VJ Traits

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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]

  • Shooters only

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]

  • Prerequisite: Gunslinger

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 fu masters 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]

  • Shooter and Assasins only

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%.

Heroic Archer [20]

  • Assassin only

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).

Higher Purpose [5]

Higher Purpose (Hunt Gangsters) ist nicht erlaubt, weil es zu weit geht.

  • Higher Purpose (Hunt Gang) gibt +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 (Teamplayer): +1 um den Leuten die von Sense of Duty (Team) betroffen sind zu helfen.

Patron [30]

Who or what your patron is exactly is unknown to you. What you know is that your benefactor has ample wealth and can pull a lot of strings in L.A. See the Patron section for more information about the benefits your patron offers.

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 - selbst wenn die Gegenstände zusammen nicht 10'000 $ kosten.

Neben den Vorteilen des Basic Sets bietet Signature Gear den weiteren Vorteil, dass diese Ausrüstung nicht von euren Gegner zurückverfolgt werden kann.

Telescopic Vision [5/level]

  • Shooters 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.
  • Aim weapon using Aim maneuver. Gives +1/level to Acc for ranged attack rolls only.

None of these three is ever in any way cumulative with the other two. Dr Kromms Weisheit

Snap Shot [+20%]

  • Prerequisite: Gunslinger

Der Schütze erhält +1/level auf Acc ohne dafür zielen zu müssen. PKs Weisheit

Combat Perks

Pro 20 CP in Kampffähigkeiten darf man einen Perk kaufen. Gunslinger dürfen pro 10 CP einen Perk kaufen.

Acrobatics Galore

  • Assassins, Infiltrators and Shooters only

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

Akimbo

  • Gunslinger/Weaponmaster/Heroic Archer 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/Heroic Archer 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.

Cookie Cutter

  • Gunslinger only
  • Must Specialize

You can use a full-automatic weapon (optionally, even a shotgun!) to cut holes through walls, floors, and ceilings – like a jigsaw through plywood. Each magazine emptied creates an opening big enough to admit one SM 0 person (or two people clinging to each other).

Cool Under Fire

You don’t experience “tunnel vision” under fire and can quickly update your mental picture of the battlefield. When making pop-up attacks (p. B390), you don’t suffer the -2 to hit provided that the target is no further away in yards than your Per plus Acute Vision (if any). This perk is redundant if you have Enhanced Time Sense or Gunslinger.

Dial-a-Round

  • Gunslinger only
  • Must Specialize

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.

Dirty Fighting

You’re talented at fighting dishonestly. You get +1 on success rolls for Dirty Tricks (p. B405) and similar improvised combat deceptions. The GM may extend this bonus to any feint or attack made before combat begins, or the first illegal blow you make under formal tournament conditions, if he feels that it represents a real “sucker punch” rather than a free combat bonus.

Drunken Fighting

  • Gunslinger/Weaponmaster/Heroic Archer only

You’ve mastered the mythical art of fighting while intoxicated (B439/440). When you’re tipsy or drunk (B428), treat the -1 or -2 to DX as a +1 or +2 bonus in a fight. Penalties to IQ and self-control rolls apply normally!

Dual Ready

  • Must Specialize

You can use one Ready maneuver to draw two items, one in either hand. Specialize by particular left hand/right hand combination; e.g., Dual Ready (Detonator/Bomb) lets you ready an explosive in your right hand and its radio control in your left hand. Dual Ready is redundant for items you can Fast-Draw – but not everything allows Fast-Draw.

Drive-by Shooting

  • Must Specialize

You use only half your vehicle’s speed, where favorable, when assessing speed/range penalties (B469/550). You may take this perk a second time, in which case vehicle speed doesn’t count at all where unfavorable. You must specialize by shooting skill.

Fastest Gun in the West

  • Must Specialize

Your fast-draw is really fast. In any Quick Contest of Fast-Draw to see who draws first, add 1 to your margin; e.g., failure by 1 becomes success by 0. This perk also gives you a chance to outdraw a rival who has Enhanced Time Sense: If you beat him by 10+ in the Quick Contest, or roll a critical success and he doesn’t, you win!

