UZF Traits

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Hier sind Advantages, Disadvantages, Perks und Quirks gelistet die sich von den Regeln des Basic Set (oder weiteren GURPS Ressourcen) unterscheiden oder gänzlich neu sind.

Advantages

Destiny [5]/level, max 3 levels

Siehe Power-Ups 5 Impulse Buys für weitergehende Informationen

Destiny Punkte können eingesetzt werden um sich Erfolge zu kaufen oder die Geschichte zu beeinflussen. Du erhälst einen Destiny Punkt pro Level wenn Du den Advantage kaufst, danach erhälst du einen Destiny Punkt pro Session zurück bis du zu deinem maximalen Level stösst. Du kannst niemals positive und negative Destiny haben.

Skill Erfolge kaufen

  • Critical Failure into a Failure - 2 Destiny Punkte
  • Failure into Success - 1 Destiny Punkt
  • Success into Critical Success - 2 Destiny Punkte (Kann man im Kampf nicht anwenden)

Player Guidance

  • 1 Destiny Punkt - Minor / Etwas erfinden was perfekt zu der Szene passt
  • 2 Destiny Punkte - Moderate / Etwas erfinden was einem glaubwürdigen Zufall oder eine glaubwürdigen Addition zur Szene entspricht. In etwa der Effekt des Vorteils "Serendipity" - "Die Kavallerie kommt! ..."
  • 3 Destiny Punkte - Major / Etwas dass - obschon glaubwürdig - an der "suspension of disbelieve" kratzt. Jeder der das erleben würde, würde es als ziemlich unerwartet beschreiben - "Aus dem nichts taucht ein B-52 Bomber auf und vernichtet mit einer riesigen Feuerwalze die 1'000 Zombies um Euch herum, ohne Euch einen Kratzer zuzufügen.! ..."

Wunden

Jeder Charakter darf unmittelbar nach einem erlittenen Treffer sagen:"Ach, das war bloss eine Fleischwunde", einen Destiny Punkt oder einen CP zahlen den er vorrätig haben muss, und weiterspielen. Der Charakter nimmt auf alle Fälle mindestens einen HP Schaden und erleidet auch sonst alle dadurch entstehenden Unannehmlichkeiten (Bleeding, Shock, Stun, ...). Falls man jedoch soviel Injury erleidet dass man direkt stirbt, kann man diese Regel logischerweise nicht anwenden.

Enhanced Defenses [varies]

Beachtet die folgenden Einschränkungen für höhere Level.

  • Enhanced Block 1-3 5/level
    • Stufe 2-3 nur mit WM erlaubt
  • Enhanced Dodge 1-3 15/level
    • Stufe 2-3 nur mit TbaM erlaubt
  • Enhanced Parry (All) 1-3 5 or 10/level
    • Stufe 2-3 nur mit WM|TbaM erlaubt
  • Enhanced Parry (Bare Hands) 1-3 5 or 10/level
    • Stufe 2-3 nur mit TbaM erlaubt
  • Enhanced Parry (One melee weapon) 1-3 5 or 10/level
    • Stufe 2-3 nur mit WM erlaubt

Gunslinger [25]

Nur [25] Version erlaubt. Gunslinger hat neben den Effekten aus Gun Fu drei Level Walking Armoury "eingebaut" - ihr dürft eine Pistole, eine Langwaffe und eine schwere Waffe inklusive Zubehör als "gewichtslos" betrachten - die Munition allerdings nicht. Wer lieber zwei Pistolen und keine schwere Waffe mitnimmt, kann das ebenfalls machen. Es gilt, dass Walking Armoury von schwer nach leicht getauscht werden kann, aber nicht von leicht nach schwer: Ich kann also 3 Pistolen mitnehmen, aber nicht zwei Rifles und eine Panzerfaust.

  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level], with no upper limit.
  • Telescopic Vision 1 or 2 [5 or 10]

Gunslinger Perks

The following perks can only be bought if you have the Gunslinger advantage. You can buy one perk per 10 CP you have spent in Artilley (any), Gunner (any), Guns (any), Fast-Draw (Ammo, Pistol, Longarm, Grenade) or any melee weapon skill used with a firearm, eg. Spear for a rifle with a mounted bayonet.

