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Temporary deactivation

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psycho835

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« on: <04-09-14/1721:18> »
Temporary deactivation of quickened spells for story purposes, in situations that DON'T have any significant influence on the game. Example:

Tim decides that his character, a human shaman named is going to hit the gym. Thunderhawk normally has an "Increase Reflexes" spell quickened on himself and Tim decides that, from story telling perspective, there really isn't any point in doing a martial arts regimen while having his abilities magically enhanced. He opts to deactivate his quickened "Increase Reflexes". After he's done at the gym, he activates the spell again.

Would you allow it?

TormDK

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« Reply #1 on: <04-09-14/1743:41> »
Since Adepts channel their mana inwards, and many of their powers don't have a drain value, and thus no activation - I'm not certain I'd allow an on/off scenario at my table.

Higher values of Improved Reflexes would be clearly visable to anyone observing in details as I see it.

I would say the same with 'Ware though, even if that is fiber optics running inside you instead of your normal neural net.

Sendaz

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« Reply #2 on: <04-09-14/1813:31> »
If was adept abilities he could probably shut it down, but a quickened spell is just in the always on position, so probably would have to say can't just shut it down and pop it back on.


Plus while you are stating it is for situations that are not significant in game play, the players will want a reason why it works that way and it opens the door to argue it could be done in other situations.

For his spell, he might be better off using a sustaining focus for the spell so he can drop it and recast when needed, letting the foci keep it going.  He still has to recast, but wont be bumping Karma into it all the time.
« Last Edit: <04-09-14/1815:45> by Sendaz »
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RHat

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« Reply #3 on: <04-09-14/1919:40> »
Since Adepts channel their mana inwards, and many of their powers don't have a drain value, and thus no activation - I'm not certain I'd allow an on/off scenario at my table.

Actually, Adepts turning off their powers is a pretty long-running rule - for example, turning off Killing Hands when you need to deal Stun damage.
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Michael Chandra

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« Reply #4 on: <04-09-14/1921:20> »
Also, it's been confirmed that you can turn off any and all Adept Powers, even the passive boosts, at will. However, for Quickened Spells, they probably are always on. Given how, even if the spell remains active and vulnerable to wards, there's actually a use for deactivating a spell (namely Motion Sensors), I wouldn't allow it.
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firebug

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« Reply #5 on: <04-09-14/1937:11> »
And spells that would normally be problematic to be quickened, like Armor (as it has a blatant visual effect) or Invisibility. Those are reason enough for Quickened Spells to not be toggle-able.
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