Talk Down and megaphones?

Post/Author/DateTimePost
#1

tema69

May 01, 2008 10:14:56
Hey guys, I was wondering how the Talk Down ability of the Negotiator
Talk Down
A Negotiator of 4th level or higher can talk his or her way out of trouble. Either prior to the start of hostilities or during combat, the Negotiator can talk down a single opponent within 15 feet of his or her position or otherwise able to hear the Negotiator’s voice. The target must be able to understand the Negotiator. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Negotiator and the situation in general. Any hostile action by the Negotiator or by one of the Negotiator’s allies directed at the opponent allows the opponent to act as he or she sees fit.
To initiate this talent, the Negotiator must spend a full-round action talking to his or her opponent. The opponent makes a Will saving throw. The DC is equal to 10 + Negotiator’s class level + Negotiator’s Charisma bonus. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal.
At 7th level, a Negotiator can talk down a number of opponents equal to his or her Charisma bonus within 15 feet of his or her position or within 15 feet of a television, radio, or telephone broadcasting the Negotiator’s message.
At 10th level, the range extends to 30 feet and covers all opponents who can hear and understand the Negotiator’s voice.
This is a Mind-Affecting ability.
#2

Ragitsu

May 01, 2008 20:08:46
*thinks of movies with negotiating and megaphones*

The Negotiator? Check
The Siege? Check
16 Blocks? Check

I'd allow it.
#3

hinthas

May 01, 2008 21:33:25
Somehow when I think of a guy with a megaphone, I'm reminded of the French Bugler from the beginning of the movie We Were Soldiers. And then the thought of "SHUT YER PIE HOLE!!!" might come to mind.

Bullhorns/Megaphone/Loudspeakers are useful to broadcast surrender appeals, harassment messages, thematic or inspiring music or messages, and other sound effects. Loudspeakers were just another piece of equipment to lug around along with your Rifle and Ruck but came in handy sometimes.

Still vaguely on topic, loudspeakers are tactically used in a few functions. During Panama, we blasted Noriega with rock and roll music. During the first Desert Storm, we broadcasted surrender appeals to enemy holdouts. In Bosnia, we announced what Team Players the Americans were. In Haiti.....the list goes on.

Bad Guys hear this and want to start shooting. In Nam', once we turned on the Loudspeakers the operator had a three second life expectancy with a 50 ft cord. Nowadays its a seven second lifespan and a 100ft cord cause we're "moving up in the world".

The helicopter mounted loud speakers from the movie Apocalypse Now are also a Psyop toy that is fairly useful. I had a sgt at Bragg that broadcasted the AC/DC song Thunderstruck while the Air Assault unit he was attached to flew to the Objective point. The troops were ready to take on ALL of Iraq when they landed.

Back on topic, the Negotiator BETTER have some tricks up his sleeve if he wants to use his Voice as a weapon.

Or, as the saying goes, "Talk softly but have an Armored Tank Division in your pocket".
Doug
#4

tema69

May 03, 2008 7:32:52
Hehe, great responses, thanks. ;)
I'm asking because I'm creating a character for a PC, and I thought he'd have a blast playing a PsyOp kinda-officer (we play a military campaign). So after looking at Blood & Guts' rules for intimidation/psychological warfare, I built a Negotiator based on that. He's a tough one. So I figured he'd need some kinda equipment, and since he's not all about killing stuff, I figured a megaphone would be good.
Then I figured out that there weren't any rules for 'em.