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> Do mages have it too easy?, They get new spells awfully quickly...
Do mages learn/research spells too quickly?
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Kurukami
post Aug 25 2003, 05:58 AM
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In one of the shadowrunning games I've been in, mages were effectively the be-all and end-all of ass-kickers. Fast because of certain house rules effectively granting them magically wired reflexes, heavily armored unless you threw absolutely disgusting amounts of firepower at them, and with enough mana to roast legions of samurai and assassins with barely the blink of an eye. Hell, one guy had the equivalent of a Citymaster-style combat vehicle where he put a ritual circle in the back. Apparently, he once researched a new spell there on a drive back from a run in the Salish-Sidhe. Research time? Oh, four or five hours.

I, on the other hand, focus mainly on decker characters. The rules in Matrix are pretty straightforward -- it takes you a damned long time to code out new programs, just as it should be. Otherwise, advancement comes far too quickly -- though the MPCP limits the extent to which that might be possible.

I just find myself wishing that the scales didn't seem so definitively tipped in the direction of mages being uber. Has anyone implemented house rules of some kind that made things a bit more, well, equal?

(By the way? The aforementioned mage was at some disgusting level of initiation. 11 or 12 or something like that. Of course, this was mainly because the GM allowed the spending of cash to gain Karma...)
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Sphynx
post Aug 25 2003, 06:08 AM
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We came across a similar topic some time back in our group and House Ruled that you pay, in karma, what you would pay to learn a skill to that level/Force. So, a Force 6 spell cost the Mage (assuming your Essence was 6, the linked attribute) 1+3+4+6+7+9=30 Karma.

The trouble was that suddenly nobody cared about or wanted to learn new spells. :P Not that that's a big deal or anything, I personally always start out with a good 20 spells in my repertoire, but it changed the advancement of Mages alot. We un-did the rule some months ago going back to the old ways, and I've just now learned my 3rd new spell having spent 9 Karma where I would have spent 30 in the House Rule system. Personally I thought it was a good House Rule, but I was out-numbered immensely.

Sphynx
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Herald of Verjig...
post Aug 25 2003, 06:08 AM
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By the books, mages are no more "uber" than other character types can be until around 500 or more karma. In their element, and wielded well, mages can be very effective, but deckers can rock in their element as well.

I think your game house ruled mages into omnipotence, either that or no appropriate countermeasures were used.

For spell research time, research and learning are two different events. Research may happen quickly, but the times to learn high force spells get a bit absurd, especially with the TN of double the spells force to learn it. Example: a force 6 spell requires the mage to achieve a 12 using sorcery (and magic theory as a complement, and a few other potential sources of extra dice) to learn the spell in 6 days. If the mage can get 6 or more successes, that same spell can be learned in 1 day. No successes means 6 wasted days and you can try again later.

[edit]Learning a spell can never take less than one full day's effort[/edit]
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The White Dwarf
post Aug 25 2003, 06:18 AM
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Yea, and thats just learning. If you want to design your own spell its a whole other skilltest you have to make too. Im not sure how even going fast would make mages better ... the way sorcery and spell pool work multiple actions isnt exactly what it seems. While a well placed spell is worth its force in sams, mages are far from the be all and end all of anything except magic. An out of the box troll sam with ambidexterity and dual franchis is, um, shall we say rather destructive. Not that I am for or against such things, just pointing it out... Maybe if you had a specific problem you wanted help on, because to a general "are they too good" the answer is a sound "no", theyre pretty well balanced within the system.
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hobgoblin
post Aug 25 2003, 07:03 AM
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iwould lvoe to hear more about that houserule that gave them amgical wired reflexes, allso i would love to see the level of spells and how many initiations the mage in question have gone tru...

one must never forget that a spell with higher effective force then the casters magic rating will do physical damage to caster, and casting magic on the astral will do physical damage to caster no matter what!

i am very mutch mroe afraid of a move by wire, hardend military armor sammie then i am with a mage unless he have something like 500-1000 karma under his belt...

as for that magic circle, the diameter is equal to the rating of the spell so a rating 6 spell is 6 meters across. i have yet to hear about a car that broader then say 3 meters (and even that may be pushing it). allso, every sircle is used for one task, andone task only. you have to make a new one unless your going to redo the same task (like summoning more elementals of the same type). if its a shamans lodge then it needs to be in the eviroment of the shamans totem, and i belive that no totem allows for a mobile lodge (could be misstaken tho)...