  • Akimbo*†
  • Army of One*
  • Cinematic Knockback*†
  • Cookie Cutter*†
  • Grip Mastery*†‡ (Gratis "Braced", oder mit Rifle von Schiess-Grip in Spear-Grip wechseln)
  • One-Armed Bandit*†
  • Pistol-Fist*†
  • Reach Mastery*†‡ (Usually Spear or Two-handed Axe/Mace, one free Reach)
  • Sacrificial Parry*† (Usually (Guns (Pistol) or (Spear))
  • Tracer Eyes

* = Has Prerequisites (In this case Gunslinger) † = Requires Specialization ‡ = Leveled Perk

Heroic Reserves [3 points/level]

Prerequisites: You may purchase one level of HR per full 10 points in combat skills (Artillery/TL, Axe/Mace, Blowpipe, Bolas, Bow (Slingshot), Bow, Boxing, Brawling, Broadsword, Cloak, Crossbow, Flail, Fast-Draw (any combat related), Garrote, Gunner/TL, Guns/TL, Jitte/Sai, Judo, Karate, Knife, Kusari, Lasso, Liquid Projector/TL, Main-Gauche, Net, Polearm, Rapier, Saber, Shield, Shortsword, Sling, Smallsword, Spear Thrower, Spear, Staff, Sumo Wrestling, Throwing, Thrown Weapon, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip, Wrestling). For instance, a guy with 31 points in Brawling, Fast-Draw, Main-Gauche, Rapier, Thrown Weapon, and Wrestling could buy up to HR 3

You have hidden reserves of vigor. You may spend Heroic Reserves (HR) as FP to fuel athletics, martial feats, and physical extra effort – including Extra Effort in Combat and nonmagical special abilities such as Breaking Blow, Chi Blasts, Flying Leap, Hand of Death, Heroic Lifts, Kiai, and Power Blow.

You can’t burn HR on spells, magical abilities (e.g., Emergency Casting or Healing), or extra effort the GM deems “mental.” However, effects that sap FP – starvation, and some spells, poisons, and monster abilities – never deplete HR. You can tap HR even at fully negative FP! Moreover, HR recharges separately from FP regardless of your activities: 1 point per 10 minutes normally, or 1 point per 5 minutes with Fit or Very Fit.

Advantages: Energy Reserve (Heroic) [3/level].

Higher Purpose [5]

Each Higher Purpose costs [5]:

  • Deliver the package: In an action scene, you get +1 to all success rolls made to ferry an important cargo or passenger: vehicular skill and Dodge rolls, Mechanic rolls to repair breakdowns, HT rolls to remain conscious at the wheel, etc.
  • Kill Zombies: Gives +1 on all rolls to attack, defend against, damage, resist, and otherwise thwart zombies! The catch is that you must fight any zombie you meet, or lose the benefit until you kill a few hordes to get your mojo back.
  • Medic!: In an action scene, you get +1 to all success rolls made to aid injured allies: Dodge and movement skill rolls to reach them under fire, HT rolls to stay conscious on your way there, medical skill rolls to patch them up, etc.
  • Engy!: In an action scene, you get +1 to all success rolls made to use a tool or technical trapping, including dodge and movement skill rolls and HT rolls to stay conscious on your way to reach these techical trappings.

Interdiction [5 points/skill]

Prerequisites: Any melee combat skill, plus Trained by a Master or Weapon Master.

Interdiction lets you make a quick, low-damage melee attack against anyone who tries to charge past you in combat. Your target must be moving from in front of you to behind you (consulting the diagram on p. B389, from any white hex to any gray or black one) and pass within reach of an attack currently possible for the skill for which you have this power-up. For example, a greatsword (Reach 1, 2) could cut at anybody running within one or two yards to flank you, while a halberd held at Reach 3 could only intercept a foe who’s exactly three yards away at some point during his pass.

Roll against Parry for your combat skill as your opponent moves by. This never gets a bonus from retreating, shield DB, Shield spells, or special parry options – though Combat Reflexes and Enhanced Parry help as usual, and any penalties for bad footing, repeated parries, etc. apply. Failure means your foe slips past untouched. Success lets you roll against skill to attack a random hit location.

