Coercion – Multiple Skills
The Coercion skill set encompasses intimidation, interrogation and forced action. Even if a character is not one to attempt these on others, having a higher skill level will make them more resistant to it being used against them.
Coercion is always a hostile act and should be assumed to make any NPC you attempted on your enemy.
Versus (Compound)
Multiple Rounds of Coercion are played until the initiating party stops, the conversation is broken, or the initiator retains enough Action Points through a Will check to achieve their goal.
Buy-In
- Low-Mid: 5 Tears + Make Threat or Rough Up Action
- High-Expert: 2 Tears + Make Threat or Rough Up Action
Make Threat – Action
The initiating party has to make a will check with an explicit role play threat to start coercion. This is a will check that will determine the difficulty of the defending party to break out of the coercion with a will check of their own.
Rough Up – Action
The initiating party attacks the defending party. The damage dealt to the defending party determines their will check to break the coercion.
Rough Up = Blood Damage + 1/2 Tears Damage
Wager Limit
- Low: 2 T
- Mid: 2T
- High: 3T
- Expert: 5T
Cards
- Low: 1 in hand
- Mid: 1 in hand, 1 face up
- High: 2 in hand
- Expert: 3 in hand
Resolution
- Initiator Loss
- Wage >8: Lose 3 AP
- Wager >5: Lose 2 AP
- Wager >1: Lose 1 AP
- Wager 1: No Change in AP
- Initiator Win
- Wage >8: Gain 5 AP
- Wager >5: Gain 3 AP
- Wager >1: Gain 2 AP
- Wager 1: Gain 1 AP
Breaking the Coercion
Failure
The coercion is automatically broken if the initiator goes into negative action points. The defending party may flip into intimidating the original initiator if they choose.
Resisted
Following a successful Coercion round, the defending party may attempt a will save to break the coercion. If successful, the AP total goes to 0 unless the initiating party follows through on threat.
Check = Threat or Rough Up Value + 1/2 current AP (Round up) + the difference between the initiator’s and defender’s skill level
- Low = 1
- Mid = 2
- High = 3
- Expert = 5
Escalated
If at any point, any part in the vicinity escalates to violence, the coercion is broken, and all lost wagered tears are regained by both parties (Buy-In cost for initiator is lost)
Coercion Actions
Get Information
- Harmless, Moral: 2 AP
- Harmless, Immoral: 3 AP
- Social Loss, Moral: 4 AP
- Social Loss, Immoral: 5 AP
- Harmful, Moral: 10 AP
- Harmful, Immoral: 15 AP
- Life Threatening, Moral: 20 AP
- Life Threatening, Immoral: 30 AP
Take Singe Action
- Harmless, Moral: 2 AP
- Harmless, Immoral: 3 AP
- Social Loss, Moral: 4 AP
- Social Loss, Immoral: 5 AP
- Harmful, Moral: 10 AP
- Harmful, Immoral: 15 AP
- Life Threatening, Moral: 20 AP
- Life Threatening, Immoral: 30 AP