IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3 >  
Reply to this topicStart new topic
> Mystic Adepts and the Astral..., Are MA's full magicians, or half-magicians?
Degausser
post Apr 1 2009, 09:17 AM
Post #26


Moving Target
**

Group: Members
Posts: 380
Joined: 19-May 07
Member No.: 11,698



Surprised no one has mentioned this.

By RAW, mystic adepts cannot aserally project or perceive unless they take the adept power "Astral Perception" which lets them percieve, but not Project . . . EXCEPT

Deepweed is a magical drug that lets ANYONE with any amount of magic (even the Magic Talent quality) to percieve for it's duration. Actually it forces you to percieve . . . you can't stop.

The real kicker is in Augmentation, and is called Shade. This magical drug lets (or, rather forces) you to astrally project, EVEN IF YOU ARE MUNDANE. You project for Essense + 1d6 hours. At the end, if you are not back in your body, you die. If you ARE back in your body, you take 10S, unresisted. It has an availability of 8R and costs 1k a pop. However, now Mundanes can take the assensing skill, HURRAY!
Go to the top of the page
 
+Quote Post
The Mack
post Apr 1 2009, 09:52 AM
Post #27


Moving Target
**

Group: Members
Posts: 220
Joined: 15-March 09
Member No.: 16,972



QUOTE (Degausser @ Apr 1 2009, 06:17 PM) *
Surprised no one has mentioned this.

By RAW, mystic adepts cannot aserally project or perceive unless they take the adept power "Astral Perception" which lets them percieve, but not Project . . . EXCEPT

Deepweed is a magical drug that lets ANYONE with any amount of magic (even the Magic Talent quality) to percieve for it's duration. Actually it forces you to percieve . . . you can't stop.

The real kicker is in Augmentation, and is called Shade. This magical drug lets (or, rather forces) you to astrally project, EVEN IF YOU ARE MUNDANE. You project for Essense + 1d6 hours. At the end, if you are not back in your body, you die. If you ARE back in your body, you take 10S, unresisted. It has an availability of 8R and costs 1k a pop. However, now Mundanes can take the assensing skill, HURRAY!



QUOTE
Only characters capable of astral perception (they either have the Magician quality or the Adept or Mystic Adept quality and the Astral Perception adept power) may take or use this skill.


Unless the GM is feeling particularly lenient, I don't see using an artificial (drugs) means to Astrally Perceive as being "capable".

Even so, it's 1k a pop and will knock you out cold.
Go to the top of the page
 
+Quote Post
Degausser
post Apr 1 2009, 04:49 PM
Post #28


Moving Target
**

Group: Members
Posts: 380
Joined: 19-May 07
Member No.: 11,698



Depends on how you read the rules. Because that rule was written before Shade was invented. So, it says either "Only people capable of astral perception" or "Only mages, or adepts with astral perception." Now that anyone is capable of astral perception, sort of, that rule might want to be revisited.

Anywho, that line was more of a joke anyway. But yes, there is a way for mystic adepts to astrally project, but it requires Shade, and will most likely knock them out at the end of it. (It will unless you have a stun track of 11 or higher.)
Go to the top of the page
 
+Quote Post
Tyro
post Apr 1 2009, 05:13 PM
Post #29


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (Degausser @ Apr 1 2009, 02:17 AM) *
Surprised no one has mentioned this.

By RAW, mystic adepts cannot aserally project or perceive unless they take the adept power "Astral Perception" which lets them percieve, but not Project . . . EXCEPT

Deepweed is a magical drug that lets ANYONE with any amount of magic (even the Magic Talent quality) to percieve for it's duration. Actually it forces you to percieve . . . you can't stop.

The real kicker is in Augmentation, and is called Shade. This magical drug lets (or, rather forces) you to astrally project, EVEN IF YOU ARE MUNDANE. You project for Essense + 1d6 hours. At the end, if you are not back in your body, you die. If you ARE back in your body, you take 10S, unresisted. It has an availability of 8R and costs 1k a pop. However, now Mundanes can take the assensing skill, HURRAY!

