Re: More on augments...

From: Ashley Munday <aescleal_at_...>
Date: Wed, 27 Sep 2006 14:24:44 +0100 (BST)


Hi Phillipe,

I'm fairly sure I said "opposition" in the original description. If you want to trigger an augment on someone else to use against them you give them a Hero Point, otherwise you spend the Hero Point and it goes into the void or the shiny pile of chips the GM keeps.

Cheers,

Ash

> Selon Ashley Munday <aescleal_at_...>:
>
> > Hi Phillipe,
> >
> > My current thinking is:
> >
> > - keep after the event bumping the way it is,
> > although I can see that being binned
> >
> > - let 1 HP spent before the roll do some sort of
> one
> > off super-augment which will last one exchange or
> > simple contest
> >
> > - give 1 HP to the opposition to use one of their
> > abilities as super-augment which will last one
> > exchange or simple contest
>
> You may want to give 1 HP to another player to use
> his ability as a
> super-augment. Though it doesn't cost you friend
> anything, so maybe not. And
> people would cross super-augments ("I give you +30
> from my relation to clan
> chief, you give me +30 from your relation to the can
> chief"). Net cost: 0 HP.
> So hum, not like this.
>
>
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