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Crimson Jack
post Feb 25 2004, 08:43 PM
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What spells would you like to see in the next Grimoire that are sorely missing and would enhance the game without breaking it (as in Teleportation)?
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Nikoli
post Feb 25 2004, 08:44 PM
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Brown Note for disabling guards en masse (and in mess)
See southpark for details.
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Kagetenshi
post Feb 25 2004, 08:48 PM
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Extremely high-frequency sound generation for handily reducing guards to vegetables.

~J
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Nikoli
post Feb 25 2004, 08:50 PM
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While not exactly a spell, how about an adept power that mimicks the aiming function of a smartgun link.
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Siege
post Feb 25 2004, 08:57 PM
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Exploring alternative physical adepts -- either new powers or broadening possible horizons like social skills, enhanced pheremones and so on.

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Nikoli
post Feb 25 2004, 09:00 PM
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Or, opening new uses of powers based on other powers obtained, such as having the hearing amp ability and the emotion sensing ability allows the phys ad to act as a human lie detector
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Siege
post Feb 25 2004, 09:01 PM
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Enhanced amp?

-Siege
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Nikoli
post Feb 25 2004, 09:02 PM
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I fixed, sorry. Hearing amplitude
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Siege
post Feb 25 2004, 09:09 PM
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Ahhh, got it.

That would be an interesting set of house rules -- not only for adepts, but creative uses of cyber to boot.

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Nikoli
post Feb 25 2004, 09:11 PM
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true, but cyber won't clue you in on emotional state.
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Req
post Feb 25 2004, 09:13 PM
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Why not? We can do voice-stress analysis right now. It's not perfect, but I can't imagine an equation to deduce emotional state is impossible.
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Nikoli
post Feb 25 2004, 09:15 PM
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Because machines are far more easily fooled than magic. Yes you could attempt it, but it would require some special cyberware connections, encephalon, memory, possibly an inducer to mentalize the inputs, either a special voice-stress skill or a program to simulate it, some serious micro-vision cyber, etc.
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Siege
post Feb 25 2004, 09:21 PM
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At the risk of derailing this thread -- while empathic sense would give you an edge on someone, voice stress analysis, enhanced olfactory and arguably thermo would still provide a pretty cutting edge evaluation technique.

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Nikoli
post Feb 25 2004, 09:23 PM
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Of course, I'd also like to see some Way of Magic phys ad only spells in the next version. Or empathic sense opened up as an edge.
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Req
post Feb 25 2004, 09:24 PM
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QUOTE
Because machines are far more easily fooled than magic. Yes you could attempt it, but it would require some special cyberware connections, encephalon, memory, possibly an inducer to mentalize the inputs, either a special voice-stress skill or a program to simulate it, some serious micro-vision cyber, etc.


Really? I'd think that's a matter of opinion. Magic does exactly what it's supposed to do, just like code. Remember how you can not set off a Detect Enemies spell if you don't have anything personal against the person you're going to kill? Remember how you can make Detect Enemies go crazy if someone cuts you off in traffic?

I'd think you'd need a lot of 'ware to collect the data that would lead to the creation of a database of vocal intonation, physical clues, etc etc but once that's done a very simple program could handle it. That would be done by the 'ware manufacturer. I would personally call a voice-stress analyzer type thing a relatively simple and small piece of 'ware. With a headware computer - or even a dedicated little processor similar to the one in a smartgun link - I'd think you could do a lot more.

edit - added quote. too many people posting at once! :)
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Nikoli
post Feb 25 2004, 09:29 PM
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Fair enough. Magic can be fooled by intent, but this isn't a spell, per se.
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Siege
post Feb 25 2004, 09:48 PM
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Right, but the person "reading" the magic could also be fooled.

Trying to read the emotional content of a sociopath or a psychopath would provide potentially different readings than, say, a normal person.

The responses to stimuli are different and have to be interpreted.

I would imagine a professional Johnson undergoes biofeedback training to develop the ultimate pokerface. (yes, please no Johnson jokes)

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Nikoli
post Feb 25 2004, 09:53 PM
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That could be a good idea for an active skill, similair to the skill sim-sense stars pick up to emote the proper track for the recording.
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Siege
post Feb 25 2004, 09:56 PM
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You mean like "Acting"? :grinbig:

With the advent of simsense tech, simsense starlets just have to learn acting on a whole new level.

