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Let's brainstorm new skill ideas!

Discussion in 'Access Guide to the Human Sphere' started by Hecaton, Feb 22, 2018.

  1. Herr Hörn

    Herr Hörn Well-Known Member

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    Indeed! However, there are some differences.
    First of, it's an automatic skill that alters short movement skills, meaning it cam be combined with other skills (unlike Cautious Movement), and it doesn't fail like Cautious Movement would if you are seen at the end of your movement.
     
    eciu likes this.
  2. Mahtamori

    Mahtamori Well-Known Member

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    Because the Space Samurai has climbed onto its back and is busy pulling all the cables out by hand in an attempt to strangle the pilot. Go to sleep, little TAG pilot, it'll be over very quickly.
     
  3. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    Martial Arts LvX: Allows you to disengage from enemies without penalty and make a CC attack against any enemy you've been in b2b contact with during your first short skill.

    Would be really cool on someone like Musashi.
     
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  4. eciu

    eciu Easter worshiper

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    Ninja's are ok (I could as well imagine TAG not caring about this additional passenger and just continuing TAG-things) ;)

    But it seems that it quite matters from which perspective you approach this problem :)
     
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  5. leigen_zero

    leigen_zero Morat Pacifist

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    Screw you Lady Luck:
    This automatic, obligatory skill grants a +3 bonus to any and all rolls made by this player.

    This skill is granted to all units in a player's list if during the course of game night at least 3 people have made a comment on how the dice gods have forsaken you
     
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  6. Herr Hörn

    Herr Hörn Well-Known Member

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    I was thinking of something like "Hit and Run" or Guerilla fighting, which would be an entire order skill in which you can move both your movement values during which you may engage and disengage once, while performing a CC attack.

    Ideally on some biker samurai.
     
  7. alchahest

    alchahest Active Member

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    well that would be an instance where you wouldn't want to disengage and allow a free attack. getting a F2F roll at least gives you the opportunity to crit or have your opponent roll terribly.
     
  8. Superfluid

    Superfluid Welcome to Svalarheima

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    Or a CC Attack Skill that, if you succeed your CC attack lets you perform an additional Engage at the resolution of the order ignoring whether you are in B2B or not, and it would not provide additional AROs.

    This would allow you to to jump from person to person if there is a group of clustered units.
     
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  9. Mahtamori

    Mahtamori Well-Known Member

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    In all seriousness, disengaging from even Shinobu is a mighty attractive proposition for even something as expensive as a Jotum - gives you the opportunity to use that Heavy Flamethrower that Shinobu/Myrmidon/SAS so desperately needs to be in Engaged state to avoid. It also seriously further devalues low CC stats that units actually pay points for (Zhanshi, Zhayedan, Moiras, etc). If the ability is scarce and on a unit that would otherwise have little problem defeating these troops in melee, it is a different matter - sure an O-Yoroi wants to disengage instead of just pulverising my Fusilier, go ahead!
    But in general, it could exist provided it had a Sensor-style hidden restriction - not on troopers with a DTW and not on troopers that are on the incompetent scale of the CC spectrum.

    Example: make it a Short Skill, CC Special Skill, that makes use of the Dodge mechanic and allows Martial Arts and Guard (but not Protheion, because Protheion is an attack and not a skill supplement) and then give it to Bran Do Castro. That slippery bastard is a perfect candidate.
     
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  10. zagdag

    zagdag Split box orphan

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    I would love a skill that lets you make a 2" dodge move In addition too any ARO. It could be on a unit with weaker stats. Sort of a slippery skill.

    A grappling hook would be cool to. Something like "long skill, and climb any distance to the top of a structure within 4 inches. "
     
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  11. Superfluid

    Superfluid Welcome to Svalarheima

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    Skill that lets you get your dodge movement on active turn. So you could run 4 Inches, then Dodge prone and move 2 inches into cover.
     
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  12. Herr Hörn

    Herr Hörn Well-Known Member

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    Not to mention placable "terrain" features;
    A placable wall (same width and height as S5)
    A placable barrier (enough to proved partial cover for 4 S2 units)
    A ladder (reaches up to 4" upwards)
    Planks (to barricade doorways and windows)

    Actually I think planks sound like a really nice idea. Give it to some infiltrators along with D-Charges and they can open holes in buildings and turn doorways and windows into Total Cover. Probably add some size limit, like it can only block up to 2x2".
     
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  13. Barrogh

    Barrogh Well-Known Member

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    Considering that dedicated CC units will be immune to this (as per original suggestion: V: Courage units are not affected), I'm okay with it, at least with version that affects those you're in base contact with. Entire ZoC, I'm not sure.