allso, for hermetics, never forget the library demands, any magical action besides spellcasting and commanding (not summoning) spirits demands one library or other of atleast the same force as the action done...
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Matrix Monkey
post Aug 25 2003, 08:26 AM
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House rule? since when is quickening increase reflexes a house rule? :P
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Lilt
post Aug 25 2003, 12:36 PM
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Mages are extremely powerful, perhaps too powerful, but only if the player knows how to use them.
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TheScamp
post Aug 25 2003, 01:13 PM
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QUOTE
Mages are extremely powerful, perhaps too powerful, but only if the player knows how to use them.

The same can be said of any character.
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Ancient History
post Aug 25 2003, 01:21 PM
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Considering the karma costs (mages have up to seven primary active skills, and initiation, and foci, and ally spirits), amgicians blast through karma like speed junkies. Cheap spell costs and astral quests to lower them are fairly reasonable.
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Hunter
post Aug 25 2003, 01:23 PM
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Did you forget about that fact that you have to roll forcex2 on a sorcery test (I think) in order to learn the spell? Try rolling a 12 with six or eight dice. Heck, try rolling a ten.... :S
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Hot Wheels
post Aug 25 2003, 02:57 PM
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A good role player and a good GM can keep mages in line. They are powerful given the chance to prep pretty good, but in a quick throw down, my wired reflexes will have a gun out and speaking before they can cast a spell.

Now, Snow fox has started refering to me as a muggle when we're not gaming, hmm.
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Hunter
post Aug 25 2003, 03:51 PM
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As least you're not a moogle. ;)
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Zippo
post Aug 25 2003, 04:11 PM
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QUOTE (TheScamp)
QUOTE
Mages are extremely powerful, perhaps too powerful, but only if the player knows how to use them.

The same can be said of any character.

Not quite. Admittedly, a street sammy, if properly min-maxed, could pack quite a punch straight out of character generation. However, there are only so many possible routes you can take to spend your karma and money once the game begins. No matter how much delta-grade cyberware you stuff in yourself, no matter how high you increase your combat skill levels to, there is only a given amount of ways you can inflict damage - all of which, while seemingly potent from a mundane point of view, can easily be countered using magic.

A mage with increased reaction and reflexes quickened can match even the fastest gunbunnies on the draw. Detect Enemies and a point of senseware will ensure that no one will ever catch you with your pants down in a fight. Add a force 6 sustaining focus for Armor, and you can be all but immune to everything up to and including assault cannons. If it suits you, you can also slap on improved invisibility and silence spells, and be virtually undetectable to most forms of mundane vision. You can't shoot what you can't see - at least without a +8 TN modifier ;). And finally, no matter how impervious to damage you think your cybermonster is, a Control Thoughts spell could easily make them end their own life. A spellslinger with the right mojo could take down mundanes by the dozens without breaking a sweat. And you'll hardly need 500 karma to do it. Sure there are methods a GM can utilize to keep a magic-wielder in line, but in terms of raw combat ability, nothing beats out a mage.
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Person 404
post Aug 25 2003, 05:09 PM
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QUOTE
A mage with increased reaction and reflexes quickened can match even the fastest gunbunnies on the draw.


I'd be interested to see this. A mage who got very lucky rolls on both might be able to get +6 reaction, +3d6 initiative. The fastest gunbunnies I've seen have reaction in the mid-teens, with +4d6 intiative. (Synaptic accelerators, boosted reflexes, reflex enhancers). Harder to detect than quickened spells, and a lot harder to dispel. The only way I can see a mage getting close is through possession by a great form Loa, which has its own disadvantages.

QUOTE
Detect Enemies and a point of senseware will ensure that no one will ever catch you with your pants down in a fight.


I think some drones might have a chance, but this is a good point. However, it relies on either geases (restrictive) or additional intiations (time-consuming and karma-expensive) to bring the character back up to starting magic level.

QUOTE
Add a force 6 sustaining focus for Armor, and you can be all but immune to everything up to and including assault cannons.


