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'''Skills:''' 4-8 Points among Research, Teaching or Writing • Another 12-16 points to be great at one IQ/H skill.
'''Skills:''' 4-8 Points among Research, Teaching or Writing • Another 12-16 points to be great at one IQ/H skill.


==Man of Science [20]=
==Man of Science [20]==
You may serve a government, but you’ve dedicated your life to science and invention – not the gun.  
You may serve a government, but you’ve dedicated your life to science and invention – not the gun.  



Version vom 7. März 2014, 15:45 Uhr

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Academic [20]

Skills: 4-8 Points among Research, Teaching or Writing • Another 12-16 points to be great at one IQ/H skill.

Man of Science [20]

You may serve a government, but you’ve dedicated your life to science and invention – not the gun.

Skills: 20 points chosen from Criminology, Meteorology, Research, Speed-Reading, Teaching, or Writing, all (A) IQ [2]; Archaeology, Astronomy, Chemistry, Cryptography, Engineer (any), Forensics, Geology, Mathematics (any), Metallurgy, Naturalist, Paleontology, Pharmacy, or Psychology, all (H) IQ-1 [2]; Biology or Physics, both (VH) IQ-2 [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two. The GM may allow Science! IQ-1 [12]; see p. B175.

Social Traits: Professors may spend some of their template’s advantage points (or leftover lens points) on Tenure [5]. This works like Rank 1 when making Assistance Rolls for cash (“research grant”), facilities, files, forensics, and replacement gear; see Action 1, pp. 24-25.

Athlete [20]

ST, HT, Fit (Very Fit) or Swimming, Running

Criminal [20]

You’re a criminal or an ex-criminal. This lens is for a crook who’s a believable hero, even if he isn’t nice; e.g., a hacker, a casino robber, or even a principled hit man. Psycho killers and terrorists rarely make good heroes.

Skills: Streetwise (A) IQ [2] • Another 18 points chosen from Brawling, Forced Entry, or Guns (Pistol), all (E) DX+1 [2]; Filch or Stealth, both (A) DX [2]; Savoir-Faire (Mafia) (E) IQ+1 [2]; Gambling or Holdout, both (A) IQ [2]; Carousing (E) HT+1 [2]; Intimidation (A) Will [2]; Urban Survival (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Crooks of all kinds may spend some of their template’s advantage points (or leftover lens points) on Contact (Fence, fixer, smuggler, etc.; Appropriate skill at 12, 15, or 18; 9 or less; Somewhat Reliable) [1, 2, or 3] and/or Contact Group (Gang, mob, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15].

Intelligence [20]

You’re an active or retired spy, or a “sleeper.” Not all spies work for governments. In the movies, corporate spooks are common, and nongovernmental organizations – notably the U.N. – have secret agencies.

Skills: 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Propaganda, Research, Shadowing, or Smuggling, all (A) IQ [2]; Brainwashing, Cryptography, Forgery, Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Officially sanctioned spies must take their template’s Duty and may spend some of its advantage points (or leftover lens points) on Intelligence Rank 0-4 [5/level].

Journalist [20]

Skills: 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Public Speaking, Propaganda, Research, Shadowing, Smuggling, or Writing, all (A) IQ [2]; Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Kid [20]

You’re a hero for a slightly goofier sort of action movie – or perhaps a really dark and gritty one, such as a post-catastrophe story in which everyone has to develop exceptional skills or die. You’re very young, and hence not as physically impressive as most heroes. You make up for that with youthful courage and quickness, unexpected cleverness, a double dose of luck, and possibly disarming cuteness. In a historical game, you may come from a frontier region or marginal subculture where even the youngsters can and often have to pick up a bunch of skills.

Your abilities are unrealistic for a typical kid. Of course, you’re an action-movie child.

Add this lens to a template from Furious Fists for a quintessential “scrappy kid,” or to the hacker or wire rat for a cinematic “kid that we have to have along because he has natural talents that no adult can match.” A kid-assassin or kid-shooter usually comes out more than a little creepy – kids can learn how to shoot, certainly, but killing people with any enthusiasm makes them rather scary. However, a kid-investigator can have a classic “young detective” image.

Attributes: ST-3 [-30]; DX+1 [20].

