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Fenixcrest
Mar 10th, '05, 05:09 AM
An idea dawned on me last night as I was designing a team of villains. One of them is a tactical mastermind type, and I got to thinking, "what kind of powers could I use to simulate ridiculous tactical genius?"

So far, all I've come up with are various adjustment powers, such as these:
Skillful Commands: Aid DEX 3d6. Standard Effect +0. Ranged +1/2. 45 Active Points. Costs END (-1/2). 30 Real Points.
Steely Gaze: Drain PRE 4d6. 40 Active Points.

I thought about using some kind of Change Environment to lower the OCV of his enemies, but it wouldn't have made much sense if his friends were in there, too.

Any thoughts?

Supreme Serpent
Mar 10th, '05, 05:35 AM
I think one of the best would be levels useable by teammates/minions.

nightbringer256
Mar 10th, '05, 05:42 AM
maybe something like
Tactical docteren
EC: +2 OCV, only to Allies +1/2, area effect 5" radius +1 (?)
don't know point cost right now, i am at school
if you plan on having him lead armies then add Megascale 1"=1Km
dang that would be a nasty power. *twitch* *drool* i might have to barrow your character for my game. (can you say "Hail Serpentor")
i will post the exact cost when i get home.
till then good luck

Supreme Serpent
Mar 10th, '05, 05:44 AM
Danger Sense would be good too.

Mortuorum`
Mar 10th, '05, 05:56 AM
A character with "ridiculous tactical genius" would presumably have an intuitive grasp of any battlefield situation and the ability to translate that grasp into a workable plan that could efficiently be conveyed to teammates. Once enacted by the team, they should have an advantage outmaneuvering their opponents.

Generally, it's not really necessary to simulate a tactical grasp of the battlefield, since the GM already does that by providing a handy-dandy map of the battle location, complete with figures/markers showing where all the combatants are. For those combatants that are invisible, distant or otherwise hard to see, Danger Sense, possibly in conjunction with Linked N-Ray Vision, could help improve the character's grasp of where exactly his opponents are.

I'd probably go with: Danger Sense XX- (where XX- is the same as the Character's Tactics Skill Roll), Sense, In/Out of Combat, With All Senses, Immediate Vicinity & General Area

I allow a character with Tactics skill to (on a successful roll) give quick IG commands that allow the player to convey detailed instructions. For example, on a successful roll, Captain Battle could yell out "Maneuver T-4!" and then his player could say OOC, "Fred, you lay down suppression fire while Jane moves around to flank Ogre." If your GM doesn't allow this, you could buy Mind Link, RSR: Tactics, Incantations to do the same thing.

Reasoning from effects, you'd want to make your teammates harder to hit or make your opponents easier to hit or both. Some kind of DEX Aid, as you suggested, would do the trick. That said, it takes an attack action to use, only affects one target at a time, and you still have to roll to hit them. This is unsatisfying. If I were GMing this character, I'd suggest a Change Environment that adds to OCV and DCV, RSR: Tactics, Incantations. Making it selective (you choose which persons in the area of effect are affected) would probably be a +1/2 Advantage. Hmm... I don't have my book -- would it need Invisible Power Effects?

Supreme Serpent
Mar 10th, '05, 06:03 AM
I allow a character with Tactics skill to (on a successful roll) give quick IG commands that allow the player to convey detailed instructions. For example, on a successful roll, Captain Battle could yell out "Maneuver T-4!" and then his player could say OOC, "Fred, you lay down suppression fire while Jane moves around to flank Ogre." If your GM doesn't allow this, you could buy Mind Link, RSR: Tactics, Incantations to do the same thing.


I like this alot. Allows for a lot of the effects of the team training without having to play through it all in-game and/or have players flip through pages of pre-arranged maneuvers. I think I'll bring this up to my group. Rep to you!

Cardinal
Mar 10th, '05, 08:40 AM
A nasty skill/power to add would be Find Weakness (all attacks), usable by others x[# of teammates), usable at range, incantations, etc.

The leader notes opponents weakness and informs his comrades in a way that they can exploit them.

I was working on a MA with minor precog and psionic abilities with this power plus Skill levels usable by others, both of which were tied to teammates through Mind Link.

