Most augments benefit from touch range, reducing resistance by 5. Lending AP needs no further extra rules
A 'basic' or 'normal' augment may be gained by a simple Ability roll on the augmenting ability/magic. If successful, one level of augmentation is gained for every full 10 points of the ability. On a roll of 1, double this, on a roll of 20, apply it as a penalty instead.
Some abilities may augment without needing an action. Usually these are mundane abilities such as Large, Strong, Agile, Keen-eyed, etc. Even relationships may be used as automatic augments, such as Hate Tusk Riders, Friend to Aldryami, Trusted by Clan, etc. The narrator may also apply this rule to flaws such as Frail, Fear of Heights, etc. Only one such automatic augment may be used on one ability, but the narrator may allow an additional mundane augment when an automatic mundane augment has been applied. In any case, automatic augments must be of the basic type described above. For simplicity, automatic augments do not benefit from touch range, but if desired, add a level of augmentation to successful automatic augments.
A further type of augment is permitted as a 'one-use' or 'snap' augment. This takes no action, may be of automatic or normal type, but lasts for only a single action. If using a Spirit for a snap augment, AP is NOT gained, but it DOES count as one of the day's uses of the spirit.
All other augments require an action.
Wulf
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