Зачем
Сложный вопрос, но да, в принципе я и спрашиваю как его можно подкрепить навыками дабы ответить на "зачем".
способность знать уязвимые стороны врага
Да, я тоже об этом думал. Хороший вариант.
мастермайнд
Нет, это не про нас, если игрок захочет это отирать то это его дело, но таких рычагов манипуляции я ему не дам.
Сразу скажу, система держится на 2 кубиках: д10 и д6. NSS – nominal success score, то число ниже или равное которому надо бросить дабы был положительный результат.
Собственно больше об архетипах (извините что на английском):
Combatant Combatants were born to fight. They are natural fighters be with a gun or in melee. They are tasked to deal most damage and outmaneuver their foe, to go up close and personal, take on damage and take down anyone who they gets close to. They make splendid soldiers, guards and martial artists. They can also be raging savages, berserkers, shock and storm troopers.
Special Abilities:
Combat frenzy - Combat Maneuver. Enter a state of combat frenzy for 6 rounds, effectively adding 20 to your Str score and receiving +2 DT universal, but lose 10 Per and DEX. While in this state no actions but essential awareness checks and combat checks can be made, no indirect trick-maneuvers or abilities can be used. A CON check after the duration of the maneuver or immobile for 2 rounds due to fatigue.
Enrage - Feat. You rejoice in anger. Increase the duration of enragement to 8 rounds and decrease possible fatigue to 1 round immobility.
Death or Glory - Feat. As soon as the player has no HP left, the enragement doesn’t stop until you win or loose the encounter.
Berserker rush - Ability. Choose to prolong the frenzy for another 2 rounds in exchange adding 1 additional round of possible immobility every time one uses this ability.
Surge of adrenaline Combat Maneuver. Receive a passive +2 to Con checks against traumas for the encounter. Can be used once per encounter.
Facing death - Feat. Surge of adrenaline, once one has no HP left, grants temporary 10 Con with all the benefits.
Tough Guy - Feat. Adds a passive +5 to HP and +1 to DT universal. Can be taken up to 3 times.
Battle surge - Combat Maneuver. When making a successful kill receive an additional normal action that can only be used to make a CqC attack. Character cannot gain more than 1 such free action per turn. This effect lasts for 4 rounds.
Dominate - Combat Maneuver. Normal action. When in wrestle, or engaging wrestle, use this maneuver to make two Wrestle checks in a row, if they are successful the opponent is dominated in wrestle (practically paralyzed) for the next 2 wrestle rounds, after witch you need to make another 2 wrestle checks or disengage domination and try to dominate again.
Wide sweep - Combat Maneuver. Normal action. Make a wide sweep with a melee weapon, landing a melee attack on any 3 adjacent enemies than stand in a 3 hex arc adjacent to one another.
Whirlwind - Combat Maneuver. A Full round action. Make a wide arc with a melee weapon at NSS -2, landing a melee attack on all enemies in reach.
Tornado run - Combat Maneuver. A full round action. While making a move action make a melee attack against every opponent in reach on a straight movement path at -2 NSS bonus.
Sharpshooter Sharpshooters take their time to get a good shot and never get caught without a firearm. They are snipers, marksmen and hunters.
Special Abilities:
Keen eye - Ability. In combat, receive a +2 awareness NSS bonus on spotting.
Greater Keen eye - Ability. In combat, receive a +4 awareness NSS bonus on spotting.
Sharp aim - Feat. Double Perception Bonus for range calculation. All hinders still apply.
Duel - Combat Maneuver. One can pick an opponent during ranged combat and as long as one is not flanked, immobile or looses direct sight of him for more than 5 rounds retain dodge bonuses against his ranged attacks.
Shootout - Feat. Now can pick and trace up to 3 ranged opponents to retain dodge bonuses against their ranged attacks.
Marksman Preparation - Ability. A full round action. Sharpshooter takes time to carefully time and aim his shot so he won’t miss. Grants +3 additional NSS bonus to next ranged attack. This ability can be taken up to 3 times, each time increasing the bonus by +3, up to +9. This ability, if the situation allows it, can be used with any form of sudden or first attack. Can be used with single shots only, no burst, auto fire or full auto.
Flawless - Feat. If shot NSS is 10 or greater and the character rolls a 10, he can re-roll the shot.
Favored weapon - Ability. Can pick one weapon and spend at least 1 battle with it, then proclaim it to be his favorite, thus adding +1 on all NSS rolls related to it (attack, repair and un-jam). To proclaim a new favorite weapon at least a standard week has to pass.
Pathfinder Feat. Pick a favored kind of terrain (woods, desert, etc…) and receive +2 NSS on Track, Awareness and Navigate checks on it, as well as loose no speed traveling cross-country though it, if such hinders apply. Can be taken multiple times, for different terrain or stack for same terrain. (Max 3)
Lighting draw Feat. Reduces the time needed to draw a small or medium weapon to quick and normal action respectively. When combined with Quick draw feat – drawing a small weapon becomes a free action and drawing a medium weapon – a quick action, unless weapon parameters somehow prohibit that.
Lighting reload - Feat. Reduces the time needed to reload a small or medium weapon to quick and normal action respectively. When combined with Quick reload feat – reloading a small weapon becomes a free action and drawing a medium weapon – a quick action, unless weapon parameters somehow prohibit that.
