Jump to content

How make the nameless soldier/agent unique?


Badger

Recommended Posts

Course this type of thing is for the nitpicking GM. But I was wondering if anybody has thought of a way to make a nameless character "unique". I wouldnt suggest this sort of thing regularly just for the occasional squad to spice things up. The reason I have been thinking of this is because generallly in the military everyone has their on specific jobs/specialties which would require separate skills. That and some newer, rawer recruits will be more "green" and may have less or weaker skills.

 

One idea I am grappling with is the idea of taking a template of a certain type whether it Roman legionnaire, 21st century American soldier, Star Wars Imperial stormtrooper, VIPER agent etc. Then take a certain amount of dice (unknown how many, for the sake of argument I'll say, 3) And what you roll will be added to the Basepoints. Course any more total points above that added would come with Disadvantages (and individual soldiers would have different types of disads) or maybe giving up a point of Characteristics somewhere (130 pound Cpl. Jones will likely be weaker in STR than 230 pound PFC Smith). The type of skills, talents, etc bought extra would be up to GM. Hopefully common sense would win out :rolleyes:

 

This is just an idea to avoid an 'Attack of the Clones'. It put in a little flavor, occasionally. It would of course be too time consuming for a whole army, for example. Any thoughts, ideas, advice?

Link to comment
Share on other sites

Re: How make the nameless soldier/agent unique?

 

Both 4th and 5th Editions of the VIPER book have some great personality Archetypes for agents that might apply, as does UNTIL: Defenders of Freedom.

 

They also have some notes on the divisions and levels of training in the groups that might be of use to you.

 

I really reccomend the personalities though... if you can manage voices that sound different enough, there's nothing like watching the player smirk as the agents attacking him have this conversation...

 

VIPER Bubba "He ain't so tough!" *Fires a blaster at the hero which bounces off his defenses*

 

VIPER Melvin "For god's sake, don't make him any angrier than you have to!"

 

VIPER Scott (Because we know Scotts are evil but efficient ;) ) "Will you BOTH shut up and concentrate your fire on this guy together? Like we trained for!"

 

Sure, this might make Scott the target of the very next attack (He's been shown to have brains) but it still adds flavor, at least in my campaigns.

 

Small physical touches can also be useful. I once, on a lark, had a minor thug appear who had "Love" written on one hand's knuckles, and "Hate" on the other... ala Meatloaf from the Rocky Horror Picture show. The players always remembered that guy and eventually he became their favorite stoolie to beat up for information when he was intended to be a one shot. ;)

Link to comment
Share on other sites

Re: How make the nameless soldier/agent unique?

 

I'm eventually going to get VIPER. I keep putting it off.

 

But, I was thinking more along physical traits and skills, but yeah differing personality traits are needed too. Partly the reason for me thinking of this is that I always seem to get underpowered, and bland nameless agents. Almost no skills, no perks, no talents. Mainly because it would not be universal among the type of agent, but a more along the lines of a unique trait. And the only universal disads you can pull out are subject to orders, and distinct feature: uniform. So hence, my thought processes started thinking how do something about that. And when my mind starts up it is very hard to shut down. :fear:

Link to comment
Share on other sites

Re: How make the nameless soldier/agent unique?

 

Course this type of thing is for the nitpicking GM. But I was wondering if anybody has thought of a way to make a nameless character "unique".
My idea was similar to yours: start with a base template for an Agent, with base stats, Armor, and Equipment, but leaving a certain number of points unspent. Then create plug-in "packages" to use the balance of the points. These packages include the Agents' weapons, plus some adjustments to stats and skills (and these could be negative adjustments to stats too). The weapons would be the same for most packages, but some would be "special" weapons or a contribution to a heavier crewed weapon, where two Agents would share the cost for an uber-weapon they operate together.

 

I was also going to use Officer/Leader/Alpha Agents who have more points and extra skills relating to leadership and tactics and CSLs usable by others (Lim: Spoken Orders [incantations]). Some "Veteran" Agents would also have extra points and skills, but not as much as the team leader.

