Master of Luck and Death, page 66, has the rather
interesting "Hepherones Philosophy." It lets someone with say the
Hepherones Earth Philosphy roll a variable augment to any earth
related ability from any of a list of things (I won't list them all,
don't want to spoil the fun for those who haven't bought MoLaD yet).
I have two questions about how you use this, in game/rule terms.
- Actions required. I presume that each augment is an action, as
normal? Or would use of the philosophy skill be considered one
action, with as many augment roles as applicable covered under that
action? Also, would these count as magical abilities, for the
purpose of how many augments before you are into quite long rituals?
- What the "ability" you are rolling is/can be. Some of them are
easy to model, like for earth the action heal/repair or the emotion
compassion--these would normally be easy to determine off of a
character sheet.
Others are less straightforward. The direction east, the color
green....these would not normally be abilities per se.
If you are wearing a green cloak, can this somehow be used? Or would
using a green shield with your sword and shield skill work? What if
you had an ability with (the magical) Ernaldness's Green Hat? Or
would you have to actually have to develop an ability, "green"?
I like the imagery of using this ability.....say facing east,
dressing in green, and holding an emerald to strengthen a casting.
I'm just not sure of the line between needing an ability that is
related to the term in question, versus the benefits of just using
something of the appropriate form.
Any thoughts?
--Bryan