A successful skill roll means a potential hit. Your target defends normally. If he fails, you inflict your attack’s damage at -2 or -1 per die, whichever is worse. Though you’re technically “parrying” your foe’s entire body, contact is sufficiently light that this move doesn’t count as a parry against a heavy weapon.

Failure on your skill roll indicates that you didn’t even make light contact – again, your opponent slips past untouched. Whatever the outcome, each Interdiction attempt counts as a parry with the weapon or hand used (thus, it cannot be used after you All-Out Attack). You may try Interdiction more than once per turn – and intersperse it with true parries – subject to standard penalties for successive parries in a turn. For instance, if you use Interdiction and then parry with the same hand (or vice versa), the second roll suffers the usual penalty for repeated parrying.

You must specialize by melee combat skill.

Perks: Unique Technique (Interdiction) [1].

Techniques: Interdiction (H) Parry+0 [4].

Killer Hair [10 points]

You have a long braid with a weight at the end, weave razors into your dreadlocks, or sculpt your hair into a sawblade Mohawk or sharp spikes using jamming glue (Treasure Tables, p 36) . . . and you’ve studied on maiming with this. You may strike at Reach C using Brawling or Karate – at full skill, even when grappled – as though using a weapon. Armed parries won’t harm your head! This inflicts thrust crushing damage, at +1 per die plus skill bonuses.

You cannot wear a helmet and still use this ability.

Advantages: Striker (Limb, Head, -20%) [4].

Perks: Unique Technique (Grappled Strike) [1].

Techniques: Grappled Strike (H) Skill+0 [5]. Buys off the -4 to DX while grappled for one specific hands-free attack – usually biting or a Striker.

Multilingual [6, 12 or 18]

You can speak, read and write English, Mandarin, French, German, Japanese, Russian, Spanish, Portuguese, Italian, Hindi, Arabic at broken [6], accented [12] or native [18] level.

Rapier Wit [5]

Wirkt nur auf Gegner die a) intelligent genug sind eine Beleidigung wahrzunehmen und b) über die man etwas zu lästern weiss.

Hand-to-Hand/Gunman/Slayer Training [Variable]

Fighters often train to target the specific vital areas needed to slay foes, whence this power-up’s name. Slayer Training halves hit location penalties for a particular weapon skill used against a specific hit location. You must specialize by both weapon skill and target. For instance, Slayer Swing at Neck (Broadsword) isn’t the same as Slayer Swing at Neck (Axe/Mace) or Slayer Thrust to Vitals (Broadsword).

If you use the same Slayer Training repeatedly on an intelligent foe in a fight, he has +1 to defend against your third and later uses. At the GM’s option, he may get this bonus if he ever observed you using the attack twice or more, or otherwise has cause to expect it. This never applies when fighting automatons and mindless monsters: zombies, slimes, etc.

Some examples:

Slayer Swing at Neck [4/skill]

Prerequisite: Any Melee Weapon skill capable of swinging attacks.

You swing for the neck at -2 to hit instead of at -5. This doesn’t affect thrusts.

Slayer Swing at Skull [5/skill]

Prerequisite: Any Melee Weapon skill capable of swinging attacks.

You swing for the skull at -3 to hit instead of at -7. This doesn’t affect thrusts.

Slayer Thrust to Eye [6/skill]

Prerequisite: Any Melee Weapon skill capable of thrusting attacks.

You thrust for the eyes at -4 to hit instead of at -9. This doesn’taffect swings.

Peerless Training [varies]

Eine Wildcard Technique die es in den Ausprägungen Hand-to-Hand, Gunman und Slayer für verschiedene Hitlocations gibt. Grundsätzlich nichts anderes als die Technique "Targeted Attack" jedoch für alle Hand-to-Hand Skills, Meleewaffenskills oder Gunskills. Wie üblich kostet diese Wildcard Technique das dreifache der normalen Technique. Üblich sind folgende Ausprägungen:

