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#1
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Interesting. I wonder if any systems have ever covered Asperger's?
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#2
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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? Uncle Ted Last edited by unkated; 03-10-2015 at 12:49 PM. Reason: minor addition |
#3
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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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#4
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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. |
#5
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Ok, when explained like that it makes more sense.
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#6
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![]() Quote:
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. |
#7
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Seems do-able, but a bit extra book keeping.
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#8
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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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