I did not get past the conception stage so I don't have a build to show you.

Mike W
Mar 10th, '05, 08:45 AM
DEX bought only to go first. Or even limited precog. He intuitively knows what is going to happen and can react appropriately.

Supreme Serpent
Mar 10th, '05, 08:52 AM
Extra SPD, only to abort/interrupt opponent's actions.

Prometheus
Mar 10th, '05, 01:58 PM
I think one of the best would be levels useable by teammates/minions.

I played a character in a Super Agents campaign that could do just that. I went with Overall levels, but you could make do with 8 point Combat levels.

Supreme Serpent
Mar 10th, '05, 02:03 PM
I played a character in a Super Agents campaign that could do just that. I went with Overall levels, but you could make do with 8 point Combat levels.

I had a luck based villainess who did the same thing - 5 Overall levels, usable by others, at range. Real handy to give the team brick an extra 5 OCV sometimes! :)

Log-Man
Mar 10th, '05, 02:15 PM
I had a luck based villainess who did the same thing - 5 Overall levels, usable by others, at range. Real handy to give the team brick an extra 5 OCV sometimes! :)

It occurred to me while reading over the ideas here just how many were applicable to luck characters I've made before. Interesting. The game effects are the same; gaining an incredible advantage. The only difference is sfx, where one is intentional and the other seemingly random.

pinecone
Mar 10th, '05, 03:34 PM
You might also like Lightning reflexes usable by others "Blue razor! Attack now!" and levels with teamwork out the wazoo and levels usable by others :Incantations, only usable by people that follow his orders, Combat luck seems a nateral and plain old luck "Fortunnatly he noticed a small depression during the fight, and..."

Lightray
Mar 10th, '05, 04:11 PM
You might also like Lightning reflexes usable by others "Blue razor! Attack now!" and levels with teamwork out the wazoo and levels usable by others :Incantations, only usable by people that follow his orders, Combat luck seems a nateral and plain old luck "Fortunnatly he noticed a small depression during the fight, and..."
Using that in combination with Coordinated attacks and it'll be brutal. One of the drawbacks to coordination is that the fast people have to wait until the slow people's DEX; remove that drawback and you'll find it easier to get the drop on opponents and Stun them before they can respond.

TheEmerged
Mar 10th, '05, 06:00 PM
The following are powers belonging to "Noah Tall", a similar NPC in my campaign.

"Team Spirit" 4 Overall levels, 2 each defined as +OCV and +DCV. Usable by up to 8 others, simultaneous, at range, "Actual effect determined by RSR" -- that is, his teammates get a bonus depending on how much he makes the RSR by. Note that this applies to non-combat skills as well, which is often even more frightening...

EB +3/4 Indirect, RSR Demolitions -- "Supreme trap-making skills". This represents his ability to place traps thanks to his superhuman ability to predict how the battle is going to play out. In-game he fires an EB, the special effect of which is that a trap he planted well in advance goes off.

+5 DCV, "Read them like a book", combined with Defensive Manuever 4, both limited "Not vs opponents with Tactics 15- or INT 30, or better" (-1/4). The better to represent his ability to predict his opponents so well he's harder to hit.

Lord Liaden
Mar 10th, '05, 06:34 PM
Don't overlook the possible uses of the Analyze Skill. Analyze Combat Technique, Field Unit Tactics, or Weaponry could all fit the concept, and if you use the Complementary Skill options for Analyze it can provide a great advantage. You could also use Analyze as the basis for some RSR Powers.

Hawksmoor
Mar 11th, '05, 07:35 AM
Unaudited version of an NPC that does just what you are looking for:

<font size=+1><b>The Hermit</b></font>

Player: NPC

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>23&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>19&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>18</font></td></tr><tr><td align="right"><font size=2>45&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>35</font></td></tr><tr><td align="right"><font size=2>26&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>32</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>14&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>2</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8/23&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>8/25&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>5&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>17</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>50&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>45&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>6</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>9"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 210