I *did* mention them. I just couldn't remember the name of the projecting drug (Shade) off the top of my head and didn't want to go digging through my books. I remembered Deepweed, but it just seemed easier to not name either. It was late.
Go to the top of the page
 
+Quote Post
Degausser
post Apr 1 2009, 05:20 PM
Post #30


Moving Target
**

Group: Members
Posts: 380
Joined: 19-May 07
Member No.: 11,698



QUOTE (Tyro @ Apr 1 2009, 01:13 PM) *
I *did* mention them. I just couldn't remember the name of the projecting drug (Shade) off the top of my head and didn't want to go digging through my books. I remembered Deepweed, but it just seemed easier to not name either. It was late.

Sorry, didn't catch your post above. My bad. You were right, it was late.
Go to the top of the page
 
+Quote Post
Tyro
post Apr 1 2009, 05:31 PM
Post #31


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (Degausser @ Apr 1 2009, 10:20 AM) *
Sorry, didn't catch your post above. My bad. You were right, it was late.

No worries (IMG:style_emoticons/default/twirl.gif)
Go to the top of the page
 
+Quote Post
TKDNinjaInBlack
post Apr 1 2009, 06:13 PM
Post #32


Moving Target
**

Group: Members
Posts: 400
Joined: 8-September 08
From: St. Louis, UCAS
Member No.: 16,329



While the rules state that only those capable of Astral Perception or Projection are "really" allowed to use the assensing skill, Runner Havens mentions several schools in Hong Kong that use the constant Aberdeen Astral Shallow to teach assensing and aura reading to Mundanes who normally would not be able to learn the skill. (RHp55-56).

I'd say that if a mundane character has the ability to see astrally (either project, percieve, or through an astral shallow) AND has someone who can actually teach them what it is that they're seeing and what those things mean, then a mundane should be able to take it as an active skill, and if not that at least a knowledge skill. Remember that the book states mundane characters can take magical skills as knowledge skills and use them to identify and classify things accordingly, just not use them for the reason intended (i.e., spellcasting for slinging spells, but spellcasting for identifying spells that have been visibly cast). In the same vein, a mundane could "learn assensing and use it when the sight is applicable).
Go to the top of the page
 
+Quote Post
Tyro
post Apr 2 2009, 01:15 AM
Post #33


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



Learning the skill would be quite expensive, however - you'd either have to pay for instruction in Hong Kong, which I imagine is quite expensive due to supply and demand, or use a LARGE amount of Deepweed over the course of your training.
Go to the top of the page
 
+Quote Post
toturi
post Apr 2 2009, 02:44 AM
Post #34


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (The Mack @ Apr 1 2009, 05:52 PM) *
Unless the GM is feeling particularly lenient, I don't see using an artificial (drugs) means to Astrally Perceive as being "capable".

Even so, it's 1k a pop and will knock you out cold.

The rule allows anyone that is capable of Astrally Perception to learn Assensing, the fact that it is artificial or even temporary Astral Perception should not even factor into deciding the capability.

I am not a particularly lenient GM, I enforce the RAW strictly and I think by RAW, Shade (and Tempo) allows you to learn Assensing. I can think of at least one other method of artificial Astral Perception.
Go to the top of the page
 
+Quote Post
Degausser
post Apr 2 2009, 03:26 AM
Post #35


Moving Target
**

Group: Members
Posts: 380
Joined: 19-May 07
Member No.: 11,698



That reminds me. There is a drug that allows one to astrally project, is there a drug that allows mundanes to astrally PERCIEVE only? Deepweed only works on someone who is at least partially awakened, such as adepts without astral perception or people with the magic talent quality.

