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===Niches===
===Niches===
====Communications====
====Communications====
Handling an adventuring group’s communications calls for a clear-voiced language expert. Intercepting enemy messages demands a good ear, too. At TL6+, add technical proficiency to all this. If the PCs aren’t prepared for such challenges, the adventure may grind to a halt the first time they encounter a code or a foreign tongue.
Attributes and Secondary Characteristics: IQ and Per.
Advantages and Perks: Acute Hearing; Cultural Familiarity; Language Talent; Languages; Penetrating Voice; and Voice.
Disadvantages: Xenophilia.
Skills: Computer Operation; Cryptography; Electronics Operation (Comm, EW, Media, or Surveillance); Electronics Repair (ditto); Gesture; Heraldry, because visual codes are communications, too; Linguistics; Lip Reading; Mimicry (Speech); Public Speaking; Savoir-Faire, in settings with strict social protocols surrounding messages; Typing; and Writing.
====Establishment====
====Establishment====
====Money====
====Money====

Version vom 26. April 2015, 21:43 Uhr

Maxima

  • Power-Level: TBD
  • Attribute limits: ST 10-15 / DX 10-15 / IQ 10-15 /HT 10-15
  • Secondary characteristics limits: HP (+/-30%) / Will (min.IQ-4 - max.20) / Per (min.IQ-4 - max.20) / FP (+/-30%) / Basic Speed (+/-2) / Basic Move (+/-3)

Basic Hooling Lens [25]

Basic Combat [31]

Die Grundvoraussetzung um einen Strassenkampf zu meistern.

Advantages: Spend 15 points on the following advantages: Ambidexterity [5], Basic Move 1, 2 or 3 [5/level], Combat Reflexes [15], Daredevil [15], Flexibility [5] or Double-Jointed [15], Enhanced Dodge 1 [15], Enhanced Parry (Unarmed) 1 [5], Fearlessness 1 or 2 [2/level], Fit [5] or Very Fit [15], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Luck [15], Rapid Healing [5] or Very Rapid Healing [15], Recovery [10], Serendipity [15]

Skills: One of Brawling (E) DX+3 [8]; Boxing (A) DX+2 [8]; or Karate (H) DX+1 [8] • One of Wrestling (A) DX+2 [8], Sumo Wrestling (A) DX+2 [8]; or Judo (H) DX+1 [8]

Basic Performing [4]

Skills mit denen man den Ausgang eines Matches beinflussen kann.

Skills: One of Carousing, Singing (E) HT+2 [4]; Sports (Soccer) (A) DX+1 [4]; Propaganda/TL8, Public Speaking, Writing (A) IQ+1 [4]; Artist(Calligraphy or Painting), Musical Composition, or Musical Instrument (Drums or Trumpet), all (H) IQ [4].

Basic Hooligan [-10]

Braucht man um als Hooligan in der Szene ernst genommen zu werden.

Disadvantages: Code of Honor (Hooligans) [-5] and Sense of Duty (FC Solothurn) [-10]

Skills: Savoir-Faire (Hooligans) (E) IQ+2 [4]; Driving (Automobile or Motorcycle) (A) DX-1 [1]

Templates

Hooligan [150]

Grundbauplan für einen Hooligan

Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Basic Hooligan Lens [25]

Disadvantages: -15 points chosen from among Appearance (Ugly) [-8], Appearance (Unattractive) [-4], Bad Temper [-10], Berserk [-10], Bloodlust [-10*], Bully [-10*], Compulsive Carousing [-5*], Fanaticism (FC Solothurn) [-15], Gullibility [-10*], Impulsiveness [-10*], Odious Personal Habit (Ultrafan) [-5], Overconfidence [-5*] Sense of Duty (Meine Cilque) [-5]. • Another -20 points chosen from the previous list or other suitable disadvantages.

Primary Skills:

Secondary Skills:

Background Skills: 20 points in non-combat skills related to your off-time profession and your hobbies.

