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  #1  
Old 03-08-2015, 03:48 PM
Silent Hunter UK Silent Hunter UK is offline
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Interesting. I wonder if any systems have ever covered Asperger's?
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  #2  
Old 03-10-2015, 12:38 PM
unkated unkated is offline
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Default Game Mechanic fro Asperger's Syndrome? I don't think so

I have not seen it as a game mechanic; you could probably model some aspects of Asperger's in GURPS. Certainly, I have known people who use such behaviors in their characters.

Note that Asperger's is a spectrum, ranging from barely noticeable behaviors across to those who can barely function to handle their daily physical requirements (feeding themselves, cleaning themselves, etc), much less interacting with other people. So, I'm hard pressed to see a game mechanic to cover it in T2K - or any system for that matter.

You could make a rule set of an individual's behavior, but no two would necessarily be alike.

What was it you wanted to try to model?


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Last edited by unkated; 03-10-2015 at 12:49 PM. Reason: minor addition
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Old 03-10-2015, 03:02 PM
Silent Hunter UK Silent Hunter UK is offline
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I wasn't planning on modelling it myself (I'm aware it's a big spectrum). There are certain traits in some systems that could be used, definitely.
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Old 03-10-2015, 08:32 PM
Adm.Lee Adm.Lee is offline
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As I read it, CUF isn't meant to represent psychic damage from combat, but it does the same thing as initiative and/or training levels in most other RPGs or wargames. It is a limit on actions per turn for a character. IMO, it's one of the most intriguing and useful rules in the game.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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  #5  
Old 03-11-2015, 11:47 AM
Draq Draq is offline
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Ok, when explained like that it makes more sense.
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  #6  
Old 03-18-2015, 10:54 PM
swaghauler swaghauler is offline
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Quote:
Originally Posted by Adm.Lee View Post
As I read it, CUF isn't meant to represent psychic damage from combat, but it does the same thing as initiative and/or training levels in most other RPGs or wargames. It is a limit on actions per turn for a character. IMO, it's one of the most intriguing and useful rules in the game.
Twilight 2013 did Coolness right in my opinion. They have "Threat Conditions" which add up. When your Coolness is exceeded; You begin to hesitate. You can even end up "suppressed" (and unable to act), or be forced to give up or retreat. Each threat condition is 1 point. Threat conditions add up and you can reduce your own "Threat Level" by killing enemies, or having friends show up.

Examples of Threat Conditions include but are not limited to (1 point for each):
Being under attack
Being personally attacked
Attacked with automatic weapons
Attacked with explosives
Being wounded
Having friends wounded

Examples of Threat Condition Reductions include:
Allies show up
TANGO DOWN!
Your attackers outnumbered
Your attackers outgunned (pistols verses rifles)

The list goes on and on. The effects on initiative, skill checks,etc... are well thought out. I highly recommend the system.
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  #7  
Old 03-19-2015, 02:11 PM
Draq Draq is offline
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Seems do-able, but a bit extra book keeping.
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  #8  
Old 03-19-2015, 07:41 PM
swaghauler swaghauler is offline
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I just give my players .40 bullets or poker chips as "threat tokens." they add them up during the Declaration Phase of Initiative and I apply the penalties for that round (if any). I then add or subtract "threat tokens" at the end of the round. Exceeding your coolness results in an initiative penalty. Exceeding Coolness X 2 means you hesitate for that round unless you succeed at a WILL check (WILL X 2 -"Threat Tokens" over 2xCoolness). 3 X Coolness will cause an automatic Hesitation and may cause a Retreat if the WILL check is not made. It actually takes longer to explain than to employ.
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