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Moving Target ![]() ![]() Group: Members Posts: 355 Joined: 24-August 02 From: Magna, Ute Nation Member No.: 3,166 ![]() |
According to Page 168 SR3, under ADEPT POWERS, the end of the first paragraph says:"The Adept's choice of powers is permanent."
Does this mean that adepts cannot purchase new powers, they can just raise the ones they have? Or does this mean that they cannot get rid of any of their powers? |
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
the equivalency is found in the fact that powers are what adepts do. it's their main thing. with mages, spells are--unless they're specifically built otherwise--the main thing they do. it's where most of what they bring to the team comes from. mages, even if they stop initiating, still have plenty of room for diversifying and gaining greater power, even without spending karma on skills or attributes. adepts, not so much. once you reach a certain level of achievement, it just stops being worth getting more PP. and the worst part is, it's not like PP at that level are 'better' than the cheaper PP you gained at grade 1. adept powers are actually closer to cyberware in terms of cost and reward, i'll freely admit. the thing with cyberware, though, is that it's way cheaper than power points. there are a few cases--senseware, mainly--where adept powers are 'cheaper', but even then, the margin is slim in most of the games i've played in. karma is, for my adepts, always in demand, while money for my cybered characters has never been much of a problem. most of my groups follow the suggested guidelines for money and karma rewards, even erring a bit on the generous side for karma. it's still never enough.
as i recall, it clearly states which ordeals can't be repeated--namely, the familiar ordeal. that one is specified, i believe, as only being useable once; therefore, one can assume that the rest are repeatable. |
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