SIV Templates
U.S. NAVY SEAL [240]
SEALs tended to be athletic, smart, physically strong, and very healthy individuals, as well as strong-willed, perceptive, and tough – sports backgrounds included everything from Karate black belts and male cheerleaders to Olympic gold medal swimmers. Consider increasing ST, HT, Perception, Will, and Fatigue Points with some of your extra character points.
Attributes
ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [5]; Per 13 [0]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
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], 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
Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -30 points chosen from Desirable Disadvantages (p. 15-16).
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; 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.
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; 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.
Background Skills
Driving/TL7 (Automobile) (A) DX-1 [1]-12; plus 1-5 points in skills depending on your Rating. Spend the balance of 8 points (minus your Ratings skills) on hobby skills or further professional skills.
Ratings
As members of the U.S. Navy, all enlisted SEALs were trained in one of dozens of basic Navy ratings or military specialties (below), which are treated as skill packages. Unlike today, sailors with almost any rating could volunteer for the SEALs; some of the most common are listed below. Note that Hospital Corpsman (HM) is its own rating. Therefore, a Medical Special Operations Technician does not pick a background rating like a SEAL.
Deck, Administration,and Weapons Ratings (Seaman)
- Boatswain’s Mate (BM): Increase Boating/TL7 (Motorboat) to 14 (DX+1) [3] and Seamanship/TL7 to 13 (IQ) [1]. 4 points.
- Commissaryman (CS): Cooking (A) IQ+1 [4]-14. 4 points.
- Draftsman (DM): Artist (Drawing) (H) IQ [4]-13. 4 points.
- Electronics Technician (ET): Pick one of the following: Electronics Repair/TL7 (Comm) (A) IQ+1 [4]-14, Electronics Repair/TL7 (EW) (A) IQ+1 [4]-14, Electronics Repair/TL7 (Sensors) (A) IQ+1 [4]-14, or Electronics Repair/TL7 (Sonar) (A) IQ+1 [4]-14. 4 points.
- Gunner’s Mate (GM): Increase Artillery/TL7 (Cannon) to 13 (IQ) [1] and Gunner/TL7 (Machine Gun) to 13 (DX) [1]; add Armoury/TL7 (Heavy Weapons) (A) IQ [2]-13. 4 points.
- Information Systems Technician (IT): Computer Operation/TL7 (E) IQ+1 [2]-14; Electronics Operation/TL7 (Comm) (A) IQ [2]-13. 4 points.
- Photographic Intelligenceman (PT): Intelligence Analysis/TL7 (H) IQ [4]-13. 4 points.
- Quartermaster (QM): Increase Seamanship/TL7 to 14 (IQ+1) [1]. Add Navigation/TL7 (Sea) (A) IQ [2]-13; Electronics Operation/TL7 (Radar) (A) IQ-1 [1]-12; and Electronics Operation/TL7 (Sonar) (A) IQ-1 [1]-12. 5 points.
- Radarman (RD): Electronics Operation/TL7 (Sensors) (A) IQ+1 [4]-14. 4 points.
- Radioman (RM): Increase Electronics Operation/TL7 (Comm) to 14 (IQ+1) [3]. 3 points.
- Seaman (SN): Increase Seamanship/TL7 to 14 (IQ+1) [1]. 1 point.
- Signalman (SM): Increase Electronics Operation/TL7 (Comm) to 13 (IQ) [1]. Add Navigation/TL7 (Sea) (A) IQ-1 [1]-12. 2 points.
- Sonar Technician (ST): Electronics Operation/TL7 (Sonar) (A) IQ+1 [4]-14. 4 points.
- Storekeeper (SK): Accounting (A) IQ+1 [2]-13; Merchant (A) IQ [1]-12. 3 points.
- Torpedoman’s Mate (TM): Artillery/TL7 (Torpedoes) (A) IQ+1 [4]-14. 4 points.
- Yeoman (YN): Administration (A) IQ [2]-13; Typing (E) DX [1]-13; and Writing (A) IQ-1 [1]-12. 4 points.
Engineer and Hull Ratings (Fireman)
- Damage Controlman (DC): Pick one of the following: Carpentry (E) IQ+2 [4]-15 or Mechanic/TL7 (Ship) (A) IQ+1 [4]-14. 4 points.
- Electrician’s Mate (EM): Electrician/TL7 (A) IQ+1 [4]-14. 4 points.
