- Completely get rid of Leader-related skills
- Speech Skill Idea
- -Speech can be taken at basic level
- Speech would be regularly used to further details in a normal conversation.
- -Once at expert level, a player can choose 1 specialization
- -Negotiation
- -Calming NPCs down to a more peaceful demeanor (hostile, or hostage takers, fear)
- -Coupled with sound reason/compassion to curb an NPCs decision (surrendering, etc)
- -May not work on certain characters (set by DM, or by personality)
- -Can be used to barter at a reduced roll/effect (previously discussed)
- -Intimidation
- -Submitting NPCs to your will (may be coupled with Melee skill)
- -Coupled with threats/warnings to curb an NPS's decision (same as Negotiation)
- -May not work on certain characters (set by DM, or by personality)
- -Can be used as barter at a reduced roll/effect (previously discussed)
- -Barter
- -Negotiate better prices with NPC merchants
- -4=cheap, 5=cheaper, 6=yessss goyim
- -???Interrogation???
- -Can be taken to pull information from NPCs in special situations(stereotypical interrogation scenarios)
- -Optional: Two characters can interrogate an NPC(one with Negotiaton and one Intimidaton), to optimize rolls and intel gathered
- -Specialized skill would be used in place of Speech given the proper situation
- -If written out of context with skill, roll can be voided or NPCs can respond confused(responses can be unpredictable).
- -LIMITATIONS Option:
- 1-ONLY ONE SPECIALTY CAN BE TAKEN PER CHARACTER.
- -EX: If you take Negotiation, you cannot take another at any time.
- -This can help balance speech checks to prevent one player from rolling too many skills at once.
- 2-One extra speciality can be taken for a high XP price.
- 3-Multiple specialities can be taken, but at increased XP cost every time.
- Morale Skill Idea
- -Damage Boost
- -On 5= +1 Damage for teammates on following turn
- -On 6= Additional bonus (EX: +2 on following roll, or +1 for next two rolls)
- -If a 6 is rolled, must wait 1 turn before using again
- -Only affect teammates at close proximity
- Ex. Snipers/spotters from a distance, players in different area will not be granted effect
- -Defense Boost
- -On 5= +1 DR for teammates on following turn
- -On 6= Additional bonus (DM determined)
- -If a 6 is rolled, must wait 1 turn before using again
- -Only affect teammates at close proximity
- Ex. Snipers/spotters from a distance, players in different area will not be granted effect
- -Companion Boost
- -Can only be taken if player currently has a companion attached to them
- -Effects determined by DM at time of companion's turn (using magic, stealth, fighting)
- -If a 6 is rolled, must wait 1 turn before using again
- -Optional for companions, will not have relation effect if/if not taken
- -Courage Boost
- -Roll to resist enemy Intimidation/Demoralization for 1 turn
- -Rolled after DM rolls Intimidate/Demoralization to negate/overpower effect
- -Affects teammates in close proximity
- LIMITATIONS Option:
- 1-ONLY ONE MORALE BOOST CAN BE TAKEN PER PLAYER
- 2-One extra boost can be taken for a high XP price.
- 3-Multiple boosts can be taken, but at increased XP cost every time.
- EXAMPLE SKILL SHEETS
- Name: Jeff
- Skills:
- LMG's and HMG's [Expert]
- Melee Combat [Expert]
- Small Arms [Basic]
- Perception [Expert]
- *Speech/Negotiation [Expert]*
- *Morale Boost/Damage [Basic]*
- ----------------------------
- Name: Mr. McSisterfister
- SKILLS:
- Rifles (Expert)
- Sniping (Expert)
- Welder (Basic)
- Stealth (Basic)
- *Speech/Intimidation or Interrogate (Expert)*
- *Morale Boost/Companion [Basic]*
- Human/Pony Relations (Basic)