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.

Focused Fury

  • Weaponmaster only

Unlike most fighters, you can combine Mighty Blows (B357) with All-Out Attack (Strong), improving its damage bonus to the higher of +2 per die or a flat +3. You can also do this with the Committed Attack (Strong) maneuver from GURPS Martial Arts, raising its damage bonus to the better of +1 per die or a flat +2. Either use costs 1 FP per attack.

Grip Mastery

  • Gunslinger/Weaponmaster only
  • Must Specialize

Switching between one- and two-handed grips, or a regular grip and the Defensive Grip in GURPS Martial Arts, usually takes a Ready maneuver. You’ve practiced until this has become second nature. You can do either grip change (or both) as a free action once on your turn, before or after your maneuver. For instance, you could make a one-handed katana cut and end your turn in a two-handed Defensive Grip. Next turn, you could shift to a regular two-handed grip and attack. You must specialize by weapon; e.g., Grip Mastery (Katana).

Improvised Weapons

You’ve practiced fighting with everyday items. These weapons might be improvised for others but they’re familiar to you. Ignore skill penalties (only) when wielding them. You must specialize by combat skill. You can learn Improvised Weapons (Brawling) or Improvised Weapons (Karate) to use improvised fist loads effectively.

Flimsy Cover

  • Gunslinger/Weaponmaster/Heroic Archer 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.

Gun Shticks

Next Time, It’s Your Head

  • Gunslinger/Weaponmaster/Heroic Archer 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.

Stone-Cold Killer

  • Gunslinger/Weaponmaster/Heroic Archer 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 roll. Success lets you try Intimidation against any witnesses as a free action.

Trick Reload

You can reload a gun using a complicated trick. Describe this when you buy the perk; you might drop a magazine and kick it into the magazine well, or toss two shells into the open breech of a double-barreled shotgun. Your Fast-Draw (Ammo) roll doubles as an Influence roll (B359) for the purpose of impressing (not intimidating or asking help from) onlookers.

Twirl

You can present a gun butt-first as if to surrender it... and thenmake a shooting skill roll to ready it instantly, with time left to attack.When using a single-action revolver, you can fire it after this move – the spin cocks the hammer! In the Old West, this was called the “Road Agent Spin.” This perk is cinematic for any firearmbut a handgun (one-handed weapon with Bulk no worse than -3).

Wall o’ Lead

  • Gunslinger only

You know how to keep heads down by shooting up the scenery! On your turn, state that this is your goal and make any attack or series of attacks that your abilities allow. However, you don’t wound those whom you “hit.” Instead, make a group Intimidation attempt against everyone you would have hit. Apply the penalty for group size for the total number of foes fired on, but add the rapid-fire bonus for all shots fired. For instance, if you spray two RoF 10 machine pistols at 10 mooks and “hit” six men, you get -2 for trying to intimidate 10 people but you also get +4 for RoF 17-24, since your total RoF is 20!

Off-Hand Weapon Training

  • Must Specialize

You’ve practiced a combat skill enough with your “off” hand that you can ignore the -4 for using that hand (see Handedness, B14). This benefits all actions based on that skill – including perks and techniques. You must specialize by skill; any shooting or Fast-Draw skill qualifies, although gun fu practitioners mostly learn it for Fast-Draw (Pistol) and Guns (Pistol).

One-Armed Bandit

  • Gunslinger only
  • Must Specialize

You can operate a lever- or pump-action long armone-handed and without changing grips. The gun’s RoF becomes 1. Roll against the appropriate Guns specialty before each shot. Failure wastes your turn; treat it as a Do Nothingmaneuver. Critical failuremeans an immediate roll on the CriticalMiss Table (B556)! In anything but an over-the-top game, this perk works only for lever-action weapons, as these can be spun around the lever loop – which generally requires modification to enlarge it to avoid breaking your fingers! You must specialize by Guns skill.

