Re: improv mods and augments

From: Moah, platypus powaaa! <moah_at_...>
Date: Tue, 11 May 2004 22:48:35 +0200


Light Castle wrote:

> For instance, the PC is trying to convince a Lunar policeman that what he's
> doing really isn't against the law. He's got *Convince Anyone* at 5W and
> "Dara Happan Law" at 17. I say Dara Happan law isn't quite the same as Lunar
> Law, so dock him a -5 improve penalty, which means his augment is only +1.
> Does that make sense?

Yes. That's how it works.

> Or in a fight, our brave hero picks up a club-like stick to protect himself
> against a sword and shield wielding opponent. The PC has Sword and Shield
> fighting 5W and Agile 19. So what does he use to resist? Sword and Shielf
> with a -10 improv because he's got no shield or sword, augmented by his
> Agile? Or Agile, augmented with his Sword and Shield fighting (because it
> will let him know the attack style of his opponent, who is also using sword
> and shield?) Should Agile get an improv modifier in a sword fight?

I believe they should both get an improv modifier, and the player gets to choose which to use (the highest one, in all probability) as active, and which to use as an augment.

> I'm currently thinking that in an extended contest, I'd have no problems with
> him using Agile at full, augmented by sword and shield (with improv modifier)
> to resist the opponent's attack, but I'm not convinced he gets to use it
> actively on his round. (I'm assuming his goal is to hurt his opponent here,
> not get past or escape from him.) But I'm far more unsure of myself in the
> Simple Contest scenario.

No reason to have it work one way in extended and have it work one way in simple.

MOah, platypus powaaa!

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