Anyone have any idea how the High Factotums benefits work?
Into the Storm page 226
I look at it and I can read it a bunch of different ways.. from completely worthless to being uber munchkin overpowered.
Anyone have any idea how the High Factotums benefits work?
Into the Storm page 226
I look at it and I can read it a bunch of different ways.. from completely worthless to being uber munchkin overpowered.
It does exactly what it says on the tin. Usually, throughout an endeavour, you're able to get more Achievement Points than you actually need to complete that Endeavour. That means that, with the High Factotum special ability, you can take up to 300 of those excess Achievement Points and apply them to another endeavour, representing storing those supplies that weren't needed, or any number of other actions that would allow you to use your successes in one job towards the completion of another.
Yah but you also get 1 PF per 100 excess achievement points.. Do you loose those those PF points? If you don't it seems a little overpowered.. kinda like 3 extra PF per session...
Of course, it depends on how often you complete endeavours. Other than very small endeavours, my players have only got more PF after 3-4 sessions.
And yes, I would say that they wouldn't apply for the extra +1PF, since they're never applied to the original endeavour, only the second one.
Ahh so the players could hold back those 300 points from an endeavor (and thus not get those 3PF) and save them for a rainy day?
Hmm.. that does not sound too useful or at least of very limited use.
From the description I thought it might be something along the lines of re-purposing bonus achievement points. Say you are are working towards a military objective, and you have a main cargo hold, normally you would get no bonus achievement points but the factotum could use those 125 trade points (up to 300 per session) and count them towards the military objective. IE using the cargo holds for military goods instead of trade goods.
llsoth said:
As are, for the most part, most of the rest of the bonuses that come with roles. The majority can only be used for one type of action.
The way i read it is also that you can use 300 AP's towards another objective, however it seems logical to me that it'd need to be a background endeavour rather then a new objective. If you fulfill a creed objective on say Redemption then it makes no sense that you can use the 300 AP's you got extra for a criminal objective on Lucin's Breath. If used like that it'd also mean you need to wait for the completion of any endeavour before you can use it where it clearly says "once per gaming session". So i prefer to think of that benefit as one ment for background endeavours so you can save yourself the bother or the derailment of the general plot whilst you can still get some of the good stuff that you'd have to pass up otherways. It's kind of a jumpstart for your npc crew towards what you're setting them on, thus reducing the risk that they'll fail.
Granted though, it's just interpretation, the rules don't seem clear on this.
The High Factotum's ability only really makes sense if the RT group is undertaking multiple Objectives at one time. Most GMs and groups don't play the game with that level of multitasking, but if you do, then this ability is fantastic since you can use your strong areas to cover for your weaker ones.