VJ Traits

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Advantages[Bearbeiten | Quelltext bearbeiten]

Acute Vision [2/level][Bearbeiten | Quelltext bearbeiten]

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.

Detect (Clues)[Bearbeiten | Quelltext bearbeiten]

  • 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%[Bearbeiten | Quelltext bearbeiten]

Destiny [5/level][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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/level][Bearbeiten | Quelltext bearbeiten]

  • Higher Purpose (Hunt Gang) gibt +1/level auf alle Würfe die direkt eine spezifische Gang betreffen.
  • 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 (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 (Teamplayer): +1/level um den Leuten die von Sense of Duty (Team) betroffen sind zu helfen.

Patron [30][Bearbeiten | Quelltext bearbeiten]

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$][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • 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%][Bearbeiten | Quelltext bearbeiten]

  • Prerequisite: Gunslinger

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

Combat Perks[Bearbeiten | Quelltext bearbeiten]

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

Acrobatics Galore[Bearbeiten | Quelltext bearbeiten]

  • Assassins, Infiltrators and Shooters only

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

Akimbo[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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.

Bend the Bullet[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

Next Time, It’s Your Head[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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!

Walking Armoury[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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

Alcohol Tolerance[Bearbeiten | Quelltext bearbeiten]

Your body metabolizes alcohol with remarkable efficiency. You can drink steadily for an indefinite period with no major detrimental effects. Binging affects you as it would anyone else. You get +2 on all HT rolls related to drinking.

Brave[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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.

Deep Sleeper[Bearbeiten | Quelltext bearbeiten]

You can fall asleep in all but the worst conditions, and can sleep through most disturbances. You never suffer any ill effects due to the quality of your sleep. You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes.

Equipment Bond[Bearbeiten | Quelltext bearbeiten]

  • Must Specialize

You own a piece of equipment (e.g., sensor or vehicle) or a kit (tool, medical, etc.) that’s uniquely suited to you. You must acquire it with cash or as Signature Gear. When you use it, you get +1 to the skill associated with that equipment, regardless of the gear’s actual quality. This is cumulative with any bonus inherent to the hardware.

This perk reflects the fact that you’re used to your stuff; in the case of a kit, you might even have assembled the contents. If you lose that particular item, you lose the perk. You can acquire a new Equipment Bond in play, however.

Eye for Distance[Bearbeiten | Quelltext bearbeiten]

You can accurately gauge distances within line of sight without using tools. Error is around 5%; where relevant, the GM will secretly roll 2d-7 for the percentage, keeping negative numbers. The only combat effect is that you don’t need a rangefinder to benefit from rules that require one.

Focused[Bearbeiten | Quelltext bearbeiten]

  • Must Specialize

You get +3 on success rolls for a specific, lengthy noncombat task – at the cost of -5 to rolls for everything else, much as if you had Single-Minded (p. B85). Focused is only allowed for tasks where both modifiers regularly matter; e.g., Focused Driver might give +3 to Driving but -5 to Area Knowledge and Navigation, and Perception rolls to notice road signs. The GM’s word is final.

Forgettable Face[Bearbeiten | Quelltext bearbeiten]

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.

Good with (Animal)[Bearbeiten | Quelltext bearbeiten]

  • Must Specialize

You have the Animal Empathy advantage (B40) for one specific species – dogs, horses, whatever.

Good with (Social Group)[Bearbeiten | Quelltext bearbeiten]

  • Must Specialize

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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.”

Natural Pockets[Bearbeiten | Quelltext bearbeiten]

You have overlapping fat rolls, a hollow left by surgery, or an unusually flexible body orifice that enables you to conceal things. This works like one level of Payload (B74), with whatever inconveniences the GM deems suit your ability.

Some interpretations have the potential to offend, and the GM is free to forbid them – but people have trained their bodies this way.

No Hangover[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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.

Penetrating Voice[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

Convincing Nod[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

In any sticky situation where Diplomacy is a possible solution, you can just smile and shrug by way of an Influence roll.

Fearsome Stare[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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.

Back to the Wall[Bearbeiten | Quelltext bearbeiten]

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!

On Alert[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

Destiny [-5/level][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

You have murdered corrupt officials, cops, criminals, gang bangers... In California that means Capital punishment. Should your Secret be revealed (see HEAT) you will get the following new disadvantages:

  • Enemy (Law Enforcement Agencies) (Hunter) [-40]
  • Social Stigma (Public Enemy #1) [-20]

Vigilante Duty [-20][Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

Hidden Knowledge IQ/A[Bearbeiten | Quelltext bearbeiten]

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

Techniques[Bearbeiten | Quelltext bearbeiten]

Disappear[Bearbeiten | Quelltext bearbeiten]

  • Hard
  • Assassins only
  • Default: Stealth-10

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