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Old 01-10-2018, 10:05 AM   #12
ericthered
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Default Re: Skill to Plan and Execute a Coup

I suppose I was asking for the skill of timing the actual captures without alerting any of the targets. We're playing out the other parts of the coup. Right now this thread has me thinking that administration is the correct skill.

Multiple rolls that all matter and have consequences if they fail does sound like the best way to do things.

So I'm hearing:

A roll to identify your targets. (Intelligence Analysis, Current Affairs)
A roll to collect your team without traitors. (Leadership, Psychology, and possibly politics)
A roll to synchronize your actions (Administration, Strategy)
A roll to convince your targets to give up (Intimidation, Tactics, could devolve into combat)
A roll in the morning to convince the populace you're legitimate (Politics, Propaganda, possibly Law)

Most of the rolls suggested were made in the "complementary rolls" part of the roll, except for the critically failed psychology roll. Of course, they have one key conspirator they've missed and who is on the inside, so I'm counting him as that result.
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