This I'd really like to see. The combination of the armor spell with conventional (especially hardened) armor does get rather sick rather fast. However, it still doesn't add up to immunity from assault cannons unless you're toting around 14 points of hardened armor. In which case you're actually a small tank that can cast spells. Assuming you're not, most mages seem to have a hard time fully resisting 2D damage.

QUOTE
You can't shoot what you can't see - at least without a +8 TN


You can still grenade it and use suppressive fire/shot. This is a suboptimal solution though, I'll admit.

QUOTE
And finally, no matter how impervious to damage you think your cybermonster is, a Control Thoughts spell could easily make them end their own life.


It's easy if you're in the habit of making sammies with low-to-average (read: nonsurvivable) willpowers. Willpower 5 or 6 presents quite a challenge for Control Thoughts. Force 6 control thoughts vs. 6 willpower: the mage will on average have to be rolling 24 dice for the minimum level of success. Plus, suicide always gets another willpower check.

QUOTE
A spellslinger with the right mojo could take down mundanes by the dozens without breaking a sweat.


If you mean corp suits, sure. Hello, manaball. Any sam worth his or her smartlink could do the same. If you mean any group of trained but nonmagical personnel... unless "the right mojo" includes being a great dragon, I'd have to disagree.

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Hero
post Aug 25 2003, 05:10 PM
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>Zippo

There where a lot of sustained duration spell that you discribed, a bit to much in my opinion. If he using all sustaining foci to sustain the spells, that is a large amount of foci, and with that a large amount of karma too (you do know you have to bond them). The mage can also suffer from foci addiction if he has to many foci activated at one time, if the total force of the his foci (active) are more then twice the mages magic rating he must test for magic lose (foci addiction pg 45-46). Besides I would never be have that many sustaining foci at one time, there are better things to spend that karma on, like increase skills and/or adding skills, learning spells, improving already known spells.

:rotate:
A Anti-Materials Rifle (.50 BMG or larger caliber) can take care of that uber mage easily, I am using the firearms rules off of Shadowrun and Firearms brought to us by Raygun the resident gun expert. They are meant to destroy vehicles and the like, that have a considerably better armor then any human or mage (yes even the uber mage will be downed by the Anti-Materials Rifle) can ever have. So what is the fix for that uber mage in the group, have a sniper that has a fixation for rifles with a caliber larger then .50 BMG (I suggest the one that uses either a 20x83mm, 14.5x114mm, and/or 15.2x170mm cartridge, oh the fun).
:rotate:
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ShadowGhost
post Aug 25 2003, 05:35 PM
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Inivisble mages are easy to take out.... Ultrasound vision ALWAYS sees them - so it's a +4 modifier to hit them, for a base target number of 8 (short range is assumed).

-2 for smartlink, and use shot rounds in a Burst-Fire shotgun with an autochoke set to a 3 meter spread at the target, for another -3 to hit, so now base target number to hit is 3.

For the mage to dodge it's base TN 4, + 1 for BF, + 3 for spread, for a final dodge of 8.

Damage - Base 8S. BF - 11D. - 3 power for spread - 8D. Two bursts, not counting net successes. Even with high ballistic and impact, they're still looking at rolling off 2D, twice, with probable multiple successes to roll off first, before staging down damage, with a generally low body.

Even if the mage isn't killed outright, he's now got injury modifiers to all target numbers to cast.

Mages who can go three times in a combat turn are spreading their Magic pools out over three passes, and are vulnerable to other mages if they don't allocate Spell Defense. A mage with an armor spell? He glows like a neon sign, even if he is invisible.
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Sphynx
post Aug 25 2003, 06:27 PM
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Just an FYI on the UltraSound, you still have to beat them in a Perception vs Stealth test. That's kinda the idea of having a Stealth skill. :P

As for Glowing like a Neon Sign even if he is invisible, that's an interpretation and not a Canon ruling. Purely up to the GM and most accept that Invisibilty does indeed hide that glow.

Sphynx
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Fortune
post Aug 25 2003, 06:45 PM
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QUOTE (Sphynx @ Aug 25 2003, 02:27 PM)
As for Glowing like a Neon Sign even if he is invisible, that's an interpretation and not a Canon ruling.  Purely up to the GM and most accept that Invisibilty does indeed hide that glow.