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">105&#160;&#160;</td><td><b><i>TAROT Equipment: </i></b>Variable Power Pool (Gadget), 70 base + 35 control cost, No Skill Roll Required (+1) (140 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Only at TAROT Armory; -1/2); all slots OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>1) <b><i>TAROT Blaster: </i></b>EB 10d6, 4 clips of 12 Boostable Charges (+1/4) (62 Active Points); OAF (-1) Real Cost: 31&#160;</td><td valign="top" align="right">[12 bc]</td></tr><tr><td align="right" valign="top">0&#160;&#160;</td><td>2) <b><i>Concealed Mesh Armor: </i></b>Armor (6 PD/8 ED) (21 Active Points); IIF (-1/4) Real Cost: 17&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td> &#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">81&#160;&#160;</td><td><b><i>Body of Knowledge Interpersonal Effects: </i></b>Multipower, 81-point reserve&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5u&#160;&#160;</td><td>1) <b><i>The Perfect Strike I: </i></b>EB 5d6, Reduced Endurance (1/2 END; +1/4), NND ([Standard]; Combat Luck or Luck Powers; +1), Does BODY (+1) (81 Active Points); No Range (-1/2)&#160;</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">5u&#160;&#160;</td><td>2) <b><i>The Perfect Strike II: </i></b>HKA 1 1/2d6, Reduced Endurance (1/2 END; +1/4), NND ([Standard]; Combat Luck or Luck Powers; +1), Does BODY (+1) (81 Active Points); No STR Bonus (-1/2)&#160;</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>3) <b><i>Break: </i></b>Dispel Hand to Hand Attack 15d6 (45 Active Points); No Range (-1/2)&#160;</td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">6u&#160;&#160;</td><td>4) <b><i>Nerve Blow: </i></b>Entangle 4d6, 4 DEF, Cannot Be Escaped With Teleportation (+1/4), Reduced Endurance (1/2 END; +1/4), Takes No Damage From Attacks All Attacks (+1/2) (80 Active Points); Cannot Form Barriers (-1/4)&#160;</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Dance of Combat: </i></b>+6 with DCV (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)&#160;</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td> &#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Organic Tactical Supercomputer&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">88&#160;&#160;</td><td>1) <b><i>Advanced Battle Planning: </i></b>+2 with All Combat, Variable Targets (+1/4), Ranged (+1/2), Uncontrolled (+1/2), Indirect (Any origin, any direction; +3/4), Increased Maximum Range (225,000"; +1), Usable Simultaneously (up to 32 people at once; +1 1/2) (88 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24&#160;&#160;</td><td>2) <b><i>Assimilation of Knowledge: </i></b>Precognitive, Retrocognitive Clairsentience (Sight Group), +2 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+10 versus Range Modifier) (77 Active Points); Precognition/Retrocognition Only (-1), Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Requires A Skill Roll (Deduction; -1/2)&#160;</td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">90&#160;&#160;</td><td>3) <b><i>Acute Deduction: </i></b>Telepathy 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points); Does Not Provide Mental Awareness (-1/4)&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">45&#160;&#160;</td><td>4) <b><i>Through Careful Study Victory Is Assured : </i></b>Find Weakness 14- with All Attacks&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">60&#160;&#160;</td><td>5) <b><i>Doom: </i></b>Change Environment 1" radius, -3 OCV, Long-Lasting 1 Week, Costs END Only To Activate (+1/4), Selective Target (+1/2), Uncontrolled (+1/2) (90 Active Points); Requires A Skill Roll (Deduction; -1/2)&#160;</td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td> &#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>Suitably Anonymous: </i></b>Lack Of Weakness (-8) for Normal Defense&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td><b><i>Suitably Anonymous: </i></b>Lack Of Weakness (-4) for Resistant Defenses&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">23&#160;&#160;</td><td>LS (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per year)&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">25&#160;&#160;</td><td><b><i>Diciplined Mind: </i></b>Mental Defense (30 points total)&#160;</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6&#160;&#160;</td><td><b><i>Trained Athlete: </i></b>Running +3" (9" total)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td><b><i>Trained Athlete: </i></b>Swimming +3" (5" total)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td> &#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 583

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>I've studied you&#160;</td></tr><tr><td valign="top" align="right">16&#160;&#160;</td><td>1) +4 HTH Damage Class(es)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>2) Weapon Element: Staffs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 / 6d6 Strike, Must Follow Block&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>5) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>6) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 / 4d6 Strike&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>7) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR / 25 STR to take weapon away; Target Falls&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>8) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>9) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 10d6 / 6d6 Strike; Target Falls; Must Follow Grab&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>10) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 / HKA 1d6 +1&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>11) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR / 35 STR vs. Grabs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>12) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>13) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 / 4d6 Strike; Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 63

