>
> This did come up during playtesting. Once the players realized,
though, how
> limiting the once-per-adventure bonus is, they were more careful
with its use:
> 1) How do they know that they're at the most important point of
the story?
> 2) Once the spirit is released from the fetish, they no longer get
the "lucky
> charm" automatic augment.
>
> Don't get me wrong, it's a very powerful effect to be able to add
the spirit's
> ability to your own. However, that one use really does limit.
>
However, this does raise a question about spirit allies, who are not
one use.
Mark Mohrfield