Pistol-Fist

  • Gunslinger only
  • Must Specialize

You can roll against BeamWeapons (Pistol) or Guns (Pistol) – you must specialize – to pistol-whip people. Treat this as a punch with brass knuckles. You can also parrymelee attacks at (shooting skill/2) + 3, and even use this parry when slapping aside guns in close combat (B376).

Quick Reload

  • Must Specialize

You can reload in record time! You must specialize by reloading scheme: Belt (for machine guns), Breechloader (for double-barreled shotguns), Detachable Magazine (for most modern automatics), Muzzleloader (for black-powder guns), Swing-Out Revolver (formodern revolvers), etc. See High-Tech for a full list.

A successful Fast-Draw (Ammo) roll lets you reload as a free action for Detachable Magazine or for Swing-Out Revolver (with a speedloader), or with a single Ready maneuver for every other specialty but Muzzleloader. For the Muzzleloader specialty, you can take several levels of this perk, and a successful Fast-Draw roll chops 25% per level off reload time, to a minimum of three seconds.

This perk only seems cinematic. World-class competition shooters have demonstrated similar feats on high-speed film!

Quick-Sheathe

  • Must Specialize
  • Prerequisite: Fast-Draw

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).

Reach Mastery

  • Must Specialize

Changing Reach with certain long weapons covered by the Kusari, Polearm, Spear, Two-Handed Axe/Mace, Two-Handed Flail, or Whip skill requires a Ready maneuver. You’ve practiced until this has become second nature. You can change Reach as a free action once on your turn, before or after your maneuver.

Sacrificial Parry

  • Must Specialize

You’re adept at protecting less-capable or exposed allies. You can sacrifice a parry defense to parry an attack on an ally standing beside you within your weapon’s Reach. You must specialize by melee combat skill.

Shield-Wall Training

You’ve drilled extensively at fighting from behind a shield wall. You can sacrifice your block defense to block an attack on an ally standing beside you. Furthermore, you may ignore the -2 to attack when holding a large shield (B547).

Sure-Footed

  • Must Specialize

Damit kann man die -2 auf Attacks und -1 auf Active Defense für einen spezifischen Untergrund wegkaufen. Beispiele:

  • Ice
  • Naval (Rocking ships and boats)
  • Sand
  • Slippery (Like blood)
  • Snow
  • Uneven (Piles of corpses..)
  • Water (Bis hüfttief)

Hilft nicht bei DX Abzügen oder bei Move Abzügen.

Strongbow

You’ve learned how best to draw a heavy bow. If you know Bow at DX+1, you can shoot a bow of your ST+1 instead of your ST. Bow at DX+2 or better lets you use a bow of your ST+2. You need a strong bow to see range and damage improvements; there’s no effect when shooting a bow of your ST or less.

Similar perks may exist for weapons that require a minimum ST to cock rather than to draw or shoot. For instance:

  • Crossbow Finesse: You’ve learned to optimize leverage when cocking a crossbow. If you know Crossbow at DX+1, add +1 to ST for the sole purpose of cocking crossbows. If you have it at DX+2 or better, add +2.

Tacticool

  • Must Specialize

You’re a master at pimping-out “tactical” gear. All of your equipment is either matte black or camouflage, and sports numerous after-market add-ons. Whenever you wield a weapon or wear armor that you’ve personally customized, you get a bonus to all Influence rolls and reaction rolls made in combat: +1 if you’ve added one to three custom accessories (a paint job counts as one), +2 for four to eight, +3 for nine to 15, and +4 for 16 or more. Useless accessories (like any of the Tacticool Gadgets, p. 42) count as two. This perk doesn’t grant you the accessories – you must buy those as usual!

