VJ Traits: Unterschied zwischen den Versionen

Aus SIFFwiki
Zur Navigation springen Zur Suche springen
Zeile 140: Zeile 140:
=Techniques=
=Techniques=
==Disappear Hard==
==Disappear Hard==
Diese Technique können nur Assassins mit Weapon Master lernen.
*Assassins mit Weapon Master only
Prerequisites: Stealth, Weapon Master
*Default: Stealth-10
Default: Stealth-10
Mit dieser Technique kannst Du die -10 auf das "verschwinden im Kampf" wegkaufen.

Version vom 11. August 2013, 11:20 Uhr

Advantages

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 (p. 22), and improves the sighting radius used for the Close-Quarters Battle technique and Cool Under Fire perk.

Destiny [5/level]

You get one Destiny Point per Level per Session up to a maximum of 3. You can have at most 3 levels and as many Destiny Points. You can have either positive or negative Destiny, never both.

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.

Dodging Bullets

The gunman may attempt to dodge any firearms attack if he’s in a position to hear the weapon’s report or notice its flash (or a reflection) – or if the projectile is in his field of vision, because then he can see it! When in doubt, roll against the better of unpenalized Hearing or Vision. If he has Danger Sense, he always gets a Dodge roll, even against an attack from behind.

Shooting Between Raindrops

At the GM’s discretion, moving obstacles – fan blades, six lanes of traffic, etc. – give -2 to -4 for cover or intervening figures, or a speed modifier, where this would be worse (e.g., -6 to shoot between the cars of a train passing at 40 mph). A gunman with ETS can easily perceive momentary windows of opportunity and thus ignore these penalties.

Super-Fast Draw

In a Wait situation or a standoff that would normally be resolved using Basic Speed or a Contest of Fast-Draw or Guns, the gunman automatically acts before everyone who lacks ETS. If some fighters have ETS and others don’t, use the usual method to decide the order of actions within each group – but the shootists with ETS all act before those without, regardless of speed or skill.

Bullet Time

The gunman may spend 3 destiny points to stop time so that he may act out of turn. He can do this at any time – even between an enemy’s attack roll and any defense rolls or damage rolls that would follow. This can’t interrupt death, though; if a failed HT roll means the PC is dead, he’s dead.

Entering Bullet Time gives the hero one turn to do anything that he could do with a normal turn; he cannot spend more points to buy multiple, consecutive turns of stopped time. After that, ordinary time resumes and the GM assesses the outcome of the gunman’s actions, which might include:

  • 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.
  • 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.

If the gunslinger moves even a step during Bullet Time, all “paused” attacks on him automatically miss when time restarts. If he moves between a weapon and its intended victim, the attack hits him when the passage of time resumes, although he may defend normally. Should his actions move another person into the path of a suspended attack, it hits that person instead – but the victim may defend.

During Bullet Time, everything but the PC who initiated the change freezes . . . from his perspective. He sees everybody else paused in mid-step, bullets hanging in air. He and any items he’s carrying are the only things that move. The rest of the world sees him travel in a blur.

When someone buys Bullet Time, other combatants with ETS can elect to “buy in” for 3 points. Theymust shout this out as soon as the first fighter antes up, or be stuck in regular time! Everybody in Bullet Time gets one turn, acting in descending order by Basic Speed. They affect each other normally, but the rest of the world remains paused. NPCs who can use Bullet Time and other rules that cost points – like Buying Success and FleshWounds – have a pool of unspent points.

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 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.

Multiple Lock-Ons

You can track multiple targets even if you have only one weapon, and gain the benefits of your Aim maneuver if you attack any of them. This lets you use scopes, Precision Aiming (p. 12), etc., against as many targets as you can track: two with Enhanced Tracking 1, three with Enhanced Tracking 2, and so on. +20%.

Extra Attack [25]

Gunmen with Extra Attack can shoot a firearm with each hand at no penalty beyond the -4 for the off hand. This makes the Dual-Weapon Attack technique largely redundant for such gunslingers. Gun fu masters often have the modifiers below.