As a mundane, I would totally buy that stuff, especially if I was a wannabe mage. It would be even better if it didn't knock me out every time I used it.
Go to the top of the page
 
+Quote Post
toturi
post Apr 2 2009, 03:45 AM
Post #36


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (Degausser @ Apr 2 2009, 11:26 AM) *
That reminds me. There is a drug that allows one to astrally project, is there a drug that allows mundanes to astrally PERCIEVE only? Deepweed only works on someone who is at least partially awakened, such as adepts without astral perception or people with the magic talent quality.

As a mundane, I would totally buy that stuff, especially if I was a wannabe mage. It would be even better if it didn't knock me out every time I used it.

Tempo (Ghost Cartels), the drawback might outweigh the benefits.
Go to the top of the page
 
+Quote Post
Tunnel Rat
post Apr 2 2009, 03:55 AM
Post #37


Target
*

Group: Members
Posts: 58
Joined: 17-August 07
Member No.: 12,700



QUOTE (Kingboy @ Mar 30 2009, 02:05 PM) *
As the Mystic Adept Face for our current team, I'd beg to differ with that statement.



QUOTE (TKDNinjaInBlack @ Mar 30 2009, 11:36 PM) *
I too beg to differ as I am playing a mystic adept right now as well. I don't have much magic devoted to actual magic at all as my split at Magic-6 is 5 for adept power points and 1 for magician uses. The real use of this isn't to spell cast or summon though, but to have access to counter spelling as an ability and to learn the metamagic of shielding. Now my Unarmed Martial Arts Adept has better than average defense against spellcasting. It's well worth it.


Actually, I was referring to the 'traditional' mystic adept. For instance, the ninja who can turn himself invisible. Now, you're either too weak to use magic effectively, or you might be better off going full magician and getting bioware or cyberware.
Go to the top of the page
 
+Quote Post
Kingboy
post Apr 2 2009, 01:42 PM
Post #38


Moving Target
**

Group: Members
Posts: 227
Joined: 17-April 08
Member No.: 15,907



QUOTE (Tunnel Rat @ Apr 1 2009, 10:55 PM) *
Actually, I was referring to the 'traditional' mystic adept. For instance, the ninja who can turn himself invisible. Now, you're either too weak to use magic effectively, or you might be better off going full magician and getting bioware or cyberware.


Eh, I'll give you that, given the OR changes in SR4A.
Go to the top of the page
 
+Quote Post
TKDNinjaInBlack
post Apr 16 2009, 01:32 PM
Post #39


Moving Target
**

Group: Members
Posts: 400
Joined: 8-September 08
From: St. Louis, UCAS
Member No.: 16,329



QUOTE (Tyro @ Apr 1 2009, 07:15 PM) *
Learning the skill would be quite expensive, however - you'd either have to pay for instruction in Hong Kong, which I imagine is quite expensive due to supply and demand, or use a LARGE amount of Deepweed over the course of your training.


Deepweed wouldn't be required as an astral shallow makes the astral plane visible to the physical plane. That's why those schools exist in Hong Kong. Mundanes can see the astral when the shallow is active.
Go to the top of the page
 
+Quote Post
merashin
post Apr 16 2009, 07:03 PM
Post #40


Moving Target
**

Group: Members
Posts: 256
Joined: 30-August 08
From: san luis obispo, CA
Member No.: 16,295



QUOTE (TKDNinjaInBlack @ Apr 16 2009, 05:32 AM) *
Deepweed wouldn't be required as an astral shallow makes the astral plane visible to the physical plane. That's why those schools exist in Hong Kong. Mundanes can see the astral when the shallow is active.

he's saying that schools with astral shadows are expensive 'cause lots of people want to go to them, but that there is an alternative to the instruction there which is load up on deepweed and have some random mage point stuff out for you.
Go to the top of the page
 
+Quote Post
darthmord
post Apr 16 2009, 08:46 PM
Post #41


Running Target
***

Group: Members
Posts: 1,245
Joined: 27-April 07
From: Running the streets of Southeast Virginia
Member No.: 11,548



N/M, I thought the thread looked familiar.
Go to the top of the page
 
+Quote Post
TKDNinjaInBlack
post Apr 18 2009, 03:48 AM
Post #42


Moving Target
**

Group: Members
Posts: 400
Joined: 8-September 08
From: St. Louis, UCAS
Member No.: 16,329



QUOTE (merashin @ Apr 16 2009, 01:03 PM) *
he's saying that schools with astral shadows are expensive 'cause lots of people want to go to them, but that there is an alternative to the instruction there which is load up on deepweed and have some random mage point stuff out for you.