Scoundrel Those who are best known to try and outwit their opponents, to come from behind, to stab where it hurts, avoid attacks and hide in shadows, use the environment against the foe, can be called scoundrels. They are scouts, assassins, thieves and rouges.
Special Abilities:
Sneak attack - Gain the sneak attack maneuver.
On the lookout - Ability. Scoundrels can act as lookouts, if staying immobile they get a passive +4 to spot and listen Awareness.
Combat initiative - Feat. Receive a +4 to initiative score.
Combat Opportunist - Combat maneuver. At the end of turn spend a maneuver point, as a free action, to use your next turn whenever you please in the next round, even in the middle of another characters turn. After the round ends, return to original initiative order.
Weak point - Learn to find weak spots in armor. Sudden/Sneak attack gets +3AP per taken perk, up to +9.
Bleed - Ability. Instead of a Sneak attacks overkill effect, automatically apply a bleeding trauma on the enemy. Stacks multiple times. Appropriate weapon needed.
Knee Cut - Instead of a Sneak attacks overkill effect apply a non TP related (trauma effects ends at end of encounter) trauma to the opponent’s legs, cutting the targets speed. After the successful attack the target can move with base speed only, and when the effect is applied a second time – he is immobile. Yet, if the target has more than 2 legs or his musculoskeletal system is so different that he has too many or no “knees” the effect might not work. Appropriate weapon needed.
Dirty trick - Instead of a sneak overkill effect be able to use almost any other combat maneuver in your arsenal, if GM allows it. For example, try to sneak trip the opponent or to sneak disarm him.
Play dead - Combat maneuver. As an instant action, roll Deceive TSC to fake death or an unconscious state, effectively going off the opponents’ radar as a hostile. Doesn’t work against all foes, some animals and machinery can distinguish live signs in unorthodox ways.
Improvise splicing MODS -
Specialist A man of knowledge and gadgets, Specialists would use their devices and special knowledge to splice security, send various drones in aid or patch other people up when they are hurt. They would prefer their gadgets and drones do the dirty work, if possible, but can stand for themselves as well.
Special Abilities:
The Specialist - Feat. Specialist gains access to a set of abilities associated with one specialist skill he has by getting a chance to acquire special tech MODS. Upon taking the feat Specialist gets access to a new MODS slot. He then can buy new MODS when he has a chance. Buying these MODS usually costs MOD Level x 1000 Confederate Credits. On first level he receives a one first level mod for the picked skill for free or can pay 1000 CC for every additional level of the mod he wants. MODS act as abilities or combat maneuvers but, because they are tech is essence, can be sold, disabled, stolen or augmented at any time. The Specialist can take this feat no more than 4 times, once for each specialist skill he has, each time granting him access to MODS related to that skill.
Mod slots are limited by special equipment and Intelligence bonus. Changing MODs is a tedious task, and takes at least half an hour, but can be decreased with special Feats.
For the full MOD list see Items.
MODS Routine - Feat. Changing MODS becomes much faster, one can change MODS in 5-6 minute time, tops.
Endowered MODS Prolonged MODS Downgraded MODS Extra MODS Recycle MODS
Liaison When making contact with someone is your mission – then Liaison is your man. He is able to find a civil approach, to win a gun-fight without firing a single bullet, to make the guard let you go, even if you are clearly guilty. He is a man of many words and wide knowledge, a man with respected or feared patrons behind his back.
Special Abilities:
Sex appeal - Ability. Can use your sex appeal to receive +2 NSS to social interactions with people who would have an interest in your character.
Patron - Feat. The Liaison is in contact with his patrons. A liaison can pick from a number of possible patrons whose interests to represent, each with a special bonuses and abilities of their own.
Corporate - Gain Corporate Bribe ability.
Organized crime - Gain Knowledge Underground.
Military -
Political - Gain Peace talker ability.
Scientific - Gain Researcher ability.
Confederation - Gain Hide Reputation ability
Patronage help - A number of times per standard month, equal to ½ Liaison levels but no less than 1, if there is a sure way, gain access to patrons databases, respectively getting financial aid equal to (Liaison level + 1d6)x1000 Confederate Credits.
Patron Influence - Depending on patronage, get class special ability from different class. Can be taken up to 3 times.
Corporate - Specialist / Scoundrel
Organized crime - Scoundrel / Sharpshooter.
Military - Sharpshooter / Combatant.
Political - Scoundrel / Academic
Scientific - Specialist / Academic
Confederation - Combatant / Academic
Silver tong - Ability. Be able to talk your way out of most situations. A number of times per day, equal to ½ Liaison levels but no less than 1, can re-roll any social roll.
Representation - Ability. A number of times per day, equal to ½ Liaison levels, but no less than 1, can choose to double the charisma bonus to Rep, for first reaction, in the desired direction.
Multilinguism - Feat. Liaison automatically knows all main and major languages, such as: European; Traders; Nippon, Nomad and Cyrillic.
Xenolinguism - No hinders for making social interactions and rolls against aliens and far cultures.
Academic Special Abilities:
Academic knowledge -
Researcher - Ability. Gain the ability to research (via use device or any other solid source or information) any topic, relevant to any non-comabt skill, for 1d6 hours. As a result get a +4 NSS to researched skill checks for the next 24h. Can be used once per day.
Breakthrough! –
Able learner –
Combat academics -