Multi-Strike, +20% You can strike more than once with the same weapon or limb, allowing you to make more attacks than you have weapons. You can split your guns’ RoF between as many targets as you have attacks (two at Extra Attack 1, three at Extra Attack 2, and so on) without using the Quick-Shot technique or Spraying Fire. You can even spend a single attack to shoot at several opponents with one of those two moves and then use your remaining attacks to engage lone targets. Assign the desired number of rounds to each target and work out the attacks normally. Note that this lets you spread around your weapons’ RoF – not exceed it! +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%.

Gizmo [5/level]

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:

  1. 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.
  2. Consumables. Each Gizmo can give one reload (belt, clip, magazine, power cell, speedloader, etc.) or parts enough for one repair or modification. These things don’t have to be among the gunman’s purchased gear. Parts or ammo can be worth at most 1% of the campaign’s starting money ($200, in a modern-day game).

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.

  • 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.
  • Ignore the -2 for pop-up attacks. You enjoy the benefits of Cool Under Fire without needing that perk.
  • Ignore the rules for Bulk in close combat. You don’t get your Acc bonus there, but you never suffer a Bulk penalty. Close-Hip Shooting is unnecessary for you.
  • 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 sum of all Fast-Draw (Ammo) penalties and round in your favor. You can easily reload while moving,

crouching behind cover, etc.

Arsenal, -20% All one-handed ranged weapons used with Beam Weapons, Guns, and Liquid Projector (beam pistols, handguns, self-defense sprays, and machine pistols and sawedoff shotguns used in one hand); all two-handed ranged weapons used with Beam Weapons, Guns, and Liquid Projector (all varieties of long arms, from shotguns to flamethrowers to laser rifles); or everything used with just one of the three skills above (e.g., “Beam Weapons Only” or “Gunner Only”). -20%.

Gun Rack, -40% All one-handed ranged weapons used with either Beam Weapons, Guns, or Liquid Projector (e.g., “One-Handed Guns Only” or “One-Handed Beam Weapons Only”); all twohanded ranged weapons used with either Beam Weapons, Guns, or Liquid Projector (e.g., “Two-Handed Guns Only” or “Two-Handed Beam Weapons Only”); or everything used with one specialty of the three skills above (e.g., “Guns (Pistol) Only” or “Beam Weapons (Rifle) Only”). -40%.

Type, -60% A subset of everything used with one specialty of the three skills above (e.g., “Revolvers Only” or “Blaster Pistols Only”). -60%.

Model, -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 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

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 - obschon die Gegenstände zusammen nicht 10'000 $ kosten.

Perks

Acrobatics Galore

  • Shooter only

Du kannst Acrobatics mehrmals pro Runde in einer Active Defense benutzen. -1 pro Versuch nach dem Ersten.

Akimbo

  • Gunslinger only
  • 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).

Area Defense

  • Gunslinger only
  • Must Specialize

You can shoot down incoming projectiles! You must specialize by shooting skill. Your basic Parry is (shooting skill/2) + 3.

Modifiers

-15 for the small target and short time window; +1 for Combat Reflexes or +6 for Enhanced Time Sense; Enhanced Parry (Area Defense), if the GM permits that advantage; full Accuracy, regardless of weapon, if you have Gunslinger; any rapid-fire bonus (you may fire up to your gun’s RoF). Any success stops the projectile. Any failure doesn’t!

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.

Bend the Bullet

  • Gunslinger only
  • Must Specialize

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

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.

Vigilante Duty [-20]

  • Your patron supports you in a lot of ways, you do the dirty work: That's the deal.
    • 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.

Skills

Hidden Knowledge IQ/A

  • Defaults: None
  • Intimate Knowledge about the specifics of one LA Gang

Techniques

Disappear Hard

  • Assassins mit Weapon Master only
  • Default: Stealth-10

Mit dieser Technique kannst Du die -10 auf das "verschwinden im Kampf" wegkaufen.