Klassenbau

Ich versuche erstmals GURPS GM Toolkit 1: Characters zu benutzen. Die Niches findet ihr ab Seite 35 desselben Buches.

Common Niches

Combat

Almost every adventurer needs abilities useful in a fight, because battles take a while to game out and an incompetent PC means a bored player. However, combat challenges also define niches. The difference is that characters who fill pure combat niches require higher skill levels and more supporting attributes and advantages than their associates.

Attributes and Secondary Characteristics: ST; DX; HT; HP; Basic Speed; and Basic Move.

Advantages: Ambidexterity; Combat Reflexes; Enhanced Defenses*; Extra Attack*; Fit; Gunslinger*; Hard to Kill; Hard to Subdue; High Pain Threshold; Peripheral Vision; Rapid Healing; Trained by a Master*; and Weapon Master*. Traits with an asterisk (*) may be too cinematic for some campaigns.

Disadvantages: Berserk, which brings both benefits and risks; Bloodlust, especially for assassins; Callous, ditto; and Sense of Duty, to one’s own side or some great cause worth fighting for.

Skills: All combat/weapon skills! Countless niches encompass combat tasks, so pick matching skills. For example, an assassin might prefer Fast-Draw, Garrote, Guns (Pistol), Knife, and other skills for concealable weapons; a sniper needs Guns (Rifle); and a space marine is likely to know Battlesuit. Common supporting skills are Armoury, Connoisseur (Weapons), and Tactics; Animal Handling and Riding, for cavalrymen; and Savoir-Faire (Dojo), and possibly cinematic martial-arts skills, for martial artists.

Implementation

Basic Combat Lens

Aheizer

Während des Matches übernimmt er die Hauptrolle. Kann Group Performance als Mainskill -> Group Performance hat sehr viele Prerequisites, deshalb braucht man ein Template dafür!

Niches

Performing

Many plots call for the PCs to entertain NPCs, whether that means placating the king to avoid beheading, impressing someone who can provide an introduction or a lucrative contract, or using a performance as a diversion. Or perhaps the play is the thing, and the campaign is about putting on successful shows!

Advantages and Perks: Appearance is universally handy. Then there’s Flexibility for contortionists; Musical Ability and Voice for musicians; Penetrating Voice and Rapier Wit (unless deemed too cinematic) for spoken-word types; Perfect Balance for acrobats; and so on. Be sure to suggest these in customization notes.

Disadvantages: Compulsive Carousing and Overconfidence. Performers sometimes actively exploit Dwarfism, Hunchback, Skinny, etc.

Skills: Acrobatics; Carousing; Dancing; Fire Eating; Fortune-Telling; Games; Mimicry (Speech); Musical Instrument; Performance; Public Speaking; Singing; Sleight of Hand; Sports (anything fun to watch); Stage Combat; and Ventriloquism. Behind the scenes, add Artist (Scene Design); Electronics Operation (Media); Group Performance; Makeup; Musical Composition; Poetry; Sewing, for costumes; and Writing, for plays. Some artists are also experts at Connoisseur (Dance or Music) and/or Current Affairs (High Culture or Popular Culture).

Deceit

Many campaigns feature criminal or espionage activities. In those that do, some niche should handle the art of bypassing security not through force, stealth, or technology, but by pretending to be somebody else.

Attributes: IQ is crucial to impersonators (see p. B174).

Advantages and Perks: Cultural Adaptability*; Honest Face; Social Chameleon*; Voice; and Zeroed. Traits with an asterisk (*) may be too cinematic for some campaigns. People with established alter egos might have Alternate Identity.

Disadvantages: Compulsive Lying; Enemies; Secret; and Trickster.

Skills: Acting; Disguise; Fast-Talk; Forgery, if the deceiver prepares his own fake ID; Makeup; Mimicry (Speech); and Psychology. Savoir-Faire and Streetwise are useful for passing oneself off as a “generic” member of a particular social class.

