SIV Templates
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, Desirable Advantages(pp. 14-15), 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