John wrote on Oct 19
th, 2012 at 7:16pm:
So here is a new tactic: Taunt.
It works like this. the taunter rolls Cd20. If he rolls UNDER his charisma then the taunted rolls his cool ( Charisma + level) if he rolls under his cool, then the taunt doesn't work. If he rolls over his cool, the jibe gets under his skin and the taunted suffers a minus on all his rolls for the next turn equal to the taunter's charisma divided by ten.
I like the idea, but I think I'd change the execution. Even the megalomaniac who rules a country can be taunted, sometimes moreso than the lowly jobber villain. Here's how I would do it:
Taunt (tactic):
- Anybody can use Taunt as a tactic, requiring only 5" movement to use. The taunter attacks as emotion control on the combat table. If the attack succeeds, the taunted focuses on the taunter to the exclusion of others for (taunter's) CHA/10 turns. During this time, the taunted has a (taunter's) CHA/10 penalty to actions, but gains a (taunter's) CHA/10 bonus to each die of damage against the taunter. After all, there is a real reason the taunter normally goes full evasion after a successful taunt.
For example, Arachnoboy has CHA 27. He decides to taunt Marmadukealot so he leaves Great Aunt-once removed-June alone. Arachnoboy tosses out a quip about Marmadukealot being 'fixed' last week. He rolls on the Emotion control attack, and since his CHA is higher, he manages to hit. Now Marmadukealot is enraged and focused on Arachnoboy for the next 3 turns, with a -3 penalty to hit, but a +3 to each damage die against Arachnoboy. Bad thing since Marmadukealot has 2d8 hand to hand damage (will do 2d8+6 if he hits).