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#1
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Target ![]() Group: Members Posts: 19 Joined: 20-December 09 Member No.: 17,980 ![]() |
Hey all,
I'm currently pouring through making my first SR4 character, so I've been going over the sample Magician builds and such in the forums here and elsewhere. A thought struck me last night: If you spend the BP to add Astral Perception to a Mystic Adept, is he functionally any different from a Magician now? Figure a Magic 6 character; the Mystic Adept is 75BP; with a 5/1 Magic/Power Point split, you end up with Magic 5 and Astral Perception as your 1-point Power. He'll have less raw magical/spell-slinging ability (obviously) as you're going to dedicate 1 or more points of your Magic rating to Adept powers; but you can then go forth and purchase additional Adept powers down the road using karma, while casting Force 5 - Force 10 spells. Very Karma intensive, but could be interesting. Is there anything a Magician can do that a high-magic Mystic Adept with Astral Perception can't do? Are there any Adept powers that would be really nice for a combat mage to have? |
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#2
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 ![]() |
The main difference is that mystic adepts cannot astrally project, and so generally lack access to the metaplanes.
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#3
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
Also, the advantage of being able to get adept powers is offset by the disadvantage of those adept powers being taken in lieu of either points in Magic or metamagics (the latter if you use the optional rule letting adepts choose a power point instead of a metamagic). The Magic Attribute of a mage both pumps up his dice pool and raises the rating of spells that can be cast.
On the other hand, adept powers can be very good to have. Improved senses can help with spell targeting, improved reflexes (while pricey) give you an initiative boost that you don't need to keep recasting, pain resistance lets you ignore Drain penalties, rapid healing lets you recover from Drain more quickly, and sustenance lets you function for more hours per day for all of the time-consuming tasks that mages have. Other adept powers can fit more specific concepts (kinesics for a shaman with the seductress mentor spirit, improved ability in a combat skill for a combat mage, etc.). |
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#4
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
Actually, if I go with runner's campanion and go with that one asian vampire. They can always astrally project and are dual natured. So you could go w/ mystic adept there and still be a full mage w/ all the points in magic casting (not recommended, just fun rules lawyering... as it opens up some of the adept metamagics).
Generally the problem w/ mystic adepts is they can take a bit of everything. But it's way too easy for them to lose focus. Also most of the adept powers are easily replicated w/ spells. Then there's the other problem that Power points and spellcasting are both bought w/ your magic attribute. And it gets VERY costly to marginally increase that combined stat. (magic 7 -> 8 == 40 karma). Also quite frankly... 1 full magic point for astral perception is a very steep price. Lets say I have 12 spells and 1 or 2 sustaining foci, each point I add to magic, increases my power w/ all my spells including the sustainable ones. If I get an adept power, it's much more limited. |
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#5
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Target ![]() Group: Members Posts: 19 Joined: 20-December 09 Member No.: 17,980 ![]() |
How often is metaplane access and astral projection (as opposed to just astral perception) going to be a big negative?
And can't an Initiated Mystic Adept get metamagic just like a Magician can? (If not, then I have no need to keep thinking about MA's, as the astral trial eliminating metamagics are definitely on my list of things to get) |
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#6
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
One of the primary roles for magicians is astral recon. So it is a major loss in abilities.
IE: I leave my body, float through the wall and look to see what's on the other side. Or, we need to know where this guy is going... you can have a covops type specialist trail him in meat, maybe get spotted, or have to deal w/ counter-tailing techniques. Or another option is the mage goes astral and follows him, which a non-awakened would never realize, but might take steps such as going through wards to prevent just in case. Or, you're in a bar... you're trying to hear what the guy on the other side of the bar is talking about. Mage might 'fake' passing out... and float over to the other side of the room to eavesdrop from close in. Yes you can order a spirit to do it, but spirits don't see the world the same way we do. So even sending a high force highly intelligent spirit does not mean it will understand what it sees on the other side. Our world is in many ways alien to them, just as if we were to go to their home planes, things would be alien to us. What they consider important very well isn't what we'd consider important in many cases. |
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#7
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Or, you're in a bar... you're trying to hear what the guy on the other side of the bar is talking about. Mage might 'fake' passing out... and float over to the other side of the room to eavesdrop from close in. Actually, not a good tactic, as you can only listen in on a physical conversation from astral if you manifest, which makes you visible to the physical. |
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#8
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
QUOTE To disguise her astral form to look like a spirit or other astrally active creature, the character must be capable of astral projection. Without Astral Projection, you are somewhat limited in your usage of Masking.
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#9
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Target ![]() Group: Members Posts: 19 Joined: 20-December 09 Member No.: 17,980 ![]() |
Without Astral Projection, you are somewhat limited in your usage of Masking. Ahhh, I see. Hrm. Bio/cyber Magician it is, then. 10BP Biocompatibility (Bioware) - Bioware Essence Costs are reduced by 10% 30BP Type O System - All bioware counts as Deltaware) Platelet Factory(.09E), Synaptic Booster3(.675E), Trauma Damper(.09E), Orthoskin3(.67E) , plus all the cybereyes I can add on? Rating 3 or so, with Vision Enhance, Vision Mag, Micro Vision, Thermographic (or low-light? Both?), flare comp - alpha ware, beta if I can swing it... That drops 2 Magic in Essence costs, though. In other notes: I see the Augmented Maximum for Elf Charisma is 12, and the natural maximum is 8 - I'm not seeing what I could do to boost my Charisma that high; do the rules just assume cyber/bioware upgrades to that point? What Bio/Tech upgrades would do such a thing? (looking at a Wheel Path Tir elf) |
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#10
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
Okay, 2 problems...