Advantages: One of Daredevil [15], Enhanced Dodge [15], Intuition [15], Serendipity [15], or change your template’s Luck [15] to Extraordinary Luck [30]. • Spend 15 more points on any of +1 ST [10], Allies (usually in the form of parents, “the gang,” etc.) [Varies], Pitiable [5], Social Chameleon [5], or any Talent that features in your template.

Disadvantages: Add Social Stigma (Minor) [-5]. • Add any one of Gullibility (15) [-5], Impulsiveness (15) [-5], Oblivious [-5], Odious Personal Habit (Talks too much) [-5], Sense of Duty (Close Family) [-5], or Skinny [-5]. • Younger children may have SM -1 as a feature.

Skills: Area Knowledge (home neighborhood) (E) IQ+1 [2]; Throwing (A) DX [2]. • Another 6 points chosen from Bicycling or Knot-Tying, both (E) DX+1 [2]; Boating (Sailboat or Unpowered) or Filch, both (A) DX [2]; Blowpipe (H) DX-1 [2]; Computer Operation or Current Affairs (Popular Culture or Sports), both (E) IQ+1 [2]; Fast-Talk (A) IQ [2]; or +1 to any lens skill [2].

Social Traits: Kids can shift some points from template social advantages to buy more or better Allies (see above). Few kids have significant levels of Wealth (even if their families are rich, they may not have access to those funds), and Rank is highly unlikely, even if all the adults in the party have it.

Law Enforcement [20]

You’re a cop (detective, marshal, etc.), retired cop, or private investigator. The latter two have no official clout, but several templates offer useful Contact Groups.

Skills: Law (Police) (H) IQ [4]. • Another 16 points chosen from Forced Entry, Guns (Pistol, Rifle, Shotgun, or Submachine Gun), or Liquid Projector (Sprayer), all (E) DX+1 [2]; Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First Aid or Savoir-Faire (Police), both (E) IQ+1 [2]; Administration, Animal Handling (Dog), Criminology, Interrogation, or Streetwise, all (A) IQ [2]; Accounting, Forensics, or Tactics, all (H) IQ-1 [2]; Observation or Search, both (A) Per IQ [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Active law officers must take their template’s Duty, and may spend some of its advantage points (or leftover lens points) on Legal Enforcement Powers (Local or Federal) [5 or 10] and Police Rank 0-4 [5/level].

Military [20]

You have experience as a guerrilla, militiaman, reservist, regular soldier, or special operator. This need not reflect your current status, which is often “mercenary” in the movies.

Skills: Soldier (A) IQ [2]. • Another 18 points chosen from Gunner (any), Guns (any), Knife, or Parachuting, all (E) DX+1 [2]; NBC Suit, Spear, or Throwing, all (A) DX [2]; Camouflage, First Aid, Gesture, Savoir-Faire (Military), Seamanship, or Submariner, all (E) IQ+1 [2]; Artillery (any), Forward Observer, Leadership, or Scuba, all IQ (A) [2]; Strategy or Tactics, both (H) IQ-1 [2]; Swimming (E) HT+1 [2]; Hiking (A) HT [2]; Skiing (H) HT-1 [2]; Survival (any) (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Active-duty personnel must take their template’s Duty and may spend some of its advantage points (or leftover lens points) on Military Rank 0-4 [5/level].

Rich Adventurer [20]

Invest 20 points in Status and/or Wealth.

Security [20]

You’re a professional counterspy (if so, this background is to “intelligence” as “law enforcement” is to “criminal”), bodyguard, or secret policeman.

Skills: 20 points chosen from Fast-Draw (Pistol) or Guns (Pistol or Submachine Gun), both (E) DX+1 [2]; First Aid or Savoir-Faire (High Society or Servant), both (E) IQ+1 [2]; Administration, Criminology, Hazardous Materials (any), Holdout, or Interrogation, all (A) IQ [2]; Brainwashing, Cryptography, Intelligence Analysis, Psychology, or Tactics, all (H) IQ-1 [2]; Body Language, Observation, or Search, all (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two.

Social Traits: Government agents must take their template’s Duty, and may spend some of its advantage points (or leftover lens points) on Legal Enforcement Powers (Federal or Secret Service) [10 or 15] and Security Rank 0-4 [5/level].

Survivalist [20]

Buy 20 points’ worth of Guns and outdoor skills (Camouflage, Hiking, Survival, Tracking, etc.).