Ultimate Intrigue and Hell's Rebels


Hell's Rebels


I'm curious as to what aspects of Ultimate Intrigue people have incorporated into their Hell's Rebels game. I will admit that on the surface UI would appear well suited for HR - to the point I wish HR had been delayed until now (or that UI had come out prior to the occult book which just fell flat for me).

In particular, the Vigilante seems well-suited for a HR campaign (and I'm left wondering how our least favorite Thrune would identify the vigilante's civilian persona, especially given some of the vigilante's abilities appear custom-built to thwart his efforts to detect the Silver Ravens.

That said, after looking over the first book, I really don't see anywhere but the initial encounter to utilize the Verbal Duel. The Library rules could potentially be used with the Silver Raven papers, but given the restrictions as to who can help (unless the party splurges on Comprehend Language goggles) it seems a course of action primarily for those GMs who figure to get the players better involved in the initial paperwork. (I think that later parts utilize a mechanism similar to the library rules but I'd have to pull out both books to double-check.)

So. How many of you've incorporated UI into HR, how've you gone about doing so, and how's it worked out?


I haven't as I'm not a big fan of the Verbal Duel feature. It reminds me too much of how hackers used to work in early editions of Shadowrun. There wasn't a lot for them to do until it came time to jack into something and then there wasn't a lot for anyone else to do. I don't think PF's system is as bad but it's still something that, for me at least, sounded better than it actually worked. Though, by that point, I realized that I didn't need Batman in my games and so just dropped the class entirely.

Silver Crusade

I haven't done anything yet, but I plan to use verbal duels for the

Spoiler:
negotiations in book 6. As it stands, the players can make a bluff, a diplomacy, and an intimidate check at a relatively low DC for 15th or 16th level (especially if you've got an orator in the party). I thought verbal duels would make them just as likely to succeed but would be more fun and involve the whole party.


In book five the infernal contracts use the knowledge point system.

We won't be using Ultimate Intrigue, not our thing. We'll be using Occult Adventures quite heavily though. Especially with a party comprised of a Medium, Mesmerist, and two Kineticists. :-)


My group I am GMing is starting module 2 and I'm trying as well to use some of the things from UI, so far no luck but I think this should well suit module 3.

The more complex SR meetings perhaps, then for sure The Queen's Banquet then finally the Dance!!

Hav'nt read much past that yet but I think the verbal dueling maybe modified to + or - effect SR ranks, allies and enemies should be quite fun for everyone.

Long way to go before we get to those spots, but has anyone tried it in those situations as of yet?

And if so how was it?

Thanks

Tom

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