Or they slot the mood-chips to generate the proper emotion at the proper time.

Which, I have to imagine would be pretty damned draining to have someone punching buttons and running your body through a gauntlet of physical/emotional responses.

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k1tsune
post Feb 25 2004, 10:00 PM
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QUOTE (Nikoli)
Of course, I'd also like to see some Way of Magic phys ad only spells in the next version. Or empathic sense opened up as an edge.

I agree.
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Large Mike
post Feb 25 2004, 10:10 PM
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You know what's needed? Turn to Goo.
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Siege
post Feb 25 2004, 10:17 PM
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QUOTE (Large Mike)
You know what's needed? Turn to Goo.

Fah.

"Urban Renewal"!



My first physical adept with a sword paid the mage to cast that spell in the background when he entered combat.

"There can be only one!"

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Crimson Jack
post Feb 25 2004, 10:20 PM
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QUOTE (Large Mike)
You know what's needed? Turn to Goo.

Until some toxic shammy uses it on you. Heh.
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Taran
post Feb 25 2004, 11:55 PM
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I want more specific rules for noticing the effects of Mind Probe, Control Thoughts, and the like. I have a shaman with some lovely mind magic; as long as he's just pushing gangers around it's no problem, but once he starts messing with the corps he's going to have to be more careful. How much more careful? By the book, there's no way to be sure. Kagetenshi is my GM, so the answer is "really really fraggin' careful", but an actual game mechanic would still be nice.

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Fortune
post Feb 26 2004, 01:11 AM
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QUOTE (Nikoli)
Of course, I'd also like to see some Way of Magic phys ad only spells in the next version.

I don't understand this. No other type of awakened spellcaster has unique spells, so why should a half-assed one have access to them?
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Moonstone Spider
post Feb 26 2004, 01:20 AM
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Mental Adepts:

A concept I came up with a while back but never really tested much. The reverse of a physad, the Mentad (no, not Mentat although it amounts to the same thing) can buy such powers as improve Mental Attribute, Mental Attribute Boost, and improved ability for things like biotech, electronics, or etiquette (My rules said .25 per die for knowledge, language, and b/r skills and .5 for all other active skills linked to a mental attribute).

Powers also included the ability to fog the memory of others and powers that acted like the spells "Mind probe" "Control Emotion/thought/action" and "detect intelligence" with no drain.

Other powers were similar to the critter powers influence, fear, and glamour.
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Nikoli
post Feb 26 2004, 01:36 AM
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Reason being, no other caster has the mind set for magic that the casting phys ad does. They have a unique outlook on the magical world.
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Fortune
post Feb 26 2004, 02:01 AM
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QUOTE (Nikoli)
Reason being, no other caster has the mind set for magic that the casting phys ad does. They have a unique outlook on the magical world.

As do all spellcasters. A Hermetic definitely views his magic in a differing light than does a Shaman. Both of these are alien to the Voodoun practitioner, while the Psionic is another matter entirely.

I fail to see the rationale for giving Adepts of the Magical Way a totally unique spellset, unless you are willing to do that with every single variation of awakened spellcaster.
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Diesel
post Feb 26 2004, 02:02 AM
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All mages can have a unique outlook on the magical world.
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Herald of Verjig...
post Feb 26 2004, 02:20 AM
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QUOTE (Fortune)
so why should a half-assed one have access to them?

Well, if they are explicitly half-assed spells...
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Nikoli
post Feb 26 2004, 04:04 AM
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hehe, nice touch Herald.

Good point about each has it's own world view. Forgot about that point.
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Moonstone Spider
post Feb 26 2004, 06:28 AM
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Getting back to spells, there's a lot of room for abuse with the transformation manipulations. Create Food opens up a lot of possibilities for spells creating things, and better yet it's only S drain and what it creates lasts forever. Were I a gunbunny inclined mage I'd learn Create AV ammo first thing, quickly followed by create grenade, create milspec armor, etc. Since it can be a drag running out of fuel I'd learn create Gasoline. When I get low on Karma I'd whip out my create Gold spell and buy myself a few million nuyen worth of Karma just like spirits do with Create Wealth. Wait, forget gold, I'm learning create Orichalcum instead, So I can make a force 11 transformation manipulation foci and use 100 units of orichalcum to make it absurdly cheap to bond. With that I can create even more and sell it, Then I'd use the Karma to learn even nastier create spells (After 69 initiations in order to have the magic attribute to make such vast objects, quickly followed by a Create Force 25 Power Foci spell and a Create force 50 transformation manipulation spell) like create drone, create Anti-vehicular missile, create aircraft carrier, etc. I'd save the environment by teaching Ecologist groups spells to create manufactured goods so that there's no need to mine or log or do anything else in order to make money off the environment, ushering in a new golden age of peace and endless wealth for all.