Gotcha. Missed the comma the first time and thought that he was implying deepweed was needed for the training in Hong Kong. Now THAT would be expensive...
Go to the top of the page
 
+Quote Post
Kingboy
post Apr 18 2009, 03:57 PM
Post #43


Moving Target
**

Group: Members
Posts: 227
Joined: 17-April 08
Member No.: 15,907



Random vaguely related tangent that just popped up into my head:

Mystic Adepts are essentially Magicians who give up one part of their Mana based abilities trifecta (Spell Casting, Summoning, Astral Access) in order to gain access to somatic powers. In the RAW, this is exchanging Astral Acess for Adpet Powers.

What if Mystic Adepts could choose which type of Mana abilities to surrender? For example, an Occult Investigator MA that has Spell Casting and Astral Access, but no ability to Summon. To be perfectly honest I'd almost rather this kind of setup be the default, as it leaves Summoning as a special trick for full Magicians.

Can the fertile minds of Dumpshock illuminate me as to any foreseeable problems with allowing Mystic Adpets a little customization along these lines?
Go to the top of the page
 
+Quote Post
AllTheNothing
post Apr 18 2009, 04:27 PM
Post #44


Moving Target
**

Group: Members
Posts: 997
Joined: 20-October 08
Member No.: 16,537



QUOTE (Kingboy @ Apr 18 2009, 05:57 PM) *
Random vaguely related tangent that just popped up into my head:

Mystic Adepts are essentially Magicians who give up one part of their Mana based abilities trifecta (Spell Casting, Summoning, Astral Access) in order to gain access to somatic powers. In the RAW, this is exchanging Astral Acess for Adpet Powers.

What if Mystic Adepts could choose which type of Mana abilities to surrender? For example, an Occult Investigator MA that has Spell Casting and Astral Access, but no ability to Summon. To be perfectly honest I'd almost rather this kind of setup be the default, as it leaves Summoning as a special trick for full Magicians.

Can the fertile minds of Dumpshock illuminate me as to any foreseeable problems with allowing Mystic Adpets a little customization along these lines?

Maybe something like what I've suggested in the 11th post of this thread?
Go to the top of the page
 
+Quote Post
Kingboy
post Apr 18 2009, 04:37 PM
Post #45


Moving Target
**

Group: Members
Posts: 227
Joined: 17-April 08
Member No.: 15,907



QUOTE (AllTheNothing @ Apr 18 2009, 11:27 AM) *
Maybe something like what I've suggested in the 11th post of this thread?


Bah, that was like, two weeks ago. You expect me to reread the whole thread everytime a random idea pops into my head? (IMG:style_emoticons/default/smile.gif)

And to be serious, no I wasn't intending quite what you mentioned, no changing of points values or making it a modular sytem, more along the lines of "for 10 BP you get Adept Powers and your choice of two out of the three Mana Abilities".
Go to the top of the page
 
+Quote Post
HappyDaze
post Apr 19 2009, 02:39 AM
Post #46


Shooting Target
****

Group: Members
Posts: 1,838
Joined: 1-September 05
Member No.: 7,669



QUOTE
Mystic Adepts are essentially Magicians who give up one part of their Mana based abilities trifecta (Spell Casting, Summoning, Astral Access) in order to gain access to somatic powers. In the RAW, this is exchanging Astral Acess for Adpet Powers.

