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> Can Adapts turn their powers off?
Kagetenshi
post Feb 15 2005, 06:16 PM
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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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GentlemanLoser
post Feb 15 2005, 06:18 PM
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Oh... Errata to what?

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Kagetenshi
post Feb 15 2005, 06:21 PM
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Bioware rules in Man and Machine.

And that should have said "pre-errata", sorry.

~J
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Cynic project
post Feb 15 2005, 09:41 PM
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QUOTE (hyzmarca)
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?

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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CoalHeart
post Feb 15 2005, 09:48 PM
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About as Boned as a Trog or a Halfer, sure.
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Cynic project
post Feb 15 2005, 10:09 PM
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I don't play those..I play mainly humans.
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Kanada Ten
post Feb 15 2005, 10:25 PM
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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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mfb
post Feb 15 2005, 10:28 PM
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'cept for glare, yeah.
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Cynic project
post Feb 16 2005, 12:12 AM
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QUOTE (Kanada Ten)
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.

And where does it say that?
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mfb
post Feb 16 2005, 12:20 AM
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M&M page 49, first sentence under Vision Modifiers. since you asked so nicely.
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Wounded Ronin
post Feb 16 2005, 06:23 PM
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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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mfb
post Feb 16 2005, 06:34 PM
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"i have to do this, supergirl... but do you think you could go touch jimmy olsen, first?"
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CoalHeart
post Feb 16 2005, 07:10 PM
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Yes Adepts can turn off their magical super ninja powers.
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Guest_Crimsondude 2.0_*
post Feb 16 2005, 07:12 PM
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Guests






What the...
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CoalHeart
post Feb 16 2005, 07:21 PM
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Well it's true.
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Kagetenshi
post Feb 16 2005, 07:22 PM
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:proof:

~J
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Drain Brain
post Feb 16 2005, 07:34 PM
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QUOTE (CoalHeart)
...magical super ninja powers.

: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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CoalHeart
post Feb 16 2005, 08:12 PM
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Exactly. Well most of them at least, but yea.
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Kagetenshi
post Feb 16 2005, 08:14 PM
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Make with the :proof: already.

~J
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Spider
post Feb 16 2005, 10:55 PM
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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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mfb
post Feb 16 2005, 11:24 PM
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actually, i don't believe there's any law against having adept powers, at least in the UCAS.
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Spider
post Feb 17 2005, 03:27 AM
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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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Kagetenshi
post Feb 17 2005, 03:35 AM
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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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mfb
post Feb 17 2005, 04:24 AM
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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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Wounded Ronin
post Feb 17 2005, 07:09 AM
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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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