Social Engineering

People can be the most puzzling challenge. Manipulating others and settling conflicts peacefully is a huge niche in almost every genre. In fact, it’s such a major role that unless the GM foresees the campaign being wall-to-wall Combat (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities across several – perhaps all – templates.

Attributes: IQ defines “social intelligence,” doing what the “Charisma” or “Charm” attribute does in other RPGs.

Advantages and Perks: Appearance; Charisma; Cultural Adaptability*; Cultural Familiarity; Empathy; Fashion Sense; Honest Face; Pitiable; Rapier Wit*; Smooth Operator; Social Chameleon*; and Voice. Traits with an asterisk (*) may be too cinematic for some campaigns.

Disadvantages: Chummy; Compulsive Carousing; Overconfidence, for the reaction bonus from the impressionable; and Xenophilia, to avoid accidental bad reactions from foreigners.

Skills: Acting; Carousing; Connoisseur (Wine), or any other specialty that would impress; Current Affairs (High Culture, People, Popular Culture, or Travel); Dancing; Detect Lies; Diplomacy; Erotic Art; Fast-Talk; Interrogation; Intimidation; Leadership; Makeup; Merchant; Panhandling; Politics; Psychology; Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise.

Exploration

“How do we get there?” is a classic RPG challenge! While not all adventuring groups have a dedicated navigator, map-maker, and route-finder, it’s an essential sideline for at least one niche in any genre where the heroes leave home occasionally. If the campaign’s explorers focus on the wilderness rather than on manmade places, it would be reasonable to merge this category with Outdoors (p. 39).

Advantages: Absolute Direction; Eidetic Memory; and Intuition.

Disadvantages: Curious.

Skills: Navigation above all else. Add Architecture, for indoor exploration; Area Knowledge, if only of the entire world in broad strokes; Cartography, for making maps; Current Affairs (Regional); Geography; Mathematics (Surveying); Meteorology/Weather Sense; Naturalist; Prospecting; and Urban Survival, for urban exploration.

Skills

Artist (Calligraphy or Painting) Carousing Current Affairs (High Culture, Hooligans, People, Popular Culture, Regional, or Travel) Group Performance (Hooligans) Heraldry Intimidation Leadership Makeup Musical Composition Musical Instrument (Drums or Trumpet) Propaganda Psychology (Human) Singing Acting Connoisseur (Dance or Beer), or any other specialty that would impress Current Affairs (Hooligans) Dancing Fast-Talk Mimicry (Speech) Public Speaking Savoir-Faire Streetwise Acrobatics Architecture, for indoor exploration Area Knowledge, if only of the entire world in broad strokes Artist (Scene Design) Cartography, for making maps Computer Operation Detect Lies Diplomacy Disguise Electronics Operation (Media) Erotic Art Forgery, if the deceiver prepares his own fake ID Group Performance Interrogation Merchant Navigation Panhandling Performance Poetry Politics Sewing Sex Appeal Singing Sleight of Hand Sports (anything fun to watch) Urban Survival, for urban exploration. Ventriloquism Writing

Orga

Niches

Communications

Handling an adventuring group’s communications calls for a clear-voiced language expert. Intercepting enemy messages demands a good ear, too. At TL6+, add technical proficiency to all this. If the PCs aren’t prepared for such challenges, the adventure may grind to a halt the first time they encounter a code or a foreign tongue.

Attributes and Secondary Characteristics: IQ and Per.

Advantages and Perks: Acute Hearing; Cultural Familiarity; Language Talent; Languages; Penetrating Voice; and Voice.

Disadvantages: Xenophilia.

Skills: Computer Operation; Cryptography; Electronics Operation (Comm, EW, Media, or Surveillance); Electronics Repair (ditto); Gesture; Heraldry, because visual codes are communications, too; Linguistics; Lip Reading; Mimicry (Speech); Public Speaking; Savoir-Faire, in settings with strict social protocols surrounding messages; Typing; and Writing.

Establishment

Money

Transportation

Oberschlegler

Dr Gschiid

Ganov