Augments

Quote:
On May 13, 2004, at 9:14 AM, Kirk Gisiner wrote:

Ok mike what was the new way that we can do augments? Did you say that we could use anything that was relevant including skills personalities and magic? Was there a limit on how many augments used on a certain skill?

All appropriate skills may be used with the following restrictions:

    No more than 3 magical abilities without complicated prep. getting and keeping 3 magics working at once is very hard. This doesn't apply to magics extended from previous to the contest.
    Some augments might not be available at the start of a fight: Notice Stylistic Flaw, Endure, Hate to Lose, etc.
    Some augments may take an unrelated action* during a round in order to use: new weapon, Focused Will, Fetishes that have to be released.

    Some augments you normally use may not be available in all situations. Trying to do acrobatics while underwater, for example.

*Unrelated action: give up your turn to bid in order to do something else. You can only do this on your turn. It does not mean that the opponent gets a free attack.

Mike

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more augmnets

when you are augmenting in an extended contest can you use the augment for AP instead of adding to the rolling score?

AP?

yes.

the resistance is the same as the # of AP.

AP again

Is the augment number used for AP the skill score or the pluses for the skill when it is added into a normal augment? Sorry if thayt makes no sense.

Augments

It isn't very clear, so I'll answer every question I can think of that yours might be.

Garusharp wants to augment Rasa's attempt to dance at a Teshan wedding.

Rasa is using Eidetic Memory -10 as the only applicable skill, giving him a skill of 10. He could have possibly augmented his skill with sorcerous Awe, but Brad forgot to do that.

So, Rasa has a Target Number of 10, and as the contest starts, has AP = to his starting target number, so 10.

After losing the first round, Rasa has 7 AP, and Garusharp decides he wants to help. He uses his Dance skill to try to mime what Rasa should be doing. Garusharp has a Dance (let's say) of 17. Garusharp may attempt to give Rasa any number of AP, but the number of AP is the resistance. So, if he tries to give him 7 AP, Garusharp rolls his Dance 17 vs. a resistance of 7. (But see below)
If he tries to give Rasa 24 AP, the resistance is 24 = 4W.

Results can be AP are given to Rasa, AP are given to Rasa and lost from Garusharp, 1/2 the AP are given and lost, nothing, Rasa loses 1/2 the attempted gain, Both lose half, both lose all attempted.

I think you may have been asking "Is the automatic augment rating for a skill the same as the amount I loan as AP?"

No. The automatic augment number for a skill of 17 (for example) is +2.

The automatic AP augment is +5 AP for every 10 points of skill. So, Garusharp could automatically give Rasa 5 AP without rolling, but Garusharp loses those 5 AP. If he wants to give them away "for free" he has to roll, and get a Complete Victory.

augments

Mike,
you did actually answer my obtuse questions. :lol:

learn something new

I always knew you could have automatic augments , I never realized about the automatic AP loan. interesting.

Since we are on AP loans, I am wondering in what instances a hero may 'loan' himself AP. More specifically, are there instances where a person reaches 0 ap, but can still loan himself AP? I'm thinking of when Garusharp reached 0 ap with his combat with the vile snake spirit - he could only get AP from others. But I do remember when Senech reached 0 AP in combat with the skin-vampire-minion, but I was able to get back in the contest by rolling for AP because of my small. Is that because the parameters of the contest where different? The Vile-Snack was in a heroquest challenge as opposed to the skin-vampire-minion's intention was to tie up Senech?

brian

augment AP

Brian,
I wait with ill hidden excitment for the answer to your last question... I to would like to know if it is possible to pull myself out of the fire or if i am doomed to owe everybody a favor for saving my butt every time! :oops:

My faulty memory

Alas, I don't recall the specific mechanical context of Senech's AP loan to himself.

Looked at simply--once you're at 0 AP, you are defeated and cannot affect the contest again, unless something unusual is involved:

    some power that activates at 0 AP (such do exist. They're usually cult Secrets.)
    You have some sort of regeneration power (like the black-hearted snake.)
    your opponent tries a coup de grace and transfers AP to you. You already knew that. It's also the same as someone else transferring AP to you.

augments

Curses foiled again! :x

One more thing: Range

Another bit to consider:

There are many situations where your distance from the person you're trying to loan AP plays a profound effect:

Most healing MUST be done at touch range.
Secret advice doesn't work if you have to yell it
Lots of things take a -5 if you aren't right next to the person you want to help.

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