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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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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]]) gibt +1 | Higher Purpose (Hunt Gangsters) ist nicht erlaubt, weil es zu weit geht. | ||
*Higher Purpose (Acquire Knowledge): Du kriegst +1 | *Higher Purpose (Hunt [[VJ Gangs|Gang]]) gibt +1 auf alle Würfe die ''direkt'' eine spezifische Gang betreffen. | ||
*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 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 (Teamplayer): +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 | ||
*Higher Purpose (Teamplayer): +1 um den Leuten die von Sense of Duty (Team) betroffen sind zu helfen. | |||
==Patron [30]== | ==Patron [30]== | ||
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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== | ||
*Assassins, Infiltrators and Shooters only | *Assassins, Infiltrators and Shooters only | ||
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==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. | ||
==Brave== | |||
A Fright Check normally fails on a roll of 14+, even if one’s Will and bonuses (like Fearlessness) total to greater than 13; see p. B360. You fail only on a 15+. This doesn’t improve your Will – it merely raises the automatic failure threshold. Thus, for Brave to be useful, your adjusted Will must be at least 14! | |||
==Cookie Cutter== | ==Cookie Cutter== | ||
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If you use a weapon loaded with two ormore different types of projectiles, you can always fire a type of your choice, as long as there’s still one remaining in the weapon. This is entirely cinematic, of course, as there’s no way the cartridges can rearrange the order in which they are loaded! For extra fun, the GM can demand that, similar to a cinematic martial artist announcing the name of his next maneuver, the PC has to shout out loud which round he’s going to shoot! You must specialize by shooting skill. | If you use a weapon loaded with two ormore different types of projectiles, you can always fire a type of your choice, as long as there’s still one remaining in the weapon. This is entirely cinematic, of course, as there’s no way the cartridges can rearrange the order in which they are loaded! For extra fun, the GM can demand that, similar to a cinematic martial artist announcing the name of his next maneuver, the PC has to shout out loud which round he’s going to shoot! You must specialize by shooting skill. | ||
==Dual Ready== | ==Dual Ready== | ||
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You may buy this perk several times. Each level improves your margin by 1. The GM sets the limit, if any – perhaps two levels in a realistic campaign. Specialties match those for Fast-Draw. | You may buy this perk several times. Each level improves your margin by 1. The GM sets the limit, if any – perhaps two levels in a realistic campaign. Specialties match those for Fast-Draw. | ||
==Flimsy Cover== | ==Flimsy Cover== | ||
*Gunslinger | *Gunslinger only | ||
They can’t hit what they can’t see! Whenever you take cover behind anything large enough to hide you, ignore Cover (B407) and Overpenetration (B408). Lampposts, trees, car doors, stacks of cardboard boxes, sofas, and the ever-popular overturned saloon table will shed enemy bullets like tank armor, regardless of DR and HP. This only works against small arms – and only while you hide. As soon as you expose yourself, the world works normally again. | They can’t hit what they can’t see! Whenever you take cover behind anything large enough to hide you, ignore Cover (B407) and Overpenetration (B408). Lampposts, trees, car doors, stacks of cardboard boxes, sofas, and the ever-popular overturned saloon table will shed enemy bullets like tank armor, regardless of DR and HP. This only works against small arms – and only while you hide. As soon as you expose yourself, the world works normally again. | ||
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===Next Time, It’s Your Head=== | ===Next Time, It’s Your Head=== | ||
*Gunslinger | *Gunslinger only | ||
You’re adept at intimidating rivals by shooting at their clothing or minor personal accessories. Make a standard attack at -2 or the penalty for the nearest body part, whichever is more severe. A hit does no damage, but lets you try Intimidation (p. B202) against that foe as a free action, at a bonus equal in size to half the attack penalty, rounded up. Some examples: Severing a belt or a necktie is a torso shot (no penalty), and gives -2 to hit and +1 to Intimidation. Cutting a cigar in half is a face hit, at -5 to hit and +3 to Intimidation. Shooting off a hat would be a skull attack, for -7 to hit and +4 to Intimidation. The GM may also assess your victim minor penalties for being without his belt, hat, etc. | You’re adept at intimidating rivals by shooting at their clothing or minor personal accessories. Make a standard attack at -2 or the penalty for the nearest body part, whichever is more severe. A hit does no damage, but lets you try Intimidation (p. B202) against that foe as a free action, at a bonus equal in size to half the attack penalty, rounded up. Some examples: Severing a belt or a necktie is a torso shot (no penalty), and gives -2 to hit and +1 to Intimidation. Cutting a cigar in half is a face hit, at -5 to hit and +3 to Intimidation. Shooting off a hat would be a skull attack, for -7 to hit and +4 to Intimidation. The GM may also assess your victim minor penalties for being without his belt, hat, etc. | ||
===Stone-Cold Killer=== | ===Stone-Cold Killer=== | ||
*Gunslinger | *Gunslinger only | ||
Every shot you fire is an instrument of intimidation! You don’t just shoot enemies – you blast them through windows, blow off their limbs, and produce fountains of gore. On any turn during which you shoot someone and inflict a wounding effect beyond mere injury – crippling, knockdown, death, etc. – make an immediate shooting skill | Every shot you fire is an instrument of intimidation! You don’t just shoot enemies – you blast them through windows, blow off their limbs, and produce fountains of gore. On any turn during which you shoot someone and inflict a wounding effect beyond mere injury – crippling, knockdown, death, etc. – make an immediate shooting skill | ||
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You’ve practiced sheathing a weapon quickly. A successful Fast-Draw roll allows you to do this instantly instead of having to either drop your weapon (risky when fighting in a swamp or over an abyss) or waste precious combat maneuvers to stow it. Specialties match those for Fast-Draw (B194). | You’ve practiced sheathing a weapon quickly. A successful Fast-Draw roll allows you to do this instantly instead of having to either drop your weapon (risky when fighting in a swamp or over an abyss) or waste precious combat maneuvers to stow it. Specialties match those for Fast-Draw (B194). | ||
== | ==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== | ||
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Hilft nicht bei DX Abzügen oder bei Move Abzügen. | Hilft nicht bei DX Abzügen oder bei Move Abzügen. | ||
==Tacticool== | ==Tacticool== | ||
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You can see the paths of your bullets as they speed toward their target! Whenever you fire more than one shot at a target per turn, you get a noncumulative +1 to skill. This becomes a realistic perk for experienced shooters (Guns at DX+2 or better) with Acute Vision. | You can see the paths of your bullets as they speed toward their target! Whenever you fire more than one shot at a target per turn, you get a noncumulative +1 to skill. This becomes a realistic perk for experienced shooters (Guns at DX+2 or better) with Acute Vision. | ||
==Weapon Bond== | ==Weapon Bond== | ||
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This perk is almost universal among gun fu practitioners. Note that many gunmen use sets of weapons – especially | This perk is almost universal among gun fu practitioners. Note that many gunmen use sets of weapons – especially | ||
paired handguns. To get the above benefits with all of those weapons, buy one perk per weapon. | paired handguns. To get the above benefits with all of those weapons, buy one perk per weapon. | ||
=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= |