Obviously no GM in his right mind would actually allow a player to do this. And neither would I. But it's perfectly legit by the rules.

Another spell that seriously needs fixing is the series of improve reflex spells. Those spells are totally broken, not by their effect but because Improve Reflexes 3 cast at force 99 with 10,000 successes has absolutely identical effects to Improve Reflexes 3 with force 1 and 1 success. Nobody ever learns it at a higher force or uses more than 2 die to cast it with, hence it's drain never applies. The entire series needs to be scrapped and replaced with a single spell where total number of initiative die is linked to successes and force like other spells.
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Kagetenshi
post Feb 26 2004, 07:23 AM
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I'd allow it. It'd be pretty neat, humanity living in peace and tranquility until the Horrors come and eat everyone.
Well, that is to say, I'd allow it if I didn't mind, y'know, the campaign ending.

~J
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BitBasher
post Feb 26 2004, 07:50 AM
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I disallowed all spells that create something from nothing, permanently. Such as create food.
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Nikoli
post Feb 26 2004, 12:43 PM
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My feeling was that food was creatable because food is simple structure, I'd never allow technological or magical items to be created, but say, Amish style clothing made of cotton (no buttons, etc.) would be okay, or hemp rope, etc.
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nezumi
post Feb 26 2004, 02:48 PM
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QUOTE (Nikoli)
My feeling was that food was creatable because food is simple structure, I'd never allow technological or magical items to be created, but say, Amish style clothing made of cotton (no buttons, etc.) would be okay, or hemp rope, etc.

In that case, create gold should be even easier!! It's only a single lump of a single element...
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simonw2000
post Feb 26 2004, 02:53 PM
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Yes, but people will notice that someone has been dealing in a lot of gold lately...
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Nikoli
post Feb 26 2004, 03:11 PM
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It's little different than teh create wealth power of some critters. JUst make it a hellishly high drain for a PC (we're talking they will likely suffer magic loss from casting it but once) and it will balance out. that money does little good if you keep using the money to buy kara to initiate and get your magic attribute back so you can cast the spell to start the whole cycle over again.
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Reaver
post Feb 26 2004, 03:14 PM
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QUOTE (simonw2000)
Yes, but people will notice that someone has been dealing in a lot of gold lately...

The gold created would also have the casters as tral signature, making it rather touchy to get rid of such wealth if someone can ritual back to you. :D

The scary thought is manipulation of nuclear physics. Induce Fission anyone? :D
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Neon Tiger
post Feb 26 2004, 03:32 PM
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Do you really need more crappy spells that no-one uses? I don't think so. There's more than enough spells in the BBB and MiTS, and if you really need soemthing that's not there, hell, that's why the spell design rules are there.
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spotlite
post Feb 26 2004, 03:39 PM
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I've PMed seige, but I wrote a reasonably comprehensive set of adept rules for 'empathic' or 'artistic' adepts. it included new powers and some metamagic, ranging from emotionally 'tweaking' other people using some sort of audible performance, sonic attacks (cost more than killing hands but I didn't go as far as secondary effects though I think it needs it), right up to magically enhanced mnemonic abilities. Certain powers could only be bought if the metamagic was learned.

Anyway, all I'm saying is if anyone wants any ideas on that line, let me know and you can read it over. I was going to use it as the basis for an official submission but got an attack of nerves and chickened out but anyone who wants to is welcome to look.
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Nikoli
post Feb 26 2004, 03:43 PM
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Expanding the metamagic skills would be nice, I think there is a lot more out there that could be axpanded upon.
Like just how useful is centering to a phys ad?
Why couldn't they learn psychometry?
Adding a special form of astral projection (metaplane only) so that aspected magicians and phys ad's could go on spirit quests would be nice
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spotlite
post Feb 26 2004, 03:51 PM
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I would tend to allow an adept who could astrally perceive access to metamagics which would realistically only require that (and maybe a skill other than sorcery) to work, like psychometry.