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">9&#160;&#160;</td><td>+3 with Martial Maneuvers&#160;</td></tr><tr><td valign="top" align="right">24&#160;&#160;</td><td>+3 with All Combat&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>+2 Overall&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Systems Operation 18-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Analyze: Agility Skills 18-&#160;</td></tr><tr><td valign="top" align="right">11&#160;&#160;</td><td>Analyze: Combat 22-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Analyze: Style 18-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 14-&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Defense Maneuver I-IV &#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Computer Programming 18-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Conversation 13-&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Cramming &#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Cramming &#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Cramming &#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Cramming &#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 18-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Cryptography 18-&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Deduction 24-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Electronics 18-&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Forensic Medicine 19-&#160;</td></tr><tr><td valign="top" align="right">11&#160;&#160;</td><td>High Society 17-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Interrogation 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Linguist&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>1) Language: Albanian (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>2) Language: Arabic (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>3) Language: Basque (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>4) Language: Byelorussian (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>5) Language: Czechoslovakian (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>6) Language: Danish (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>7) Language: English (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>8) Language: French (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>9) Language: German (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>10) Language: Greek (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>11) Language: Hebrew (fluent conversation) (2 Active Points)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>12) Language: Italian (completely fluent) (3 Active Points)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>13) Language: Japanese (completely fluent) (3 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>14) Language: Latin (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>15) Language: Russian (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>16) Language: Spanish (idiomatic) (4 Active Points)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Navigation (Land, Marine) 18-&#160;</td></tr><tr><td valign="top" align="right">7&#160;&#160;</td><td>Persuasion 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 18-&#160;</td></tr><tr><td valign="top" align="right">11&#160;&#160;</td><td>Tactics 22-&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Teamwork 15-&#160;</td></tr><tr><td valign="top" align="right">28&#160;&#160;</td><td>Universal Scholar 18-&#160;</td></tr><tr><td valign="top" align="right">23&#160;&#160;</td><td>Universal Scientist 14-&#160;</td></tr><tr><td valign="top" align="right">16&#160;&#160;</td><td>WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Early Firearms, Emplaced Weapons, Siege Engines, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers&#160;</td></tr></table><b>Skills Cost: </b>294

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>TAROT Greater Arcana: Membership&#160;</td></tr><tr><td valign="top" align="right">9&#160;&#160;</td><td>Computer Link (Global Guardians Computer Usenet)&#160;</td></tr><tr><td valign="top" align="right">7&#160;&#160;</td><td>Computer Link (INTERPOL)&#160;</td></tr><tr><td valign="top" align="right">7&#160;&#160;</td><td>Computer Link (TAROT Nodes)&#160;</td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>Computer Link (US Federal Government)&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Computer Link (Russian Federation)&#160;</td></tr><tr><td valign="top" align="right">60&#160;&#160;</td><td>Followers: Hermit's Array [16 TAROT agents]&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Money: Filthy Rich&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Reputation: Man that knows everything (A small to medium sized group) 14-, +3/+3d6&#160;</td></tr></table><b>Perks Cost:</b> 123

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Time Sense&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bump Of Direction&#160;</td></tr><tr><td valign="top" align="right">18&#160;&#160;</td><td>Combat Luck (9 PD/9 ED)&#160;</td></tr><tr><td valign="top" align="right">17&#160;&#160;</td><td>Combat Sense (Sense) 18-&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Eidetic Memory&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lightning Calculator&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lightsleep&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Rapid Healing&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Simulate Death&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Speed Reading (x100)&#160;</td></tr></table><b>Talents Cost:</b> 66


