05-12-2009, 02:42 PM | #21 | |
Join Date: Aug 2004
Location: Edmond, OK
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Re: Why Take Snatcher?
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After all, Perks are Advantages that happen to cost 1 point, and Advantages are appropriate for Modular Abilities. |
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05-12-2009, 02:54 PM | #22 | |
Join Date: May 2008
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Re: Why Take Snatcher?
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05-12-2009, 03:00 PM | #23 | |
Join Date: Dec 2007
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Re: Why Take Snatcher?
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05-12-2009, 04:15 PM | #24 | |
Join Date: Aug 2004
Location: Edmond, OK
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Re: Why Take Snatcher?
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05-12-2009, 04:25 PM | #25 | ||
Join Date: Oct 2007
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Re: Why Take Snatcher?
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As far as Gizmos go: 1. An item you own but did not specifically state you were carrying. 2. An item that you probably own, 3. An inexpensive device widely available at your tech level. For anything better you need Gadgeteer (or a variant of it). Of course, Gizmos could easily be used for a low power version. Snatcher can grab a large diamond you don't own, Gizmo is completely incapable of that. |
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05-12-2009, 04:28 PM | #26 | |
Join Date: Oct 2007
Location: Richmond, California, USA
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Re: Why Take Snatcher?
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(To wit: Armor Familiarity, Huge Weapons, Iron Hands, Secret Styles, Doodad, Cutting Edge Training, Courtesy Title, Rule of 17 (Skill), and Special Exercises.) |
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05-12-2009, 05:20 PM | #27 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Why Take Snatcher?
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Good luck imagining the code of the Quartermasters Office when not even your subconscious knows it. Not to mention 'reading' a force construct; Green Lantern style.
__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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05-12-2009, 07:47 PM | #28 | |
Join Date: Sep 2007
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Re: Why Take Snatcher?
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05-12-2009, 09:30 PM | #29 | |
Join Date: Aug 2004
Location: Edmond, OK
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Re: Why Take Snatcher?
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05-12-2009, 11:50 PM | #30 | |
Join Date: Dec 2007
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Re: Why Take Snatcher?
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