The Modern Dispatch 108 - Teamwork Mechanics, Podreczniki RPG, The Modern Dispatch
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The�Modern�Dispatch
Teamwork Mechanics
By charles rice
Teamwork is an important element of fiction. Military,
martial arts, crime and superheroic fiction all deal
with characters struggling not only against enemies
but to cooperate and form a cohesive team whose
sum is greater than its parts. This issue of the dispatch
introduces a mechanic to handle working together as
a team, providing levels of teamwork that rewards
players and encourages them to work as a unit. It
also provides mechanics for working with someone
the characters do
not
trust, providing the means to
represent distrust when enemies are forced to become
allies.
Example:
Caladar and Sidera are villagers from
rival clans in a
Darwin’s World
campaign. The game
master sets their initial teamwork level at -1. After
their caravan is destroyed by marauders, the two are
#108
Content Manager:
Charles Rice and Chris Davis
Bonding
Layout:
Chris Davis
Teamwork:
This is the teamwork
level. A character might have
different teamwork levels with
several characters. Usually only
a few of these that recur often will
be tracked. Since an allegiance is
required to gain the first level of
teamwork, only three characters/
organizations maximum will be
possible for teamwork bonuses. Any
number of groups with which the
character shares a dislike but is forced
to cooperate can be eligible for penalties
however.
Bonding DC:
This is the DC required
to gain the teamwork level in question.
Bonding checks are rolled on d20 plus
character level plus Charisma modifier.
A character rolls one bonding check as
soon as he gains a level.
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forced to put aside their differences and attempt to
cross the desert alone to reach a safe haven. During
the course of these adventures, they each gain a level
and make a bonding check on d20+character level
+Charisma modifier to see if they’ve gone from
dislike to merely neutral.
Skill modifier:
This is the modifier (either a penalty
or bonus) to skill checks based on the characters’
ability to work together and anticipate each others’
strengths and weaknesses. This bonus or penalty
stacks with bonuses from aiding another on a skill
check.
Familiarity:
The teamwork modifier (either a
penalty or bonus) to attack rolls and saving throws
based on the characters’ ability to work together
and help one another during combat. If a bonus is
indicated, this bonus stacks with any bonus granted by
the teamwork feat.
At even higher teamwork levels, a bonding bonus
can be gained. This is a morale bonus to all saving
throws.
Prerequisite:
The prerequisite for the given level
of teamwork. For negative levels, this is either
the Nemesis or Enemy disadvantage, from the
disadvantages system found in
Blood and Vigilance
or
Modern Character Disadvantages
. Whether or not
these rules are being used, the GM may also use his
discretion to determine characters that would not work
well together.
Before a character can begin to gain positive levels
of teamwork, he must take an Allegiance to the
character or characters he is bonding with. This could
be a group or a single individual.
Special Maneuvers:
Besides modifiers to skills,
attack rolls and saving throws, there are also special
maneuvers bonded characters can perform. This
column on the table lists the number of special
maneuvers the character knows.
Teamwork Levels
Teamwork Bonding DC Skill modifier Familiarity
Prerequisite
Special Maneuvers
-2
13
-4
Teamwork -2 Nemesis (or GM’s discretion)
-1
16
-2
Teamwork -1 Enemy (or GM’s discretion)
0
19
+0
1
22
+0
Teamwork +1
Allegiance
2
25
+1
1
3
28
+2
Teamwork +2
4
31
+3
2
5
34
+3
Bonded +1
6
37
+4
3
7
40
+5
Bonded +2
Characters at this teamwork level suffer a -2 penalty
to skill checks and a -1 penalty to attack rolls while
actively working together.
Example:
Romantic rivals who join forces to rescue
their shared romantic interest but who
also
each want
all the credit for setting her free.
Teamwork 0:
Characters at this level are indifferent
to one another; they might even be total strangers.
Characters at this teamwork level suffer no penalties
to skill or attack rolls.
Example:
A superhero new to the hero’s home city
that has come to hunt his arch-nemesis, also newly
arrived in town.
Teamwork 1:
Characters at this level of teamwork
have bonded somewhat. They have a true loyalty to
one another (represented through the Allegiance they
share).
Characters at this teamwork level gain a +1 bonus
to attack rolls while actively working together.
Example:
A group of recruits who have attended
boot camp together and been assigned to the same
unit.
Teamwork 2:
Characters at this level of teamwork
have heavily bonded. When fighting together they are
much more effective when fighting separately.
