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<  From Pulp City HQ  ~  Road to Pulp City Chapter 2: Power Up

PostPosted: Mon Jul 05, 2010 11:26 am
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
dboeren wrote:
Interesting...

I'm sure before too long we'll see a model with some way to generate new Power Up dice, that would be a dandy super power.

I do kind of agree that the game does not need to keep adding more bookkeeping though.


We are kind of there with Sgt. Bale - he can power-Up with the right die roll on one of his actions.

There may be more to come when you look at how development goes (take the Lurk Action for example: 3 models have this now, right? Now that is nothing to do with Power-Up, but shows that duplicated/similar Actions exist)



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PostPosted: Mon Jul 05, 2010 1:37 pm
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
There are new Skills that manipulate amount of Power Dice as well as Subfaction specific Agendas that may grant extra dice.



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PostPosted: Mon Jul 05, 2010 1:44 pm
User avatarHeraldPosts: 1461Location: Zen StudiosJoined: Wed Apr 23, 2008 3:43 pm
Morf wrote:
There are new Skills that manipulate amount of Power Dice as well as Subfaction specific Agendas that may grant extra dice.


Nicely, Nicely . . . . .



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