<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Enraged: When his carefully constructed plans are thwarted (Uncommon), go 8-, recover 11-&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Hunted: INTERPOL 8- (Mo Pow, NCI, Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">25&#160;&#160;</td><td>Hunted: TAROT 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Arrogant and Overconfident (Very Common, Strong)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Amoral (Very Common, Strong)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Psychological Limitation: Bigmouth (always making predictions on the actions of others) (Very Common, Moderate)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret Identity (Nicholas Nys) (Frequently, Major)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 125
<br>
<b>Base Points:</b> 1214
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 1339
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.65 m</td><td><b>Hair:&nbsp;</b> Ligth Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>52.00 kg</td><td><b>Eyes:&nbsp;</b>Amber</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>For the most part, The Hermit doesn't worry about his appearance. Although he no longer wears overworn homespuns, Nicolaas Nys still prefers to dress simply. In this day and age, that means a T-shirt (always one that touts his intelligence or knowledge) and jeans that appear stone-washed. For cold weather, he will also include a flannel long sleeved shirt and a long coat. He will never appear clean-shaven and his hair always seems uncombed. This is his 'uniform' since he works for Tarot full time.</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>Nicolaas Nys is both very smart and very knowledgeable. And he knows it. Furthermore, he won't let anyone else forget about it. He is often making predictions and delights when they come true, which usually happens. When they don't happen, he will often blame someone else's dumb luck. When he is wrong in a big way, he sometimes goes into seclusion until the Emperor or one of the few other Tarot members that he respects comes seeking his services again.<br>Because of his vast array of knowledge and his sound logic, his role in Tarot is to do the Hunting. He enjoys this because in doing so, he is pitting his brain against the powers of the most powerful beings in the world. His missions will always involve either a death trap or be assisted by at least one other of Tarot's Major Arcana. He has a team of Tarot Agents working full time on his missions.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"Yes, I already know that."</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Eight across they strode southward on the road from Antwerp. Leather boots soled with wood and hobbed with iron made a rhythmic 'crump crump crump crump' as the army marched south. Smatterings of dust flew here and there, but the dirt on the road was hard packed and rain had firmed it only a week ago. All were Hanoverian, proud men, and nearly all of military heritage. Eyes forward, efficient stepping, and no signs of chatter. While buttons shimmered in the sun, the white pack sashes had taken on a slightly less than pure white hue - the only sign that they were on an actual field expedition rather than a training exercise near a barracks.<br>The dark blue uniforms, tall hats of the same color with small plumes, and the disposition of the men made it easy for Nicolaas Nys to determine that this was the King's German Legion. A brief check on the banner carried confirmed it - the Union Jack with the crown and the circlet as well as words too small to see from this distance. He smiled smugly to himself with this confirmation. He was rarely wrong. After they passed three line battalions in column, they passed two formations of dragoons, then more line battalions, five batteries of artillery, two light infantry battalions, and the hussars.<br>It was then that the Captain Edward Bryant signalled for his company to slow from a canter to a walk. The man to the right of Nicolaas, rode nearly adjacent to him, pulling a second set of reins to force the hermit's horse to slow with the rest. But, Nicolaas was prepared for this. He had known it would happen as soon as he saw the banner flying above the next formation ahead, the personal banner of Arthur Wellesley also known as the Duke of Wellington.<br>Data began to flow through the head of Nicolaas Nys. 'Old Hookey' he was known to the other Brits of his stature, or 'Our Atty' he was fondly called by his men. Had it been peacetime, they would just as soon preferred he return to India where he had learned his craft. But not a single man bearing a musket, riding a horse, or working the cannons would have wanted any other general to guide them through the war. Nicolaas smiled, they would soon find out whether 'Our Atty' was the match for the wily Corsican Emperor of France.<br>A trio of men from the Duke's headquarters brought their own horses to a trot ahead of the rest. The bannerman on the right stared at Nicolaas, but was otherwise silent. The adjutant on the left - deadly looking and with his hand on his saber - continued his conversation with the man in the middle. That one did not seem to look at the hermit, but nonetheless, Nys knew that the man studied him. The man in the middle smiled and spoke aloud to the Light Dragoon Captain, "Lucky Eddie, well, well, well. What have you caught here? A spy dressed as a pauper?"<br>"I think 'tis something of the sort, Atty. But a spy for no one but himself." Captain Bryant replied. "He is a curiosity. As knowledgeable as a general or a statesman, but given over only to his own ability to predict the most likely outcome of an event. He claims that as we are proceeding, we will lose the upcoming battle at a place called Le Haye Sainte and the enemy will have time to re-consolidate his holdings. Then it would be three more years until a new alliance will assault Paris itself in a bloody seige to finally defeat the Little Emperor."<br>The Duke of Wellington had other matters to attend to, but none urgent and the march south was becoming a bit tiresome now. There WAS something about this bedraggled man dressed in simple wool clothing that spoke of either intelligence, knowledge, or both. The general turned to Nicolaas Nys, "And how so, pray tell?"