SIV Traits: Unterschied zwischen den Versionen

Aus SIFFwiki
Zur Navigation springen Zur Suche springen
Zeile 230: Zeile 230:


== Targeted Attack ==
== Targeted Attack ==
Favorites include


Guns
Guns
Zeile 239: Zeile 241:


*Swing/Neck
*Swing/Neck
*Thrust/Vitals
Spear
*Thrust/Face
*Thrust/Neck
*Thrust/Vitals
*Thrust/Vitals



Version vom 14. Februar 2016, 01:51 Uhr

Advantages

Absolute Direction [5]

Absolute Timing [2]

Acute Hearing 1-4 [2/level]

Acute Vision 1-2 [2/level]

Ambidexterity [5]

Breath-Holding 1 [2]

Charisma 1-2 [5/level]

Combat Reflexes [15]

Common Sense [15]

Danger Sense [15]

Daredevil [15]

Fearlessness 1-2 [2/level]

Flexibility [5]

Hard to Kill 1-2 [2/level]

Hard to Subdue 1-2 [2/level]

High Manual Dexterity 1-2 [5/level]

High Pain Threshold [10]

Intuition [15]

Less Sleep 1 [2]

Luck [15]

Es wird dringend empfohlen Luck zu wählen, besonders um feindlichen Crits zu entgehen!

Night Vision 1-2 [1/level]

Military Rank [5/level]

Perfect Balance [14]

Upgrade from "Naval Training" - deshalb "nur" 14 cp.

Reputation (Decorations)

Many SEALs earned medals for distinguished service in Vietnam. Like most special operators, they were often modest about this. However, in full dress uniform, and to people in the know, certain medals provide a reaction bonus.

  • Medal of Honor: Reputation +4 (For valor; Military personnel of the U.S. and allied nations; All the time) [6]. Notes: Three SEALs earned the Medal of Honor in Vietnam. 6 points.
  • Navy Cross: Reputation +3 (For valor; Military personnel of the U.S. and allied nations; All the time) [5]. Notes: Five SEALs earned the Navy Cross. 5 points.
  • Silver Star, multiple Bronze Stars with “V”: Reputation +2 (For valor; Military personnel of the U.S. and allied nations; All the time) [3]. Notes: SEALs earned a total of 42 Silver Stars in Vietnam. 3 points.
  • Bronze Star with “V”: Reputation +1 (For valor; Military personnel of the U.S. and allied nations; All the time) [1]. Notes: More than 400 Bronze Stars were earned by SEALs in Vietnam. 1 point.

Single-Minded [5]

Talent [Varies]

You may take up to 4 levels.

Born Sailor [6/level]

  • Boating, Knot-Tying, Meteorology, Navigation (Sea), Seamanship, and Shiphandling.
    • Reaction bonus: other sailors.

Born Soldier [5/level]

  • Leadership, Savoir-Faire (Military), Scrounging, Soldier, and Tactics.
    • Reaction bonus: other soldiers.

Outdoorsman [7/level]

  • Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking.
    • Reaction bonus: Explorers, nature lovers, and the like

Smooth Operator [13/level]

  • Acting,Carousing,DetectLies,Diplomacy,Fast-Talk,Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, SexAppeal, and streetwise.
    • Reaction bonus: Conartists, politicians, salesmen, etc. – but only if you aren’t trying to manipulate them.

Stalker [5/level]

  • Camouflage, Hiking, Navigation (Land), Stealth, and Tracking.
    • Reaction bonus: hunters, trackers, etc.

Temperature Tolerance 1-2 [1/level]

Very Fit [10]

Upgrade from Fit

Perks

Armorer’s Gift†

Barricade Tactics†

Battle Drills

Cool Under Fire

You don’t experience “tunnel vision” under fire and can quickly update your mental picture of the battlefield. When making pop-up attacks (p. B390), you don’t suffer the -2 to hit provided that the target is no further away in yards than your Per plus Acute Vision (if any). If the campaign uses Situational Awareness (p. 11), you may ignore this -2 in all the situations outlined there, as long as the opponent you’re interacting with is within the same range.

