[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [DL] Hexarcana: Martial Arts and Mech. Augmentations
>
> >
> > If you're familiar with HOE, it's similar to, say, the basic way that
> Sykers
> > or Doomsayers work. If not, it's close to a blessed and her miracles, but
> > with Strain.
>
>I think I've got it. So I take it that Strain is a cost in Wind?
>(Obviously, I'm not familiar with the HOE rules. :)
Strain is different. It is supernatural Strain on ones body, with a Hero
having an amount of "Strain" equal to Vigor die type.
>
> > > And does Hexarcana feature the rules on mechanical augmentations?
> > >
> >
> > Unfortunately, no. There wasn't room for it once I got everything else in
> > there. The Marshal's section is only 2 pages long (3 if you count the art
> > <g>).
> >
> > Augmentations (greatly expanded) show up in the Collegium book which is
> > currently at the printer--although I understand there has been a delay,
> so I
> > can't swear as to when it's due on shelves. :-/
>
>Ah, well... at least the advertised contents weren't *completely* wrong,
>as was the case with Rascals, Varmits, and Critters I. :)
They changed the blurb...
>Now, the original mech agumentation rules were in City O' Gloom,
>correct?
right.
>Dan Davenport
Jason,
Da Baron