  • Peerless Hand-to-Hand Training (Face) [12]
  • Peerless Hand-to-Hand Training (Neck) [12]
  • Peerless Hand-to-Hand Training (Skull) [15]
  • Peerless Hand-to-Hand Training (Eye) [18]
  • Peerless Gunman Training (Face) [12]
  • Peerless Gunman Training (Neck) [12]
  • Peerless Gunman Training (Skull) [15]
  • Peerless Gunman Training (Eye) [18]
  • Peerless Slayer Training (Face) [12]
  • Peerless Slayer Training (Neck) [12]
  • Peerless Slayer Training (Skull) [15]
  • Peerless Slayer Training (Eye) [18]

Trained by a Master [30]

Armor Familiarity 4 ist für alle Striking- und Grapplingskills im Preis mit inbegriffen. Ausserdem zählen deine Arme, Hände, Beine und Fässe als "Striker" und können bei einem Parry mit einer Waffe nicht verletzt werden.

Die folgenden Skills können nur erlernt werden, wenn man Trained by a Master hat:

  • Autohypnosis 
  • Blind Fighting 
  • Body Control 
  • Breaking Blow 
  • Breath Control 
  • Esoteric Medicine
  • Flying Leap 
  • Immovable Stance 
  • Invisibility Art 
  • Kiai 
  • Light Walk 
  • Mental Strength 
  • Power Blow 
  • Pressure Points 
  • Pressure Secrets 
  • Push 

Wenn man dazu noch Weaponmaster, resp. Gunslinger oder Heroic Archer, hat kann man manche Skills mit den Waffen verwenden.

Trained by a Master Perks

The following perks can only be bought if you have the TbaM advantage:

  • Drunken Fighting*
  • Finishing Move
  • Flourish
  • Focused Fury
  • Follow-Through
  • Iron Hands

Team Player [5]

  • Prerequisites
    • Sense of Duty (Team)

You’re all about the party. No, not partying, you twit. This means those good buddies who go out into the zombie infested wastelands with you.

This power-up is worthless when you’re alone and does nothing for rolls made for yourself. However, you get +1 on rolls made to directly assist long-time companions (for this purpose, anybody who has survived at least two sessions with you).

You get this bonus when you make complementary skill rolls to aid your cronies or use your skill to cover for less skilled friends (Dungeons, p. 11); in the specific situations of giving your chum a leg up(Dungeons, p. 7), treating his curse (Dungeons, p. 9), or counseling him in battle (Dungeons, p. 11); and when ever you roll to heal or provide medical attention, mundane or supernatural, to a party member. The GM may allow other, similar uses.

Two-Weapon Fighting [6 or 5]

Costs 5 points with Ambidexterity or [6] without.

  • Prerequisites
    • Any one-handed Melee Weaponskill, and Trained by a Master, Weapon Master, or Gunslinger

Buy this separately for each Melee Weaponskill. Two-Weapon Fighting (Saber) lets you wield two sabers. To fight using a saber and an axe, purchase Two-Weapon Fighting (Axe/Mace) as well. When armed with two suitable melee weapons, you can make a full-skill attack with both. Additional strikes due to All-Out Attack (Double) or Extra Attack can come from either weapon. You can’t combine this with Rapid Strike – you must use just one weapon if you do that.

Specialized Two-Weapon Fighting

Two-Weapon Fighting works with two weapons of the same type. To mix and match, you must buy it twice. In the example above, Two-Weapon Fighting (Axe/Mace) covers an axe in each hand, Two-Weapon Fighting (Saber) is for a saber in each hand, and buying both lets you use two sabers, two axes, or a saber and an axe in which ever hands you like. But what if you use only a single, fixed combination? For that, buy Specialized Two-Weapon Fighting and specify two weapons in left-hand/right-hand order; e.g., Specialized Two-Weapon Fighting (Axe/Saber) works with an axe in the left hand and a saber in the right, but with no other combination. Point cost is unchanged.

Heroic Archer [20]

Wie bei Dungeon Fantasy (DF1:14). Erlaubt den Perk Strongbow, den Skill Zen Archery sowie die Advantages

  • Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level], with no upper limit.
  • Telescopic Vision 1 or 2 [5 or 10]
  • Double-Shot
  • Quick-Shot

Dazu gibt es ein Level Walking Armoury für einen Bogen.