 

I hadn't thought of different personalities, I was thinking more of not making the die rolls standard for all Agents just to keep the players a little off-balance.

Link to comment
Share on other sites

Re: How make the nameless soldier/agent unique?

 

I'm eventually going to get VIPER. I keep putting it off.

 

But, I was thinking more along physical traits and skills, but yeah differing personality traits are needed too. Partly the reason for me thinking of this is that I always seem to get underpowered, and bland nameless agents. Almost no skills, no perks, no talents. Mainly because it would not be universal among the type of agent, but a more along the lines of a unique trait. And the only universal disads you can pull out are subject to orders, and distinct feature: uniform. So hence, my thought processes started thinking how do something about that. And when my mind starts up it is very hard to shut down. :fear:

 

Hmm... well, I guess it depends on if you're talking JUST combat troops and their various areas of expertise, or broader than that with intelligence agents, administrative sorts, etc.

 

Even among combat types it shouldn't be too hard to sub-divide and assign some more specialized skills, though it might take some time to decide how you want to divide them.

 

For example, let's say the evil organization "FIST" (VIPER franchises are too expensive so this guy had to settle) divides its troops thusly.

 

Grunts The few, the proud, the canon fodder. These are the guys with the relatively short range blasters (The blasters CAN Shoot farther, but have no RSLs to offset penalties and make it worthwhile) and little training.

 

Other divisions get an extra 10 points.

 

Frontline The best of the Grunts. Take those ten points and buy up 1 OCV level and some Con to be tougher (and incidentally, provide more stun which they will need). Also give them Teamwork. They know how to coordinate better than the pups among them.

 

Snipes The Hit and Run specialists. Their weapons maybe weaker in firepower, but they have compensation for range either by device or skill. They also have Stealth or Concealment (The better to ambush), Climbing (the better to get up to a sniper location). They stay fast and mobile once discovered. Their body armor maybe lighter, and thus less protective.

 

BIG GUNS The Heavy Artillery of the group, the 'canons' as it were. They may or may not have a lot of range, but they do the most damage and they often have better protection than the Frontline, but less mobility (in fact, they might be SITTING in their weapons). They often have skills like electronics/mechanics to keep their gear running.

 

 

and so on...

 

Then you decide that each squad typically has a certain break down.

 

Maybe a group of ten FIST agents would be "5 Grunts, 3 Frontline, 2 Snipers, and 1 Big Gun"

 

Then to this squad, add a squad leader. He's the guy who has the tactics, and oratory (the better to make morale boosting PRE attacks to the grunts)

 

Just an idea

Link to comment
Share on other sites

Re: How make the nameless soldier/agent unique?

 

I really reccomend the personalities though... if you can manage voices that sound different enough, there's nothing like watching the player smirk as the agents attacking him have this conversation...

 

VIPER Bubba "He ain't so tough!" *Fires a blaster at the hero which bounces off his defenses*

 

VIPER Melvin "For god's sake, don't make him any angrier than you have to!"

 

VIPER Scott (Because we know Scotts are evil but efficient ;) ) "Will you BOTH shut up and concentrate your fire on this guy together? Like we trained for!"

 

Sure, this might make Scott the target of the very next attack (He's been shown to have brains) but it still adds flavor, at least in my campaigns.

 

Small physical touches can also be useful. I once, on a lark, had a minor thug appear who had "Love" written on one hand's knuckles, and "Hate" on the other... ala Meatloaf from the Rocky Horror Picture show. The players always remembered that guy and eventually he became their favorite stoolie to beat up for information when he was intended to be a one shot. ;)

 

Depending on how unrealistic you're willing to be (and we are playing an action game here), I say come up with a list (or one of those online name/personality generators) and pick a few out whenever you need some Faceless Minions. Granted, after a while your PCs are going to know they can't trust Jared as far as the Mentalist can throw him, but that they can get Mike on their side if they help him get treatment for his sick sister, but that's where the unrealism comes in.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...