Teamwork Levels
What follows is a summary of each teamwork level,
with all bonuses added together for ease of reference
to make the harried game master’s life a little easier.
An example of each teamwork level is also provided
to serve as a guide for determining the teamwork level
of NPCs and PCs who have been together for some
time at the beginning of a campaign.
Teamwork -2:
Characters at this level of teamwork
really
do not get along. In fact they’re probably only
working together because outside circumstances have
forced them to. Apply this level of teamwork when
enemies simply have to work together.
Characters at this teamwork level suffer a -4 penalty
to skill checks and a -2 penalty to attack rolls while
actively working together. For obvious reasons they
will usually try to work separately but for a common
goal.
Example:
A CIA and KGB agent forced to work
together at the height of the Cold War.
Teamwork -1:
Characters at this level of teamwork
don’t like each other but it’s not quite the burning
hatred of Teamwork -2. Apply this level of teamwork
when rivals or minor enemies are forced to work
together.
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Characters at this teamwork level gain a +1 bonus
to skill checks and attack rolls and have learned one
special maneuver.
Example:
A unit of soldiers who have been in
several combats together.
Teamwork 3:
Characters at this level of teamwork
are more than teammates, they are friends. The
strength of their bond will surpass most other bonds
they forge in their lives, in some cases exceeding
those toward family and spouse.
Characters at this teamwork level gain a +2 bonus
on skill checks and attack rolls and have learned one
special maneuver.
Example:
A unit of soldiers who have been through
a dozen battles or more.
Teamwork 4:
Characters at this level of teamwork
can often predict where teammates will be by instinct
alone.
Characters at this teamwork level gain a +3 bonus
on skill checks, a +2 bonus on attack rolls and have
learned two special maneuvers.
Example:
A unit that has fought through entire
campaigns, such as veterans of the North Africa
campaign of WWII preparing to invade Sicily.
Teamwork 5:
A team this tightly bonded is a
frightening thing to face, often acting without words,
needing no communication to anticipate the actions of
their teammates.
Characters at this level of teamwork gain a +3
bonus on skill checks, a +2 bonus on attack rolls and a
+1 morale bonus to saving throws when working as a
team. They have learned two special maneuvers.
Example:
A unit that has fought together through
multiple campaigns, such as a unit that served in
North Africa and in Italy, preparing for the Normandy
landings.
Teamwork 6:
A team this tightly bonded is vastly
more powerful working as a group than they are
individually.
Characters at this level of teamwork gain a +4
bonus to skill checks, a +2 bonus to attack rolls and a
+1 morale bonus to saving throws when working as a
team. They have learned three special maneuvers.
Example:
A unit that has fought together through
the North African, Italian and Normandy campaigns
during the Battle of the Bulge.
Teamwork 7:
This level of teamwork represents
a bond that goes beyond friendship. While this level
of teamwork can be achieved by members of a unit
through combat, there is usually an even deeper
connection.
Characters at this level of teamwork gain a +5
bonus to skill checks, a +2 bonus to attack rolls and
a +2 morale bonus to all saving throws. They have
learned three special maneuvers.
Example:
Members of the Theban Sacred Band. A
husband and wife team of assassins.
Fast friends
For whatever reason you are bonding more quickly
than usual with your teammates. You immediately
gain a level of teamwork when this special ability is
selected and gain a +2 bonus on all future bonding
checks. You may take this special ability more than
once. The bonus to bonding checks stacks but you
only gain a free level of teamwork once, the first time
you select the ability.
Friend of my friend
If a character you have bonded with has bonded with
another, you may treat that character as bonded to you
at the same level. This includes applications of the
Teamwork feat.
Example:
The members of Alpha Team, an elite
special operations force have been through many
adventures together and are a tight knit group. After
a member of the team is killed, a new member joins
the group who attended boot camp with the team’s
weapon expert (Teamwork Level 1) but is a complete
stranger to the rest of the group (Teamwork Level 0).
After being vouched for by his old buddy, the newbie
can work with the entire team at Teamwork Level 1.
Special Maneuvers
Enemy of my enemy
If one member of your team has the enemy feat
toward an individual, your entire team gains the
benefits of that feat.
Example:
After some initial difficulties, the
superheroes Power Dude and Iron Hand have joined
forces to become an unstoppable duo of crime-fighters
and have reached Teamwork Level 3. Suddenly,
Power Dude’s arch-nemesis, the Bushwhacker
reappears. Although Iron Hand has never seen this
guy before, he hates him on principle and gains the
benefits of Power Dude’s Enemy feat.