Ultimate Zombie-Fighters' Bond [5 points for level 1, plus 1 point for each additional level]

This power-up must be taken by at least two PCs, who must have survived at least two adventures together. Those who have it instantly recognize their stalwart allies, even behind disguises or illusions, and can sense when those associates are hurt or need help – without fail, and at any distance. This is valuable when Sid the Thief is attacked while scouting ahead, or when a shapeshifting Thing replaces Marge the Barbarian. It doesn’t work as a means of communication.

Adventurers’ Bond (AB) costs 5 points for one pal, 6 for two, 7 for three, and so on. At least two delvers must share each bond, but individual lists can differ. For example, Lord Doom could have AB (Marge) [5], Marge could have AB (Lord Doom, Sid, and Siren) [7], Sid could have AB (Marge and Siren) [6], and Siren could have AB (Marge and Sid) [6].

Weapon-and-Shield Fighter [10]

Prerequisites: Combat Reflexes, a one-handed Melee Weapon skill at 17+, and Shield at 17+.

You’re accomplished at coordinating your one-handed melee weapon and shield. Whenever you have a suitable weapon ready to parry and a shield ready to block, and are attacked in a way that would permit you to choose either defense, you get +1 to Block or Parry vs. that attack. A side effect of being so well-coordinated is that you don’t suffer shield DB as a penalty to onehanded weapon attacks in close combat (p. B392).

The active defense bonus doesn’t work against attacks you can’t parry (strikes from the shield side, most missiles, extremely heavy weapons, etc.) or ones you can’t block (notably attacks from the weapon side or on weapons). It also vanishes if you don’t have both a shield and a weapon ready. On the upside, it’s cumulative with all other defense bonuses, including shield DB and additional Enhanced Block and Enhanced Parry.

Advantages: Enhanced Block 1 (Accessibility, Requires weapon, -20%; Limited, Attacks that can be parried, -20%) [3]; Enhanced Parry 1 (All; Accessibility, Requires shield, -20%; Limited, Attacks that can be blocked, -20%) [6].

Perks: Rules Exemption (No DB penalty on one-handed weapon attacks in close combat) [1].

Weapon Master [varies]

Zu jeder der unten genannten Variante gibt's gratis Walking Armoury für eine Reach C Waffe, eine Reach 1 Waffe, eine Reach 2+ Waffe und 6 lbs Wurfwaffen.

Weapon Master (My Style) [30]: Gibt auf genau 4 Waffen Weapon Master und auf diesselben vier Waffen Walking Armoury.

Weapon Master (All) [45]: Gibt auf 'alle' durch Muskelkraft genutzten Waffen die Vorteile von WM. Man erhält 5 Level Walking Armoury nach freier Wahl.

Perks unlocked by Weapon Master

The following perks can only be bought if you have the Weapon Master advantage:

  • Akimbo*†
  • Finishing Move
  • Flourish
  • Focused Fury
  • Follow-Through
  • Form Mastery†
  • Grip Mastery†
  • Reach Mastery†
  • Sacrificial Parry†
  • Shield-Wall Training

Perks (Nicht-Kampf)

Man darf einen Perk pro 25 CP jenseits 300 auswählen, Bsp.: (450 - 300) / 25 = 6 - das heisst am Anfang des Spiels dürft ihr 6 Perks auswählen, resp.

Compact Frame

You’re a natural phone booth-stuffer! You can tuck in limbs and ball yourself up to reduce effective SM by one. Doing so takes 10 seconds – and while you’re crunched up, you can’t do anything besides talk. You get +1 to Escape when the goal is to fit through a narrow space.

Deep Sleeper

You can fall asleep in all but the worst conditions, and can sleep through most disturbances. You never suffer any ill effects due to the quality of your sleep. You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes.

Equipment Bond*†

  • Prerequisites
    • Signature Gear for the Equipment

You own a piece of equipment (e.g., sensor or vehicle) or a kit (tool, medical, etc.) that’s uniquely suited to you. You must acquire it with cash or as Signature Gear. When you use it, you get +1 to the skill associated with that equipment, regardless of the gear’s actual quality. This is cumulative with any bonus inherent to the hardware.

This perk reflects the fact that you’re used to yourstuff; in the case of a kit, you might even have assembled the contents. If you lose that particular item, you lose the perk. You can acquire a new Equipment Bond in play, however.

