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#26
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
More accurately, it's inherited from an older version of Third Edition. It was errata, not a previous edition.
Incidentally, there's still nothing opposing it, it's just no longer mentioned in the ruleset that I know of. ~J |
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#27
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
Oh... Errata to what?
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#28
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Bioware rules in Man and Machine.
And that should have said "pre-errata", sorry. ~J |
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#29
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
Yes, sometimes magic is not always a blessing. Funny thing,eh? By the way with the rules for Vision mag level you can zoom in or not. The real killer is thermal. Adepts with this stuff seemed to get boned in places like fires, factories, urban areas...... |
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#30
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 ![]() |
About as Boned as a Trog or a Halfer, sure.
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#31
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
I don't play those..I play mainly humans.
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#32
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Beetle Eater ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 ![]() |
Considering that only the best vision modifiers count for various types, it's irrelevent to adpets whether they can turn off thermal since when it would be a disadvantage their normal vision modifiers take over.
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#33
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
'cept for glare, yeah.
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#34
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
And where does it say that? |
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#35
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
M&M page 49, first sentence under Vision Modifiers. since you asked so nicely.
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#36
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
If adepts couldn't turn their powers off, you'd get something like this comic book cover: http://www.nationallampoon.com/supermanisa...es/dick/078.jpg
Un-turn-offable Killing Hands D! :D |
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#37
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
"i have to do this, supergirl... but do you think you could go touch jimmy olsen, first?"
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#38
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 ![]() |
Yes Adepts can turn off their magical super ninja powers.
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Guest_Crimsondude 2.0_* |
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#39
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What the...
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#40
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 ![]() |
Well it's true.
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#41
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
:proof:
~J |
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#42
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The Sewer Jockey ![]() ![]() Group: Dumpshocked Posts: 857 Joined: 26-February 02 From: Kent, United Kingdom Member No.: 1,197 ![]() |
:please: Much in the same way that Sammies can turn off their uber reinforced dikoted titanium mega armoured ultra cyber doohickeys... Neh? |
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#43
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 ![]() |
Exactly. Well most of them at least, but yea.
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#44
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Make with the :proof: already.
~J |
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#45
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Target ![]() Group: Members Posts: 46 Joined: 27-January 05 Member No.: 7,022 ![]() |
Adept m-u-s-t be able to turn their power off, if it's not canon, then you absolutely have to house rule this.
It just don't make sense. (sorry for my sloppy english) If you got improved reflex at 3 you always get arrested by Lone star? What about the novel with Ryan Mercury (Big D adept and pupil) if i remember ok he just "switch" between vision, reaction and different capacity to activate them. An Adept with smashing blow spend the rest of his life unable to train on a punching bag? If he's angry and slap an object everything go boom? I wouldn't like to be in your game. You have long jump you can't jump normally, and so on... I mean a physical adept use power to augment magically physical capacity. Has always, magic does the same thing as cyberware but just better(since it's not artificial but magical). When you buy hearing amplification as an adept power you get the maximum rating(is it always on, i don't think so). On top of that you got to consider that when you start got those power from inside yourself so you cannot metagame thinking(i buy killing hand, i buy this, i buy that) and live half your life getting your hears busted aways because you didn't developped(or buy) a sound dampener! That's rather common sense even if it may not be totally canon. Magic is just stronger than cyberware that's a game balance since magic take lot of time to develop... As a house rule, my players and me decided to state that with improve reflex you got a "kind of"reflex trigger automatically, with the same drawback, you can be taken off-guard(maybe that's much though). Anyway what do you think? |
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#46
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
actually, i don't believe there's any law against having adept powers, at least in the UCAS.
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#47
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Target ![]() Group: Members Posts: 46 Joined: 27-January 05 Member No.: 7,022 ![]() |
your right, but if you can't turn it off, or got enough masking. Who's gonna tell the lone star the difference between a wired reflex-3 system and an improve initiative adept power? What's the point of looking mundane, or less powerfull with masking anyway your power are always on.
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#48
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
But not always noticeable. For instance, someone with Synaptic Accelerators can't turn them off, but is neither jumpy nor noticeably accelerated in everyday life.
~J |
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#49
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
well, a cyberware scanner will pretty much tell you the difference every time. and, as kage said, a person with IR3 isn't jumpy or twitchy; they're just fast--when they want to be.
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#50
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Spider is right.
Okay, guys, if you want to go ahead and run a game where every time the physad with Killing Hands touches someone that person drops dead, where they can't turn off their Astral Perception and become dual natured and get screwed over for that, where they can't turn off Nerve Strike and are forced to repeatedly attempt to Nerve Strike an elemental or something, where Suspended State won't stop working so it makes you go into a coma forever, and where Magic Resistance is trying to stop healing spells from affecting you, go right ahead. You just won't have any physads, and you'll be like one of those GMs who keeps screwing the players over on silly details whenever they fail to specify something. ("Well, you never said you closed the office door before you shot the exec, so everyone on the floor saw you.") |
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