They do?
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Kurukami
post Aug 25 2003, 06:48 PM
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QUOTE (Matrix Monkey)
House rule? since when is quickening increase reflexes a house rule? :P

Not quickened, at least not so far as I could tell. They just wandered around with them effectively perpetually sustained, because after all they could center to remove the penalties from sustaining spells or somesuch like that... *rolly eyes*

Basically, I'm just fed up with this one mage who, while being held at gunpoint by half a dozen cyber-sammies, gets off a quick pair of stunballs and downs 'em all. Then he went on to use his effective Magic rating of, oh, 14 or 15 with a Control Water spell to basically utterly destroy a luxury yacht the group was chasing... Basically, he had most spells at Force 6 (except the ones which could be minmaxed at Force 1), and threw something near 15-20 dice with each roll. And of course, Karma quickly fixed those "misses"...

And the house rule, as far as I could tell, gave them the bonus Reaction and the additional Initiative dice.
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Clipwing
post Aug 25 2003, 06:52 PM
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QUOTE (Sphynx)
Just an FYI on the UltraSound, you still have to beat them in a Perception vs Stealth test. That's kinda the idea of having a Stealth skill. :P

Sphynx, I'm curious. You seem to put great stock in Stealth skill judging from your posts, but in my experience it's not really been that useful. You get an open test, and there's not really any dice pool you can use to add to it. So if you pass through a room with two average people (Intel 3) and you have stealth 6, it's a fifty fifty chance of being detected by one of them. Have you had better success with the skill?
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Sphynx
post Aug 25 2003, 07:08 PM
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I've had great success with it, but that could be because our GM usually gives modifiers based on situations. Hell, just being invis gives a modifier usually, even with UltraSound because that's not a natural vision (unless you're an Adept). So what you see is little more than density, and movement, not a full color spectrum like vision. If I'm standing still when someone with UltraSound is passing by, I can't imagine not getting a modifier. :P

I have a Stealth of 5, and almost always roll over a 6 (I can't remember not rolling at least a 6 on it actually) and to roll a Perception roll requires the person to spend a Simple Action (not something that you roll without a reason). As long as I don't give someone a reason to look for me, I'm good, so "passing through a room with two average people" is rarely a problem. :P Those that have reason have a TN equal to my roll plus my GM's modifier. I get found more often than I like, but I also get past more often than the GM likes.

Sphynx
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Zippo
post Aug 25 2003, 07:21 PM
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QUOTE
I'd be interested to see this. A mage who got very lucky rolls on both might be able to get +6 reaction, +3d6 initiative. The fastest gunbunnies I've seen have reaction in the mid-teens, with +4d6 intiative. (Synaptic accelerators, boosted reflexes, reflex enhancers). Harder to detect than quickened spells, and a lot harder to dispel. The only way I can see a mage getting close is through possession by a great form Loa, which has its own disadvantages.


Lucky rolls isn't an issue with quickening. You can just keep on casting the spell until you get the desired effect, then quicken it. The more successes you get on the final result, the harder it is for a hostile mage to dispel.

This isn't a contest to see who can min-max their initiative better. Rather, I was attempting to disprove the traditional belief that mages have to be slow. Of course he'll have a lower average initiative than a sammy with reaction enhancer 6, synaptic 2, and boosted 3. But a sammy who is that fast deserves the right, since he sacrifices aptitude in other areas to specialize in speed.

QUOTE
I think some drones might have a chance, but this is a good point. However, it relies on either geases (restrictive) or additional intiations (time-consuming and karma-expensive) to bring the character back up to starting magic level.


Yes, it'll be necessary to spend karma. Most of what I've said in the previous post requires karma...just not 500 points of it. Likewise, the sammy needs karma and nuyen to get new 'ware and improve skills. The issue was never to argue who is better without any karma expenditure.

QUOTE
This I'd really like to see. The combination of the armor spell with conventional (especially hardened) armor does get rather sick rather fast. However, it still doesn't add up to immunity from assault cannons unless you're toting around 14 points of hardened armor. In which case you're actually a small tank that can cast spells. Assuming you're not, most mages seem to have a hard time fully resisting 2D damage.


Once again, you're taking what I'm saying too literally. When I said "immune," I meant more a low TN for the damage resistance test than actually absorbing the damage. With a set of light security and form-fitting armor, the aforementioned force 6 Armor spell would grant a TN 2 to resist a shot from an assault cannon. With a decent body and some combat pool, you'll be at least as tough as the troll fully outfitted with cyberlimbs, if not more.

