Tactical Masks
This is a mask designed to make a leader more “tactical” - they’re more of a leader and less of a fighter. It is not designed for usage on a solo gigantic monster. It is designed as a force multiplier.
If your encounter has more than 1.5 monsters per PC, these are probably worth more circles worth of difficulty. Hardened Tactical is better at ECR 6+. Unhardened is better at ECR 1-5 (Novice and start of Journeyman).
Hardened Tactical (+0.5 Circles)
DEX: 0 Initiative: -3 Unconsciousness: +11
STR: 0 Physical Defense: 0 Death: +13
TOU: 0 Mystic Defense: 0 Wound: +3
PER: 0 Social Defense: 0 Knockdown: +2
WIL: 0 Physical Armor: 0 Recovery Tests: 0
CHA: 0 Mystic Armor: 1
Move: 0
Actions: 0; Attack -2 (Damage -3)
Powers:
Tactics (14): As the talent, Player’s Guide, p. 172. If the monster already has tactics, increase the step by 3 instead of setting it to 14.
Hardened Armor: As the creature power, Gamemaster’s Guide, p. 251.
Resist Pain (+4): As the creature power, Gamemaster’s Guide, p. 251.
Unhardened Tactical (+0.5 Circles)
DEX: 0 Initiative: -3 Unconsciousness: +14
STR: 0 Physical Defense: 0 Death: +16
TOU: 0 Mystic Defense: 0 Wound: +3
PER: 0 Social Defense: 0 Knockdown: +2
WIL: 0 Physical Armor: 2 Recovery Tests: 0
CHA: 0 Mystic Armor: 1
Move: 0
Actions: 0; Attack -2 (Damage -3)
Powers:
Tactics (14): As the talent, Player’s Guide, p. 172. If the monster already has tactics, increase the step by 3 instead of setting it to 14.
Resist Pain (+4): As the creature power, Gamemaster’s Guide, p. 251.