat skill, plus Trained by a Master or Weapon Master.

Interdiction lets you make a quick, low-damage melee attack against anyone who tries to charge past you in combat. Your target must be moving from in front of you to behind you (consulting the diagram on p. B389, from any white hex to any gray or black one) and pass within reach of an attack currently possible for the skill for which you have this power-up. For example, a greatsword (Reach 1, 2) could cut at anybody running within one or two yards to flank you, while a halberd held at Reach 3 could only intercept a foe who’s exactly three yards away at some point during his pass.

Roll against Parry for your combat skill as your opponent moves by. This never gets a bonus from retreating, shield DB, Shield spells, or special parry options – though Combat Reflexes and Enhanced Parry help as usual, and any penalties for bad footing, repeated parries, etc. apply. Failure means your foe slips past untouched. Success lets you roll against skill to attack a random hit location.

A successful skill roll means a potential hit. Your target defends normally. If he fails, you inflict your attack’s damage at -2 or -1 per die, whichever is worse. Though you’re technically “parrying” your foe’s entire body, contact is sufficiently light that this move doesn’t count as a parry against a heavy weapon.

Failure on your skill roll indicates that you didn’t even make light contact – again, your opponent slips past untouched. Whatever the outcome, each Interdiction attempt counts as a parry with the weapon or hand used (thus, it cannot be used after you All-Out Attack). You may try Interdiction more than once per turn – and intersperse it with true parries – subject to standard penalties for successive parries in a turn. For instance, if you use Interdiction and then parry with the same hand (or vice versa), the second roll suffers the usual penalty for repeated parrying.

You must specialize by melee combat skill.

Perks: Unique Technique (Interdiction) [1].

Techniques: Interdiction (H) Parry+0 [4].

Killer Hair [10 points]

You have a long braid with a weight at the end, weave razors into your dreadlocks, or sculpt your hair into a sawblade Mohawk or sharp spikes using jamming glue (Treasure Tables, p 36) . . . and you’ve studied on maiming with this. You may strike at Reach C using Brawling or Karate – at full skill, even when grappled – as though using a weapon. Armed parries won’t harm your head! This inflicts thrust crushing damage, at +1 per die plus skill bonuses.

You cannot wear a helmet and still use this ability.

Advantages: Striker (Limb, Head, -20%) [4].

Perks: Unique Technique (Grappled Strike) [1].

Techniques: Grappled Strike (H) Skill+0 [5]. Buys off the -4 to DX while grappled for one specific hands-free attack – usually biting or a Striker.

Peerless Training [varies]

Eine Wildcard Technique die es in den Ausprägungen Hand-to-Hand, Gunman und Slayer für verschiedene Hitlocations gibt. Grundsätzlich nichts anderes als die Technique "Targeted Attack" jedoch für alle Hand-to-Hand Skills, Meleewaffenskills oder Gunskills. Wie üblich kostet diese Wildcard Technique das dreifache der normalen Technique. Üblich sind folgende Ausprägungen:

  • Peerless Hand-to-Hand Training (Face) [12]
  • Peerless Hand-to-Hand Training (Skull) [15]
  • Peerless Gunman Training (Face) [12]
  • Peerless Gunman Training (Skull) [15]
  • Peerless Slayer Training (Face) [12]
  • Peerless Slayer Training (Skull) [15]

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.

Die folgenden Skills können nur erlernt werden, wenn man Trained by a Master hat:

  • Autohypnosis 
  • Blind Fighting 
  • Body Control 
  • Breaking Blow 
  • Breath Control 
  • Esoteric Medicine
  • Flying Leap 
  • Immovable Stance 
  • Invisibility Art 
  • Kiai 
  • Light Walk 
  • Mental Strength 
  • Power Blow 
  • Pressure Points 
  • Pressure Secrets 
  • Push 

Wenn man dazu noch Weaponmaster, resp. Gunslinger oder Heroic Archer, hat kann man manche Skills mit den Waffen verwenden.