QUOTE
You can still grenade it and use suppressive fire/shot.


To do any of those, you'll still need to have a general idea of where the mage is. He or she could be right next to you. Of course, that's assuming you even know anyone is there.

QUOTE
Force 6 control thoughts vs. 6 willpower: the mage will on average have to be rolling 24 dice for the minimum level of success.


I was never aware that 24 dice for a one shot spell was ever a difficult task to accomplish. ;)

QUOTE
If you mean corp suits, sure. Hello, manaball. Any sam worth his or her smartlink could do the same. If you mean any group of trained but nonmagical personnel... unless "the right mojo" includes being a great dragon, I'd have to disagree.


Why not manaball for the group of trained but nonmagical personnel? I refer you to the above argument. A magic user have all sorts of defenses against what a mundane can dish out, but the converse is not true. Any mage worth his weight in salt would butcher any group of mundanes without magical backup.

Next post!

QUOTE
There where a lot of sustained duration spell that you discribed, a bit to much in my opinion. If he using all sustaining foci to sustain the spells, that is a large amount of foci, and with that a large amount of karma too (you do know you have to bond them). The mage can also suffer from foci addiction if he has to many foci activated at one time, if the total force of the his foci (active) are more then twice the mages magic rating he must test for magic lose (foci addiction pg 45-46). Besides I would never be have that many sustaining foci at one time, there are better things to spend that karma on, like increase skills and/or adding skills, learning spells, improving already known spells.


I hardly call two or three sustaining foci active "a bit too much." In any case, you usually won't have to have all of them active at the same time, since they're mostly situation specific. Note that quickening doesn't count for foci addiction - initiate to a decent level, get masking, and you're good to go. Hell, you don't even need most of the stuff I've mentioned to trump a mundane. There's a reason why most GMs utilize spellslingers as part of the security setup for defended facilities - without awakened backup, any group with a competent mage would mop the floor with the opposition.

QUOTE
A Anti-Materials Rifle (.50 BMG or larger caliber) can take care of that uber mage easily, I am using the firearms rules off of Shadowrun and Firearms brought to us by Raygun the resident gun expert. They are meant to destroy vehicles and the like, that have a considerably better armor then any human or mage (yes even the uber mage will be downed by the Anti-Materials Rifle) can ever have. So what is the fix for that uber mage in the group, have a sniper that has a fixation for rifles with a caliber larger then .50 BMG (I suggest the one that uses either a 20x83mm, 14.5x114mm, and/or 15.2x170mm cartridge, oh the fun).


No offense intended, but no shit. I don't recall ever saying the my previous post that a mage is invincible. What I did say, however, is that in a game with fairly experienced PCs, the mage would be potentially more powerful than the tricked up sammy. Yeah, you can have a weak mage, just like you can have a weak gunbunny. However, if played correctly, magic can be abused far more than cyberware, bioware, and guns can.
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ShadowGhost
post Aug 25 2003, 07:34 PM
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QUOTE (Zippo)
QUOTE

Lucky rolls isn't an issue with quickening. You can just keep on casting the spell until you get the desired effect, then quicken it. The more successes you get on the final result, the harder it is for a hostile mage to dispel.


Any intelligent GM will state you have to declare you're quickening a spell first, BEFORE casting it, not after, to avoid this munchkinisming.
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Bölverk
post Aug 25 2003, 07:43 PM
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QUOTE (Kurukami)
Basically, I'm just fed up with this one mage ... effective Magic rating of, oh, 14 or 15 ... and threw something near 15-20 dice with each roll...

So basically you're unhappy with the fact that a mage who can sling spells better than most dragons (the Great Dragon template in SR3 "only" has an Essence (and hence Magic Rating) of 12 and a Magic Pool of about the same) is able to take down multiple opponents at once and do other things that other characters can only dream of?

Unless the other characters in the group have had the opportunity to attain similar levels of power (sammies approaching cyberzombiehood despite the fact that everything they have is deltaware, deckers with Fairlight Excaliburs, and so forth) I think the problem is with your GM.
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TheScamp
post Aug 25 2003, 07:49 PM
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QUOTE
Not quite.

Yes quite. You focus far too much on solutions through game mechanics.
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