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Augments in Quickstart


Zit

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The question may already have been addressed somewhere else, I'm sorry if it is the case.

The rules for augments on page 2 are not the same as later for Runes and Passions, although it is said on page 2 that "Where appropriate, abilities—whether Runes, skills, or passions—
may be combined to augment one another".

Page 2:
• Failure: Subtract –20% from the desired ability.
• Fumble: Subtract –50% from the desired ability.

Page 8 & 10

• Failure: Subtract –10% from all rolls using that Rune/passion etc.
• Fumble: Immediately lose –1D10% from the Rune/passion etc.

I know the Quickstart is only a draft and I guess this has already been spotted and will be corrected, but I'm wondering if, the definitive rules, there will be a difference when augmenting with skills or with runes/passions, and if yes, why ?

Wind on the Steppes, role playing among the steppe Nomads. The  running campaign and the blog

 

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2 hours ago, Zit said:

The question may already have been addressed somewhere else, I'm sorry if it is the case.

The rules for augments on page 2 are not the same as later for Runes and Passions, although it is said on page 2 that "Where appropriate, abilities—whether Runes, skills, or passions—
may be combined to augment one another".

Page 2:
• Failure: Subtract –20% from the desired ability.
• Fumble: Subtract –50% from the desired ability.

Page 8 & 10

• Failure: Subtract –10% from all rolls using that Rune/passion etc.
• Fumble: Immediately lose –1D10% from the Rune/passion etc.

I know the Quickstart is only a draft and I guess this has already been spotted and will be corrected, but I'm wondering if, the definitive rules, there will be a difference when augmenting with skills or with runes/passions, and if yes, why ?

Page 2 relates to using a Rune, skill or Passion to augment another, usually a once off roll, for example using Dance to augment a Ritual roll.

Page 8 refers to Runic Inspiration to effect a whole scene, using your Movement Rune to augment a night of Dancing 

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