Darkwing Duck Posted February 4, 2021 Report Share Posted February 4, 2021 I’m building a Super Soldier in 4e. He was a US soldier in Afghanistan who was killed in an act of heroism saving a bunch of native students at an all-girls school from an IDE. He post-humously received the Medal of Honor and a Purple Heart. He was then turned into a cyborg by the government. He’s a Super Patriot Super Soldier. Named “Chain Breaker,” he is a gay, black man. Like Captain America, he’ll have very high Presence and Hand-to-Hand combat. He’ll be a cyborg more like Steve Austin than the classic Victor Stone, though he will have an onboard computer like Midnighter. As a Super Soldier, I want one of his really standout powers to be his tactical acumen. He’ll have various minor powers requiring a Tactics skill roll. The effect will put him in the same general flavor as a DND Warlord. He can spend his actions making his teammates fight more effectively. I’m having problems coming up with ideas for these powers, though. I’ve got only three ideas so far. The first one is an 8 point Combat Skill Level Usable on Others (up to 8 characters simultaneously) costs END, requires a skill roll: Tactics. The second one is Combat Sense, Usable on Others (up to 8 characters simultaneously), costs END, rsr: Tactics. The third one is Mind Link (8 characters), requires gestures throughout. rsr: Tactics, characters must see each other. Do you have any other ideas? Quote Link to comment Share on other sites More sharing options...
HeroGM Posted February 5, 2021 Report Share Posted February 5, 2021 Explain the usable on others and why please? Quote Link to comment Share on other sites More sharing options...
Darkwing Duck Posted February 5, 2021 Author Report Share Posted February 5, 2021 2 hours ago, HeroGM said: Explain the usable on others and why please? Usable on Others allows a power to be used by someone else. For example, an 8 point Combat Skill Level bought at the base Usable on Others allows the character with the CSL to give it to another character. Usable on Others can apply a larger advantage modifier to allow both character to use the CSLs simultaneously or to enable 8 characters (or more) to use the power simultaneously. Quote Link to comment Share on other sites More sharing options...
pawsplay Posted February 5, 2021 Report Share Posted February 5, 2021 I would probably avoid flat bonuses or anything that could be accomplished with Teamwork or team attacks. For RSR: Tactics, I would be thinking more along the lines of: - Rally: Aid END - Distract: Drain DCV - Outmaneuver: Change Environment - One Move Ahead: Telepathy, surface thoughts only, receive only For playability reasons, I would avoid actions that cause him to simply stand around and grant bonuses. Lee 1 Quote Link to comment Share on other sites More sharing options...
archer Posted February 5, 2021 Report Share Posted February 5, 2021 You could probably do Missile Deflection usable at range to protect others. Basically figuring out where the bad guy is going to shoot and telling the appropriate person when to duck. Quote Link to comment Share on other sites More sharing options...
HeroGM Posted February 5, 2021 Report Share Posted February 5, 2021 Usable BY others allows someone else besides you to use the power/ability. Usable ON others allows you to use a power on someone else as a combat action when it is normally a self or non-attack power. Jhamin 1 Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted February 5, 2021 Report Share Posted February 5, 2021 Defense Maneuver, UBO Teamwork skill would be good. A small amount of teleportation, UBO, defined as swapping places via maneuverability Presence Defence, UBN To expand a bit on pawplay, the Change Environment could be area of effect selective Corner case, but missile reflection used conditionally to represent you maneuvering people between two opponents and having one shoot the other. Weirder stuff could be things like aids to powers to add Indirect (coordinated fire from unexpected direction), AoE selective drains to movement (tripping up opponents with feints and strategic movement), triggered attacks (concentrating fire), etc. - E Quote Link to comment Share on other sites More sharing options...
Lee Posted February 5, 2021 Report Share Posted February 5, 2021 7 hours ago, pawsplay said: - Rally: Aid END Interesting. I always thought of "Rally" as a morale action and would therefore have used Aid EGO (for overcoming detrimental morale effects or increasing morale going into a bad situation), but END is a good choice, too. I wonder what I could call the EGO version to differentiate them? Maybe Inspire, Encourage or Urge? pawsplay 1 Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted February 5, 2021 Report Share Posted February 5, 2021 42 minutes ago, Lee said: Interesting. I always thought of "Rally" as a morale action and would therefore have used Aid EGO (for overcoming detrimental morale effects or increasing morale going into a bad situation), but END is a good choice, too. I wonder what I could call the EGO version to differentiate them? Maybe Inspire, Encourage or Urge? Galvanize? Lee 1 Quote Link to comment Share on other sites More sharing options...
pawsplay Posted February 5, 2021 Report Share Posted February 5, 2021 2 hours ago, Lee said: Interesting. I always thought of "Rally" as a morale action and would therefore have used Aid EGO (for overcoming detrimental morale effects or increasing morale going into a bad situation), but END is a good choice, too. I wonder what I could call the EGO version to differentiate them? Maybe Inspire, Encourage or Urge? Bolster? Lee 1 Quote Link to comment Share on other sites More sharing options...
Darkwing Duck Posted February 6, 2021 Author Report Share Posted February 6, 2021 20 hours ago, pawsplay said: I would probably avoid flat bonuses or anything that could be accomplished with Teamwork or team attacks. For RSR: Tactics, I would be thinking more along the lines of: - Rally: Aid END - Distract: Drain DCV - Outmaneuver: Change Environment - One Move Ahead: Telepathy, surface thoughts only, receive only For playability reasons, I would avoid actions that cause him to simply stand around and grant bonuses. I don’t really understand your Chsnge Environment suggestion. What exactly would the Change Environment do? Quote Link to comment Share on other sites More sharing options...
pawsplay Posted February 6, 2021 Report Share Posted February 6, 2021 It could do a lot of things, including reducing enemy movement. Quote Link to comment Share on other sites More sharing options...
Darkwing Duck Posted February 6, 2021 Author Report Share Posted February 6, 2021 4 minutes ago, pawsplay said: It could do a lot of things, including reducing enemy movement. Remember that this is 4e Quote Link to comment Share on other sites More sharing options...
LoneWolf Posted February 13, 2021 Report Share Posted February 13, 2021 There used to be a variant on luck that allowed you a number of rerolls based on what you rolled for your luck. If you had move then 4 levels of luck you could affect the rolls of others. This would be a perfect ability for the character you are describing. The special effect is that your character is giving directions in combat. Quote Link to comment Share on other sites More sharing options...
pinecone Posted February 16, 2021 Report Share Posted February 16, 2021 AID: any one Char?...RSR: ? Char one, adds to Ego to shake off a mental effect "I can't let Chain Breaker down!" Char two add to Str "I will not be the weakest link!' a small say 2D6 and a big area should be fine, add Selective so the foe won't be inspired by leadership....? Quote Link to comment Share on other sites More sharing options...
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