- Engineman (EN): Pick one of the following: Mechanic/TL7 (Gasoline Engine) (A) IQ [4]-14, Mechanic/TL7 (DieselEngine) (A) IQ [4]-14, or Mechanic/TL7 (Life-Support Equipment) (A) IQ [4]-14. 4 points.
- Internal Communications Electrician (IC): Electronics Repair/TL7 (Shipboard Comm) (A) IQ+1 [4]-14. 4 points.
- Machinery Repairman (MR): Machinist/TL (A) IQ+1 [4]-14. 4 points.
- Machinist’s Mate (MM): Mechanic/TL7 (Steam Engine) (A) IQ+1 [4]-14. 4 points.
- Shipfitter (SF): Pick one of the following: Professional Skill (Plumber) (A) IQ+1 [4]-14, Professional Skill (Welder) (A) IQ+1 [4]-14, or Smith/TL7 (Iron/Steel) (A) IQ+1 [4]-14. 4 points.
Aviation Ratings (Airman)
- Aircraft Ordnance (AO): Armoury/TL7 (Heavy Weapons) (A) IQ+1 [4]-14. 4 points.
- Aviation Electronics Technician (AT): Pick one of the following: Electronics Repair/TL7 (Comm) (A) IQ+1 [4]-14, Electronics Repair/TL7 (EW) (A) IQ+1 [4]-14, or Electronics Repair/TL7 (Sensors) (A) IQ+1 [4]-14. 4 points.
- Aviation Machinist’s Mate (AD): Pick one of the following: Mechanic/TL7 (Gasoline Engine) (A) IQ [4]-14, Mechanic/TL7 (Gas Turbine) (A) IQ [4]-14, Mechanic/TL7 (Instruments) (A) IQ [4]-14, Mechanic/TL7 (Jet Engine) (A) IQ [4]-14, or Mechanic/TL7 (Propellers) (A) IQ [4]-14. 4 points.
- Photographer’s Mate (PH): Photography/TL7 (A) IQ+1 [4]-14. 4 points.
Techniques
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]-13; Set Trap (H) [2]-12.
- Default from Guns/TL7 (Rifle).
† See GURPS High-Tech
U.S. NAVY MEDICAL SPECIAL OPERATIONS TECHNICIAN [205]
Attributes
ST 11 [10]; DX 13 [60]; IQ 13 [60]; HT 11 [10]
Secondary Characteristics
Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].
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], 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
Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -25 points selected from the Desirable Disadvantages (pp. 15-16).
Primary Skills
Armoury/TL7 (Small Arms) (A) IQ-1 [1]-12; Boating/TL7 (Unpowered) (A) DX-1 [1]-12; Brawling (E) DX [1]-13; Camouflage (E) IQ [1]-13; Diagnosis/TL7 (H) IQ [4]-13; Electronics Operation/TL7 (Comm) (A) IQ [2]-13; Fast-Draw/TL7 (Ammo) (E) DX [1]-13; First Aid/TL7 (E) IQ [4]-15; Guns/TL7 (Pistol) (E) DX+2 [3]-15*; 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]-11; 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, Surgery/TL7 (VH) IQ-1 [4]-12; Survival (Island/Beach) (A) IQ [2]-13; Survival (Jungle) (A)
IQ-1 [1]-12; Swimming (E) HT+1 [2]-12; Tactics (H) IQ-1 [2]-12; Throwing (A) DX-1 [1]-12.
Secondary Skills
Boating/TL7 (Motorboat) (A) DX-1 [1]-12; Climbing (A) DX-1 [1]-12; Gunner/TL7 (Machine Gun) (A) DX-1 [1]-12; Guns/TL7 (pick two specializations from among LMG, Shotgun, or SMG) (E) DX+1 [1]-14*; Guns/TL7 (pick one specializations from between Grenade Launcher or LAW) (E) DX+1 [2]-14; Hiking (A) HT [2]-11; Jumping (E) DX [1]-13; Knife (E) DX [1]-13; Knot-Tying (E) DX [1]-13; NBC-Suit/TL7 (A) IQ-1 [1]-12; Scrounging (E) Per [1]-13; Seamanship/TL7 (E) IQ [1]-13.
Background Skills
Driving/TL7 (Automobile) (A) DX-1 [1]-12; plus 9 points for hobbies or further professional skills.
Techniques
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).
† See GURPS High-Tech.