View Full Version : Working in the dark
Toadmaster
Dec 28th, '03, 09:52 AM
I'm trying to figure out a night operations skill, the skill of working, moving, fighting etc at night as you would see with certain special forces type soldiers. I'm not talking about seeing at night, or blind fighting just a skill to represent experience working in dark conditions, noise and light discipline, experience "feeling" the ground as you move to avoid tripping, being aware of the sounds around you etc. Any ideas?
SirViss
Dec 28th, '03, 11:06 AM
First thing that springs to mind for me is:
Environmental movement: night movement (or name it anything you like.);)
Nevenall
Dec 28th, '03, 01:28 PM
How about buying 1/2 nightvision?
Then your guy can reduce the usual darkness penalty by 2.
Lord Liaden
Dec 28th, '03, 03:53 PM
I had the same response to this question as SirViss: Environmental Movement is the ability to deal with all those noncombat penalties inherent to difficult surroundings.
Snarf
Dec 28th, '03, 05:45 PM
There are already lots of things you could get but darkness, movement, and work are all handled seperately. You could buy EM for movement, PSLs for combat, and (I guess) 3 point skill levels for other darkness work.
Toadmaster
Dec 28th, '03, 08:42 PM
I'll have to look at Environmental movement I hadn't considered that, I just know that combat sense and nightvision seem a little too fantastic for my use. A skill level to offset some of the darkness vs skills should take care of the rest. Thanks
Vondy
Dec 29th, '03, 08:02 AM
I would by PSLs versus darkness modifiers. Full dark is -4 to perception rolls, so a trained nightfighter would probably have levels to offset a good chunk of those (3?).
GrimJesta
Dec 29th, '03, 11:12 AM
Is environmental movement a new 5th ed power? Cuz i dont see it in my 4th ed books...
-=Grim=-
Monolith
Dec 29th, '03, 11:27 AM
Originally posted by GrimJesta
Is environmental movement a new 5th ed power? Cuz i dont see it in my 4th ed books...
It is a new Talent that allows the character to disregard the penalties that various enviroments might impose, such as Underwater Movement, or Zero-G Movement.
Trebuchet
Dec 29th, '03, 11:45 AM
Stealth also comes to mind, perhaps with a limitation "Only in Darkness" -1/4
Outsider
Dec 29th, '03, 12:27 PM
Or just give them a professional or knowledge skill "Night Fighting" that, if they posess it, allows everyone to assume they dont make any stupid mistakes vis-a-vis light discipline, get a small bonus to their stealth rolls at night, know what kind of creatures should and shouldnt be making noises at night, and so on.
Snarf
Dec 29th, '03, 12:33 PM
I like the professional skill idea. It has the unpredictability of a real skill because of the dice roll and you can define it any way you want.
Toadmaster
Jan 1st, '04, 03:46 PM
I guess a PS, or KS would be appropriate. I've also found I guess I will need to come up with some night penalties as well for it to offset. I had not really looked at the effects of darkness, from what I can find the rules really only give effects vs DCV, OCV and Perception, I thought there were more "official" effects. Thanks.
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