Gangster Traits

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Advantages

Extra Ready

Kromm Quotes

Each level of Extra Ready works as a "free" Ready, similar in spirit to a Fast-Draw roll or a use of a perk like Grip Mastery, Quick-Sheathe, Quick-Swap, or Reach Mastery. You could use a free Ready to prepare an unready weapon, change weapon reach, or swap hands at the start of your turn, and then take an actual maneuver with it . . . or attack with a weapon that becomes unready and then Ready for free so that it's available for parrying immediately and for attacking next turn . . . or make Ready maneuver count as two Ready maneuvers, whether that means taking a full Ready with each hand (instead of using the Dual Ready perk), squeezing two seconds of cocking a crossbow into one second, or cramming two seconds of pulling a shield or rifle off your back into one second . . . or perform a stunt such as opening a door (a free Ready) and instantly attacking through it. Think of it as "fast hands."

If you don't want to be that flexible, then you can take Single Skill, -20% to limit it to just one combat skill, and then various degress of Accessibility to restrict it to a small subset of Ready types.

Perks

Well Oiled Machine

Prerequisite: Gunslinger, Extra Attack, Armoury (Small Arms) at least 12

Specialization: Exact Gun Type, eg. SIG Sauer P228, Glock 17, Colt M4A1

When using the specified gun in an Extra Attack, you may use full RoF for every Attack.

Disadvantages

Einige der vorgeschlagenen Disadvantages passen nicht zur Kampagne. Honesty fällt mir da als erstes ein. Dafür könnte es neue Sachen geben, z.B. für den Investigator: Compulsive Plotting [-5*]