Accessory vs Power
This response in the Robot Repair Robot thread got me thinking. What is the difference between
What do you get for it being an innate power that you don't get by buying it an accessory? |
Re: Accessory vs Power
The last example of a flashlight vs. Control Light is out of whack.
It would be more like a limited Create Light. However to the point of your question.... Powers are available to people who can have them becasue of the right special effect. Tech is available to anyone who can afford the gear and is in the right time and place to get it. You can have a fireball as an IA in fantasy or Supers but maybe not access to a high powered rifle. However if anyone can go to the store and say buy a flashlight then it seems odd to have to pay a lot of points for one, even if your accessory perk means its built in. That is still cool and all and may resist being taken away from you so is worth something (hence the perk) but not really worth as many points as if your the only one who can shine a light on something. Perks are a discount for fairly common items so they can be bought as powers to level the playing field between tech gear and powers. |
Re: Accessory vs Power
It's much easier to take away someone's night vision goggles than to take away his eyes.
|
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Accessory only lets you get things at least very similar to equipment that would be available to you.
Advantages can be anything, and can be part of a Power, meaning you might be able to do various tricks with them, like the psi techniques in Psionic Powers. Basically, Accessory exists as a perk so you don't have to waste points on powers that the rest of the players are just going to buy with cash anyway. |
Re: Accessory vs Power
Remember that Accessories come with all the limitations of the item they mimic except that they can't be easily taken away.
The flashlight and NVGs need a power source (probably batteries) and are vulnerable to being broken. Without a UB you can't reasonably buy Accessories from a TL higher than your own. Powers can upgrade and evolve as you gain points, Accessories cannot. |
Re: Accessory vs Power
Quote:
I think that practically Accessories should be considered subject to the 'natural' item-limitations (e.g. Breakable) that would appear to flow from their nature. Night Vision goggles should be subject to electrical shorts etc., while Night Vision would not. |
Re: Accessory vs Power
Quote:
Basically, Accessory lets a character emulate the abilities of one particular device, but not necessarily by having the device physically built-in. A cyborg's Illumination perk could be an actual flashlight that pops out of his hand, while the equivalent perk for a mage would let him light up his staff with a gesture. It's really up to the GM whether a particular effect is minor enough that 1 point is enough to enable it. In the case of Night Vision goggles, it would have to carry with it significantly more drawbacks than the actual Night Vision advantage for it to qualify as a perk. |
Re: Accessory vs Power
Quote:
Quote:
"Your body incorporates a tool or other useful gadget (e.g., a siren or a vacuum cleaner)..." What makes it only a Perk is that it's really not much better than buying an object that you hold in your hand or clip to your gear. |
Re: Accessory vs Power
Quote:
Quote:
Quote:
The latter is powerful. Even 1000kW is enough to flood a cave with bright light lasting for minutes. You can cover every nook and cranny, bend the light to illuminate behind things, spot secret doors and passageways (by flooding the cracks with light), flash your opponents (weakly, but still), and so on. It's a super-power. The former lets you remove darkness penalties in a fairly narrow beam in one direction. |
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Quote:
{EDIT -- Ignore this post ... I misunderstood what I was replying to.} |
Re: Accessory vs Power
Quote:
Forcefield projector (but not a projector, just the effect)[1] Morphing armor (but not armor, just the effect) [1] Onboard battlecomp (but not a computer, just the effect)[1] Grav flight-belt (but not a belt, just the effect)[1] ... |
Re: Accessory vs Power
Quote:
If that IS what you're trying to say, you're kind of wrong. EDIT: If you're going for some kind of double negative thing saying that "Accessory: Shield" is legal, you're also wrong :) Quote:
|
Re: Accessory vs Power
Quote:
Quote:
The computer is basically standard in THS, but may not do some of the things you're presuming it would (and it needs to be loaded with software). The belt might work if it's allowed. If anything I'd lean to calling the high actual-rules point cost of the field projector and armor are the problematic bit, not the cheapness of being able to have the stunning abilities that are available to basically anyone at no point cost. |
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Quote:
The text says minor, non-combat benefits. A shield violates both parameters where even one would be enough to rule it out. |
Re: Accessory vs Power
Quote:
So I'm still not sure what's going on. |
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Ryan, Bruno, thanks. I see now I completely misread what RPK said.
Sorry RPK. |
Re: Accessory vs Power
Hmmm, I've wondered this often regarding cybernetics. The implant computer is one point (actually 6, because you gain photographic memory, though I'm not clear why this is separated out). While I'll grant that this is a tiny computer, as it increases in complexity, you can gain access to things like targeting programs and augmented reality for +1 to vision. These are not non-combat bonuses (though one can argue that a flashlight gives "combat bonuses" in a similar fashion).
But then we flip to implant radios, and those are designed the actual telecommunication advantage, not an accessory (Radio). Why not? Why design it with an advantage and not an accessory? It would seem to me, especially in an ultratech setting, that a radio is less powerful than a computer, and yet the radio costs more. I don't really follow the logic of this. Why accessory(tiny computer) but not accessory(radio)? |
Re: Accessory vs Power
Quote:
The first two clearly provide combat benefits. The fourth provides benefits that are far from minor. Not all technological devices count as "minor." A flashlight, a shovel, a siren, a vacuum cleaner, and the like are modestly priced and provide benefits that are smaller than the most nearly equivalent advantages. I'd allow the computer, since Transhuman Space treats having a computer as part of one's physical makeup as a perk, but the battle software's a different story. Bill Stoddard |
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Quote:
So it's not enough that an advantage doesn't exist, it needs to be sufficiently minor that it's not worth much, but in a setting where everyone has cell phones and comm systems, why isn't having one implanted an accessory. Make a different one: Implanted time-piece: Accessory (Watch) or Absolute Timing? Keeping in mind that tiny computer is WAY more useful than a watch. |
Re: Accessory vs Power
Quote:
|
Re: Accessory vs Power
Quote:
|
| All times are GMT -6. The time now is 05:06 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.