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==Acute Vision [2/level]== | ==Acute Vision [2/level]== | ||
Acute Vision helps shooters spot threats (which is especially effective for heroes with Enhanced Time Sense), enables the Tracer Eyes perk, and improves the sighting radius used for the Close-Quarters Battle technique and Cool Under Fire perk. | Acute Vision helps shooters spot threats (which is especially effective for heroes with Enhanced Time Sense), enables the Tracer Eyes perk (p. 22), and improves the sighting radius used for the Close-Quarters Battle technique and Cool Under Fire perk. | ||
==Destiny [5/level]== | ==Destiny [5/level]== | ||
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==Enhanced Time Sense [45]== | ==Enhanced Time Sense [45]== | ||
The GM may permit cinematic gunmen with Gunslinger to buy Enhanced Time Sense (ETS). This advantage does have benefits beyond those described in the Basic Set. | |||
'''Dodging Bullets''' | '''Dodging Bullets''' | ||
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* All-Out Attack, Attack, or Move and Attack maneuver to make as many attacks as his guns and abilities allow. Roll to hit normally. The targets are defenseless! The GM determines damage effects and applies them the instant time returns to normal, before anything else occurs. | * All-Out Attack, Attack, or Move and Attack maneuver to make as many attacks as his guns and abilities allow. Roll to hit normally. The targets are defenseless! The GM determines damage effects and applies them the instant time returns to normal, before anything else occurs. | ||
* One of the above maneuvers to pluck bullets out of the air. The player may specify how close he lets them come before he stops time. Grabbing a bullet takes a DX roll and uses up one attack. Snatched slugs have no momentum upon returning to normal time – they cannot injure anyone. | * One of the above maneuvers to pluck bullets out of the air. The player may specify how close he lets them come | ||
before he stops time. Grabbing a bullet takes a DX roll and uses up one attack. Snatched slugs have no momentum | |||
upon returning to normal time – they cannot injure anyone. | |||
* Move or Change Posture maneuver. When time speeds back up, he’s in a new location or posture. | * Move or Change Posture maneuver. When time speeds back up, he’s in a new location or posture. | ||
* Ready maneuver to reload or grab another weapon. When normal time resumes, the gun is loaded, readied, etc. | * Ready maneuver to reload or grab another weapon. When normal time resumes, the gun is loaded, readied, etc. | ||
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==Enhanced Tracking (Multiple Lock-Ons, +20%) [6]== | ==Enhanced Tracking (Multiple Lock-Ons, +20%) [6]== | ||
Heroes with Gunslinger can buy Enhanced Tracking. Its primary benefit, apart from making Whirlwind Attack more effective, is to allow Aim maneuvers with one extra ready weapon per level – a feat of limited value, given that | Heroes with Gunslinger can buy Enhanced Tracking. Its primary benefit, apart from making Whirlwind Attack more effective, is to allow Aim maneuvers with one extra ready weapon per level – a feat of limited value, given that | ||
Gunslingers wielding several guns typically use pistols that enjoy full Acc without Aim. A new enhancement can make this advantage appealing to cinematic snipers, though. | Gunslingers wielding several guns typically use pistols that enjoy full Acc without Aim. A new enhancement can make this advantage appealing to cinematic snipers, though. | ||
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'''Single Skill, -20%''' | '''Single Skill, -20%''' | ||
Your Extra Attacks apply only to one combat skill. For instance, Extra Attack 2 with Single Skill, Guns (Pistol) lets you attack three times – but at least two attacks must use Guns (Pistol). To attack more than once using a weapon skill, you need either one weapon per attack or Multi-Strike. -20%. | Your Extra Attacks apply only to one combat skill. For instance, Extra Attack 2 with Single Skill, Guns (Pistol) lets you attack three times – but at least two attacks must use Guns (Pistol). To attack more than once using a weapon skill, you need either one weapon per attack or Multi-Strike. -20%. | ||
==Gunslinger [25]== | ==Gunslinger [25]== | ||
This is the cinematic gunman advantage. It covers all oneand two-handed ranged weapons used with any specialty of Beam Weapons, Gunner, Guns, or Liquid Projector. In a Gun Fu campaign, it gives the benefits described in the Basic Set, access to any cinematic ability (advantage, perk, skill, or technique) that the GM feels could logically work with a gun, and these following combat effects. | This is the cinematic gunman advantage. It covers all oneand two-handed ranged weapons used with any specialty of Beam Weapons, Gunner, Guns, or Liquid Projector. In a Gun Fu campaign, it gives the benefits described in the Basic Set, access to any cinematic ability (advantage, perk, skill, or technique) that the GM feels could logically work with a gun, and these following combat effects. | ||
