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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]== | ||
Nur Charaktere der Klasse Shooter können ihr Combat Reflexes zu Enhanded Time Sense upgraden. This advantage does have benefits beyond those described in the Basic Set. | Nur Charaktere der Klasse Shooter können ihr Combat Reflexes zu Enhanded Time Sense upgraden. This advantage does have benefits beyond those described in the Basic Set. | ||
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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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==Gizmo [5/level]== | ==Gizmo [5/level]== | ||
Some gun | Some gun fumasters always have just the kit they need. The GM may allow PCs with Gunslinger to buy Gizmos with Accessibility, Only for Gun Fu, -20% – that is, for 4 points apiece. Each Gizmo lets the shootist pull a single piece of gear out of thin air once per game session. This can’t be heavier than Basic Lift/10 lbs. nor have a Bulk worse than -4. Allowed items fall into two categories: | ||
# Kit the gunslinger owns but didn’t specify he was carrying. This means a modest-sized gun, a shooting accessory (optics, suppressor, etc.), or Armoury tools that the hero currently has stashed somewhere. Signature Gear and firearms with Weapon Bond are definitely valid! Treat a preaccessorized gun that falls within the weight and Bulk limits as a single item. Once revealed, the Gizmo works as if it had been carried all along, and it counts as encumbrance. | # Kit the gunslinger owns but didn’t specify he was carrying. This means a modest-sized gun, a shooting accessory (optics, suppressor, etc.), or Armoury tools that the hero currently has stashed somewhere. Signature Gear and firearms with Weapon Bond are definitely valid! Treat a preaccessorized gun that falls within the weight and Bulk limits as a single item. Once revealed, the Gizmo works as if it had been carried all along, and it counts as encumbrance. | ||
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==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. | ||
=Perks= | |||
==Acrobatics Galore== | ==Acrobatics Galore== | ||
* | *Shooter only | ||
Du kannst Acrobatics mehrmals pro Runde in einer Active Defense benutzen. -1 pro Versuch nach dem Ersten. | Du kannst Acrobatics mehrmals pro Runde in einer Active Defense benutzen. -1 pro Versuch nach dem Ersten. | ||
==Akimbo== | ==Akimbo== | ||
*Gunslinger | *Gunslinger only | ||
*Must Specialize | *Must Specialize | ||
Having two hands full of weapons (usually guns!) doesn’t restrict your actions much. You can open doors, reload, and so on without putting anything down, just as if you had two empty hands. This doesn’t help you fight using two weapons – take Ambidexterity, Dual-Weapon Attack, Extra Attack, or Off- Hand Weapon Training for that. Similarly, Akimbo doesn’t let you grapple with weapon-filled hands. You must specialize by skill, typically Guns (Pistol). | Having two hands full of weapons (usually guns!) doesn’t restrict your actions much. You can open doors, reload, and so on without putting anything down, just as if you had two empty hands. This doesn’t help you fight using two weapons – take Ambidexterity, Dual-Weapon Attack, Extra Attack, or Off- Hand Weapon Training for that. Similarly, Akimbo doesn’t let you grapple with weapon-filled hands. You must specialize by skill, typically Guns (Pistol). | ||
==Area Defense== | ==Area Defense== | ||
*Gunslinger | *Gunslinger only | ||
*Must Specialize | *Must Specialize | ||
You can shoot down incoming projectiles! You must specialize by shooting skill. Your basic Parry is (shooting skill/2) + 3. | You can shoot down incoming projectiles! You must specialize by shooting skill. Your basic Parry is (shooting skill/2) + 3. | ||
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==Bank Shot== | ==Bank Shot== | ||
You can ricochet bullets off surfaces to hit a target behind a hostage, around a corner, etc. The DR and HP of the things you’re bouncing shots off aren’t important – what matters is that these objects are convincingly hard. Roll to hit as usual, using the full range along the indirect path to the target, and add -2 per ricochet. You must specialize by shooting skill. | You can ricochet bullets off surfaces to hit a target behind a hostage, around a corner, etc. The DR and HP of the things you’re bouncing shots off aren’t important – what matters is that these objects are convincingly hard. Roll to hit as usual, using the full range along the indirect path to the target, and add -2 per ricochet. You must specialize by shooting skill. | ||
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With a flick of the wrist, you can give your bullets a curving trajectory much like that of a spinning bowling ball or cue ball. This allows you to ignore -2 of the total penalty for cover, intervening figures, and target posture (see Target, p. B548). You must specialize by shooting skill. | With a flick of the wrist, you can give your bullets a curving trajectory much like that of a spinning bowling ball or cue ball. This allows you to ignore -2 of the total penalty for cover, intervening figures, and target posture (see Target, p. B548). You must specialize by shooting skill. | ||
=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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=Techniques= | =Techniques= | ||
==Disappear== | ==Disappear Hard== | ||
Diese Technique können nur Assassins mit Weapon Master lernen. | |||
Prerequisites: Stealth, Weapon Master | |||
Default: Stealth-10 | |||