Trained by a Master Perks

The following perks can only be bought if you have the TbaM advantage:

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

Ultimate Archer [50]

Vereint die Vorteile Heroic Archer aus Dungeon Fantasy und Weaponmaster (My Style).

Wie bei Dungeon Fantasy (DF1:14). Erlaubt den Strongbow, den Skill Zen Archery sowie die Advantages

  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level], with no upper limit.
  • Telescopic Vision 1 or 2 [5 or 10]
  • Double-Shot
  • Quick-Shot

Dazu gibt es ein Level Walking Armoury für eine muskelbetriebene Fernkampfwaffe.

Ultimate Zombie-Fighters' Bond [5 points for level 1, plus 1 point for each additional level]

This power-up must be taken by at least two PCs, who must have survived at least two adventures together. Those who have it instantly recognize their stalwart allies, even behind disguises or illusions, and can sense when those associates are hurt or need help – without fail, and at any distance. This is valuable when Sid the Thief is attacked while scouting ahead, or when a shapeshifting Thing replaces Marge the Barbarian. It doesn’t work as a means of communication.

Adventurers’ Bond (AB) costs 5 points for one pal, 6 for two, 7 for three, and so on. At least two delvers must share each bond, but individual lists can differ. For example, Lord Doom could have AB (Marge) [5], Marge could have AB (Lord Doom, Sid, and Siren) [7], Sid could have AB (Marge and Siren) [6], and Siren could have AB (Marge and Sid) [6].

Weapon-and-Shield Fighter [10]

Prerequisites: Combat Reflexes, a one-handed Melee Weapon skill at 17+, and Shield at 17+.

You’re accomplished at coordinating your one-handed melee weapon and shield. Whenever you have a suitable weapon ready to parry and a shield ready to block, and are attacked in a way that would permit you to choose either defense, you get +1 to Block or Parry vs. that attack. A side effect of being so well-coordinated is that you don’t suffer shield DB as a penalty to onehanded weapon attacks in close combat (p. B392).

The active defense bonus doesn’t work against attacks you can’t parry (strikes from the shield side, most missiles, extremely heavy weapons, etc.) or ones you can’t block (notably attacks from the weapon side or on weapons). It also vanishes if you don’t have both a shield and a weapon ready. On the upside, it’s cumulative with all other defense bonuses, including shield DB and additional Enhanced Block and Enhanced Parry.

Advantages: Enhanced Block 1 (Accessibility, Requires weapon, -20%; Limited, Attacks that can be parried, -20%) [3]; Enhanced Parry 1 (All; Accessibility, Requires shield, -20%; Limited, Attacks that can be blocked, -20%) [6].

Perks: Rules Exemption (No DB penalty on one-handed weapon attacks in close combat) [1].

Weapon Master [varies]

Zu jeder der unten genannten Variante gibt's gratis Walking Armoury für eine Reach C Waffe, eine Reach 1 Waffe, eine Reach 2+ Waffe und 6 lbs Wurfwaffen.

Weapon Master (My Style) [30]: Gibt auf genau 4 Waffen Weapon Master und auf diesselben vier Waffen Walking Armoury.

Weapon Master (All) [45]: Gibt auf 'alle' durch Muskelkraft genutzten Waffen die Vorteile von WM. Man erhält 5 Level Walking Armoury nach freier Wahl.

Perks unlocked by Weapon Master

The following perks can only be bought if you have the Weapon Master advantage:

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

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 (Nicht-Kampf)

Am Anfang des Spiels dürft ihr 6 Perks auswählen, resp. einen Perk pro 25 CP jenseits 300 -> (450 - 300) / 25 = 6

Compact Frame

You’re a natural phone booth-stuffer! You can tuck in limbs and ball yourself up to reduce effective SM by one. Doing so takes 10 seconds – and while you’re crunched up, you can’t do anything besides talk. You get +1 to Escape when the goal is to fit through a narrow space.

Deep Sleeper

Equipment Bond

Eye for Distance

Focused

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 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.

