Supreme Commander - The Art of War
Oct 26, 2018 13:35:44 GMT -6
Post by Traskus on Oct 26, 2018 13:35:44 GMT -6
Characteristics: Intelligence, Willpower, Charisma
Skills: Academic Lore, Athletics, Ballistics, Brawl, Command, Common Lore, Deceive, Intimidation, Politics, Scrutiny, Weaponry
Sword School: White Raven
Gun Kata: Crimson Sickle
Bonus for Completion: +1 to all Command tests
Level 1 - Academy Graduate
Requirements: Command 2, Scrutiny 2
Feats:
Art of War
Bannerman
Danger Sense
Jaded
*Discipline
*Skill Focus (Command)
*Weapon Proficiency (Any)
Level 2 - Commander
Requirements: Command 3, Scrutiny 2, Bannerman
Feats:
Acceptable Losses
Drill Instructor
Peer (militant organization)
Redshirt Shield
Terrain Expert
Trusty Sidearm
*Light Sleeper
*Paranoia
Level 3 - General
Requirements: Command 3, Scrutiny 3, Terrain Expert
Feats:
Art of War
Nerves of Steel
Just As Planned
Terrain Expert
*Fast Reflexes
*Skill Focus (Command)
*Telepresence
*Weapon Focus
Level 4 - Lord of War
Requirements: Command 4, Scrutiny 4, Art of War
Feats:
Good Reputation (Militant organization)
Hardy
Inspiring Presence
Iron JawTerrain Expert
*Hard Target
*Weapon specialization
Level 5 - Supreme Commander
Requirements: Command 5, Scrutiny 5, Inspiring Presence
Feats:
Armor of Contempt
Art of War
Living Legend
Terrain Expert
Worf Effect
*Skill Focus (Command)
New Feats
The Art of War: Commanders must instruct and lead. At the beginning of each combat (or scene, if you'd like), you may declare a leadership trait to use. That trait is in effect until the end of the scene, and can be changed with a full action and command test (TN 15 + 5*number of ally targets). Minion squads count as 1 ally each. This feat may be taken multiple times. Each time you take this feat, select an additional leadership trait from the list below:
Aggressive Campaigner: You and all allies within earshot may re-roll failed fear, pinning, and shock table rolls, taking the second. Anyone may spend a hero point to take their choice.
Cautious Leader: You and all willing allies within earshot may "switch" places in initiative after rolling them but before combat starts.
Holy Crusader: You and all allies within earshot may add your devotion as a static bonus to a single roll they have made of their choice in this scene. They may spend a resource point to do so again.
Morale Maintainer: You an all allies within earshot gain +10 mental defense and may re-roll tests to snap out of fear. Those affected may spend a hero point to recover all Resolve and remove all levels of fatigue.
Wily Schemer: You and all allies within earshot may re-roll stealth rolls, taking the favored. They may spend a hero point to add half the AP of cover to their static defense so long as the AP would apply.
Bannerman: You gain a battle standard of some form that may be borne by you or an ally. All allies that can see you gain one temporary hit point at the beginning of combat, which stacks with other sources of temporary hit points.
Drill Instructor: You and allies within earshot may spend a hero point to gain their choice of the Weapon Proficiency (any), Weapon Focus, Weapon Specialization, Improved Weapon Focus, or Improved Weapon Specialization feat for the duration of the scene.
Inspiring Presence: You may spend a full action and a hero point to grant all allies within earshot a +1k0 to their next two rolls and 1 generic resource point. This qualifies as an Aid Another action. Allies may only benefit if they can see you in person, and if you are outside of cover and concealment. If you don't lose HP by the beginning of your next turn after using this feat, you regain one spent hero point.
Living Legend: Gain a Hero Point that may be spent, but not burnt.
Telepresence: Through the use of communication devices like messenger birds, semaphore flags, or commbeads, you can use Aid Another on faraway allies despite not being present; all that is necessary is some amount of two-way communication.
Terrain Expert: At the beginning of each combat (or scene, if you'd like), you may declare a expert trait to use. That trait is in effect until the end of the scene, and can be changed with a full action and command test (TN 15 + 5*number of ally targets). Minion squads count as 1 ally each. This feat may be taken multiple times. Each time you take this feat, select an additional type of terrain from the list below:
Flat: You and all allies within earshot gain +2 Speed.
Jungle: You and all allies within earshot increase the Static Defense bonus from Concealment gained from natural sources by 3.
Rough: You and all allies within earshot no longer suffer penalties from Difficult terrain.
Urban: You and all allies within earshot gain +2 AP from cover in artificial structures.
Void: You and all allies within earshot +2 Initiative while in microgravity.
Old New Feats
Trusty Sidearm: Select a non-Artifact weapon you own that is of Uncommon rarity or lower. It gains the narrative protection of an Artifact. If ever lost or destroyed, you can either find a replacement in a day or apply this feat to a different weapon you have.