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**Alle unten gelisteten Wildcard Skills für 3 CP, somit hat ein Charaktere einen Skill von 10 in all den genannten Wildcardskills
**Alle unten gelisteten Wildcard Skills für 3 CP, somit hat ein Charaktere einen Skill von 10 in all den genannten Wildcardskills
**Der Spieler darf pro Wildcard Skill 2 "Spezialisierungen" vornehmen und [http://forums.sjgames.com/showpost.php?p=644750&postcount=4 Skills vom Wildcard Skill defaulten] lassen. Das heisst das er in diesen beiden Skills für 7 CP +3 Skill, verglichen mit dem unterliegenden Wildcard Skill, erhält.
**Der Spieler darf pro Wildcard Skill 2 "Spezialisierungen" vornehmen und [http://forums.sjgames.com/showpost.php?p=644750&postcount=4 Skills vom Wildcard Skill defaulten] lassen. Das heisst das er in diesen beiden Skills für 7 CP +3 Skill, verglichen mit dem unterliegenden Wildcard Skill, erhält.
Somit werden die Spieler quasi als "unbeschriebenes" Blatt das Spiel beginnen. Die Spieler werden auch grosszügig freie Punkte haben und es ist ihnen erlaubt sofort einen Wildcard Skill zu erhöhen oder eine "Spezialisierung" zu kaufen, solange sie noch freie CP haben.


=Wildcard Skills=
=Wildcard Skills=

Version vom 19. Juni 2012, 07:22 Uhr

Ziel

Das Rollenspiel soll im Vordergrund stehen in diesem Spiel, da nur Onkl GM sein will (GRRRRRR!!!) und nur er die ganze Arbeit des Vorbereitens auf sich nehmen muss, wird mit dem System gespielt, welches er am Besten kennt: GURPS - jedoch in einer ganz einfachen Variante.

Es wird immer wieder Vorgeschlagen, dass wenn man Neulinge an GURPS heranführt, man am Besten das Basic Set vergisst und nur die Regeln in GURPS Lite anwendet. Wir machen das fast so: Im Gegensatz zu Lite werden wir keine Vor- und Nachteile haben, dafür jedoch Wildcard Skills.

Den Kampf werden wir wie in Lite beschrieben machen. Also ohne Hit Locations und den damit einhergehenden Zusatzregeln für Wound Modifiers, Maneuver aus Martial Arts et al..

Weitere Regeln, resp. deren Anwendung sind bis jetzt noch nicht bekannt. Jedoch werden wir nach und nach alle Regeln die die Gruppe gemeinsam als sinnvoll erachtet einführen und unser Spiel so komplexer machen.

Charaktere

  • Charaktere besitzen normale GURPS Attribute, jedoch keine Vorteile und keine Nachteile.
    • (Physische GURPS-)Nachteile werden den Spielern durch den GM gegeben als Reaktion auf das Geschehene, z.B. Fuss ab!
    • Soziale Nachteile (Greed, Compulsive Carousing...) sollen die Spieler in Ihren Charakteren darstellen.
  • Charaktere besitzen die folgenden Fähigkeiten:
    • Attribute: ST 10, DX 13, IQ 13, HT 10
    • Alle unten gelisteten Wildcard Skills für 3 CP, somit hat ein Charaktere einen Skill von 10 in all den genannten Wildcardskills
    • Der Spieler darf pro Wildcard Skill 2 "Spezialisierungen" vornehmen und Skills vom Wildcard Skill defaulten lassen. Das heisst das er in diesen beiden Skills für 7 CP +3 Skill, verglichen mit dem unterliegenden Wildcard Skill, erhält.

Somit werden die Spieler quasi als "unbeschriebenes" Blatt das Spiel beginnen. Die Spieler werden auch grosszügig freie Punkte haben und es ist ihnen erlaubt sofort einen Wildcard Skill zu erhöhen oder eine "Spezialisierung" zu kaufen, solange sie noch freie CP haben.