No. Mystic Adepts are Adepts that can trade some power points out for a retained Magic score useful for Conjuring, Enchanting, and Sorcery. In effect, it could be argued that they have taken an Adept Power (call it 'Mystic Aptitude') that costs 1 power point per level that grants them an equivalent Magic to the level purchased for the purposes of using those skills.
Go to the top of the page
 
+Quote Post
Kingboy
post Apr 19 2009, 07:09 AM
Post #47


Moving Target
**

Group: Members
Posts: 227
Joined: 17-April 08
Member No.: 15,907



QUOTE (HappyDaze @ Apr 18 2009, 10:39 PM) *
No. Mystic Adepts are Adepts


Fine, yes according to the SR4A description they are Adepts with additional powers. I'm not seeing the pertinence to the question as I posed it. I'm talking about a hypothetical change to the rules (house rule, campaign rule, whatever you want to call it), not the RAW.


QUOTE (HappyDaze @ Apr 18 2009, 10:39 PM) *
that can trade some power points out for a retained Magic score useful for Conjuring, Enchanting, and Sorcery.


Well, under RAW you're partially right. Adepts, Magicians and Mystic Adepts can all use the Enchanting skill (SR4A, pg. 123), so that's not really something that's affected one way or the other by which way a Mystic Adept allocates his Magic points. The other two abilities (Conjuring, Sorcery) would be 2/3rds of what I labeled above as the "Magician's Trifecta". It's access to those two abilities that a Mystic Adept gets by taking the Quality and splitting their Magic.


Let me rephrase the question, perhaps that might help to engender relevant discussion. But first off, let's make two assumptions:
  1. I could give a toss less about the Shadowrun fluff and background (which is mostly true), and
  2. I rather like the SR4/SR4A system, and would like to use it for a home brew campaign setting (which is also pretty much spot on).

Given those stipulations, let's make a further assumption that I wish to change the way that Mystic Adepts work in my campaign. To do that I do a little verbal jiggery-pokery to the other two Magical Qualities (ignoring the hell out of Spell/Spirit knacks and the like) in order to phrase the changes I wish to make to Mystic Adepts in a way that will seem clear to my players (taking into account that I am aware of my players reading comprehension ablilities and they are familiar with my writing style). Essentially I break the other two Qualities down thus:

Adept - 5 BP: Adepts are Awakened characters that have access to Somatic Abilities known as Adept Powers, with a number of Power Points equal to the Magic Rating of the character.

Magician - 15 BP: Magicians are Awakened characters that have access to Mana Abilities. There are three Mana abilities; Sorcery, Conjuring and Astral Access. A magician has access to all three of these abilities.


My basic definitions are done, now I want to give Mystic Adepts a little more flexiblity, so I change them as so:

Mystic Adept - 10 BP: Mystic Adepts are Awakened characters with access to Somatic Abilities and two of the three Mana Abilities. Choose two abilities from Sorcery, Conjuring or Astral Access. A Mystic Adept must choose to allocate a number of points equal to the characters Magic rating to either Somatic or Mana abilities. Points allocated to Somatic Abilities become Power Points with which they may purchase Adept Powers. Points allocated to Mana Abilities determine the amount of dice added from the Magic Rating, as well as the maximum Force of Spells and Spirits.

To give my players an example of these changes, I create an NPC Mystic Adept that they may run across from time to time. He's an Forensic Thaumaturge, and as such I decide that spirits aren't that important to him, so I choose Sorcery and Astral Access as the two Mana Abilities for the character. He therefore would have access to:
  • Adept Powers (Somatic Abilities),
  • Sorcery (Mana Ability #1) and
  • Astral Perception/Projection (Astral Access, Mana Ability #2).