Eye for Distance

You can accurately gauge distances within line of sight without using tools. Error is around 5%; where relevant, the GM will secretly roll 2d-7 for the percentage, keeping negative numbers. The only combat effect is that you don’t need a rangefinder to benefit from rules that require one.

Focused (Task)†

You get +3 on success rolls for a specific, lengthy noncombattask – at the cost of -5 to rolls for everything else, much as if you had Single-Minded (p. B85). Focused is only allowed for tasks where bothmodifiers regularly matter; e.g., Focused Driver might give +3 to Driving but -5 to Area Knowledge and Navigation, and Perception rolls to notice road signs. The GM’s word is final

Good with Zombies*

  • Prerequisites
    • Hidden Lore (Zombies) (16+)

When you encounter zombies, you get an IQ-3 roll to deduce their general motivation (“following orders,” “hunger,” “revenge,” etc.). You also receive +1 on any Psychology, Tactics, or Teaching roll the GM requires for “taming” or outflanking zombies.

Horde-Walker*

  • Prerequisites
    • Bad Smell -10
    • Disguise (Zombies) (16+)

Out of combat, zombies in hordes ignore you provided that you walk no faster than they do – maybe you smell like them! For this to work, you must stay in the horde and let the zombies see and jostle you. If combat breaks out, then regardless of who starts it, the zombies will recognize you for what you are.

Hot-Zone Hero*

  • Prerequisites:
    • Hazardous Materials (Biological) 16+
    • NBC Suit 16+

You’re exempt from routine skill rolls to don or decontaminate hazmat gear: masks, suits, etc. This has no effect on extraordinary uses, or on rolls to handle dangerous stuff rather than to suit up.

Intuitive Repairman†

You can maintain something of yours– typically electronics, vehicles, or weapons – without needing formal repair skills. You must specialize by particular item; e.g., “My ’76 Dodge Ram.” Roll against IQ instead of Armoury, Electrician, Electronics Repair, Machinist, or Mechanic to fix or install standard accessories on your equipment. To do custom work or maintain an identical item that isn’t yours, you’ll need actual skills.

This perk is inefficient for two or more pieces of gear that require a single repair skill between them. Such skills are IQ/A, so spending the 2 points on one of them would give IQ level for all purposes.

NBC Suit Experience*

  • Prerequisite
    • NBC Suit 16+

The NBC Suit skill (p. B192) doesn’t limit your DX or DX-based skills when wearing biohazard gear that isn’t bulky enough to give at least -1 to DX.

No Hangover

No matter how much you drink, you will never get a hangover. This doesn’t mitigate the effects of intoxication – it just eliminates the unpleasant aftereffects.

One-Task Wonder†

There’s one specific trick you can do with a particular skill... without knowing the skill! This can’t be the skill’s primary use, a combat move, or anything done at a penalty. Any other task is acceptable. To perform your trick, roll against the skill’s controlling attribute.

Example: A crook who can always hotwire a car without knowing Mechanic could take OTW (Hotwiring Cars), because that’s a near-trivial use of Mechanic, not a primary application, and not combat-relevant. Mechanic is an IQ-based skill, so he must make an IQ roll for the deed.

Pack Rat

You’re an expert at finding your stuff, or maybe just remarkably organized. Whenever the GM rules that you need more than one Ready maneuver to pull out equipment other than a weapon in combat – typically 1d seconds if in a pocket or 2d seconds froma pack (see p. B383) – halve this and round down.

Penetrating Voice

You can really make yourself heard! In situations where you want to be heard over noise, others get +3 to their Hearing roll. At the GM’s option, you get +1 to Intimidation rolls if you surprise someone by yelling or roaring.

Rule of 15

A Fright Check normally fails on any roll of 14+, regardless of modified Will; see The Rule of 14 (p. B360). This perk means you only fail on 15+. Will and bonuses (like Fearlessness) must total 14+ for this to beuseful, of course!

Shtick (Can strike a flame anywhere)

You can (re)ignite any dry, intact lighter, zippo, matches.. in one Ready maneuver, without readying flints and such.