Centering is INCREDIBLY useful to an adept. They sometimes get more use out of it than magicians do! The basic centering grants them a significant advantage, then they can learn it again for melee combat skills, again for ranged combat skills and on for most physical skills. It doth rock. A decent grade physad with a few lots of centering can do some truly staggering things!
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Nikoli
post Feb 26 2004, 03:53 PM
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Good to know. Though expensive to learn. Gotcha
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spotlite
post Feb 26 2004, 04:18 PM
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Should say - *I* would allow them to learn psychometry. I'm not sure whether the book does.

and adepts on the spirit way - i.e. shamanic physads - can at GMs discretion go on quests if their totem takes them.

The rest just have to do it the hard way. I've seen various house rules about an adept power of astral projection with a prerequisite of buying astral perception power as well, costing 6 power points. This is a fairly standard take on it from what I can tell for people who allow it (I don't). So a starting character couldn't do it cos they couldn't have both powers with the points they have available. But its a reasonably balanced house rule. 6 magic points is a LOT of karma and points saved up.
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Kesh
post Feb 26 2004, 08:56 PM
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Don't really need many more spells. However, new magic rules would be useful.

Spell matrices.

A real psionics magic variant, instead of the bad jokes about "Focus and clear your mind!!!1!" nuts. Or at least a more 'neutral' magic practice... something more akin to instinctive spellcasting than god-based (shamans) or book based (hermetics).

More fun physad abilities. Wall-running would be neat. ;)

Advance the metaplot a little. Bug spirits, shedim, Horrors, so forth...
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Kagetenshi
post Feb 26 2004, 09:19 PM
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An idea for psionics without changing the nature of magic in SR...
Because of their approach to magic, psionicists don't need to learn spells. They can cast anything.
They also take übernasty drain for everything unless they take a long time to cast it. If they take their time (primitive Matrices?) they can potentially get it down to the level that their normal counterparts would take casting it.

Disclaimer: not entirely thought through for balance.

~J
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Herald of Verjig...
post Feb 26 2004, 09:46 PM
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My take on the idea Kag made:
Psionics can learn a spell in 0 time without a need for research materials. In addition to the normal tests, the psionist must make a willpower test at the force of the spell to "realize the inner strength" or something like that.

This makes a very stubborn psionic the ultimate at improvisation once it has a dozen or two unused karma.
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Kagetenshi
post Feb 26 2004, 10:14 PM
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I like the changes. Add in a rule for how frequently someone can try to relearn the same spell and a few other tweaks (or potentially allow people to retry as much as they want but make them pay karma every time) and a few other things and you've got yourself a decently-balanced character type, I think. I may have to playtest it at some point.

~J
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Moonstone Spider
post Feb 27 2004, 12:11 AM
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QUOTE (Nikoli)
My feeling was that food was creatable because food is simple structure, I'd never allow technological or magical items to be created, but say, Amish style clothing made of cotton (no buttons, etc.) would be okay, or hemp rope, etc.

Actually food is millions of times more complex than, say, an APDS round of ammo, and a sandwhich actually contains more chemical energy than a modern hand grenade. Note I said modern, not Shadowrun where Grenades make almost no sense.

There's no logical reason why create food should not allow, say, create bullets. To be edible the food has to contain hundreds of compounds, and keep in mind that created food is nourishing so it must contain every thing required for life.

That means it needs a minimum of 9 amino acids, around 12 vitamins, a minimum of 3 complex fatty acids, and a minimum of 18 inorganic ions (minerals).

Compare this with an ASPD bullet, which can be made out of 1 complex compound for the propellant, a single-element spike of tungsten (or Uranium if you want some real punch) for the flechette, and a simple sheath to pop off when the bullet leaves the barrel. Saying people can't make bullets but can make food is like saying your civilization is advanced enough to build the space shuttle but never learned how to make fire.

Same with gaseoline, a complex hydrocarbon, and Orichalcum which is a mere alloy of 5 elements simpler than any one of those nasty amino acids for the food. And selling Orichalcum discreetly wouldn't leave you open to a trace since any aura of yours would be overladen with the aura of the person who makes a foci out of it.

