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Old 09-10-2019, 11:54 AM   #11
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Useful Abilities [Powers]

Cantrips: Modular Ability 1 (Cosmic Powers; Mental, Physical, and Social, +150%) [25]

Cantrips is an ability that represents the bewildering area of minor abilities useable to the majority of practitioners. In general, practitioners use it to mimic Perks or to create Signature Gear, though they can also use it to give them a basic understanding of a skill. While it is rarely the primary ability of an individual, it is often taken as an alternate ability for a secondary ability for 5 CP.
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Old 09-10-2019, 01:36 PM   #12
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Useful Abilities [Powers]

Quote:
Originally Posted by AlexanderHowl View Post
Cantrips: Modular Ability 1 (Cosmic Powers; Mental, Physical, and Social, +150%) [25]

Cantrips is an ability that represents the bewildering area of minor abilities useable to the majority of practitioners. In general, practitioners use it to mimic Perks or to create Signature Gear, though they can also use it to give them a basic understanding of a skill. While it is rarely the primary ability of an individual, it is often taken as an alternate ability for a secondary ability for 5 CP.
I'm not sure I'd include Social. There's not much you can do with 1 pt of Social advantages, and even fewer that make sense to be transient. That would make it [20], or [4] as an Alternative Ability.
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Old 09-10-2019, 03:54 PM   #13
AlexanderHowl
 
Join Date: Feb 2016
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Originally Posted by awesomenessofme1 View Post
I'm not sure I'd include Social. There's not much you can do with 1 pt of Social advantages, and even fewer that make sense to be transient. That would make it [20], or [4] as an Alternative Ability.
Signature Gear is the primary 1 point social advantage, and there are a number of social perks that would qualify (Base, Citizenship, License, Permit, and Vehicle are all possibilities). For example, a TL8 individual could summon any object worth less than $10,000 as Signature Gear or suddenly have a passport that shows that they are a Canadian citizen. Of course, you could have lesser versions for 20 CP (Physical and Mental or Physical and Social), 15 CP (Mental and Social or Physical), or 10 CP (Mental).
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Old 09-10-2019, 05:48 PM   #14
Culture20
 
Join Date: Feb 2014
Default Re: Useful Abilities [Powers]

Were I GM of a player with modularly generated sig gear, I'd rule that at least it isn't summoned in hand and is more like lost sig gear serendipitously recovered or replaced. Of course that means it might have an owner, but at least it's near at hand. "How convenient that the necromancer's zombie was a former vassal to whom I gave my spyglass. Now let's see what he's doing in his tower window..."
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Old 09-10-2019, 06:58 PM   #15
TGLS
 
Join Date: Jan 2014
Default Re: Useful Abilities [Powers]

OTOH, I'd probably say no straight out to modular gear. It steps all over Snatcher, and is far too cheap/unlimited (no fatigue cost, no rolls, etc).
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Old 09-11-2019, 09:14 AM   #16
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Useful Abilities [Powers]

Turn Undead: Burning Attack 1d-2 (Accessibility, Undead Only, -25%; Area Effect, 32 yards, +250%; Cosmic, Ignores DR, +300%; Cosmic, Ignores Defenses, +300%; Emanation, -20%; Symptoms, Dread (16 yards, User), -1/3 HP, +75%; Underwater, +20%) [20]
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Old 09-11-2019, 09:36 AM   #17
naloth
 
Join Date: Sep 2004
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Originally Posted by AlexanderHowl View Post
Signature Gear is the primary 1 point social advantage, and there are a number of social perks that would qualify (Base, Citizenship, License, Permit, and Vehicle are all possibilities). For example, a TL8 individual could summon any object worth less than $10,000 as Signature Gear or suddenly have a passport that shows that they are a Canadian citizen. Of course, you could have lesser versions for 20 CP (Physical and Mental or Physical and Social), 15 CP (Mental and Social or Physical), or 10 CP (Mental).
That doesn't make any sense. Signature Gear is "special" not just random summoned items and the primary benefit of the advantage is that your gear has plot protection.
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Old 09-11-2019, 12:08 PM   #18
Anders
 
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Location: Gothenburg, Sweden
Default Re: Useful Abilities [Powers]

The proper Create Power, however, lets you create money from points at the standard rate.
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Old 09-11-2019, 01:37 PM   #19
Donny Brook
 
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Default Re: Useful Abilities [Powers]

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Originally Posted by AlexanderHowl View Post
Cantrips: Modular Ability 1 (Cosmic Powers; Mental, Physical, and Social, +150%) [25]

Cantrips is an ability that represents the bewildering area of minor abilities useable to the majority of practitioners. In general, practitioners use it to mimic Perks or to create Signature Gear, though they can also use it to give them a basic understanding of a skill. While it is rarely the primary ability of an individual, it is often taken as an alternate ability for a secondary ability for 5 CP.
I would not allow you to 'create' Signature Gear in that manner. And I don't allow "social" as a mod on Modular Abilities.
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Old 09-11-2019, 02:06 PM   #20
AlexanderHowl
 
Join Date: Feb 2016
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I would not allow you to 'create' Signature Gear in that manner. And I don't allow "social" as a mod on Modular Abilities.
Fair enough, your game, your rules. It is, however, a legal build by RAW.
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