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[ORE] Re: [Wild Talents] Augment in play example

I'm still not understanding how to roll here. Meaning, is using a
power for augment only considered an action for the purposes of
multiaction penalties?

If all my power does is augment another players power, as in The
Augmentor above, do I get to declare my own action, like I punch some
guy in the face, and during the rolling phase state, oh and I'm
rolling my Augmentor power as well to buff up Weak Sauce.
Or, do I need to declare the use of the Augmentor power itself and
take a multiaction die penalty to punch someone in the face?
If its a mutliaction is imagine you'd roll the lower of the two pools
and during the roll phase keep the result of either the targets dice
pool if its smaller or your own if its smaller. But in that case, does
your target's dice pool determine the success or failure of your
second action?

On Mar 6, 6:57 pm, Matt <moeh...@gmail.com> wrote:
> All it's supposed to do is add dice to particular actions in a way thematically appropriate to the power. You seem to be thinking of the extra as a power.
>
> Think of it like this:
>
> Fireguy
> 3d Brawl Pool, 4d Firearms Pool and 8hd "Fire Power" with Attacks Quality, Range Capacity, Engulf, Augment Extras
>
> Augment allows him to "add" his 8hd to his Brawl Attacks at will since they both have the Attacks Quality provided he is willing to sacrifice the Engulf Extra and Range Capacity. This is essentially like "Burning Punch/Kick/Hammerthrow/Tackle" and his pool is 3d+8hd
>
> He can also say he's keeping the Engulf but the. Rolls the smaller pool 3d Brawl.
>
> He can do the same thing with a Firearm shooting "Burning Bullets" but dropping Engulf or keep Engulf and roll the 4d Firearms alone.
>
> Because he has the range Capacity and Augment he could also cast "burning blade/arrow/bullet/fist" on someone else's weapon. Since there's no Flaw on "Fire Power" and it has the attacks quality he can also just shoot gouts of flame.
>
> Note how with the 8hd and Augment his fire miracle makes him an effective Kung fu assassin since he can always drop the extras and just add 8hd to his Brawl. That's why it's so expensive. If he wanted he could take 3 actions, lose 2hd and turn 2 of his buddies into Kung fu assassins as well by passing out 2hd to each of them and keeping 2 for himself, then rolling the remaining 3 dice.
>
> Resolution for the above flurry would result in his speed being 2 (assuming he doesnt get more tens). So his buffed allies would either have to sacrifice initiative speed (lower their width to enjoy the benefits of his fiery damage boost) or declare multiple actions of their own which will cost them one of their hard dice. So it is awesome but has its limits.
>
> I'm no expert though so keep an eye out for other responses.
>
> -Matt Conlon
>
> On Mar 6, 2012, at 3:53 AM, Confused Gamer <closetgamer1...@gmail.com> wrote:
>
>
>
> > I've looked over the Augment extra till I was blue in the face and I
> > just can't figure out how it would be used in play.
>
> > Player 1: The Augmentor
> > Power:
> > Augment Someone 6d 2wd
> > A: Augment +4 if/then (augment only) -1 Capacity: Range
> > D: same
> > U: same
>
> > Player 2: Weak Sauce
> > Power:
> > Noodle Armed Strike 4d 2wd
> > A + 2: Penetration +2 Capacity: Touch
>
> > I need a play example, Declaration, Roll, and resolution phases, using
> > the two players above for the following situations:
> > A. No extras, except augment of course
> > B. Extras kept
> > C. Same as A but The Aumentor doesn't declare the Augment extra during
> > declaration phase.
> > D. Same as B but The Augmentor doesn't declare the Augment extra
> > during declaration phase.
>
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