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Author Topic: Macro Origins!  (Read 5996 times)
Sletchman
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« Reply #30 on: July 16, 2008, 10:42:46 AM »

Quote
From experiance, [and possibly US Militaries book] - Listening penalties, big ones.
The currrent rules for Origins do not give penalties.  I try to convert everything to conform to the new rules instead of slavishly following the old ones.

I totally understand this, and to be honest I'm not sure what you'd do to counteract it, or even keep it in line with current rulesets, just thought I'd put it out there as all the artillery blokes I know have industrial deafness.  Still good work on the conversions, I like what you've done and I know a few of my players wouldn't mind giving them a crack too.
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Aragathor
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« Reply #31 on: July 20, 2008, 05:34:25 PM »

Ok, the last specialities from U.S. Mils:


Search and Rescue
Branches: Any. Air Force – Pararescue jumpers. Navy/Coast Guard – rescue swimmers. Marines – Tactical Recovery of Aircraft and Personnel unit.

(+2 Constitution)
[1.0]Bonus Feat: Any Terrain Feat
[1.0]Medicine is always a class skill for you. Additionally, add +5 to your result cap (max 60).
[1.0]Your base speed increases by 5
[4.0]You gain a +1 insight bonus with Athletics and Search checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20


Special Weapons (NBC & Firefighters)
Branches: Any

(+2 Intelligence)
[1.0]Bonus Feat: Firefighter Training
[1.5]Once per scene, you may roll 2 dice when making a Fortitude save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 and 14.
[4.0]You gain 2 additional vitality points at Career Level 1, and 1 additional vitality point at each Career Level thereafter.



Submarine Warfare
Branches: Navy

(+2 Intelligence)
[1.5]Bonus Feat: Electronic Warrior
[1.0]Sneak is always a class skill for you. Additionally, add +5 to your result cap (max 60).
[1.0]You gain the Guided weapon proficiency.
[1.5]Once per scene, you may roll 2 dice when making a Will save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 and 14.
[2.0]You gain a +1 insight bonus with Electronics checks. This bonus increases by an additional +1 a Career Levels 4, 8, 12, 16, and 20


Enjoy!

PS: Coming soon to your nearest frontline - Combat Controllers, Combat Weathermen and Force Recon
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Cerebus
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« Reply #32 on: February 06, 2009, 09:11:14 PM »

I'm going to resurrect this thread since I finished all the Special Operations Command units. Enjoy Smiley

Army: There’s Strong. And then there’s Army Strong.
[1.0] -2 Wisdom
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] You gain DR 1/-
[4.0] You gain a +1 insight bonus to Reflex saves. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20

Ranger: 75th Ranger Regiment
+2 Constitution
[1.0] Bonus Feat: Guts
 [1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Your Speed increases by 5’.
[1.0] You gain the Rifle Proficiency.
[1.0] You gain the camouflaged NPC quality for 1 terrain type. You may re-choose this terrain type each time you gain a Career Level (though you still only gain this benefit in 1 terrain type).
[2.0] You gain a +1 insight bonus to Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Special Forces (Communication): Army Special Forces “Green Berets”
+2 Intelligence
[1.0] Bonus Feat: Techie
 [1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.0]You gain a +2 bonus to request checks for an Electronics gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
[2.0] You gain a +1 insight bonus to Electronics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Special Forces (Weapons): Army Special Forces “Green Berets”
+2 Dexterity
[1.5] Bonus Feat: Marksmanship Mastery.
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[1.0]You gain a +2 bonus to request checks for a Weapons gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.

Special Forces (Engineering): Army Special Forces “Green Berets”
+2 Intelligence
[1.0] Bonus Feat: Explosives Basics
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.0] You gain the Explosives Proficiency
[2.0] You gain a +1 insight bonus to Science checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Special Forces (Medical): Army Special Forces “Green Berets”
+2 Wisdom
[1.0] Bonus Feat: Bandage
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.0]Your mission gear includes 1 additional First Aid Kit II pick
[2.0] You gain a +1 insight bonus to Medicine checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Delta Force: 1st Special Operations Detachment – Delta
[1.5] Bonus Feat: Check Fire (waive prerequisites)
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[1.0] Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an action die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless.
 
Air Force: Cross Into the Blue
[1.0] -2 Charisma
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] Electronics is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60)
[4.0] Choose 1 skill. This is always a class skill for you, and you may choose an additional skill to gain this benefit at career levels 4, 8, 12, 16 & 20

Combat Controllers: “First There”
+2 Intelligence
[1.0] Bonus Feat: Bombard
[1.0] You gain the Indirect Proficiency
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[2.0] You gain a +2 bonus to request checks for Electronics or Gadget mission gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
[2.0] You gain a +1 insight bonus to Electronics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Pararescue: “That Others May Live”
[1.0] Bonus Feat: Bandage
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Medicine is always a class skill for you plus your result cap with this skill is increased by 5.
[4.0] You gain a +1 insight bonus to Medicine and Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Special Operations Weather Technician: “Weather Warriors”
[1.0] Bonus Feat: Survivalist
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Your mission gear includes 1 additional Meteorology Kit II pick.
[1.0] You gain a +2 bonus to request checks for a Gadget mission gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
[1.0] Survival is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60)
[2.0] You gain a +1 insight bonus to Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

24th Special Tactics Squadron:
[1.5] Bonus Feat: CQB Mastery (waive prerequisites)
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[2.0] You gain a +1 insight bonus to Electronics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
[1.0] Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an action die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless.

Navy: Accelerate Your Life.
[1.0] -2 Strength
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] You gain an extra Associate grade contact. This contact improves by 1 grade at career levels 6, 12 & 18
[4.0] You gain 4 additional skill points at career level 1, and 1 additional point per character level gained thereafter

Special Warfare Combatant-craft Crewmen: Special Boat Teams
+2 Dexterity
[1.0] Any Chase feat.
[1.5] You gain the Vehicle Weapons and Tactical Proficiencies
[1.5] Gain the Drive (Ship) Focus and the Mark V Special Operations Craft Forte
[1.0] Medicine is always a class skill for you plus your result cap with this skill in increased by 5.
[2.0] You gain a +1 insight bonus to Drive checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Navy SEa Air and Land Teams: SEALs
+2 Consitution
[1.0] Bonus Feat: Aquatic Training
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] You gain the Submachine Gun and Explosives Proficiencies.
[1.5] Once per scene, you may roll 2 dice when making a Fortitude save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 and 14.
[2.0] You gain a +1 insight bonus to Athletics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.

Navy Special Warfare Development Group: DEVGRU
[1.5] Bonus Feat: Mobile Offence (waive prerequisites)
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[2.0] You gain a +1 insight bonus to Athletics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
[1.0] Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an action die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless. 
Marines: The Few. The Proud.
[1.0] -2 Intelligence
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] You gain the Fearless I quality
[4.0] You gain a +1 insight bonus to Will saves. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20

Force Reconnaissance/Special Operations Battalion
+2 Dexterity
[1.0] Bonus Feat: Aquatic Training, Jungle Training, or Swamp Training.
[1.0] You gain the camouflaged NPC quality for 1 terrain type. You may re-choose this terrain type each time you gain a Career Level (though you still only gain this benefit in 1 terrain type).
[1.0] You gain the Rifle Proficiency.
[1.0] Speed +5'
[1.0] Defense bonus +1.
[2.0] You gain a +1 insight bonus to Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
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