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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.
 
==Detect (Clues)==
*Cleaner and Investigator only
Rare [5]: Blood Splatter or Urin or Shell Casings or Bullets or Knives or Hammers or Fingerprints
Occasional [10]: Bodily fluids or Hair and Skinflakes or shell casings and bullets or blunt force weapons
Common [20]: DNA, Murder Weapons
Very Common [30]: Everything mentioned above
===Must be able to perceive with some sense, -10%===


==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/level]==
==Higher Purpose [5]==
*Higher Purpose (Hunt [[VJ Gangs|Gang]]) gibt +1/level auf alle Würfe die ''direkt'' eine spezifische Gang betreffen.
Higher Purpose (Hunt Gangsters) ist nicht erlaubt, weil es zu weit geht.
*Higher Purpose (Acquire Knowledge): Du kriegst +1/level  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 (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/level
*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/level um den Leuten die von Sense of Duty (Team) betroffen sind zu helfen.
*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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==Bank Shot==
==Bank Shot==
*Gunslinger only
*Must Specialize
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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A Trademark Move must be distinctive – no “Attack with Broadsword to torso.” The GM is free to forbid one that isn’t!
A Trademark Move must be distinctive – no “Attack with Broadsword to torso.” The GM is free to forbid one that isn’t!
==Walking Armoury==
*Costs [1/level]
*Needs Gunslinger/Heroic Archer/Weaponmaster
Each Level lets you ignore the weight from ''one'' weapon (including all attachments, but not spare magazines) for encumbrance purposes only.


==Weapon Bond==
==Weapon Bond==
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You enjoy the Sensitivity advantage (B51) – an IQ-3 roll to sense intent and +1 to Detect Lies and Psychology – when dealing with one specific group: specific gang, kids (anyone under 12 years of age), old folks (adults over 65), wizards, etc. “Men” and “women” are much too broad for this purpose!
You enjoy the Sensitivity advantage (B51) – an IQ-3 roll to sense intent and +1 to Detect Lies and Psychology – when dealing with one specific group: specific gang, kids (anyone under 12 years of age), old folks (adults over 65), wizards, etc. “Men” and “women” are much too broad for this purpose!
==Efficient==
*Must Specialize
You’ve learned what corners can be cut without causing too many disasters when it comes to a particular skill. This lets you ignore up to -2 for haste; see Time Spent (p. B346). Thus, if a noncombat skill can be hastened, you can safely use it in just 80% of the usual time.


==Honest Face==
==Honest Face==
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==No Hangover==
==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.
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.
==No Nuisance Rolls==
*Prerequisite: Attribute or skill at 16+
*Must Specialize
You’re exempt from skill or attribute rolls to perform one specific background task not directly relevant to such adventuring situations as combat, investigation, and theft. This most often affects “off-screen” rolls against skills used to get from A to B, like Area Knowledge, Driving, and Navigation. Each perk exempts you from one task; this can involve multiple skills, but you must have 16+ in any score for which you want the GM to waive success rolls.
Examples:
*Swinging: Whether in the city or in a jungle, you can travel above the ground by swinging on vines, ropes, artificial spider webs, or similar. With this perk, you can routinely find new places to attach your lines, or new vines already in place, without having to make repeated skill rolls. You must have Perception or Observation, Acrobatics, and whatever skill you use to cast or shoot your swinging lines at 16+.
*Transporter: This perk enables you to get your vehicle and all its passengers and cargo safely through known, friendly or neutral territory without having to make skill rolls. You must have your vehicle operation skill and relevant Navigation specialty – plus Area Knowledge for the area you’re crossing – at 16+.
==Off-Hand Training==
*Must Specialize
You’ve practiced a particular skill enough with your “off” hand that you can ignore the -4 for using that hand (see Handedness, B14). This extends to all defenses and techniques based on that skill – including feats of fine manipulation, unlike Hands-Free (above).
==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.
===Hotwiring Cars===
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.
===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.


==Passing Appearance==
==Passing Appearance==
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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.
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.


==Shticks==
==Shti
===Convincing Nod===
Whenever you need to get into a place where you don’t belong, you can nod as though you recognize those watching (e.g., security guards) to fake your way past. This demands a standard Influence roll with Fast-Talk.
 
===Disarming Smile===
In any sticky situation where Diplomacy is a possible solution, you can just smile and shrug by way of an Influence roll.
 
===Fearsome Stare===
You can use Intimidation without saying a word: simply cross your arms and glower. This conveniently leaves no evidence of a weapon, recorded threats, bruises...
 
===Gangster Swagger===
Your manner of walking is a full-time use of Streetwise. The GM will make a secret Influence roll whenever this might impress low-life enough that they don’t randomly pick you to hassle.
 
===Haughty Sneer===
You can make doormen at exclusive hotels, salesmen at expensive shops, bank managers, and so on back off merely by peering down your nose and making an Influence roll with Savoir-Faire (High Society).
 
===Sexy Pose===
You can use Sex Appeal simply by thrusting your chest out, cocking your hips, licking your lips, etc. This is useful when you can see but not safely approach your mark; success can convince him to approach you.


==Standart Operating Procedure==
==Standart Operating Procedure==
Standard Operating Procedure exempts you from having to tell the GM that your PC is doing something that’s secondnature for him. You always get the benefit of the doubt. Things like reloading and refueling “off screen” are valid, but you must have had access to sufficient ammo, fuel, and/or power at some point – and the GM is free to debit your ammo supply or bank account whenever this perk does its magic.  
Eine SOP erlaubt dir den GM ''nicht'' über eine Aktion die dein Charakter automatisch macht zu informieren.
 
*Back to the Wall
===Back to the Wall===
*On Alert
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!
*Sleep with One Eye Open
 
*Last Man Out
===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.
 
===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 (B393) unless you also have Combat Reflexes!
 
===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.


=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.
==Secret (Vigilante) [-30]==
You have murdered corrupt officials, cops, criminals, gang bangers... In California that means Capital punishment. Should your Secret be revealed (see [[VJ HEAT|HEAT]]) you will get the following new disadvantages:
* Enemy (Law Enforcement Agencies) (Hunter) [-40]
* Social Stigma (Public Enemy #1) [-20]


==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=

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