No Hangover

One-Task Wonder (Hotwiring Cars)

One-Task Wonder (Intuitive Repairman)

Pack Rat

Penetrating Voice

Rule of 15

Shtick (Can strike a flame anywhere)

Standard Operating Procedure (Back to the Wall)

Standard Operating Procedure (Check the Bodies)

Standard Operating Procedure (Clean Freak)

Standard Operating Procedure (Full Tank)

Standard Operating Procedure (Last Man Out)

Standard Operating Procedure (On Alert)

Standard Operating Procedure (Sleep with one eye open)

Urban Jungle Gym

Walking Camp

Perks (Kampf)

Pro 10 CP die in verwandte Waffenskills und Fast-Draw (Techniques zählen nicht!) investiert wurden, darf man einen Perk nehmen. Die meisten dieser Perks brauchen Trained by a Master, Gunslinger oder Weapon Master damit man sie überhaupt nehmen kann.

Acrobatic Feints*

Acrobatic Kicks*

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 als Acrobatic Dodge benutzen. -1 pro Versuch nach dem Ersten.

Akimbo*†

Armor Familiarity†‡

Army of One*

Cinematic Knockback*†

Combat Pole-Vaulting

Cookie Cutter*†

Cool Under Fire

Cowpoker

Deadly Pose

Dirty Fighting

Drunken Fighting*

Dual Ready†

Exotic Weapon Training†

Finishing Move

Flourish

Focused Fury

Follow-Through

Form Mastery†

Grip Mastery†

Ground Guard

Hand Cannon‡

Improvised Weapons†

Iron Hands

Neck Control†

Off-Hand Weapon Training†

One-Armed Bandit*†

Pistol-Fist*†

Power Grappling

Quick Reload†

Quick-Sheathe†

Quick-Swap†

Rapid Retraction†

Reach Mastery†

Sacrificial Parry†

Shield-Wall Training

Strongbow

Sure-Footed†

Tap-Rack-Bang†

Teamwork†

Tracer Eyes*

Braucht Gunslinger oder Acute Vision 2

Trademark Move

Walking Armory*‡

Weapon Bond†

Disadvantages

Styles

ZNV

ZNV, kurz für Zombie Nah Verteidigung, ist die Grundlektion in der Zombiebekämpfung welcher jeder ernstzunehmde Zombieannihilator beherrschen sollte. Die Eckpfeiler: Ein Messer steht so gut wie immer zur Verfügung, mit Improvised Weapons (Knife) sowieso, deshalb auch auf diese Waffe Targeted Attack. Obschon man Brawling praktisch nur für den Push Kick benötigt ist es diese Technqiue wert den Skill zu kaufen, damit kann man nämlich einen Zombie wegzustossen. Wrestling sollte so hoch wie möglich, grundsätzlich auf DX+2 [8] sein, um +2 ST Bonus bei Wrestling dingen (Break Free!) zu erhalten. Acrobatics ist unabdingbar wenn man eine starke Verteidigung gegen Zombies haben will indem man ihnen einfach entwischt. Acrobatic Stand, resp. Acrobatic Evade Vorteile erklären sich von selbst.

Skills

  • Brawling
  • Wrestling
  • Knife
  • Fast-Draw (Knife)
  • Acrobatics

Techniques

  • Targeted Attack (Knife, Head)
  • Push Kick (Brawling)
  • Neck Snap (Wrestling)
  • Back Strike (Knife)
  • Acrobatic Stand
  • Acrobatic Evade

Style Perks

  • Rapid Retraction (Kicks)
  • Off-Hand Weapon Training (Knife)
  • Off-Hand Weapon Training (Fast-Draw(Knife))
  • Quick-Swap (Knife)
  • Quick-Sheate (Knife)
  • Grip Mastery (Knife)
  • Power Grappling
  • Improvised Weapons (Knife)
  • Improvised Weapons (Brawling)
  • Sacrificial Parry (Knife)