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== Background Skills ==
== Background Skills ==


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


=== Ratings ===
=== Ratings ===

Version vom 8. Februar 2016, 21:46 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. Spend the balance of 8 points (minus your Ratings skills) on hobby skills or further professional skills.

Ratings

As members of the U.S. Navy, all enlisted SEALs were trained in one of dozens of basic Navy ratings or military specialties (below), which are treated as skill packages. Unlike today, sailors with almost any rating could volunteer for the SEALs; some of the most common are listed below. Note that Hospital Corpsman (HM) is its own rating. Therefore, a Medical Special Operations Technician does not pick a background rating like a SEAL.

Deck, Administration,and Weapons Ratings (Seaman)

  • Boatswain’s Mate (BM): Increase Boating/TL7 (Motorboat) to 14 (DX+1) [3] and Seamanship/TL7 to 13 (IQ) [1]. 4 points.
  • Commissaryman (CS): Cooking (A) IQ+1 [4]-14. 4 points.
  • Draftsman (DM): Artist (Drawing) (H) IQ [4]-13. 4 points.
  • Electronics Technician (ET): Pick one of the following: Electronics Repair/TL7 (Comm) (A) IQ+1 [4]-14, Electronics Repair/TL7 (EW) (A) IQ+1 [4]-14, Electronics Repair/TL7 (Sensors) (A) IQ+1 [4]-14, or Electronics Repair/TL7 (Sonar) (A) IQ+1 [4]-14. 4 points.
  • Gunner’s Mate (GM): Increase Artillery/TL7 (Cannon) to 13 (IQ) [1] and Gunner/TL7 (Machine Gun) to 13 (DX) [1]; add Armoury/TL7 (Heavy Weapons) (A) IQ [2]-13. 4 points.
  • Information Systems Technician (IT): Computer Operation/TL7 (E) IQ+1 [2]-14; Electronics Operation/TL7 (Comm) (A) IQ [2]-13. 4 points.
  • Photographic Intelligenceman (PT): Intelligence Analysis/TL7 (H) IQ [4]-13. 4 points.
  • Quartermaster (QM): Increase Seamanship/TL7 to 14 (IQ+1) [1]. Add Navigation/TL7 (Sea) (A) IQ [2]-13; Electronics Operation/TL7 (Radar) (A) IQ-1 [1]-12; and Electronics Operation/TL7 (Sonar) (A) IQ-1 [1]-12. 5 points. 
  • Radarman (RD): Electronics Operation/TL7 (Sensors) (A) IQ+1 [4]-14. 4 points.
  • Radioman (RM): Increase Electronics Operation/TL7 (Comm) to 14 (IQ+1) [3]. 3 points.
  • Seaman (SN): Increase Seamanship/TL7 to 14 (IQ+1) [1]. 1 point.
  • Signalman (SM): Increase Electronics Operation/TL7 (Comm) to 13 (IQ) [1]. Add Navigation/TL7 (Sea) (A) IQ-1 [1]-12. 2 points.
  • Sonar Technician (ST): Electronics Operation/TL7 (Sonar) (A) IQ+1 [4]-14. 4 points.
  • Storekeeper (SK): Accounting (A) IQ+1 [2]-13; Merchant (A) IQ [1]-12. 3 points.
  • Torpedoman’s Mate (TM): Artillery/TL7 (Torpedoes) (A) IQ+1 [4]-14. 4 points.
  • Yeoman (YN): Administration (A) IQ [2]-13; Typing (E) DX [1]-13; and Writing (A) IQ-1 [1]-12. 4 points.

Engineer and Hull Ratings (Fireman)

  • Damage Controlman (DC): Pick one of the following: Carpentry (E) IQ+2 [4]-15 or Mechanic/TL7 (Ship) (A) IQ+1 [4]-14. 4 points.
  • Electrician’s Mate (EM): Electrician/TL7 (A) IQ+1 [4]-14. 4 points.
  • Engineman (EN): Pick one of the following: Mechanic/TL7 (Gasoline Engine) (A) IQ [4]-14, Mechanic/TL7 (DieselEngine) (A) IQ [4]-14, or Mechanic/TL7 (Life-Support Equipment) (A) IQ [4]-14. 4 points.
  • Internal Communications Electrician (IC): Electronics Repair/TL7 (Shipboard Comm) (A) IQ+1 [4]-14. 4 points.
  • Machinery Repairman (MR): Machinist/TL (A) IQ+1 [4]-14. 4 points.
  • Machinist’s Mate (MM): Mechanic/TL7 (Steam Engine) (A) IQ+1 [4]-14. 4 points.
  • Shipfitter (SF): Pick one of the following: Professional Skill (Plumber) (A) IQ+1 [4]-14, Professional Skill (Welder) (A) IQ+1 [4]-14, or Smith/TL7 (Iron/Steel) (A) IQ+1 [4]-14. 4 points.

Aviation Ratings (Airman)

  • Aircraft Ordnance (AO): Armoury/TL7 (Heavy Weapons) (A) IQ+1 [4]-14. 4 points.
  • Aviation Electronics Technician (AT): Pick one of the following: Electronics Repair/TL7 (Comm) (A) IQ+1 [4]-14, Electronics Repair/TL7 (EW) (A) IQ+1 [4]-14, or Electronics Repair/TL7 (Sensors) (A) IQ+1 [4]-14. 4 points.
  • Aviation Machinist’s Mate (AD): Pick one of the following: Mechanic/TL7 (Gasoline Engine) (A) IQ [4]-14, Mechanic/TL7 (Gas Turbine) (A) IQ [4]-14, Mechanic/TL7 (Instruments) (A) IQ [4]-14, Mechanic/TL7 (Jet Engine) (A) IQ [4]-14, or Mechanic/TL7 (Propellers) (A) IQ [4]-14. 4 points.
  • Photographer’s Mate (PH): Photography/TL7 (A) IQ+1 [4]-14. 4 points.

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