    Also, it has to allow other defensive AROs like Change Facing or Reset.
     
  14. Superfluid

    Superfluid Welcome to Svalarheima

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    Super Jump Lv2. Glide

    You don't take falling damage. When jumping to a lower elevation you can take the extra movement you fell and turn it into additional MOV value. You must continue in the same direction you jumped and cannot change direction.

    So functionally you jump down a 2" box, you get an additional 2" of MOV. Jump off an 8" building, you now get a bonus 8" movement.

    Also rewards a playstyle where you jump up onto tall stuff then glide down. I'm thinking wing suits though it could be an ability that certain AD troopers have.
     
    #34 Superfluid, Feb 27, 2018
    Last edited: Feb 27, 2018
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  15. Flipswitch

    Flipswitch Sepsitorised by Intent
    Warcor

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    Boner.
     
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  16. Stiopa

    Stiopa Trust The Fuckhead
    Warcor

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    Equipment instead of skill, but should fit the thread:

    ------------------------------------------------------------
    Codebox (Comms Equipment)

    A specialized computing unit paired with a short range antenna and governed by an expert program, designed to provide a degree of autonomous hacking support to its carrier; while lacking the power and flexibility of proper hacking devices Codeboxes bring some of the infowar tools to the table, while allowing equipped trooper to focus on the task at hand.

    • In game terms Codebox is a piece of equipment that stores a few (1-3) preselected Hacking Programs
    • Codeboxes do not count as Hacking Devices. Consequently, troopers equipped with Codeboxes do not count as Hackers (they aren't considered Specialists, can't be targeted by Comms Attacks that can only target hackers, etc).
    • Codeboxes operate autonomously, which means that they can declare hacking skills/AROs separately from the trooper equipped with one.
    • To represent the limitations of expert program operating it without human expertise and networked support Codeboxes are considered to have a baseline WIP 10.
    ------------------------------------------------------------
    Example 1: Determined Celestial Guard Xie Yi equipped with Codebox (Spotlight, White Noise, Maestro) is moving towards a trecherous Keisotsu Uchino Masashige. She gets within his Zone of Control, and into firing position. Keisotsu replies by firing his Combi Rifle (ARO: BS Attack); Xie Yi returns fire with her own rifle (BS Attack), while her Codebox programming determines Spotlight to be the best course of action and lights up Japanese soldier (Comms Attack).

    Example 2: Celestial Guard Xie Yi advanced further into enemy territory and is hiding behind a street barricade. Suddenly Aragoto Hacker Kojima Tadao bursts out of an alley behind her. Xie Yi scrambles to face the sudden threat (ARO: Change Facing), while her Codebox analyzes the situation and deploys Maestro (ARO: Comms Attack). Tadao can now choose to open fire on Celestial Guard with his weapons, or to counter the sudden Comms Attack with Reset.
    ------------------------------------------------------------

    As you can see Codebox could be potentially a very powerful tool, forcing enemy into situations with no clear good choices. This can be kept in check by careful selection of available programs, and troops that can be equipped with one.

    Possible variations include making then non-autonomous (so no separate skill/ARO, they're operated by the equipped trooper), and/or making them more flexible by allowing players to choose from a pool of programs (for example: CLAW-1, SWORD-1, SHIELD-1, and selected UPGRADES). In this case they could be a levelled equipment; Codebox L1 can house 1 program, L2 - 2 programs, etc.

    edit: it's also possible to merge the variations into levelled equipment:
    • Codebox L1: 1 Hacking Program of choice, non- autonomous.
    • Codebox L2: 2 Hacking Programs of choice, non-autonomous.
    • Codebox LX: Preselected programs, autonomous.
     
    #36 Stiopa, Mar 6, 2018
    Last edited: Mar 7, 2018
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  17. Magonus

    Magonus Well-Known Member

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    Nanoshield
    Equipment, Automatic, Fire-Sensitive
    Effects:
    > A model with this equipment applies the effects of Saturation Zone to BS attacks made against it.
    > This Saturation Zone is limited to the model's Silhouette, and does not affect BS attacks performed by the model using this equipment.

    Give it to CA.
     
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  18. Del S

    Del S Nomadball

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  19. Herr Hörn

    Herr Hörn Well-Known Member

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    This actually sounds like an interesting version of the Nanoscreen. I'd be fine Nanoscreen was changed to this.
     
  20. Solar

    Solar Well-Known Member

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    Hacking program rather than skill but...

    Ghostwalk EVO Support Program

    Activating this program immediately activates the Upgrade: Cybermask program of every friendly hacker, if they have it, without Activating that troop (and therefore without generating an ARO). As an EVO hacking program if you go second spend a command token etc etc etc.