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== Advantages ==
== Advantages ==


Fit [5]; Naval Training [1]; Security Clearance (“Need to know” military and operational secrets beyond normal rank clearance) [5]; and 20 points chosen from additional ST or HT, Desirable Advantages(pp. 14-15), Reputation (Decorations), Military Rank, Patrons(pp. B72-74), or Talents.
Fit [5]; Naval Training [1]; Security Clearance (“Need to know” military and operational secrets beyond normal rank clearance) [5]; and 20 points chosen from additional ST or HT, Breath-Holding, Combat Reflexes, Daredevil, Fearlessness, Flexibility, Gunslinger, Hard to Kill, Hard to Subdue, High Pain Threshold, Luck, Perfect Balance, Reputation, Single-Minded, Temperature Tolerance, Very Fit, and Weapon Bond, Reputation (Decorations), Military Rank, Patrons(pp. B72-74), or Talents.


== Disadvantages ==
== Disadvantages ==

Version vom 8. Februar 2016, 20:54 Uhr

U.S. NAVY SEAL [240]

SEALs tended to be athletic, smart, physically strong, and very healthy individuals, as well as strong-willed, perceptive, and tough – sports backgrounds included everything from Karate black belts and male cheerleaders to Olympic gold medal swimmers. Consider increasing ST, HT, Perception, Will, and Fatigue Points with some of your extra character points.

Attributes

ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 12 [20].

Secondary Characteristics

Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [5]; Per 13 [0]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].

Advantages

Fit [5]; Naval Training [1]; Security Clearance (“Need to know” military and operational secrets beyond normal rank clearance) [5]; and 20 points chosen from additional ST or HT, Breath-Holding, Combat Reflexes, Daredevil, Fearlessness, Flexibility, Gunslinger, Hard to Kill, Hard to Subdue, High Pain Threshold, Luck, Perfect Balance, Reputation, Single-Minded, Temperature Tolerance, Very Fit, and Weapon Bond, Reputation (Decorations), Military Rank, Patrons(pp. B72-74), or Talents.

Disadvantages

Duty (U.S. Military/Navy, 15 or less; Extremely Hazardous) [-20]; and -30 points chosen from Desirable Disadvantages (p. 15-16).

Primary Skills

Armoury/TL7 (Small Arms) (A) IQ [2]-13; Boating/TL7 (Unpowered) (A) DX+1 [4]-14; Brawling (E) DX [1]-13; Camouflage (E) IQ [1]-13; Electronics Operation/TL7 (Comm) (A) IQ-1 [1]-12; Explosives/TL7 (Demolition) (A) IQ [2]-13; Explosives/TL7 (UD) (A) IQ [1] -12; Fast-Draw/TL7 (Ammo) (E) DX [1]-13; First Aid/TL7 (E) IQ [1]-13; Guns/TL7 (Rifle) (E) DX+2 [4]-15; Guns/TL7 (pick  two specializations from among LMG, Pistol, Shotgun, or SMG) (E) DX+2 [3]-15*; Navigation/TL7 (Land) (A) IQ-1 [1]-12; Observation (A) Per [2]-13; Parachuting/TL7 (E) DX [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ [1]-13; Scuba/TL7 (A) IQ [2]-13; Soldier/TL7 (A) IQ+1 [4]-14; Stealth (A) DX [2]-13, Survival (Island/Beach) (A) IQ [2]-13; Survival (Jungle) (A) IQ-1 [1]-12; Swimming (E) HT+2 [4]-14; Tactics (H) IQ [4]-13; Throwing (A) DX-1 [1]-12; Traps/TL7 (A) IQ-1 [1]-12.

Secondary Skills

Artillery/TL7 (Cannon) (A) IQ-1 [1]-12; Boating/TL7 (Motorboat) (A) DX-1 [1]-12; Breath Control (H) HT-2 [1]-10; Cartography/TL7 (A) IQ-1 [1]-12; Climbing (A) DX [2]-13; Explosives/TL7 (EOD) (A) IQ-1 [1]-12; Forced Entry (E) DX [1]-13; Forward Observer/TL7 (A) IQ-1 [1]-12; Gunner/TL7 (Machine Gun) (A) DX-1 [1]-12; Guns/TL7 (GL) (E) DX+1 [2]-14; Guns/TL7 (LAW) (E) DX [1]-13; Guns/TL7 (pick twospecializations from among LMG, Pistol, Shotgun, or SMG) (E) DX+1 [1]-14*; Hiking (A) HT [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-13; Jumping (E) DX [1]-13; Knife (E) DX [1]-13; Knot-Tying (E) DX [1]-13; NBC-Suit/TL7 (A) DX-1 [1]-12; Scrounging (E) Per [1]-13; Seamanship/TL7 (E) IQ [1]-13; Tracking (A) Per-1 [1]-12.

Background Skills

Driving/TL7 (Automobile) (A) DX-1 [1]-12; plus 1-5 points in skills depending on your Rating (pp. 11-14). Spend the balance of 8 points (minus your Ratings skills) on hobby skills or further professional skills.

Techniques

Immediate Action (Guns/TL7 (Rifle)) (A) [2]-13†; two levels of Immediate Action (Guns/TL (choose from among Grenade Launcher, LAW, LMG, Pistol, Rifle, Shotgun, or SMG) and/or Gunner/TL (Machine Gun))†; Rappelling (A) [1]-13; Set Trap (H) [2]-12. 

  • Default from Guns/TL7 (Rifle).

† See GURPS High-Tech