MadCat wrote:In that case, I'm going to need you to help me understand exactly how these funky double-pump cliches work. >< I understand that it costs double, so [3] would cost 6 dice, but how it works in general, I'm still fuzzy on.
So let's see... for standard "Pumping Cliches" most of the time I'd be a Sorcerer (3) but I can choose to "pump" the cliche for a single round and act as a Sorcerer (6), but would then lose 3 dice at the end of the combat, instead of 1? Or pump it by only 2, to Sorcerer (5) but lose 2 dice. Loss equal to the amount I pumped it by.
But "Double Pump" cliches, every die I pump it by gives me 2 dice instead... so if I start at Sorcerer [3] and pump it by 3 dice, I actually get 6 extra, and act as a Sorcerer(9), but still lose 3 dice at the end of combat? (Or if I pumped it by 2, I get 4 and act as a Sorcerer (7) but lose 2 dice at the end.)
Am I understanding correctly how Double-Pumping works?
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