Support Trance

Search GM Binder

Great Moustache's Collected Additions to Open Legend RPG System

Feats

Below are feats (just made this real quick so only thing on the page for now)

Support Trance (Cost 2)

You so serious about support you go into this wack Trance, and it's all crazy and what-not (yeah yeah, I'll write up something nicer later, just a quick placeholder)

Intention

Allows a character to be better at doing "support related" things (namely Boons and Assisting others) at the cost of personal well-being (potentially)

Effect

As a Free Action on your turn, you may enter into a Support Trance that lasts a minimum of 1 minute, or when rendered unconscious (either 0HP or Incapacitated as examples). While in this trance, you have the following effects:

  • Advantage 1 on all support actions
    • Boon Invocations
    • Assist Actions
      • Adding another Advantage
    • Hospitalar
    • and other similar actions approved by the GM
  • Your Guard is reduced by 2
  • Disadvantage 2 Perception Action Rolls not related to support actions
  • Unable to use Defend Interrupt Action on self

Reckless Invocation (Cost 3)

You are so absolutely crazy that you will risk quite a bit to be just a little faster (yep, again placeholder, but not far off).

Prerequisites

Tier 1: Support Trance

Intention

Allows a character to be able to Invoke Boons as a Minor Action without having to lock in to Boon Focus 2, but not having all the benefits as well as some drawbacks. Also allows 1 more boon to be sustained IF invoked through this feat, but at those drawbacks.

Effect

While in a Support Trance, you may choose to invoke a Boon at 1 time increment faster than the boon's default invocation time (this means unmodified by other feats such as Boon Focus 2, tough a GM may choose to allow both feats to interact with each other to further decrease the invocation time on a case by case basis).

In addition, a Boon that is done through Reckless Invocation can be sustained as normal, but does not count against the maximum you are allowed to sustain. This means you still have to use a minor action to sustain the boon, but without any other feats, you can sustain 2 boons (one normally invoked, and 1 invoked via this feat). You can only sustain 1 boon in this manner at a time.

Whenever you choose to do a Reckless Invocation, you suffer 3 points of Lethal Damage. However, unlike normal Lethal Damage, any gained in this manner may be recovered after 10 minutes of rest, at which point the normal HP damage may be recovered.

Battlefield Tactician (Cost 3)

Your insight into the future, super fast processing of possible outcomes, divine inspiration, or training in tactics allows you to help another have a better outcome in battle. A leader yelling out commands to their troops or a tactical genius giving critical insight on how to better land an attack are common tropes.

Prerequisites

Tier 1: One of the following

  • Attribute Score of 5 in either
    • Prescience
    • or Logic
    • or Learning
  • or Knowledge 1 (Tactician)
    • or other area of Knowledge that makes sense as approved by the GM
  • or Sworn Enemy 1
    • See Special Section below

Intention

The idea is to use the Defend Interrupt Action but in another way, thus not creating a new action economy, just using an existing one differently. When a player fails an attack roll, someone with this feat can give them another roll right away and possibly with some more advantage from Knowledge OR (not and) half of Sworn Enemy. So in short you consume your own interrupt action to grant your ally a free attack action after their attack misses.

Effect

When an ally (other than yourself) fails an Attack Roll, you may use a Defend Interrupt Action to instead give that ally an immediate Attack as a Free Action. This works in the same way as a Defend Interrupt Action in that you lose your next Major Action when your turn comes up, but there is no Action Roll preformed, nor movement granted to yourself or the ally.

You may grant the ally additional advantage to their new Attack Roll by one of the following:

  • Advantage equal to your tier in Knowledge (Tactician)
    • or other area of Knowledge approved by the GM
  • Advantage equal to your tier in Sworn Enemy
    • the target of your allies attack must qualify for your Sworn Enemy
    • A GM may decided, in instances where the players will be fighting the Sworn Enemy group/creatures frequently in a campaign, to treat the advantage as half the tier in Sworn Enemy

Special

The GM may allow access to this feat via Sworn Enemy as a prerequisite. Naturally this means the feat can only be used when the target of the ally qualifies for Sworn Enemy.

The GM may decide the ally must keep the original target for the New Attack roll as well as deem certain missed attacks as invalid for this feat to affect. This could be due to flavor of the Tactician themselves, or if it makes sense in the narrative.

In the case of multi-targeting where there is at least 1 hit and some miss, the GM may choose to allow the partial miss to count for triggering this feat. However, the new attack roll should suffer at least the same amount of disadvantage.

Superior Tactician 1-3 (Cost 3)

Through expert training or hard earned experience, you are able to more effectively help or command your allies in battle.

Prerequisites

Tier 1: Knowledge 1 (Tactician)
Tier 2: Knowledge 2 (Tactician)
Tier 3: Knowledge 3 (Tactician)

Other areas of knowledge may be used that make sense as approved by the GM.

Intention

To work just like the Sentinel feat but for Battlefield Tactician instead. This would give the tactician the ability to aid other allies and more than 1 failed attack roll, however at increasing disadvantage to balance out the potential power. This can not be used on an Attack Roll you have already giving to someone (no double dipping).

Effect

Once per round, after you have expended your next major action to perform a Defend Interrupt Action, you get an additional major action that must be spent before the start of your next turn to make another Defend Interrupt Action. Multiple tiers of this feat grant additional major actions only usable for Defend Interrupt Actions via Battlefield Tactician.

You may not use this on a roll you have already given to an ally. Each additional major action gives the allies new attack roll a cumulative Disadvantage 1 (1st additional major = Disadvantage 1, 2nd additional major = Disadvantage 2, 3rd additional major = Disadvantage 3).

Additional Thoughts for Battlefield Tactician & Superior

Maybe extend this to failed action roll instead of just Attack Roll. Potentially allowing Boon Invocations to apply or even generic action rolls. It could still fit, but the question is power and balance.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.