Standard Operating Procedure (Back to the Wall)

You always sit with your back to the wall and keep a minimum of one piece of improvised cover (e.g., a table) between you and the exits. The GM must warn you when you can’t do all this.

Standard Operating Procedure (Check the Bodies)

You never assume that a body – however broken – is “safe.” If the GM makes noticing zombies among corpses a matter of asking, seeking to trip up the unwary, he must treat you as having asked. If detection requires a skill roll, he must roll for you even if you didn’t specify that you were using your skill.

Standard Operating Procedure (Clean Freak)

If there’s clean water, you wash. If there’s soap, you use it. And if there was a chance to decontaminate your gear safely, you did it. You’ll always qualify for any small bonus to HT rolls vs. contagion from such measures.

Standard Operating Procedure (Full Tank)

Your vehicles are always fully fueled when you arrive at an action scene. If you operate an armed vehicle, it’s also reloaded.

Standard Operating Procedure (Last Man Out)

Whenever there’s any doubt whether you locked the car doors, closed the vault, turned off the stove, etc., there is no doubt – you did it.

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.

Standard Operating Procedure (Sleep with one eye open)

When visible movement occurs around you as you sleep, even activity that wouldn’t be loud or startling enough to rouse most people, you’ll awaken on a successful Vision roll. You’ll still be stunned (see p. B393) unless you also have Combat Reflexes!

Urban Jungle Gym*

  • Prerequisites
    • Acrobatics 16+
    • Climbing 16+
    • Jumping 16+

You’re exempt from skill and attribute rolls to perform the moves under Climbing and Parkour (Action 2: Exploits,pp. 18-20) when traveling from A to B “off-screen.” The game effect is that the GM will let you use full Move through an urban area, regardless of what’s in the way. You’re leaping between rooftops, taking shortcuts, etc.

Walking Camp*

  • Prerequisite
    • Signature Gear (Group Basics (TL8))

When you carry Group Basics (TL8) their encumbrance doesn't count for you. Also, you don't have to explain how and where you carry all that stuff, you just do!

Group Basics (TL8)

Contains the following items:

  • Group Mess Kit (TL8)
    • A lightweight, titanium kit for six, with frying pan, bowl, and pot. $180, 3 lbs.
  • Tent, Dome (TL8)
    • A modern, waterproof, expedition grade tent for six men. It can withstand wind speeds beyond 50 mph. It takes about a minute to set up. Survival modifier: +2. $225, 18 lbs.
  • Rope, 1/2” (TL8), 100 yards
    • Synthetic. Supports 2 tons. $900, 20 lbs.
  • Spiked Tomahawk
    • Fine Hatchet (sw+1 cut) with a spike that does sw imp (Pike rules!) damage.
  • Shovel, Folding
    • Entrenching tools are sometimes used by soldiers in close combat. Treat as an axe (p. B271) at -2 to skill. Holdout -4. $10, 3 lbs. LC4.
  • Grapnel, padded titanium
    • Getting a grapnel to the target requires a DX-3 or Throwing roll. Maximum throwing distance is STx2 yards. Load limit is 600 lbs. This version is a padded grapnel (+1 lb.) giving -2 to Hearing at 1 yard when landing on a hard surface. This is a non-sparking, nonmagnetic version. $40, 3 lbs.
  • Gasoline
    • 1 gallon in plastic canister. $6, 7 lbs. LC4
  • Climbing Gear, Good
    • Harness, ascender, descender, an assortment of fasteners, and 100 yards of 3/8” rope (Supports 650 lbs). Provides a +1 bonus to Climbing skill. $2000, 26 lbs. LC4.
  • Electric Lantern, Large(TL8)
    • 5-yard radius. Dive-certified model that can operate to a depth of 600’. $60, 3 lbs., 4xS/20 hrs. LC4
  • Floodlight (TL7)
    • A large, portable spotlight. Double cost for dive models that can operate to a depth of 600’. If aiming the light in combat, treat as a searchlight (p. 228). 200-yard beam. $100, 3 lbs., M/4 hrs. LC4

Perks (Kampf)

Pro 10 CP die in verwandte Waffenskills und Fast-Draw (Techniques zählen nicht!) investiert wurden, darf man einen Perk nehmen. Die meisten dieser Perks brauchen Trained by a Master, Gunslinger oder Weapon Master damit man sie überhaupt nehmen kann.

