Gangster Lenses

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Diese Linsen können gewählt werden.

Academic [20]

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

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.

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].