New Talents Wanted

MongooseMatt

Administrator
Staff member
We are looking to prep the next revision of the rulebook, and there was a request for new Talents, new Talent trees, etc.

So, what new Talents would you chaps like to see?
 
I think I'd like to see more campaign-use Talents, something to add a bit more randomness. I was thinking of one - Fixer - you know someone that might just know someone ... useful! Between battles, on a roll of 5-6, a single mercenary has agreed to fight in the next battle only for d6x10 Cr less than their usual asking price.
 
A few pistol Talents (as cheetor specifically requested some, and I tend to agree). Maybe something like this:

Pistol Whip
Use: Passive
The Hero is never at a loss to improvising a weapon, and can use any pistol weapon as a club in melee actions. [Note: please fix clubs so they're better than knives though?]

Wild Shooting
Use: Activate (Shoot)
Pulling the trigger repeatedly, the Hero shoots wildly at anything that moves. While 2 actions have been expended, the Hero may take 3 Shooting actions in total. [Possible restrictions: 1D pistols only? No criticals can be scored? -1 to Shoot for each shot? Could potentially use Pistol Whip as the beginning of a Talent tree.]

Accurate (for pistols)
[Exactly as Accurate for rifle, but maybe renamed (to avoid confusion).]

Perhaps some melee Talents:

Careless Charge
Use: Action (Melee)
The Hero charges forth with wild abandon, and may add an additional 2" [1D5?] to its normal movement to get in close with an enemy. However, all the impetus of the charge is expended in covering the extra distance, so the Hero will not benefit from an extra Melee Dice as usual with a charge over 3".

Eyes in the Back of My Head
Use: Passive
This Hero is never susceptible to multiple attackers, and if more than one enemy model is in contact with the Hero during Melee, the attackers will not gain the usual bonus Melee Dice or +1 to Melee.

Using the Numbers
Use: Passive
Prerequisite: Eyes in the Back of My Head
Never overcome by the weight of numbers, this Hero can actually use multiple Melee attackers against each other, by using a combination of ducks and throws. If the Hero is in contact with more than one enemy model, the Hero gains +1 Melee Dice for each one above the first. (Example: A Hero is in contact with three enemies, so gains +2 Melee Dice for any Melee action against any one of the enemies.)

Possible variations of the above could be something that instead allows a Hero to fight multiple enemies with one Melee action (at penalty, probably).

I'd also love to see some movement-based Talents come in. A few suggestions:

Light Feet
Use: Passive
During movement, the Hero is able to jump over any obstacle up to 1" high without any movement penalty. The Hero must succeed at an Agility check, or its movement for that action will stop there, losing any subsequent move still available.

Quick Dodge
Use: Passive
Prerequisite: Light Feet
During an intense firefight, cover is usually the first port of call, but some individuals learn to do without. If the Hero is not able to benefit from cover when being shot at, it may add +1 to its Agility to avoid the shot. This may not be used against weapons with the Spray or Explosive special rules, since they cover too much ground to effectively avoid.

Jump!
Use: Action (Move)
Prerequisite: Quick Dodge
In addition to its full move, the Hero may attempt to jump over any gap between two level surfaces. [Variant one] Roll 1D5. This is the number of inches of air the model may cross. The roll must be made AFTER the player has committed to the jump, so if the model doesn't have sufficient movement to make it across, it falls in the gap, and will take damage [as per some falling rules?]. [Variant two] The model may jump over a gap of up to 5" on a successful Agility check. If the check is failed, the Hero must end its turn next to the gap, and may use no additional remaining actions (it's too unnerved).

Lighter Feet
Use: Passive
Prerequisite: Jump!
The Hero is now able to jump over obstacles up to 2" high, and no Agility check is needed. It can also re-roll jumping over gap with Jump! if it fails the first roll.

And one final Talent:

Wealthy
Use: Campaign
Some individuals have access to the better things in life, either through underworld contacts or simply through having a huge stack of unmarked creds. You can spend 50% more on this Hero's equipment than the normal listing allows for. (Example: Jimmy Threetime, a Punk Hero, may be purchased up to 75 Credits worth of weapons, armour and equipment, and an additional 50 Credits from being a Hero. If Jimmy Threetime is made Wealthy, he may have an additional 37 Credits (half of 75, rounded down) spent on him. Note, he doesn't get any more from the bonus of being a Hero).
 
