Quote:
Originally Posted by TyCaine
Thanks for all this!
It makes sense, I think the CUF mechanic has been sorely missing from v2.2 which although it can still be managed by the GM, having an actual mechanic just makes it more manageable overall.
~Ty
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I'm happy to help. Just remember to only apply the conditions at the end of a combat round. Trying to do it DURING the fight will DRIVE YOU CRAZY! I use poker chips but you can use anything to mark TCs. A good substitute would be the checker's pieces from a checker's game. I would denote BLACK checkers as THREAT CONDITIONS (where you are being "used and abused").
I would denote RED checkers as positive events that REMOVE TCs (where you are "embracing the suck").
Each time something occurs that generates either a TC or would reduce it, you toss the affected PCs the appropriate color of checker piece. At the end of the round, they subtract the RED checkers from the BLACK checkers and give those subtracted checkers back to you [to reuse next round]. The remaining checkers are either TCs or it is possible to have a "negative TC count" which is a positive morale total that must be reduced by new TCs to negatively affect the PC (think of surplus red chips kind of like armor points).
For example: PC Joe was exposed to 6 TCs during this round but also got 3 reductions. The GM hands Joe 6 BLACK and 3 RED checkers. At the end of the round, joe subtracts the 3 Red Checkers from the six Black ones for a score of 3 TCs. His CUF is 5 so he suffers no adverse effects. In the next round, he gets hit for 2 more TCs but amasses 6 reductions. He subtracts his 6 Red checkers from the 5 Black ones and comes up with a -1. He keeps 1 Red checker to counteract any TCs on the next round.
So this is like accruing MOMENTUM and DOOM in Modephius Games CONAN 2D20 rpg.
Also, note that Mooks DO NOT have Hit Points per location. I give them one set of HP equal to their CON and every hit just comes off of that one score for mooks.