Cross-Trained (Weapons of Vietnam)

You are familiarized with all U.S. service rifles, and also with a list of at least 12 non-issue rifles, including obsolete and foreign models

Deadeye 1-3

Early Adopter†

Waffen die unlocked werden, auflisten pro möglicher Spezialisierung.

Grip Mastery†

Improvised Weapons (Brawling)

Lightning Fingers†

Motorized Training†

Off-Hand Weapon Training†

One-Hand Drills†

Quick Reload†

Der Perk Quick-Reload erfordert eine Spezialisierung, in diesem Spiel dürften das

  • Belt (Maschinengewehre)
  • Internal Magazine (Schrotflinten, Snipergewehr)
  • Swing-Out Revolver
  • Detachable Magazine (so ziemlich jede automatische Waffe benutzt dies)

sein.

ACHTUNG: Anders als in den GURPS Büchern beschrieben wird das Nachladen mit dem Perk und einem erfolgreichen Fast-Draw (Ammo) nicht zur "Free Action", sondern dauert nur noch 1 Runde.

Quick-Sheathe (Long Arm)

Unslinging or slinging any long arm requires two Ready maneuvers. A successful Fast-Draw (Long Arm) roll unslings it in just one second. This perk lets you roll against Fast-Draw (Long Arm) to sling it in one second as well. (Add a second to all times if the slung position is on the back.)

Quick-Sheathe (Pistol)

Getting a handgun into or out of its holster takes one Ready maneuver. A successful Fast-Draw (Pistol) roll draws it as a free action. This perk lets you roll against Fast-Draw (Pistol) to stow it as a free action, too.

Robust Hearing

You may ignore -1 in Hearing penalties due to noise and get +1 to HT rolls to resist deafening effects (gun shots, flash-bang grenades, etc.).

Robust Vision

You may ignore -1 in Vision penalties due to bright light and get +1 to HT rolls to resist dazzling effects (muzzle flashes, flash-bang grenades, etc.).

Standard Operating Procedure (Back to the Wall)

You always sit with your back to the wall and keep aminimumof one piece of improvised cover between you and the exits.

Standard Operating Procedure (Check the Crowd)

Whenever you’re in a crowded area, you’re constantly using skills like Body Language and Observation to look for trouble. The GM will always roll for you if there’s something worth noticing.

Standard Operating Procedure (Cleaning Bug)

You attend to the maintenance of your gun(s) religiously – you frequently and regularly disassemble, clean, and lubricate your weapon, check the magazines, etc. You’ll do that whenever you return from shooting, before doing anything else. Your firearm(s) will never fail you from lack of maintenance (High-Tech, p. 80).

Standard Operating Procedure (Move Under Cover)

You always seek out the nearest cover available, even on the move.

Standard Operating Procedure (On Alert)

You always have full kit packed and ready to go in the event of emergency. This doesn’t mean you react faster (get Combat Reflexes for that) – it just means always being able to scoop up all your gear without wasting valuable time.

Sure-Footed†

Tap-Rack-Bang†

Tracer Eyes

  • Prerequisite
    • Acute Vision 2

Trademark Move†

Weapon Bond

Skills

Techniques

Close-Hip Shooting

Close-Quarters Battle

Disarming (Judo)

Double-Loading

Elbow Strike

Ground Fighting (Brawling or Judo)

Knee Strike

Stamp Kick

Fast-Firing

Immediate Action

Masked Shooting

Precision Aiming

Quick-Shot

Rappelling

Retain Weapon

Set Trap (Explosives (Demolition))

Targeted Attack

Favorites include

Guns

  • Vitals
  • Skull

Knife

  • Swing/Neck
  • Thrust/Vitals

Spear

  • Thrust/Face
  • Thrust/Neck
  • Thrust/Vitals

Brawling

  • Stamp Kick/Face
  • Stamp Kick/Skull

Work by Touch