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Old 08-08-2021, 08:49 PM   #15
JohnPaulB
 
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Join Date: Jan 2018
Location: Portland, Maine
Default Re: Cidri's Got Talent - Military

I think this concept has been mentioned in many past threads.

IQ 8 – Military Discipline (2):
Drilled into recruits of armies. This is chain-of-command, marching, making camp and bivouacking, whatever the army deems a soldier should know and do.
It also includes close quarter formation fighting with whatever style this army uses: Shortswords and Scutums, Pole-arms and Shields, Massed Arrows…
The discipline could be of benefit to navies for their Marines. It is applicable to cavalry too. and maybe even militant wizards. Army recruits are taught to fill formation holes when a front rank soldier dies.

Military Discipline allows soldiers to march 1 province map hex (5 miles) further each day.

Though individual breaking points (flee) are up to the player characters and their talents, those NPCs with Military Discipline tend to get a +1 willpower against fleeing. And if they do flee, will usually soon rally around an officer, NCO or heroic PC.

My main reason for creating this is to differentiate between a warrior and a trained military man.

Its a low IQ talent to serve the many morons the players create so they can get High DX, High ST characters. Cost 2 because of the time involved and the willpower benefits against breaking.

Military Discipline Talent allows one to get a Dangerous Job - Army (ITL p 58) with 1 less weapon skill.

A career sergeant may get
IQ 9 Career Military Discipline (1) Pre-req Military Discipline
As above, but the sergeant exudes competence, gaining +1 on military related reaction rolls from his soldiers. He can get his troops through Military Discipline drilling quickly.

If he has literacy, he can read maps and has experience using them to help strategize the best way to get somewhere or defend something (GM rolls 4-die IQ vs CMD; if successful the GM confirms the players strategy is good). He gains a form of Tactics in that he guesses where his troops should be best placed on the Melee Map. (Requires a 5-die roll against IQ with GM making roll. A crit-fail causes a blunder, regular failure means he can't perceive a plan, crit-success means the gets Tactics talent for this one encounter.)
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