On Sunday, November 22, 2015 at 10:14:31 PM UTC-5, Allan Goodall wrote:
On Sat, Nov 21, 2015 at 3:07 AM, John Doe
<erikst...@hotmail.com> wrote:
My book says the same-but immediately afterward only lists Command 6-10. I presumed that meant that 1-5 still applied the Base Will bonus. So if his 'natural' Command was higher he would have more Base Will?
That's how I've always ruled.
You're allowed to add regular dice to stats as part of your miracle by spending Will Points. Those extra dice are part of your hyperstat. Even if all they did was raise your stat from 2d to 3d, they're still part of your hyperstat. If you're hit by a Zed, you lose those points.
Those points spent on Coordination are still part of the character's hyperstat. They don't add to Base Will. If you want to get your Base Will up through Command, you need to spend stat points (meaning you have fewer points to spend on other stats).
My book says that after the game session any number of stats (or skills) can be raised by any number of points, while during the session either one skill or one stat may be raised by one point only.
I don't see any limitation on Talent abilities beyond the Will cost no matter when they are bought- during the session or after.
From the new edition:
"However, during any given combat or crisis you can improve only a single score—a stat, a skill, a Talent power, or Base Will—and by only one level."
"If your character has a few days of down time between missions, you can spend any amount of experience points on any number of stats and skills. However, you can never spend Will points to improve an ability in down time between missions."
"You can improve a Hyperskill, Hyperstat or Miracle by one level (whether that's a normal die, a Hard Die or a Wiggle Die) by spending Will points equal to the ordinary cost of the new die... Experience points cannot improve Talent powers."
--
Fair enough-it looks like the newer book is designed to encourage front-loaded characters and discourage improving over time. So the individual playing the Slotback would be foolish to attempt to raise any of his hyperstats during play (although I have to wonder why he wasn't just given Cool 10. The cost would have been the same, as would the final Base Will- plus there would be no need to even think about improving any hyperstats, leaving his Will free to counter enemies).
Thank you for the information.
I am a bit confused- on another message board I had read that the Courtyard of Hell characters were meant to be a bit more 'super', yet everything I have heard about the newer edition seems designed to prevent that. Increasing the cost of Go First so dramatically, Mr. Ivey stating that hyperstats are 'probably' underpriced, now this about preventing advancement of Talent abilities during down time. So a character can't practice his flight unless he's being shot at?
--
You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
To unsubscribe from this group and stop receiving emails from it, send an email to
cult-of-ore+unsubscribe@googlegroups.com.
To post to this group, send email to
cult-of-ore@googlegroups.com.
Visit this group at
http://groups.google.com/group/cult-of-ore.
For more options, visit
https://groups.google.com/d/optout.