<br>"Napoleon has been getting the better of you and General Blucher. As I am sure you know, he has the smaller force by far, but his men have great Esprit de Corps even after his exile to Elba. They move together and strike quickly, turning first to your army then to the Prussian army looking to engage each separately at better odds. Even now, I am certain that he is engaging Blucher at Ligny to the east. The Prussians will lose. Blucher is an able general, but the Little Emperor is the best the world has seen. Yet, Blucher is able enough to disengage from the French and join up with you. The numbers then will favor the Allies, but the Prussian army will join yours in disarray and will be pursued by one of Napoleon's marshalls while Napoleon sets the rest of his army to an orderly confrontation with the British Army. The Prussians will be more a liability, then, than an asset. For their disarray will affect your own army. In disarray, your army, even the Scots Greys, the German Legion, and the Guard will be overrun by the French Imperial Guard."<br>"All you say, makes a sense -" started Wellington, but he was interrupted by the hermit.<br>"Makes sense! Nay! It is the truth and I predict it," shouted Nys. "I have factored in the mentality of the generals, the troop strength, the troop morale... everything. Even the weather! Why did you know that it will rain the night before the engagement - look at how the clouds blow and their shapes and altitudes, then consider that this is mid-June. It is obvious! And your troops will be confident that the French won't attack up a boggy slope. So, too, don't forget the French artillery - and the Corsican was an artilleryman before he became a general. He will win soundly then march back to Paris. Those Frenchmen whose hearts turned from him when he was sent to exile will regain there nationalistic pride. They won't be defeated easily after that, despite the numbers. It shall be because I make my prediction based on facts and logic. It is not supposition, it is prediction!"<br>"Enough!" Shouted Captain Bryant. He turned his horse into the one carrying Nicolaas Nys, the firm bump jostling the man. "One does not shout at a general of the British Army. Especially one such as you."<br>The Duke seemed to ignore the outburst and the reprimand and simply asked, "very well then. I suppose that with your degree of intelligence and knowledge, you have already determined a way then."<br>Just then, Nicolaas Nys seemed to have instantly forgotten Lucky Eddie. He smiled and said, lecturing, "sure, it is obvious, isn't it? Blucher must have time to reorganize at least a portion of his army. He must join his army with yours and at the same time have his army pursued by Marshal Grouchy away from the next engagement. Do you see? Part of Blucher's army must continue north in disarray. A small part, but a fast part and a part that can make Grouchy believe that he is pursuing the entire thing. I am sure that had Napoleon not left Marshal Davout in Paris, this would not work, but he will pick Grouchy and it will."<br>"Interesting man, you've found, Lucky Eddie," Wellington said as he nodded slightly. "Tell me how that happened."<br>"I was taking my company to water their horses at a stream and nearly stumbled upon him. It seemed that he was attempting to hide from us and at the same time was trying to observe us. As I dismounted, my horse went into a frenzy for no known reason and bucked. No one was hurt, but he kicked up a tremendous cloud of gravel and dust. It was then that I heard a sneeze. 'Twas pure blind luck." Captain Bryant replied.<br>Arthur Wellesly chuckled. Pure blind luck. Well, that was why he had Captain 'Lucky Eddie' Bryant patroling. He had a knack for such things. "Ah, well, he is a valuable find, Eddie. You hold onto him until I figure out what to do with him. Be sure that he does not escape; especially prior to the upcoming engagement. And for now, I need a trio of your fastest riders. They are to take a message to Gebhard von Blucher."<br><br>A week later<br>"Mr. Nicolaas Nys?" Inquired a deep voice that belonged to a rotund man dressed like a courtier. Nicolaas did not recognize him so the man must not be of large import. He did recognize, however, a small signet on a ring that marked him as being a senior person of a certain major British company.<br>"What does Lloyd's of London want from me?" Nys replied.<br>"Ahh, so you don't really know everything then." The man replied and continued before Nys could, "I am Hugh Jennings, a member of the Board of Lloyds, but it is not in that capacity that I come. I and my superiors do have enough influence to have sent Captain Bryant away on an errand, and we would like to determine whether you will have a place in our organization."<br>"This would be Tarot, then?" replied Nys, as he watched the expression on change to one of astonishment bordered on fear.<br>It took a few seconds, but Jennings's composure reappeared and he stammered, "y-yes. And we would like you to not have to worry about worldly things so that you might more freely pursue your quest of knowledge..."</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>The Hermit possesses one of the most formidible intellects on the planet. In particular the Hermit is able to create elaborate strategies based on the psychology and history of the parties involved. His high intelligence does not however lend to him the abilty to invent or construct new gadgets or technologies. it does however grant him nearly encyclopedic knowledge of everything. He peels away the subtlies in person in the merest meeting: instantly knowing more about the person than they could ever suspect.<br><br>In his long life, Nicloas Nys is a metahuman of unknown origin, he has applied his intellect to deciphering the human physique. He understands the limts of the human body and its potentials for durability and damage. Accordingly he can unleash devastating blows or render himself untouchable to mundane attacks. <br><br>Lastly as the Hunter of Tarot the Hermit has access to vast resources. He often prepares the area of his assaults with concealed weapons, traps and other surprises. In general the Hermit should have whatever *plot device* technology he needs to complete a mission; be it troops, vehicles or weapons. As a peerless planner, the Hermit always has a back up plan should his carefully constructed plans fall through; as a result he has never been apprehended.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b>Real Name: Nicolaas Nys<br>Affiliation: Tarot<br>Concept: Mentalist<br>Nationality: Belgian<br>Hair/Eye Color: Light Brown/Amber<br>Place of Birth: Antwerp, Belgium<br>Height/Mass: 1.65 meters/52.2 kilograms<br>Date of Birth: January 20, 1780</td></tr></table>