Once you get to the level of, say, create Cyberdeck or Create Aircraft carrier you start getting more complex than food. Some of those compounds in things like advanced plastics and synthetic armor will be too complex. But stuff like create fuel, create ammo, and create grenade should have an L or at most M drain considering something as nightmarishly complex as nourishing food can be created with S drain.

Oh yes, psionicists definetly need a boost, they are the ones who really deserve their own personal spell catagory since they've lost some of their own. Kag's idea's pretty good too.
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moosegod
post Feb 28 2004, 02:43 AM
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I think food passes my sense test because it's a common substance that all living things instinctively understand. Creatures have no real conception of gold- that's a created concept. Munitions are the same, only moreso.
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Herald of Verjig...
post Feb 28 2004, 02:50 AM
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Magic does not work on molecular complexity. If it did, toxic wave would be about 24 drain levels higher than an area effect metal manipulation.

Magic does work on conceptual complexity. "Food" is an instinctive concept, APDS is not. Much like how the OR is based not on the molecular complexity, but on a level of how far removed it is from nature. Create APDS could be feasible, but the TN would be at least 12 without any condition to insure it is the proper size for the gun.
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moosegod
post Feb 28 2004, 02:57 AM
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BLAST! The horror-lover agrees with me!

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GunnerJ
post Feb 28 2004, 03:07 AM
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RE: Mental Adepts and Psionist rules upgrades, allow me to whore out my shit agian...

Mental Adepts

A stab as improving psionists... and other stuff
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Neon Tiger
post Feb 28 2004, 09:40 AM
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Make Psionists Aspected i.e. they only cost 25 BP and get 35 power points at chargen. Let them astrally project though, they really don't need more restrictions. Remember, they can't use any foci and cannot take any "mystical" geasa.
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GunnerJ
post Feb 28 2004, 05:14 PM
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Here's an idea: to make up for the fact that they can't cast some types of spells, give them the Centering metamagic for free and without the need for a linked artistic skill. This is justified by the idea that they can make their powers work better by focusing all the energies of their mind...
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RangerJoe
post Feb 28 2004, 05:16 PM
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But only if they accept the chant geas. Every time they want to focus their psionic powers, they must intone, "Your mind is an open book to me!!!"
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Crimson Jack
post Feb 28 2004, 10:42 PM
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Seriously though, "Mind Bullets" should be a new spell made exclusively for Psionists.
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Fortune
post Feb 28 2004, 11:08 PM
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I disagree with the idea of buffing up the Psionicist. They are gimped for a reason.
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Crimson Jack
post Feb 28 2004, 11:16 PM
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It's time for a new age... the Psion age of Shadowrun. A world of 1-900 faux-Jamaican tarot readers. :P
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GunnerJ
post Feb 28 2004, 11:26 PM
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QUOTE (Fortune)
I disagree with the idea of buffing up the Psionicist. They are gimped for a reason.

What specifically?
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Siege
post Feb 28 2004, 11:39 PM
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QUOTE (GunnerJ)
QUOTE (Fortune @ Feb 28 2004, 11:08 PM)
I disagree with the idea of buffing up the Psionicist. They are gimped for a reason.

What specifically?

"Psionics" in the SR universe are simply magicians operating under a self-imposed handicap that automatically limits and dilutes their true potential.

Not that I necessarily agree with that reasoning, but it's there.

-Siege
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Fortune
post Feb 28 2004, 11:45 PM
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QUOTE (GunnerJ)
QUOTE (Fortune @ Feb 28 2004, 11:08 PM)
I disagree with the idea of buffing up the Psionicist. They are gimped for a reason.

What specifically?

Instead of adapting to Magic, they attempt to force Magic to fit into their limited viewpoint.

I can see lowering the chargen cost of Psionicists to that of Aspected Mages (but not the extra spell points, as they still have Conjuring ability), but that's about it. I definitely do not see the rationale for giving any Awakened spellcaster unique spells.
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Siege
post Feb 28 2004, 11:48 PM
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Instead of unique spells to classes, SR is rather flexible in allowing players to develop unique spells of their own.

-Siege
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Fortune
post Feb 28 2004, 11:56 PM
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QUOTE (Siege)
Instead of unique spells to classes, SR is rather flexible in allowing players to develop unique spells of their own.