Man down
When a member of your team is rendered unconscious
or dead by an attack, you gain a +1 morale bonus to
attack and melee damage rolls for one minute. This
special ability may be taken more than once, its effects
stack.
Unit cohesion
Your teamwork modifier (from the Bonding Table)
applies to initiative as well. This initiative bonus
stacks with the initiative bonus granted by the Unified
Response feat.
Enemy of my enemy 2
prerequisite Enemy of my enemy
Your teamwork modifier (from the Bonding Table)
applies to the Enemy feat as well. In other words, if
you have a Teamwork modifier of +2, then you gain a
+4 bonus to attack and skill checks against enemies.
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Unit cohesion 2
prerequisite unit cohesion
When working with your team, all members of the
team act on the same initiative roll. For example if
Alpha Team’s members roll modified initiative checks
(including all Dexterity and feat modifiers) of 12, 9
and 17 respectively, every member of the team may
choose to act on any of those numbers (most often the
17).
Cover Fire
You are highly skilled at providing cover fire.
Prerequisites:
Teamwork
Effect:
You gain a 50% increase in cover fire
bonuses (+3 or Dexterity modifier x1.5 whichever is
higher).
Normal:
Normally when you provide cover fire
you grant +2 or your Dexterity modifier as a dodge
Defense bonus, whichever is higher.
Special:
If using a weapon to provide cover fire,
you must be proficient with that weapon.
Bonus:
This feat is a bonus feat for Dedicated
Heroes.
Tactician
You are a skilled leader, with a strong grasp of tactics
and an ability to make those around you better in
combat.
Prerequisite:
Int 13+, Cha 13+, Knowledge
(Tactics) 5 Ranks, Teamwork
Effect:
Normally, when you roll a tactics skill
check, the benefits apply only to you. This feat allows
you to grant the bonuses of a successful tactics skill
check to up to 2x Charisma modifier allies (characters
who have the Teamwork feat for the same team) who
are fighting with you.
New Feats
Animal Lover
You are especially good at forging friendships with
animals.
Prerequisite:
Handle Animal 4 ranks, Cha 13+
Effect:
You may make Animal Handling skill
checks for bonding with animals.
Normal:
Normally characters roll a level check plus
their Charisma modifier for bonding checks.
Bonus:
This feat is a bonus feat for Charismatic
Heroes.
Teamwork- Specific Group
You have trained extensively with your teammates,
and you are more effective within the group than you
would be alone.
Prerequisite:
Allegiance (Specific Group)
Effect:
Whenever you are in an engagement with
someone with the Teamwork feat for the same team,
you gain +2 to attack and skill checks. Characters
with this feat can use hand signals to communicate
simple information, such as “You and Johnson go left
and keep your eyes open, I will go right”.
Special:
This bonus stacks with the teamwork
modifiers granted by bonding levels.
Bonus:
This feat is a bonus feat for Dedicated
Heroes.
Enemy- one Allegiance, Group,
or Individual
You have one allegiance or group that you detest.
Effect:
You gain +2 to attack and skill checks when
combating your Enemy. When you must deal with
your enemy peacefully, or when you deal with groups
allied with your Enemy, you take a –2 to all Charisma
based skills.
Special:
You may take this feat more than once.
Each time it applies to a different group or Allegiance.
Bonus:
This feat is a bonus feat for Dedicated
Heroes.
Coordinated Attack
You have code words and hand signals allowing
precisely coordinated attacks in the heat of battle.
Prerequisites:
Teamwork, BAB 5+
Effect:
This feat requires both benefiting characters
to spend an action point to activate. As a full-round
action, you and another character attack a common
target with such precision that the target is considered
flanked. Unlike normal flanking attacks, you and your
partner do not need to be both threatening the target to
execute this maneuver, but you must both be able to
hit him with an attack.
Bonus:
This feat is a bonus feat for Dedicated
Heroes.
Networking
You are exceptionally good at making friends and
forging alliances.
Prerequisite:
Diplomacy 4 ranks, Cha 13+
Effect:
You may make Diplomacy skill checks for
bonding.
Normal:
Normally characters roll a level check plus
their Charisma modifier for bonding checks.
Bonus:
This feat is a bonus feat for Charismatic
Heroes.