Fenixcrest
Mar 11th, '05, 02:46 PM
Wow, thanks for all the input, guys. I like the idea of skill levels, usable by others. Find Weakness and the other ideas were great, too. That writeup of the Hermit was really cool. That's a well thought-out character. Expensive, but well thought-out.

pinecone
Mar 11th, '05, 03:49 PM
Using that in combination with Coordinated attacks and it'll be brutal. One of the drawbacks to coordination is that the fast people have to wait until the slow people's DEX; remove that drawback and you'll find it easier to get the drop on opponents and Stun them before they can respond.
Thanx for the positive vibes...I like tactical wizards...:)

zornwil
Jun 17th, '05, 08:44 AM
Just as Hawksmoor's character has pre/retrocognition, one could design a character with a limited (semi-uncontrolled or varying dependability) clairsentience/precognition that allows him to study the opponents and playing field, or, if suitably brilliant, simply have him able to do this on the spot on initial encounter, and basically if successful the GM gives tips immediately about certain things being likely and other things not being likely. We are doing something kind of similar with a dimensional mage who goes into alternate dimensions to study probabilities in preparing for situations or combat. We put quite a bit of structure around it, though, to prevent abuse.

FenrisUlf
Jun 17th, '05, 08:51 AM
Very good thread here, and loads of ideas for any tactical wizards I'll ever want to make.

AmadanNaBriona
Jun 17th, '05, 09:38 AM
Just as Hawksmoor's character has pre/retrocognition, one could design a character with a limited (semi-uncontrolled or varying dependability) clairsentience/precognition that allows him to study the opponents and playing field, or, if suitably brilliant, simply have him able to do this on the spot on initial encounter, and basically if successful the GM gives tips immediately about certain things being likely and other things not being likely. We are doing something kind of similar with a dimensional mage who goes into alternate dimensions to study probabilities in preparing for situations or combat. We put quite a bit of structure around it, though, to prevent abuse.
I've done the exact same type of construct for tatical genius types before... think Benedict from the Amber books. Essentially, someone who has such a firm grasp on tatics and psychology thatwith a sucessful roll they can quite accurately predict the future in much the same way a chess master can analyze an opponents future moves.
In play it can be a serious headache tho...be warned.