How and in what areas would you integrate Ultimate Intrigue into Hell's Rebels? (Theoretical spoilers)


Hell's Rebels


In many ways, the Ultimate Intrigue Rules were made for the Hell's Rebels AP - to the point that I kind of wish Hell's Rebels had come out after Hell's Vengeance (and for that matter, UI before the psychic book). So I was wondering, what elements from UI do you plan on integrating into your own Hell's Rebels campaign? Some elements such as the Vigilante seem more obvious than others, but there are areas where social intrigues are more important than violence within HR.

For instance, the very first encounter of the book includes three in-game hours of social aspects during the demonstration which turns sour. Shouting down various factions in the demonstrations could be done using the verbal combat skills instead of a set Diplomacy or Intimidate roll. Similarly, intra-organizational conflicts within the Silver Ravens themselves could be resolved using these rules as well, and help make the organization come to life rather than just be a game mechanic.

So where in Hell's Rebels do you intend on incorporating the UI rules? And how would you do so?


I haven't put my hands on the UI yet, but I plan to use it a lot.


Occult Adventures is my new go to book, I'm glad they released it when they did. :-)

Silver Crusade

I still need to get Ultimate Intrigue, but I've started to consider places that might be appropriate to have verbal duels.

Spoiler:
I'm thinking if the party totally bombs their banquet points in Dance of the Damned, I might give them a verbal duel to try to redeem themselves. And, of course, the negotiations with Cheliax might benefit from some witty repartee.

This is all, of course, with the rules sight unseen and just hearing a few things about them.

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