Wild Talents: Night Warden – Taking on multiple opponents [Day 4 of 6]

Night Warden is a case of a player wanting to optimize how many attacks he can get per round. Quick view of the rules (10 die pool max) says it’s 5 attacks (with 10 die, you can only get 5 sets). Will need 5WD in that to insure 5 succesess, and a pool of 5*2+4 (Since you’ll lose 4 die for trying 5 actions at once).

Breaking it down. 1 action is obviously an unbeatable 5d+5wd die pool. That will ‘win’ most any fight. And as long as you have at least 4 die you can throw away (pool of 14+), you should have 5d+5wd for each action. And, with 5d and 5wd, that guarantees a width of 2 for each of 5 actions… plus, 2 to 4 actions oughta look like:

2 Actions: 4 wide for 1 action. 3 to 4 wide for the 2nd action.
3 Actions: 3 wide for 2 actions. 2 to 3 wide for the 3rd action.
4 Actions: 3 wide for 1 action, 2 wide for 2 actions, and 2 to 3 wide for the 4th.

So, let’s look at Night Warden…

First thing we do, is build up all the abilities he may use in combat to 9d (need 14, and the Multiple Actions will count for 5wd of that) totals. This is done by first taking his Body and Coordination to 6 each, then making sure he has a skill of 3 in each appropriate skill. While taking Body and Coordination up, he raises Command to 6 also (to avoid penalties for wounds).

Lets add onto Multiple Actions (only combat actions, straight from the Cafeteria of powers), starting with Permanent instead of Duration. Next, because we acknowledge that, at times, your width will be 2, we add in a Go First to win initiative against any mundanes (maybe add another level again later), so we’re treated as 3-wide when we get 2 wide. Okay, we’ve got a 4/8/16 power, that needs 5WD (80 points out the door).

All we need to do now is get our pools of 9. Stability MUST be one of those, as you’ll often be surprised by a Stability need, as an action, against certain challenges. Also, brawling, dodge, and probably athletics and block. That’s at least 5 skills we need to get to 9. Our player wanted to be the quintessential perfect human, so made his Body and Coordination 6’s and 3’s on the skills. He also can’t afford penalties for wounds on those 5 attacks, so took Command to 6 as well.

The rest is all about spending the remaining points around a theme. Perfect human heals quickly (Regen), and can ignore punches relatively easily (LAR). Finally, he opts to have a ‘Chi’ power that lets him momentarily pass through solid objects (doors/walls). And his points are spent…

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