"- All equipment is now ability based"
"I'm not sure what you mean by this. If it means "all equipment is an ability", then I went the other way. If the equipment is just kit, it is ignored unless dramatically appropriate for a situational bonus. If it is part of your story, it's an ability."
I think we're coming from the same direction. What I mean is that equipment has no effects on a contest (unless the character doesn't have a required doodad to do something) unless the player's taken an ability to represent the equipment. So they don't get +5 for having a set of lockpicks (boring) but they get an +3 augment for "My universal adjusting tool 5w" and another +1 for "Bendy bit of wire 13."
It's the same with combat gear. You don't get +4 or whatever it is for having a spear and shield, but you'll get +1 for "Inherited Dad's spear and shield 13" as it's important to the story. If it's important and usable it'll be listed as an ability and you'll have spent hero points to get it.
> On July 21, 2007 06:51 pm, Ashley Munday wrote:
> > "If it matters, it's an ability."
> That is pretty much the principle I go on.
> > And, more to the point, they're all acquired and
> > in the same way. None of this concentrated vs
> > unconcentrated stuff, forget the levels of worship
> > if you've got Worship Destor at a high level
> > probably devoted. I only kept one cost multiplier
> > that was unrelated to story.
> *nod* I have less problem with the magic systems
> (well, less isn't NONE) but I
> see where you are coming from on this.
> > Other manifestations of this:
> > - Keywords are now abilities - raise 'em as other
> > abilities, use 'em or augment with them (you don't
> > the list of abilities under the keyword though).
> > was great for broadbrush characters as well
> I've done something like this too. It's the
> shorthand ability for "all the
> stuff I should know about because of my character
> concept". In a way it gets
> used like an affinity - augment with it for anything
> related, use it directly
> with a mod when you have nothing else but should be
> able to do something.
> > - All equipment is now ability based
> I'm not sure what you mean by this. If it means "all
> equipment is an ability",
> then I went the other way. If the equipment is just
> kit, it is ignored unless
> dramatically appropriate for a situational bonus. If
> it is part of your
> story, it's an ability.
> > - Something I nicked from FATE, scene abilities.
> > scene or location has an ability that players can
> > augments from. If the scene's "Dark 18" then you
> > +2 to hiding FREX
> Huh. I've been doing things like that for a while.
> Maybe I unconsciously
> nicked it from somewhere.
> > - No penalties for improvisation - if the ability
> > fits, great, if it doesn't, sorry but no cigar
> That I don't do. I use improv mods for sliding
> between more or less
> appropriate abilities.
> To Post a message, send it to:
> To Unsubscribe, send a blank message to:
> To Complain constructively please email me at
> Yahoo! Groups Links
> (Yahoo! ID required)
Powered by hypermail