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<blockquote data-quote="carpedavid" data-source="post: 2394486" data-attributes="member: 6971"><p>As someone else mentioned above, there is a "Special Abilities" class role already: the Adept. If you're playing in a non-FX campaign, I'd see no problem in giving the Adept a number of "modern magic" or abilities. In fact, you'd likely want to keep the mechanics that drive the adepts powers, and just re-label what their origin is; super-science instead of magic.</p><p></p><p>Honestly, you've already got most of the effects you'd want to see the role have. "Medial Miracle" sounds a lot like "Cure," just with a scientific origin instead of supernatural. Heck, just rename them "Scientific and Social Powers" instead of "Supernatural Powers," and you're pretty much good to go.</p><p></p><p>As far as moving the social Expert feats to the Adept role, I don't see the harm in opening them up to the Adept (though I'd make them General feats and not Supernatural/Scientific). However, if you actually read the description of the feats, you'd see that they all work through the use of <em>skills</em>, and that's the Expert's domain.</p><p></p><p>I still have yet to see a cogent argument for creating a new role, even in a non-FX campaign.</p></blockquote><p></p>
[QUOTE="carpedavid, post: 2394486, member: 6971"] As someone else mentioned above, there is a "Special Abilities" class role already: the Adept. If you're playing in a non-FX campaign, I'd see no problem in giving the Adept a number of "modern magic" or abilities. In fact, you'd likely want to keep the mechanics that drive the adepts powers, and just re-label what their origin is; super-science instead of magic. Honestly, you've already got most of the effects you'd want to see the role have. "Medial Miracle" sounds a lot like "Cure," just with a scientific origin instead of supernatural. Heck, just rename them "Scientific and Social Powers" instead of "Supernatural Powers," and you're pretty much good to go. As far as moving the social Expert feats to the Adept role, I don't see the harm in opening them up to the Adept (though I'd make them General feats and not Supernatural/Scientific). However, if you actually read the description of the feats, you'd see that they all work through the use of [I]skills[/I], and that's the Expert's domain. I still have yet to see a cogent argument for creating a new role, even in a non-FX campaign. [/QUOTE]
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