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Help wih Species Design & Extraordinary Abilities
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<blockquote data-quote="Tranquilis" data-source="post: 5654007" data-attributes="member: 71124"><p>Hi all! I'm currently enjoying <em>Prime Directive D20 Modern</em> by ADB. Although its official setting is obviously the Star Fleet Universe, it's perfect for running any sort of <em>Star Trek</em> game. Although <em>D&D</em> was my first "roll" playing game, FASA's <em>Star Trek: RPG</em> was my first "role" playing game, and I've had a blast assigning d20 Modern stats to create PC <em>Star Trek</em> races. I've done extensive work on roughly 30 so far and am loving it!</p><p> </p><p>I do have a couple of questions about Extraordinary Abilities:</p><p> </p><p>1.) By the looks of it, Ex Abilities can be beneficial OR detrimental (e.g. Light Sensitivity, Technophobic). It strikes me as odd that these would even be considered Ex Abilities. I guess the reasoning is that it is pertinent to know they can't be "dispelled" via magic, etc.?</p><p> </p><p>2.) Since a Star Trek setting (at least my setting) is devoid of any sort of magic, Supernatural and Spell-Like Abilities don't exist (at least with those descriptors). With that being the case, would distinguishing an ability as Extraordinary even matter?</p><p> </p><p>Lastly, with number 2 being the case, I'm having a bit of trouble distinguishing between Ex Abilities and Natural Abilities. For instance, it would seem to me that Scent (Ex) would just be a natural ability for certain species/races.</p><p> </p><p>Thanks in advance for your help and comments!</p></blockquote><p></p>
[QUOTE="Tranquilis, post: 5654007, member: 71124"] Hi all! I'm currently enjoying [I]Prime Directive D20 Modern[/I] by ADB. Although its official setting is obviously the Star Fleet Universe, it's perfect for running any sort of [I]Star Trek[/I] game. Although [I]D&D[/I] was my first "roll" playing game, FASA's [I]Star Trek: RPG[/I] was my first "role" playing game, and I've had a blast assigning d20 Modern stats to create PC [I]Star Trek[/I] races. I've done extensive work on roughly 30 so far and am loving it! I do have a couple of questions about Extraordinary Abilities: 1.) By the looks of it, Ex Abilities can be beneficial OR detrimental (e.g. Light Sensitivity, Technophobic). It strikes me as odd that these would even be considered Ex Abilities. I guess the reasoning is that it is pertinent to know they can't be "dispelled" via magic, etc.? 2.) Since a Star Trek setting (at least my setting) is devoid of any sort of magic, Supernatural and Spell-Like Abilities don't exist (at least with those descriptors). With that being the case, would distinguishing an ability as Extraordinary even matter? Lastly, with number 2 being the case, I'm having a bit of trouble distinguishing between Ex Abilities and Natural Abilities. For instance, it would seem to me that Scent (Ex) would just be a natural ability for certain species/races. Thanks in advance for your help and comments! [/QUOTE]
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Help wih Species Design & Extraordinary Abilities
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