> > I'd be interested in hearing about actual uses of the enchantment
> > rules. I remember on reading them that I thought they seemed
broken,
> > so I've ignored them ever since. Do they work OK?
>
> One of the characters in my game has used them once to create a
> magical pendent that removes specific memories from people, when
> used in the traditional "You're feeling sleepy" mode. Basicaly it
> costs 2 HP and allows you to enchant an augment (any kind of
> augment) or an ability into an object, with an increased
> resistance depending on the material, but which can be mittigated
> by use of the ritual rules. I suppose since the ritual rules are
> a bit shakey the enchantment rules are weakened by association,
> but they seem basicaly sound so far as they go.
When I explained them to a player of mine, he commented: "you need a
_complete_ victory to enchant the object? In a simple contest, it
happens only if the defender scores a fumble (and you a critical on a
bumpable success)".
I replied: "We'll play it as an extended contest, then", but I
thought it unfair that you need such a degree of victory (and an
extended contest if you wish for a higher than 5% chance) to
permanently enchant an object. This is the major weakness, in my
opinion.
We haven't actually used the rules, but I think I would accomodate
for a major victory as requirement.
Ciao,
Gian