True, but said spell is not strictly limited to that spellcaster and his fellow cronies. Mages of other traditions are free to also invent the very same spell.
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Siege
post Feb 29 2004, 12:23 AM
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QUOTE (Fortune)
QUOTE (Siege @ Feb 29 2004, 10:48 AM)
Instead of unique spells to classes, SR is rather flexible in allowing players to develop unique spells of their own.

True, but said spell is not strictly limited to that spellcaster and his fellow cronies. Mages of other traditions are free to also invent the very same spell.

In their own fashion and form -- which I don't think is a bad thing.

Arguably, wizards in that evil game that will not be mentioned by name could invent spells that duplicated some effects of clerics or druids -- whether you pound a head into the ground with a hammer, 2x4 or a big boot -- the ultimate effect is still the same. :grinbig:

-Siege
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hobgoblin
post Feb 29 2004, 03:24 AM
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maybe give us a official gecko crawl physical adept power or maybe give us the ability to turn some spells into powers (only with touch or self ranges only maybe). that way we can have physical adepts preforming healing hands and wall crawling while avoiding the messy bits of trowing around fireballs and lightning bolts.

i would allso like to see the return of the astral adept.

i would allso do a small rewrite on the workings of the anchoring metamagic. give a item charges so that you can say stack 3-4 armor spells onto a pin, tie in the detection spell and be ready to roll. that or maybe say that instead of it being one time a sustainable spell is in fact triggerd the moment its cast into the item (caster takes drain at that moment) but is then suspended inside the anchor. now a detection spell or other triggering condition will bring it out of suspension or back into suspension (the detection spell not detecting = spell suspended). this should only work on reusable anchors tho. this way it brings back some of the power of old and makeing it something else then a delayed/mundane sustaining foci.
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Siege
post Feb 29 2004, 03:27 AM
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I don't even object to the idea of adepts casting spells, but the cost should be prohibitive enough to keep physical adepts from crossing into Physical Mages.

The pricing should be something like: 1 magic point per rating of spell.

So if the physical adept has an overwhelming urge to throw a Force 6 manabolt, it'll cost him 6 points of Magic.

A one trick pony, but it has some interesting applications.

Or vary the cost depending on factors -- affect self only, .5/rating, affect others 1/rating.

-Siege
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Herald of Verjig...
post Feb 29 2004, 04:01 AM
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knack
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Siege
post Feb 29 2004, 04:09 AM
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QUOTE (Herald of Verjigorm)
knack

Yep -- I remember the knacks, but I'd like to see it make an official supplement.

And I know a fair number of GMs would be really wary of adepts picking up spells without a sufficiently expensive cost.

-Siege
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Herald of Verjig...
post Feb 29 2004, 04:16 AM
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Since any combat spell (or heal or treat) must be bought at the max drain level, that restricts a knack adept to mostly support spells. Some spell effects seem too potent for adepts, but GM has the veto right on any player so that is not a real problem.
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Siege
post Feb 29 2004, 04:28 AM
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QUOTE (Herald of Verjigorm)
Since any combat spell (or heal or treat) must be bought at the max drain level, that restricts a knack adept to mostly support spells. Some spell effects seem too potent for adepts, but GM has the veto right on any player so that is not a real problem.

I'm right there with you -- but I'm reasonably certain most GMs would be concerned with the idea of adepts picking up spell-like abilities.

It's easier to persuade my GM to accept something published in Canon rather than an albeit well-written house rule.

-Siege
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Kagetenshi
post Feb 29 2004, 04:57 AM
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QUOTE (Siege @ Feb 28 2004, 06:39 PM)
QUOTE (GunnerJ @ Feb 28 2004, 11:26 PM)
QUOTE (Fortune @ Feb 28 2004, 11:08 PM)
I disagree with the idea of buffing up the Psionicist. They are gimped for a reason.

What specifically?

"Psionics" in the SR universe are simply magicians operating under a self-imposed handicap that automatically limits and dilutes their true potential.

Not that I necessarily agree with that reasoning, but it's there.

-Siege

Yes, the same is true of Shamans. You don't see them being crippled, do you?
And I know that you don't necessarily agree with the reasoning, as you stated. I'm more throwing the question out there than questioning you directly.

