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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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'''Model, -80%''' | '''Model, -80%''' | ||
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%. | ||
==Heroic Archer [20]== | ==Heroic Archer [20]== | ||
You can draw and shoot a bow quickly. To do so, take a Ready maneuver to get an arrow. On your next turn, make a Bow roll at -3 to ready your bow in no time. Failure means you can only ready, but success lets you attack at -3 on the same turn! Both penalties are only -1 if you have Weapon Master (Bow). This trick shaves a second off the usual two-second ready time, letting you shoot every other turn. By making a Fast-Draw (Arrow) roll to ready an arrow instantly before either roll above, you can shoot every turn! | You can draw and shoot a bow quickly. To do so, take a Ready maneuver to get an arrow. On your next turn, make a Bow roll at -3 to ready your bow in no time. Failure means you can only ready, but success lets you attack at -3 on the same turn! Both penalties are only -1 if you have Weapon Master (Bow). This trick shaves a second off the usual two-second ready time, letting you shoot every other turn. By making a Fast-Draw (Arrow) roll to ready an arrow instantly before either roll above, you can shoot every turn! | ||
You’re also a “natural” with the bow in general. Whenever you Attack or All-Out Attack, add your bow’s Accuracy bonus without taking an Aim maneuver (if you Aim, add another +1 after one second, or +2 after two). When you Move and Attack or are in close combat, ignore your bow’s Bulk penalty instead of adding Acc. Finally, ignore penalties for crazy positions or acrobatics while shooting, and halve similar penalties to Fast-Draw (Arrow). | You’re also a “natural” with the bow in general. Whenever you Attack or All-Out Attack, add your bow’s Accuracy bonus without taking an Aim maneuver (if you Aim, add another +1 after one second, or +2 after two). When you Move and Attack or are in close combat, ignore your bow’s Bulk penalty instead of adding Acc. Finally, ignore penalties for crazy positions or acrobatics while shooting, and halve similar penalties to Fast-Draw (Arrow). | ||
==Higher Purpose [5 | ==Higher Purpose [5]== | ||
*Higher Purpose (Hunt [[VJ Gangs|Gang]]) | *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 | *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 (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 | ||
==Patron [30]== | ==Patron [30]== | ||
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==Telescopic Vision [5/level]== | ==Telescopic Vision [5/level]== | ||
*Quick glance. Cancels -1/level in range penalties to Vision rolls only. | *Quick glance. Cancels -1/level in range penalties to Vision rolls only. | ||
*Active spotting attempt using Aim maneuver. Cancels -2/level in range penalties to Vision rolls only. | *Active spotting attempt using Aim maneuver. Cancels -2/level in range penalties to Vision rolls only. | ||
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Der Schütze erhält +1/level auf Acc ''ohne'' dafür zielen zu müssen. [http://forums.sjgames.com/showpost.php?p=1636291&postcount=11 PKs Weisheit] | Der Schütze erhält +1/level auf Acc ''ohne'' dafür zielen zu müssen. [http://forums.sjgames.com/showpost.php?p=1636291&postcount=11 PKs Weisheit] | ||
= | =Perks= | ||
==Acrobatics Galore== | ==Acrobatics Galore== | ||
* | *Only Assassin, Infiltrator and Shooter Templates | ||
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. | ||
== | ==Standart Operating Procedure== | ||
Eine SOP erlaubt dir den GM ''nicht'' über eine Aktion die dein Charakter automatisch macht zu informieren. | |||
*Back to the Wall | |||
*On Alert | |||
*Sleep with One Eye Open | |||
*Last Man Out | |||
* | |||
* | |||
* | |||
* | |||
==Sure-Footed== | ==Sure-Footed== | ||
Damit kann man die -2 auf Attacks und -1 auf Active Defense für einen spezifischen Untergrund wegkaufen. Beispiele: | Damit kann man die -2 auf Attacks und -1 auf Active Defense für einen spezifischen Untergrund wegkaufen. Beispiele: | ||
*Ice | *Ice | ||
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Hilft nicht bei DX Abzügen oder bei Move Abzügen. | Hilft nicht bei DX Abzügen oder bei Move Abzügen. | ||
=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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** The GM rolls once for the whole party at the begining of each session, on 15 or less the group gets a mission from the patron. 16 or more means that you are free to do what you like. | ** The GM rolls once for the whole party at the begining of each session, on 15 or less the group gets a mission from the patron. 16 or more means that you are free to do what you like. | ||
** This Duty is extremely hazardous because the chance of a permanent case of lead infection is high. | ** This Duty is extremely hazardous because the chance of a permanent case of lead infection is high. | ||
==Vigilante Secret [-30]== | |||
You have murdered corrupt officials, cops, criminals, gang bangers... In California that means Capital punishment. Should your Secret be revealed you will get the following new disadvantage: | |||
* Enemy (Law Enforcement Agencies) (Hunter) [-60] | |||
=Skills= | =Skills= |