> My rule of thumb is that if the augment is for this action only,
its a
> 'free action'.
> dice). If the augment lasts the whole contest - Yinkin worshipper
grows
> claws then rips up trollkin - it takes an action to do.
I allow one sensible augment without an action - 'sensible' in that it doesn't sound like it takes time, such as using Strong to increase the Edge on a weapon, Agile to give a Bonus to Dodge, etc. However, these must use our basic augment rules, +1 (+2 edge) per 10 points of ability. Any other augments, or any augments over this basic level, need actions.
However, I have no problem allowing Feats & Spirits to be used instead of mundane abilities - using Great Blow directly instead of augmenting CC with it, for instance.
Wulf
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