~J
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Kanada Ten
post Feb 29 2004, 05:04 AM
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QUOTE
Yes, the same is true of Shamans. You don't see them being crippled, do you?

Umm... they have to follow their totem wherever it may lead. Psionics do the same, their totem simply doesn't allow non-mental seeming spells.

'Sides the Mental Form is a killer spirit, no domain, complex to conjure, major advantage.
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Siege
post Feb 29 2004, 05:11 AM
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Shadowrun being inconsistent? <gasp>!

Seriously though, in big flaming letters, it is written "Magic Works This Way."

This way includes Hermetic, Shaman and Adepts schema and variations of that -- including aspected casters.

Anything else is a weakened derivative and doesn't function at full capability. Does it make a lot of sense? Not really.

Like most gamers here, I could rationalize it. One argument is even the most paranoid delusional shares a certain fundamental grasp on reality, albeit tenuous and not necessarily the same rules but there are still consistencies.

Disbelieving in a bullet will still get you shot, no matter delusional you are. Now, apply the concept of physics as a constant to SR which holds magic as a similar constant. Although a better example might be the idiots who watch gangsta movies and hold their pistols horizontally instead of vertically. They can still fire a bullet, but it's not as effective or as effecient as more traditional schools of thought.

Working against the flow of nature and natural magic produces a weakened result -- hence the psionic who creates a schema for his mind to comprehend the forces at work and battles not only self-imposed limitations but also the withered result of insisting something that isn't quite so.

Argument two: That's just the way it is. Why do humans breath oxygen? Why not helium? They're both gases, right?

How's that for spontaneous bull-drekking? The simple fact of the matter is: it's that way because the writers envisioned it thus.

-Siege

Edit: Interesting point Kan -- how many GMs have Totems who interact with their Shamen and provide direction and purpose?
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Herald of Verjig...
post Feb 29 2004, 05:16 AM
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QUOTE (Siege @ Feb 29 2004, 12:11 AM)
Argument two: That's just the way it is.  Why do humans breath oxygen?  Why not helium?  They're both gases, right?

Well, technically you do breathe helium, it just isn't essential (or influential in any real extent) for the slow combustion of nutrients.
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Siege
post Feb 29 2004, 05:25 AM
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QUOTE (Herald of Verjigorm @ Feb 29 2004, 05:16 AM)
QUOTE (Siege @ Feb 29 2004, 12:11 AM)
Argument two: That's just the way it is.  Why do humans breath oxygen?  Why not helium?  They're both gases, right?

Well, technically you do breathe helium, it just isn't essential (or influential in any real extent) for the slow combustion of nutrients.

Sure, derail my rant with a minor factoid or two. :grinbig:

-Siege

Edit: I knew I should have said Xenon or Argon or something exotic. :nyah:
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Herald of Verjig...
post Feb 29 2004, 06:10 AM
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QUOTE (Siege)
Edit: I knew I should have said Xenon or Argon or something exotic.  :nyah:

Chances are, you are breathing trace amounts of those as well. Applying the properties of chaos to any number that includes 10^23, chances are you will have some representation of every element in any visible* quantity of matter.

*where visible means a unit size that can be observed directly by humans
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post Feb 29 2004, 06:11 AM
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GRRR.

"Why don't humans breathe Xenon or Argon as a substantial portion of their gas intake instead of Oxygen."

-Siege
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Herald of Verjig...
post Feb 29 2004, 06:16 AM
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QUOTE (Siege)
"Why don't humans breathe Xenon or Argon as a substantial portion of their gas intake instead of Oxygen."

On this planet, it is due to the makeup of the atmosphere. This does not provide any argument over the makeup of other planet's atmospheres that may house life genetically identical to humans (and thus, be humans by any scientific definition).
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Siege
post Feb 29 2004, 06:21 AM
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QUOTE (Herald of Verjigorm)
QUOTE (Siege)
"Why don't humans breathe Xenon or Argon as a substantial portion of their gas intake instead of Oxygen."

On this planet, it is due to the makeup of the atmosphere. This does not provide any argument over the makeup of other planet's atmospheres that may house life genetically identical to humans (and thus, be humans by any scientific definition).

Precisely. It's just the way it is -- because of the planet, the environment, etc.

The same reasoning can be applied to why the SR Magical system exists.