Example: Bubba Lee Jones has the Tacticool perk. He totes a Colt M4A1 carbine (HT119) to which he has added a twin-drum magazine (HT155), a reflex sight (HT156), a night sight (HT 156), a tactical light (HT156), a targeting laser (HT156), and a set of accessory rails (HT161) to actually mount all the stuff. That’s six items, so he gets +2 to his Intimidation roll when he busts through the door with this baby – he calls her “Dita.”

You need only take this perk once, but you only get the single largest bonus for your most-accessorized item, no matter how much “tactical” gear you shlep. (In the example, Bubba would still get +2, not +4, if he brought along Dita’s sexy twin, Rita, and held one in each hand.) This isn’t tied to any specific item, but tweaked-out configurations are personal – the bonus isn’t transferable if you lend your friends your kit, and another user’s hardware never gives you a bonus.

Tracer Eyes

  • Gunslinger only

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.

Trademark Move

A Trademark Move is a prescription for a full turn’s worth of combat actions. Write down every detail when you buy it; e.g., “All-Out Attack (Strong) using Broadsword, for 2d+3 cutting, thrown as a Rapid Strike with a chop to the neck, at skill 13, followed by a Deceptive slash at the torso giving -2 defenses, at skill 14.” Damage and attack rolls can improve with ST, DX, and skill, but all weapons, maneuvers, combat options, and hit locations remain fixed. In return for committing a point to such a specific move, you’re at +1 on all skill rolls made to execute it exactly as written – no substitutions.

A Trademark Move must be distinctive – no “Attack with Broadsword to torso.” The GM is free to forbid one that isn’t!

Weapon Bond

  • Must Specialize

You own a weapon that’s uniquely suited to you. Add +1 to effective skill when using it. This has nothing to do with quality – you’re just used to your weapon. If you lose the weapon, you lose this perk! You may start play with a bond to any weapon bought with cash or as Signature Gear.

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.

Perks

Pro 50 CP darf man einen Perk kaufen, die Vigilante Justice PCs also bis zu 7 Perks. Die Combat Perks sind dabei ausgenommen und werden gesondert "limitiert", siehe oben.

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!

Dual Ready

  • Must Specialize

You can use one Ready maneuver to draw two items, one in either hand. Specialize by particular left hand/right hand combination; e.g., Dual Ready (Detonator/Bomb) lets you ready an explosive in your right hand and its radio control in your left hand. Dual Ready is redundant for items you can Fast-Draw – but not everything allows Fast-Draw.

Forgettable Face

You blend in. Your face is hard to pick out or remember. You get +1 to Shadowing in crowds, while others have -1 to rolls made to recognize you from a lineup or mug shots – or even to recall meeting you!

You can’t have both Forgettable Face and Distinctive Features (B165). Unnatural Features (B22), and Appearance above Attractive or below Unattractive, are likewise off-limits, except when this perk is actually an exotic ability.

Honest Face

You simply look honest, reliable, or generally harmless. This has nothing to do with your reputation among those who know you, or how virtuous you really are! People who don’t know you will tend to pick you as the one to confide in – or not to pick you, if they’re looking for a potential criminal or troublemaker. You won’t be spot-checked by customs agents and the like unless they have another reason to suspect you, or unless they’re truly choosing at random. You have +1 to trained Acting skill for the sole purpose of “acting innocent.”

Passing Appearance

  • Must Specialize

Regardless of your true ethnicity, race, or sex, your looks never trigger bigoted NPCs’ biases or Intolerance disadvantages (although your words might!). Moreover, if someone like you would normally have a Social Stigma in your setting, you lack that Stigma – and if the Stigma is racial, this perk acts as a small Unusual Background that lets you buy it off at the usual cost.

You must specialize by type of looks. Two common examples:

  • Androgynous: With minimal effort, you can ensure that you’re mistaken for whatever sex is convenient. Above-average Appearance with the Androgynous modifier (B21) means you don’t need this perk.
  • Passing Complexion: Your ethnicity isn’t readily apparent to onlookers.

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

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.

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

Hidden Knowledge IQ/A

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

Techniques

Disappear

  • Hard
  • Assassins only
  • Default: Stealth-10

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