Wildcard Skills

IQ Based

  • Businessman! (IQ). Replaces Accounting, Administration, Current Affairs (Business), Diplomacy (for business negotiations), Economics, Finance, Gambling, Law (Contract or Corporate), Market Analysis, Merchant, and Propaganda (for commercial advertising).
  • Computers! (IQ). Replaces Computer Hacking, Computer Operation, Computer Programming, Cryptography, Electronics Repair (Computers), Expert Skill (Computer Security), and Mathematics (Computer Science and Cryptology). This gives you familiarity with all programming languages that don’t require an Unusual Background. It can be used in Influence rolls against alien space probes, giant robots with logical puzzles, and similar entities.
  • Fake! (IQ). Replaces Acting, Disguise, Fast-Talk, Forgery, Fortune-Telling, Mimicry (Speech), Savoir-Faire, and Streetwise. In addition, at the GM’s discretion, any skill that has a default based on any attribute or secondary characteristic, and that is not restricted by prerequisite skills, can instead have a default based on Fake! if this would be higher. This default cannot exceed the relevant attribute -1 for Easy skills, -2 for Average, -3 for Hard, or -4 for Very Hard; that is, Fake! cannot be as good as actually spending a character point to learn a skill.
  • Inventor! (IQ). Replaces Armoury, Bioengineering, Computer Programming, Electrician, Electronics Repair, Engineer, Explosives, Machinist, Mathematics (Applied Mathematics), Mechanic, Metallurgy, Smith, Traps, and any Expert skills relevant to recognizing and identifying technological devices. In settings where Weird Science is a valid skill, this includes its technological applications.
  • Medicine! (IQ). Replaces all specialties of Biology, Diagnosis, Electronics Operation (Medical), Expert Skill (Epidemiology), First Aid, Hypnotism, Pharmacy, Physician, Physiology, Poisons, Psychology, Surgery, and Veterinary. It may also include Bioengineering or Esoteric Medicine at the GM’s option.
  • Perform! (IQ). Replaces Current Affairs (High Culture or Popular Culture), Electronics Operation (Media), Fire Eating, Fortune-Telling, Group Performance, Makeup, Mimicry, Musical Instrument, Performance, Public Speaking, and Ventriloquism. Make a DX-based roll for Dancing, Sleight of Hand, or Stage Combat; make HT-based rolls for Singing.
  • Psychologist! (IQ). Replaces Brainwashing, Criminology, Hypnotism, Interrogation, Propaganda, and Psychology. Make a Per-based roll to use it for Body Language or Detect Lies; make a Will-based roll to use it for Interrogation or Mind Block.
  • Scholar! (IQ). Replaces Anthropology, Archaeology, Cartography, Economics, Geography, Heraldry, History, Literature, Occultism, Philosophy, Public Speaking, Sociology, Teaching, Theology, and Writing (scholarly works and popularizations, but not fiction or poetry). It can also be used for Research in any field within the humanities or social sciences.

Per Based Skills

  • Explorer! (Per). Replaces Fishing, Survival, and Tracking, as well as Observation in wilderness environments. Make an IQbased roll for any of Anthropology, Camouflage, Cartography, Geography, Gesture, Meteorology, Naturalist, Navigation, or Traps that relate to wilderness or unexplored areas.

DX Based Skills

  • Boat! (DX). Replaces Boating (all specializations). In addition, it permits an IQ-based roll for Shiphandling (Ship or Submarine). Use for combat rolls to operate any weapons system installed in a water vehicle, or for attack maneuvers with the vehicle itself.
  • Bow! (DX). Replaces Blowpipe, Bow, Crossbow, Sling, Spear Thrower, and Thrown Weapon (Dart), as well as all related Fast-Draw skills. Make an IQ-based roll for Armoury pertaining to these weapons. Use this in place of such skills as Acrobatics and Climbing for crossing or swinging from bowlaunched climbing lines and for shooting while dangling from high places.
  • Drive! (DX). Replaces Bicycling and Driving (all specializations). In addition, it permits an IQ-based roll for Teamster. Use it for combat rolls to operate any weapons system installed in a ground vehicle, or for attack maneuvers with the vehicle itself.
  • Fist! (DX). Replaces Boxing, Brawling, Judo, Karate, Parry Missile Weapons, Sumo Wrestling, and Wrestling. It can also be used for traditional martial arts weapons skills like Staff and Tonfa. Use it in place of such skills as Acrobatics and Jumping in combat situations. Make an IQ-based roll for Savoir-Faire (Dojo) in social situations. If you also have Trained by a Master, you can add esoteric and cinematic skills based on unarmed combat.
  • Move! (DX). Replaces Acrobatics, Aerobatics, Aquabatics, Body Sense, Climbing, Escape (only to move through narrow openings), Free Fall, Jumping, and Stealth. It can be used for some forms of Dancing and Erotic Art at the GM’s discretion. Make a HT-based roll for Flight, Hiking, Jumping, Running, Skating, Skiing, and Swimming. Any such HT-based roll results in +20% to the day’s travel in whatever form of movement it applies to. Move! can also take the place of any unarmed combat skill, provided you’re performing some sort of fancy movement while attacking; if you have Move! at DX+2 or better, you gain +1 per die of damage from such attacks.
  • Pilot! (DX). Replaces Piloting (all specializations). In addition, it permits an IQ-based roll for Shiphandling (Airship, Spaceship, or Starship). Use it for combat rolls to operate any weapons system installed in an air or space vehicle, or for attack maneuvers with the vehicle itself.
  • Stick! (DX). Replaces Axe/Mace, Broadsword, Flail, Shortsword, Smallsword, Staff, Thrown Weapon (Stick), Two-Handed Axe/Mace, Two-Handed Flail, and Two-Handed Sword for crushing weapons only. Use this in place of such skills as Acrobatics and Jumping in combat situations. Make an IQbased roll for Armoury pertaining to these weapons. Users can wield two one-handed sticks at full skill without off-hand penalties.
  • Thief! (DX). Replaces Climbing, Escape, Filch, Forced Entry, Pickpocket, and Stealth. Make an IQ-based roll for Electronics Operation (Security), Lockpicking, Traps, or Streetwise; for Shadowing to follow an intended victim; and for Merchant to sell stolen goods.
  • Throw! (DX). Replaces Bolas, Spear Thrower, Throwing, the thrown uses of Cloak, Lasso, and Net, and all Thrown Weapon skills, as well as all related Fast-Draw skills. Make an IQ-based roll for Armoury pertaining to these weapons and for Games skills such as darts. It lets you throw any object you can lift, as with Throwing Art, without having Trained by a Master or Weapon Master as a prerequisite. However, having one of these advantages is still a prerequisite for gaining the damage bonuses of Throwing Art. Use this in place of such skills as Acrobatics and Climbing for actions that benefit from throwing, such as climbing a tossed grappling line.