Can Adapts turn their powers off? |
Can Adapts turn their powers off? |
Feb 14 2005, 10:43 PM
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#1
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Running Target Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 |
I know that some powers have to be turned on,and some powers can be turned off..But some do not say oneway other hte other. So if an adept just has a power that doesn't say one way or the other, could they turn it off?
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Feb 14 2005, 10:49 PM
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#2
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The Sewer Jockey Group: Dumpshocked Posts: 857 Joined: 26-February 02 From: Kent, United Kingdom Member No.: 1,197 |
I always house rule that.
For a start, it can make a big difference conceptually, but moreover, what about the Increased Reflexes for example? Turning it off would be like a free Reflex Trigger (if you continue the Cyberware analogue from Wired 1/2/3). I always give the option for things like perceptive abilities and killing hands (hey, you don't ALWAYS want to kill your enemy, right?) but improved ability, Reflexes and some other bits and pieces are a no-no. Confer with the GM. Failing that, if you are the GM, decide for yourself what seems reasonable! |
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Feb 14 2005, 11:55 PM
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#3
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Moving Target Group: Members Posts: 881 Joined: 1-May 04 Member No.: 6,295 |
even if you couldn't turn them off so to speak you could supress them, at least that's what I would say.
everyone, no matter how strong, can choose to regulate her stregnth, why should an adept be any different? |
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Feb 14 2005, 11:57 PM
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#4
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
There used to be clear evidence that powers could be turned off. Since the disappearance of bioware's "virtual magic loss", this is much less clear-cut.
~J |
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Feb 15 2005, 01:16 AM
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#5
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
I can't suppress my color vision. :) |
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Feb 15 2005, 01:19 AM
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#6
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
You can, it just suppresses your black and white vision as well. |
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Feb 15 2005, 01:26 AM
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#7
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Clever fellow... |
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Feb 15 2005, 01:42 AM
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#8
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
Well, consider that one with a Power linked to a Geas can "turn off" a power by not fulfilling said Geas. Extend that the books only notes the difference as an involuntary off setting and that it is not noted as a bonus anywhere. I conclude that while the books are vague, the ability to switch power levels and even powers using foci supports the ability to turn off the powers.
Otherwise, traceless adepts could never go shopping alone.* |
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Feb 15 2005, 01:47 AM
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#9
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Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
Despite my not-so-clever attempt to play devil's advocate, I agree that an player can turn off the character's powers. Some jsut aren't that useful if you can't turn them off. Think "The Sentinal." For Increased Reflexes, I assume you don't have to turn them off. They only work when needed. Its magic. :)
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Feb 15 2005, 01:47 AM
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#10
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Only assuming they're pressure and not proximity.
~J |
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Feb 15 2005, 01:48 AM
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#11
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
I'd just like to note that Killing Hands according to the Shadowrun FAQ says this about the Killing Hands power:
So it seems you can't just tone it down or turn parts of it off, at least for that specific power. Sounds like something I would house-rule or something that may or may not be revised later when the Shadowrun FAQ gets its much-needed facelift.
Oh the sacrifices one must make when you are awakened. *sniffles*
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Feb 15 2005, 01:49 AM
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#12
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
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Feb 15 2005, 01:52 AM
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#13
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Yeah, I'm not supporting or refuting any side here. In our game, adepts can turn off/on their abilities, but I think there is enough leeway to allow GMs to determine which way it can go without disrupting canon.
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Feb 15 2005, 01:57 AM
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#14
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Beetle Eater Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 |
Agreed. Though, I'll further add that they introduced a metamagic that allows and adept to increase their power points for a time only to lose an amount afterwards. The fact one cannot scale back a power seems like an obvious oversight, but even that is not the same as switching it off.
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Feb 15 2005, 10:42 AM
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#15
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I would think that the fact that an Adept cannot have more Powers (or levels of Powers) active than his Magic Rating would tend to imply that Powers can be turned on and off at will.
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Feb 15 2005, 10:47 AM
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#16
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
I Would like to think that an Adept could turn their powers off otherwise an adept with masking could only ever pass as unintiated not mundane.
Something that i've noted when you have Enhanced Perception since you never know when you need thus you have to have on all the time. [Edit] Spelling Demons Strike Again |
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Feb 15 2005, 11:40 AM
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#17
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Moving Target Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 |
Fortune;
"I would think that the fact that an Adept cannot have more Powers (or levels of Powers) active than his Magic Rating would tend to imply that Powers can be turned on and off at will." Where does that come from? The only thing I can find in SR3 is that levels are limited by Magic rating. I can't find anything about numbers of powers or anything to do with active at all (bar the very mis leading entry with regards to adept focuses in SOTA:64). Edit: Ignoring the fact that the number of powers is limited at character generation by a number of power points to spend that equals your magic rating. And I suppose also that loss of a magic point loses 1 points worth of powers. |
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Feb 15 2005, 02:17 PM
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#18
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Free Spirit Group: Dumpshocked Posts: 3,944 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Then again, the rules explicily state the adept can choose to do Physical or normal Stun damage. It doesn't require any modifier either. The FAQ Q&A is more in line with the modifier for pulling punches and has little to do with this discussion. |
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Feb 15 2005, 02:47 PM
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#19
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Can adepts turn off powers? Two words: Vision Mag. If they can't turn them off some adepts are really fragged. Have you ever tried to navigate in close quarters while looking through binoculars?
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Feb 15 2005, 04:01 PM
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#20
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Running Target Group: Members Posts: 1,102 Joined: 23-March 04 From: The Grizzly Grunion, in a VIP room. Member No.: 6,191 |
That sounds to me like it only applies to when you're TRYING to injure someone. If Killing Hands can't be turned off, Adepts would inadvertantly KO their buddies every time they high-fived. And an Adept with Astral Projection isn't always projecting. The Improved Reflexes / reflex trigger argument is good, but think about it this way: just because an Olympic sprinter can run the 100m in under 10 seconds, doesn't mean he's ALWAYS moving that fast. IR Adepts have the ability to move like lightning, but I don't think they always HAVE to. |
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Feb 15 2005, 06:09 PM
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#21
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
Also the limit on powers used at one tme is limited to magic rating, which implies that when an adept has 12 powers, he has to turn them off to be in compliance.
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Feb 15 2005, 06:09 PM
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#22
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
well, it's worth pointing out that adepts don't need reflex triggers. only users of cybernetic reflex enhancements run the risk of reflexively attacking anyone who surprises them--bioware and magic reflex enhancements do not incur this penalty.
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Feb 15 2005, 06:12 PM
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#23
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Moving Target Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 |
Nikoli, is that limit a house rule? I can't find it in any of the books I own...
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Feb 15 2005, 06:12 PM
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#24
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
That's the bit I referenced earlier. It came from the days when bioware caused virtual magic loss.
~J |
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Feb 15 2005, 06:16 PM
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#25
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Moving Target Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 |
Ah. So it's inherited from an older version of the rules and isn't canon for third edition.
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