-Siege
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RangerJoe
post Feb 29 2004, 06:37 AM
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A neat high-level new adept power I'd like to see would be "disbelieve" (from Deadlands). At high enough levels (I'm thinking like 5-8 power points), the master can make a willpower(8-14) test to disbelieve in anything-- bullets flying towards him, an arrow in flight, that giant ant spirit. If the object is disbelieved in, it cannot harm the adept. Sure, this is game-breaking, but it's a nice mechanic for making a master adept one with the universe.
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Glyph
post Feb 29 2004, 06:47 AM
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If you want someone who dislikes magical "belief" systems but hasn't gimped himself with a limited view of what magic is capable of, play a chaos mage.

As far as the "why aren't shamans gimped?" question, I would answer - a lot of Totems are gimped, some of them (like Dove) so much so that you would rarely, if ever, see a player play one. You have ideals to follow (you won't see a Sun or Dragonslayer shaman kidnapping babies from an orphanage for a corporation to experiment on), Willpower tests at inconvenient times (like if your Fenrir shaman needs to run away from overwhelming odds, or your Gator shaman needs to stop trying to open the MagLock and run away), and odd restrictions or codes of conduct. Now, some of them have advantages to offset this, but they still have disadvantages, plus if you don't follow the overall credo of the Totem, you could lose all of your magic permanently.

I don't really see a Totem as an actual entity, more as a concept. When they show up, it is usually in a dream or a vision, and their advice is usually cryptic. GMs who play a Totem as this big being telling the shaman what to do all of the time is railroading in the worst manner possible. Shamans have a code of behavior, within which they have a lot of lattitude - a Dog shaman can be a gentle medic or a hardened fighter, but neither one of them would betray their group for a payoff.
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GunnerJ
post Feb 29 2004, 06:43 PM
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When I asked what the reason was, I thought that they had soem overwhelming power which their limited spell categories made up for. I understand the in-game reason why they're gimped, though.

That said, even if the thought form has no domain restriction and can be summoned anywhere, their very limited abilities and the fact that only one can be active at a time means that they don't make up for the limited spell categories. The thought form balances itself out with limited abilities.

Also, shamans are gimped by their totem restriction, but buffed in other ways to balance this. My idea about giving psionics free centering was an attempt on my part to buff for balance.
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hobgoblin
post Feb 29 2004, 06:54 PM
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about that adept "power" of mine, siege picked up on the one thing i forgot to cover, cost in power points. you will asllo see that i limited spells to touch and self only, so no spellslinging within los (remeber that a adept is focused on his body so its in a way a selflimiting focus). sure he could learn to toss a fireball but that would be a touch spell so maybe its not a good idea :)

as for cost, siege is right on it, .5 pr level for self only and 1 pr level for touch spells.
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Siege
post Feb 29 2004, 07:12 PM
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QUOTE (hobgoblin)
about that adept "power" of mine, siege picked up on the one thing i forgot to cover, cost in power points. you will asllo see that i limited spells to touch and self only, so no spellslinging within los (remeber that a adept is focused on his body so its in a way a selflimiting focus). sure he could learn to toss a fireball but that would be a touch spell so maybe its not a good idea :)

as for cost, siege is right on it, .5 pr level for self only and 1 pr level for touch spells.

If I could sell a GM on the "knacks", I'd be happy with that too. :grinbig:

As I said before, it need not be restricted to "touch only" given the price the adept will be dishing out for that trick.

-Siege
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hobgoblin
post Feb 29 2004, 09:47 PM
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if you want a adept that can toss a fireball then make a physical mage (or whatever its called). i just want a way to make spider-man :) (gecko crawl fits nicely here) without being tempted to take something that can potentialy not fit the image (like above said fireball)...
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hobgoblin
post Feb 29 2004, 09:48 PM
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-double post-
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post Feb 29 2004, 11:00 PM
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QUOTE (hobgoblin)
if you want a padept that can toss a fireball then make a physical mage (or whatever its called). i just want a way to make spider-man :) (gecko crawl fits nicely here) without being tempted to take something that can potentialy not fit the image (like above said fireball)...

Physical mages are too far gone in the other direction -- some yutz said, "Gee, I wanna play a mage and an adept...I know, let's combine them!"

It's an interesting idea but a little too unbalanced for my taste.

-Siege
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