Quote:
Originally Posted by Stormcrow
That's a separate feature of the Breakable limitation: "If you cannot repair it, and it requires inconvenient time, effort, or expense to replace (GM's decision), it is worth an additional -15%."
The GM has great leeway with gadget-limited traits. Anders's swordmages seem to fit very nicely in this leeway.
Breakable, DR 6, repairable, SM -3 or -4, -25%;
Can Be Stolen, Quick Contest of ST, will not work for thief, -15%.
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Looks just about right. Up to and including the required cost to replace the gadget if it's gone for good (broken, stolen or whatever).
("significant time and effort" is also part of Unique, which is where the requirement for replacing a lost or destroyed gadget are spelled)