We'll assume I buy him a Magic attribute of 5, of which he will put two points into Somatic Abilities and three points into Mana Abilities. With the two Power Points he buys Analytics (2), Eiditic Sense Memory, Multi-Tasking and Three Dimensional Memory. I buy him a few spells, mostly Detection Spells of various sorts, all of which he can cast at up to Force 3, Force 6 if overcasting, adding three dice from his Magic to the rolls. Finally he takes some skill points in Assensing so that he can accurately intepret magically active forensic evidence when Astrally Perceiving.

So, with all that stated and stipulated, the main question remains essentially the same. Given the above changes to Mystic Adepts, does anyone foresee possible problems with changes of that nature? I don't need to know how Mystic Adepts work by RAW (since changing it is the whole point) or by fluff (since the idea is to use the rules in a non-SR4 setting); rather I am interested in seeing examples of how the inventive minds of Dumpshock might show that mechanically, from a game balance perspective, such changes are a Bad Idea (if they are in fact, a Bad Idea, not simply an idea you don't care for).
Go to the top of the page
 
+Quote Post
Mordinvan
post Apr 19 2009, 10:01 AM
Post #48


Running Target
***

Group: Members
Posts: 1,444
Joined: 18-April 08
Member No.: 15,912



I like the idea of making magical use modular with each module costing 5 bp or 10 karma, I feel it would allow for characters to be more customizable.
Go to the top of the page
 
+Quote Post
Falconer
post Apr 19 2009, 05:00 PM
Post #49


Neophyte Runner
*****

Group: Members
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



Hmm... One. by the rules... there's only one real reason to make a mystic adept. Adept + Counterspelling (as a skill)! (and access to all focus types including power foci for the few adept abilities which roll magic).

There's way too few adept powers which roll your magic stat though... and the few there are are limited in nature. Attribute boost is a prime example of this. If it's your only means of stat boosting, makes a lot of sense, if you're a mystic adept trying to be a bit of phsad, it makes sense (especially w/ a power focus to boost both it and your 'casting' roles). Even then Mystic adepts really only work when they're aspected by the player. EG: such as a limited summoning ability by either taking aspected quality or just not touching your spellcasting portion and limiting yourself to a little bit of summoning.

Two. 10 points per aspect is a joke of an overcost as posted earlier is a joke in itself. Way too expensive... here's 30 points w/ practically nothing left for any other positive qualties to make a magician... no thanks.
Go to the top of the page
 
+Quote Post
Kingboy
post Apr 19 2009, 08:01 PM
Post #50


Moving Target
**

Group: Members
Posts: 227
Joined: 17-April 08
Member No.: 15,907



QUOTE (Falconer @ Apr 19 2009, 12:00 PM) *
Hmm... One. by the rules... there's only one real reason to make a mystic adept. Adept + Counterspelling (as a skill)! (and access to all focus types including power foci for the few adept abilities which roll magic).


That's a rather shallow perception of Mystic Adepts. Sure, I'll grant you that from a power gaming perspective your view is likely the most efficient construction for MAs, but your really not playing anything but a PhysAd with some cheddar sauce at that point.

Do Mystic Adepts get a bit of the shaft under the current rules (especially the goofy Magic/Max Force ruling)? Sure, that's why I'm pondering some possible changes for a campaign I might run (changes which apparently continue to fail at eliciting any useful feedback). I'd say there are plenty of other options for character builds beyond what you suggest however, wonky rulings or not.


QUOTE (Falconer @ Apr 19 2009, 12:00 PM) *
Two. 10 points per aspect is a joke of an overcost as posted earlier is a joke in itself. Way too expensive... here's 30 points w/ practically nothing left for any other positive qualties to make a magician... no thanks.


The original poster of the completely modular 10 BP per trait system AllTheNothing specifically stated that the points spent on Awakened Qualities of his design did not count against the 35 point cap for Qualities at character creation. Henceforth if you really wanted to go all out and get crazy, you could take 40 points of Awakened Qualities and 35 points of normal Qualities as well. I'm not sure if Mordinvan was specifically referencing AllTheNothing's posts or not...
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 12th April 2022 - 05:23 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.