A few more skills that are either perp or Judge specific would be thematically cool.

The ability for a Judge to be able to Disarm a perp at range with a Lawgiver shot would be straight out of the comics. The Judge could choose to forego damage or something to stop the target from using a specific weapon in the next turn (rather than remove that weapon from the figure for the rest of the game or anything too book-keepy like that).

Another related one would be Legshot (again pretty common in the comics) that works like a pistol shot that removes target actions or movement (similar to the Daze Psi-Talent) for a turn.

A skill that allowed a Judge to make a multiple arrest, like an "Explosive Arrest" might be fun. "These blocks are under arrest!" Well, maybe not a whole block, but you know what I mean.

Conversely, a particularly tough, veteran or inspirational perp hero might allow minions to re-roll failed arrest checks.

A Judge skill that incentivised the Judges to crack head with daysticks could mix things up. Maybe a Judge who viciously beats a close combat opponent causes a negative Will to Fight modifier in the gang. It fits nicely with Dredds maximum presence, maximum deterrent philosophy.
A skill tree working off that could have other effects from further close combats, making the judge harder to hit with ranged fire as he becomes more terrifying to the perps maybe? Giving the Judge a free move action after he brains some unfortunate? That sort of thing.
We have had little or no close combat in our games. While I like that as a general philosophy for a game set in MC1 and think that it should be preserved, having a close combat specialised street judge could be cool in its own right.

Agile is currently more or less defunct. While technically there isnt anything wrong with it, in play I dont think that many players will have their Judges taking Agility tests to do many things unless they are scenario based. My group doesnt at least.

I would like Agile to allow things like Light Feet or Jump suggested by Klaetch above do. That would allow the common or garden Street Judge to vault over cars or up fire escapes etc in the pursuit of perps.

While more skill trees would be welcome I think that a number of skills without pre-reqs would be more useful at this stage of the games development.

I will try to come up with some more...
 
How about some grenade related skills -

Frag out! - additonal range

Achtung - can throw two grenades with one action

Pitcher - can reroll shooting dice with grenades, less scatter if it misses
 
cheetor said:
Agile is currently more or less defunct.

Gotta disagree with you there. In the rough parts of town we've got fences with barbed wire on them, which we've ruled as Dangerous terrain -- necessitating an Agility check to avoid taking a hit. And my punk gang includes an eldster with jetpack (there's a story there) that needs to make Agility checks upon landing -- naturally, I gave him Agility (though I cheekily write it as "Sprightly" on the force list).

I love the Disarm and Legshot skills. You're right, they're absolutely thematic to the comics. :D
 
Klaetch said:
cheetor said:
Agile is currently more or less defunct.

Gotta disagree with you there.

Fair enough :) A skill like that is heavily dependent on a groups play style and terrain collection I suppose. Im glad to see that it suits you guys.

I might push to get it used a bit more regularly in my group. Ron Smiths Dredd was always leaping over, under or across something in the stories, so it feels right.
 
Some great ideas here...

Accurate (for pistols) – can’t see why this wasn’t there already!

Careless Charge – I like this, particularly if the extra move is not randomised – I like random elements but if the attacker fails to reach there should a penalty or the talent is wasted

Eyes in the Back of My Head – good skill

Light Feet, Quick Dodge, Jump! and Lighter Feet – all probably good but not sure how many I’d want to invest talents in for my game-play – just me though

Disarm – great idea

Legshot – great idea

I really like the idea of non-Judge talents, but possibly also going a step further and having certain talents ruled out for other gangs. For example, Wealth is a good idea, but maybe not allowed for Cursed Earth Desparados? It would be a little artificial but it would encourage gangs to greater differentiation. On that basis we could help increase the distinction between Street Gangs and Mobsters – with ‘talents’ such as ‘Lawyer at the end of a ‘phone’ allowing perps within 12” to be immune to arrests (maybe only single use per game as the Judges will get fed up and ignore any lawyer), ‘Legal Advice‘ a campaign talent that might make any recovery after a run-in with the Judges more survivable and maybe the type of ‘Contact‘ mentioned in the Rules thread.

Although I agree we want more talents what I would also say is the game play is currently nicely pitched – I really don’t want to spend lots of time each game looking up what each talent does – please keep it flowing!
 
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