Quote:
Originally Posted by TyCaine
Perfect, that looks like what I want.
I saw T2K13 rules but haven't had any experience with them to try and convert to 2.2
Thank you! I'll try them out and see how they feel!
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These have been THOROUGHLY beta tested as well. I do pull another trick from other RPGs... The "Presence Attack" or "Mental Combat" rules.
Using CUF, you can make INTIMIDATION attacks to force someone to back down from a conflict or even end it. I have the PC/NPC make either a Persuasion, Leadership (a qualification of Persuasion), Intimidation (a qualification of Persuasion), or Interrogation check involving [Applied Skill + WILL+CHA/2]. A success scores a roll of 1D10 (adding CHA to the roll) TC. Outstanding success scores 2D10 (adding CHA to the roll) TC. If CUF is exceeded, the target must make a FEAR check or back down. I add modifiers for things like combat skill, reputation, or history of violence. It is a fast and dirty way to get those deserters in that bar in Krakow to scurry off without having to pay for broken furniture.
I do use a similar system with sirens and seduction. Instead of CUF, you use your WILL to defend against her PERSUASION + [WILL + CHA/2]. If she reduces your WILL to 0, you do as she asks.