Acrobatic Feints*

  • Prerequisites
    • Trained by a Master, Weapon Master or Gunslinger

You’ve practiced using gymnastics to catch enemies off-guard. You may use the Acrobatics skill to feint and may improve the Feint (Acrobatics) technique.

Acrobatic Kicks*

  • Prerequisites
    • Trained by a Master, Weapon Master or Gunslinger

You’ve learned to kick as a natural extension of flips, jumps, and spins. You can default kicking techniques to Acrobatics instead of to Brawling or Karate. Acrobatic kicks never receive Brawling or Karate damage bonuses.

Acrobatics Galore

  • Prerequisite
    • Vow (Never use Firearms) or Vow (Always fight unarmed)
    • Acrobatics 18
    • Trained by a Master or Weaponmaster

Du kannst Acrobatics mehrmals pro Runde als Acrobatic Dodge benutzen. -1 pro Versuch nach dem Ersten.

Akimbo*†

Armor Familiarity†‡

Army of One*

Cinematic Knockback*†

Combat Pole-Vaulting

Cookie Cutter*†

Cool Under Fire

Cowpoker

Deadly Pose

Dirty Fighting

Drunken Fighting*

Dual Ready†

Exotic Weapon Training†

Finishing Move

Flourish

Focused Fury

Follow-Through

Form Mastery†

Grip Mastery†

Ground Guard

Hand Cannon‡

Improvised Weapons†

Iron Hands

Neck Control†

Off-Hand Weapon Training†

One-Armed Bandit*†

Pistol-Fist*†

Power Grappling

Quick Reload†

Quick-Sheathe†

Quick-Swap†

Rapid Retraction†

Reach Mastery†

Sacrificial Parry†

Shield-Wall Training

Strongbow*

  • Prerequisites
    • Heroic Archer

You’ve learned how best to draw a heavy bow. If you know Bow at DX+1, you can shoot a bow of your ST+1 instead of your ST. Bow at DX+2 or better lets you use a bow of your ST+2. You need a strong bow to see range and damage improvements; there’s no effect when shooting a bow of your ST or less.

Sure-Footed†

Tap-Rack-Bang†

Teamwork†

Tracer Eyes*

Braucht Gunslinger oder Acute Vision 2

Trademark Move

Walking Armory*‡

Weapon Bond†

Disadvantages

Styles

ZNV

ZNV, kurz für Zombie Nah Verteidigung, ist die Grundlektion in der Zombiebekämpfung welcher jeder ernstzunehmde Zombieannihilator beherrschen sollte. Die Eckpfeiler: Ein Messer steht so gut wie immer zur Verfügung, mit Improvised Weapons (Knife) sowieso, deshalb auch auf diese Waffe Targeted Attack. Obschon man Brawling praktisch nur für den Push Kick benötigt ist es diese Technqiue wert den Skill zu kaufen, damit kann man nämlich einen Zombie wegzustossen. Wrestling sollte so hoch wie möglich, grundsätzlich auf DX+2 [8] sein, um +2 ST Bonus bei Wrestling dingen (Break Free!) zu erhalten. Acrobatics ist unabdingbar wenn man eine starke Verteidigung gegen Zombies haben will indem man ihnen einfach entwischt. Acrobatic Stand, resp. Acrobatic Evade Vorteile erklären sich von selbst.

Skills

  • Brawling
  • Wrestling
  • Knife
  • Fast-Draw (Knife)
  • Acrobatics

Techniques

  • Targeted Attack (Knife, Head)
  • Push Kick (Brawling)
  • Neck Snap (Wrestling)
  • Back Strike (Knife)
  • Acrobatic Stand
  • Acrobatic Evade

Style Perks

  • Rapid Retraction (Kicks)
  • Off-Hand Weapon Training (Knife)
  • Off-Hand Weapon Training (Fast-Draw(Knife))
  • Quick-Swap (Knife)
  • Quick-Sheate (Knife)
  • Grip Mastery (Knife)
  • Power Grappling
  • Improvised Weapons (Knife)
  • Improvised Weapons (Brawling)
  • Sacrificial Parry (Knife)