Teamwork Plus
You have spent extra time working out special combat
maneuvers with your teammates.
Prerequisite:
Teamwork
Effect:
You gain two additional special maneuvers.
You must meet the prerequisite for any maneuver
selected.
Special:
This feat may be selected multiple times.
Bonus:
This feat is a bonus feat for Dedicated
Heroes.
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Mr. Doe (Strong Hero 3/Assault Training 7):
CR
10; Medium-size humanoid; HD 3d8+6 plus 7d10+14
plus 7; HP 80; Mas 15; Init +1; Spd 25 ft; Defense
21, touch 15, flatfooted 20 (+0 size, +1 Dex, +4 class,
+6 equipment); BAB +10; Grap +13; Atk +14 melee
(1d6+5/19-20, Metal Baton), or +11 ranged (2d8+0,
Desert Eagle); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL
Mrs. Doe; SV Fort +9, Ref +4, Will +2; AP 5; Rep +2;
Str 16, Dex 13, Con 15, Int 12, Wis 8, Cha 10.
Occupation:
Military (Hide, Move Silently)
Skills:
Climb +9, Hide +7, Intimidate +6, Jump +5,
Knowledge (Tactics) +8, Move Silently +6, Navigate
+7, Survival +3, Swim +5
Feats:
Armor Proficiency (light), Armor Proficiency
(medium), Combat Martial Arts, MOS Rifleman
(Climb, Hide, Survival), Personal Firearms
Proficiency, Power Attack, Simple Weapons
Proficiency, Teamwork (Mrs. Doe), Urban Warfare
College (Hide, Intimidate, Knowledge [Tactics]),
Weapon Focus (Knife)
Talents (Strong Hero):
Melee Smash, Improved
Melee Smash
Talents (Assault Training):
Tough as Nails, First
Wave +1, First Wave +2, Terrain Specialization,
Shock Assault 1, Shock Assault 2
Possessions:
Tactical Vest, Metal Baton, AK-47,
Desert Eagle
Special:
Teamwork Level 7 (Mrs. Doe)
Mrs. Doe (Fast Hero 3/Recon Training 7):
CR 10;
Medium-size humanoid; HD 3d8+6 plus 7d8+14;
HP 66; Mas 14; Init +3; Spd 40 ft; Defense 23,
touch 21, flatfooted 20 (+0 size, +3 Dex, +8 class,
+2 equipment); BAB +7; Grap +7; Atk +10 melee
(1d4+0, Knife), or +11 ranged (2d12+0, Barrett Light
50); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Mr. Doe; SV
Fort +7, Ref +9, Will +2; AP 5; Rep +2; Str 10, Dex
16, Con 14, Int 14, Wis 8, Cha 12.
Occupation:
Military (Pilot, Survival)
Skills:
Balance +16, Drive +16, Hide +23, Listen
+6, Move Silently +23, Pilot +17, Spot +13, Survival
+20, Tumble +16
Feats:
Aircraft Operation (Helicopters), Armor
Proficiency (light), Far Shot, Jump School, MOS
Rifleman (Climb, Hide, Tumble), Personal Firearms
Proficiency, Simple Weapons Proficiency, Teamwork
(Mr. Doe), Weapon Finesse (Knife), Weapon Focus
(Barrett Light 50)
Talents (Fast Hero):
Evasion, Increased Speed
Talents (Recon Training):
Camouflage, Long
Range Reconnaissance, Fast Mover +5, Ghost,
Marksmanship 1, Marksmanship 2, Sharpshooter 1
Possessions:
Light Undercover Shirt, Knife, Beretta
92F, Barrett Light 50
Special:
Teamwork Level 7 (Mr. Doe)
Unified Response
Your team moves like a well-oiled machine, striking
with deadly rapidity.
Prerequisite:
Teamwork
Effect:
When working with members of your team
you gain a +4 bonus to Initiative and a +1 bonus to
Reflex saving throws. You can also make a Sense
Motive check (DC20) to determine the general
position of your teammates.
Bonus:
This feat is a bonus feat for Dedicated
Heroes.
NPCs
Two of the nastiest, deadliest assassins the PCs are
ever likely to face, confronting the assassin team of
Mr. and Mrs. Doe might be the last thing the PCs ever
do. It is not known which came first, their military
careers, roles as assassins or their marriage. In fact
even their names are unknown to the authorities, thus
the rather uncreative names they have been given. The
couple currently ranks #9 on the 10 Most Wanted List.
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