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Re: [ORE] Hyper Stat question.

Does Progenitor have the Augment extra?  If memory serves, Augment adds the extras from the augmented stat/skill to the other dice in the pool, so you don't have to have the same extras in both pools for it to work.

To just dodge bullets, the PC could just buy hyperdodge with Interferes and Augment.  If the player wants to be able to preempt with other coordination tasks, then buying hypercoordination with Interferes and Augment would be the way to go.

I know there are some old threads explaining Augment in some detail, so you might want to look at those for more detail on how advancement would be affected, but I think handling this situation is pretty much what it's for.

     -----

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On May 10, 2015 11:45, "Zombie Haiku" <skullisfeisty@gmail.com> wrote:
I gave read through the posts on Hyper-Stats and could not find the answer to this question.
One of my players in Progenitor wants to have Interferes on his dodge dice pool and be able to dodge bullets, his natural coordination is 3d.

My suggestion.

  Hyper-Coordination (6/12/24) 3d (18)
    Interferes (+3), If/Then (only for reaction and dodge rolls) -1

I have seen a post that states if you want an extra to apply to a stat pool you have to pay the extra's cost for all dice, which would raise the cost by 9 points. Is that correct?
Also, as in Progenitor no new powers may be bought after character creation, how would I deal with him training to raise his natural coordination? Would it be 8 points per dice, to allow for the Interference merit, or would I be better off adding a further 6 points to his hyperstat now to pay for that future potential growth?

Thanks, in advance, for your advice.

Zombie Haiku

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