* While you can’t add your gun’s Acc bonus when you Move and Attack, you can ignore its Bulk penalty as well as any extra penalties the GM assesses for jumping or acrobatics on foot. This makes Close-Quarters Battle redundant for you. | * While you can’t add your gun’s Acc bonus when you Move and Attack, you can ignore its Bulk penalty as well as any extra penalties the GM assesses for jumping or acrobatics on foot. This makes Close-Quarters Battle redundant for you. | ||
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* Ignore the Hypnotism and Power Blow prerequisites for Invisibility Art and Flying Leap, respectively. | * Ignore the Hypnotism and Power Blow prerequisites for Invisibility Art and Flying Leap, respectively. | ||
* Halve the default penalties for Fanning, Fast-Firing, Quick-Shot, Thumbing, and Two-Handed Thumbing. If you choose to raise these techniques, buy them up from their improved defaults. | * Halve the default penalties for Fanning, Fast-Firing, Quick-Shot, Thumbing, and Two-Handed Thumbing. If you choose to raise these techniques, buy them up from their improved defaults. | ||
* Halve the sum of all Fast-Draw (Ammo) penalties and round in your favor. You can easily reload while moving, crouching behind cover, etc. | * Halve the sum of all Fast-Draw (Ammo) penalties and round in your favor. You can easily reload while moving, | ||
crouching behind cover, etc. | |||
'''Arsenal, -20%''' | '''Arsenal, -20%''' | ||
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One specific model of ranged weapon (e.g., “Colt Model 1873 Only” or “Ford ‘Solo’ Blaster Only”). -80%. | One specific model of ranged weapon (e.g., “Colt Model 1873 Only” or “Ford ‘Solo’ Blaster Only”). -80%. | ||
== | ==Higher Purpose [5]== | ||
* | *Higher Purpose (Hunt Gangsters) ist nicht erlaubt, weil es zu weit geht. Higher Purpose (Hunt [[VJ Gangs|Gang]]) wäre erlaubt und gäbe +1 auf alle Würfe die ''direkt'' eine spezifische Gang betreffen. | ||
*Higher Purpose (Acquire Knowledge): Du kriegst +1 auf alle Würfe neue Gangs zu untersuchen, etwas neues über alte Gangs in Erfahrung zu bringen, mit Professoren oder ähnlichen Gelehrten über Gangs zu reden oder einzigartige Informationen (Bsp. der letzte Memorystick mit einer bestimmten Datei...) über Gangs zu beschützen. | |||
*Higher Purpose (Protect the Innocent): Wie der Name schon sagt, wenn der Charakter ''direkt'' in der Rettung Unschuldiger involviert ist die von Kriminalität bedroht sind, kriegt er +1 | |||
*Higher Purpose (Acquire Knowledge): Du kriegst +1 | |||
*Higher Purpose (Protect the Innocent): Wie der Name schon sagt, wenn der Charakter ''direkt'' in der Rettung Unschuldiger involviert ist die von Kriminalität bedroht sind, kriegt er +1 | |||
==Signature Gear [1/10000$]== | ==Signature Gear [1/10000$]== | ||
Signature Gear erlaubt ''einen'' Gegenstand plus ''passendes'' Zubehör im Wert von 10'000$ kaufen. Dinge die weniger kosten, kosten dann halt einfach 1 CP pro Gegenstand. Consumables sind natürlich nicht erlaubt. Beispiel: Snipergewehr, passendes Zielfernrohr und Schalldämpfer können zusammen mit einem Punkt gekauft werden. Rüstung und Waffe zusammen gehen nicht, resp. kosten dann 2 CP - | Signature Gear erlaubt ''einen'' Gegenstand plus ''passendes'' Zubehör im Wert von 10'000$ kaufen. Dinge die weniger kosten, kosten dann halt einfach 1 CP pro Gegenstand. Consumables sind natürlich nicht erlaubt. Beispiel: Snipergewehr, passendes Zielfernrohr und Schalldämpfer können zusammen mit einem Punkt gekauft werden. Rüstung und Waffe zusammen gehen nicht, resp. kosten dann 2 CP - obschon die Gegenstände zusammen nicht 10'000 $ kosten. | ||
=Disadvantages= | =Disadvantages= | ||
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==Destiny [-5/level]== | ==Destiny [-5/level]== | ||
Your Opposition gets one Destiny Point per Level per Session up to a maximum of 3. You can have at most 3 levels. You can have ''either'' positive ''or'' negative Destiny, never both. | Your Opposition gets one Destiny Point per Level per Session up to a maximum of 3. You can have at most 3 levels. You can have ''either'' positive ''or'' negative Destiny, never both. | ||
==Vigilante Duty [-20]== | ==Vigilante Duty [-20]== | ||
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* Defaults: None | * Defaults: None | ||
* Intimate Knowledge about the specifics of one LA [[VJ Gangs|Gang]] | * Intimate Knowledge about the specifics of one LA [[VJ Gangs|Gang]] | ||