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rollenspiel:shadowrun:leverage_hack:assets

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rollenspiel:shadowrun:leverage_hack:assets [2012/07/16 21:40] – angelegt stefanohrmannrollenspiel:shadowrun:leverage_hack:assets [2012/07/16 21:40] (aktuell) – [Aktivposter (Assets)] stefanohrmann
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-====== Aktivposter (Assets) ======+====== Aktivposten (Assets) ======
  
 Assets cover anything going in the Crew’s favor. This might be as concrete as a Screwdriver, or as abstract as their Mojo. Most often, Assets enter play when a player spends a Plot Point to create one. For a single Plot Point, you can create a d6 Asset that’s useful for the duration of a scene, and for 2 Plot Points it remains useful for the duration of the Job. Some Talents improve this ability—Hackers, for example, are often at an advantage when coming up with new gadgets—but the basics are pretty straightforward. There’s no such thing as a generic Asset. If you create an Asset, you need to name it. Assets cover anything going in the Crew’s favor. This might be as concrete as a Screwdriver, or as abstract as their Mojo. Most often, Assets enter play when a player spends a Plot Point to create one. For a single Plot Point, you can create a d6 Asset that’s useful for the duration of a scene, and for 2 Plot Points it remains useful for the duration of the Job. Some Talents improve this ability—Hackers, for example, are often at an advantage when coming up with new gadgets—but the basics are pretty straightforward. There’s no such thing as a generic Asset. If you create an Asset, you need to name it.
rollenspiel/shadowrun/leverage_hack/assets.1342467628.txt.gz · Zuletzt geändert: 2012/07/16 21:40 von stefanohrmann