Magician 15BP, Biocompatibility 10BP, Type0 30BP. You have 55BP worth of positive qualities... standard chargen limits you to no more than 35 (even most GM's who have their own still limit you to no more than 40 or so). Synaptic3 costs 240k and leaves you with at most 10k worth of resources... you probably don't have the money for it w/ the rest. You're limited to 50BP (250k) worth of resources in chargen... slightly more w/ some other qualities (which again you're already well over the max). The cybermage has long been a staple character of shadowrun. The catch is, it's also a great way to twink out if you understand the system. As far as cyber which enhances charisma, look at tailored pheromones. Another way to hit the limit is a force 12 casting of 'increase charisma' with enough hits to raise the stat to the cap.. (I'm not going to get into the debate on increase attribute spells here). Trigger: (page cite please) 1. I don't believe you are correct here. Non-living items only register indistinctly such as sounds. But living beings still have a vibrant distinct aura on the astral. 2. Even if I do grant, your argument still doesn't hold. Manifested mages are basically ghosts. They don't show up on electronic devices and are purely psychic constructs. There's nothing stopping from manifesting in the floor, or somewhere else within earshot but out of sight. The latter is something usefull when showing up to meet w/ Johnson's. You can talk and interact with your astral form, without showing up on any surveillance. |
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#11
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,748 Joined: 25-January 05 From: Good ol' Germany Member No.: 7,015 ![]() |
10BP Biocompatibility (Bioware) - Bioware Essence Costs are reduced by 10%
30BP Type O System - All bioware counts as Deltaware) First These Advantages are not compatible second That would be 40 Points (IMG:style_emoticons/default/wink.gif) Third Type O works only for standard Bioware,not cultivated with too much incompatible dances Medicineman |
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#12
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
In other notes: I see the Augmented Maximum for Elf Charisma is 12, and the natural maximum is 8 - I'm not seeing what I could do to boost my Charisma that high; do the rules just assume cyber/bioware upgrades to that point? What Bio/Tech upgrades would do such a thing? (looking at a Wheel Path Tir elf) They calculate augmented maximums for all Attributes across the board, regardless of whether there are actually sufficient augmentations available to reach that level. Charisma can be increased by genetic optimization, the exceptional attribute quality, and metagenetic improvement: Charisma. All of those increase your augmented maximum, too, though, so you still can't reach it. The only thing that gives a straightforward increase to Charisma that I can find is in Augmentation, pg. 23. There is an optional rule that cosmetic surgery can increase the Charisma attribute by up to 3 points. I'm not sure those points would count towards magical skills, but curiously, it doesn't say that they don't. |
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#13
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Target ![]() Group: Members Posts: 19 Joined: 20-December 09 Member No.: 17,980 ![]() |
Gah, I didn't even think about Positive Qualities limits. Annoying that Magician counts against that limit.
Well, shucks. I can scale a lot of it back, and reduce or drop Synaptic Boost for a remote-serviced Sustain on a high-force Improved Reflexes. I'm okay with having very little equipment to start with (I was thinking of a sort of burn-notice-esque 'dropped into seattle' sort of backstory); Can the advanced contacts rules be utilized to get contacts which could provide these upgrades for a cost reduction? Medicineman, what makes you say that Biocompatibility and Type-O System are mutually exclusive? There's nothing in their descriptions saying that they are...? Thanks for the help, folks, I appreciate it. Speaking of remote-serviced Sustain: does the hypothetical Conjurer utilize bound spirits for the task, or would you just get up in the morning, conjur spirit and sustain until Dusk, then at dusk conjur another one in an out of the way corner of wherever you happen to be and sustain again until Dawn? |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 175 Joined: 5-May 08 From: Matt, GA Member No.: 15,959 ![]() |
Actually, not a good tactic, as you can only listen in on a physical conversation from astral if you manifest, which makes you visible to the physical. No. Manifesting makes the astrally projecting character visible and audible to physical characters, and that's all. No additional benefits to manifested characters, they still see and hear as astral beings. |
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#15
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 ![]() |
One thing to keep in mind... SOTA64 has a few new metamagics. One neat one is for Adepts. If you have Astral Perception, you can take this metamagic to be able to use Astral Projection. The catch is... it's for (Magic) Minutes not (Magic) Hours like it is for Mages.
May want to talk with your GM. |
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#16
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,748 Joined: 25-January 05 From: Good ol' Germany Member No.: 7,015 ![]() |
Medicineman, what makes you say that Biocompatibility and Type-O System are mutually exclusive? There's nothing in their descriptions saying that they are...?
The German Bodytech says it very clearly so at Page 20 Could somebody with an English Book Confirm the Incompatibility ? Thanks (IMG:style_emoticons/default/smile.gif) with a German Dance Medicienman |
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#17
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
The only thing that gives a straightforward increase to Charisma that I can find is in Augmentation, pg. 23. There is an optional rule that cosmetic surgery can increase the Charisma attribute by up to 3 points. I'm not sure those points would count towards magical skills, but curiously, it doesn't say that they don't. And don't forget the enhanced pherormones bio augmentation in the BBB. |
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#18
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Target ![]() Group: Members Posts: 19 Joined: 20-December 09 Member No.: 17,980 ![]() |
And don't forget the enhanced pherormones bio augmentation in the BBB. Ah, the US version does not include that line: Biocompatability Cost: 10 BP Something about the character’s body is exceptionally accepting of either bioware or cyberware implants (choose one). ... chosen type are reduced by 10 percent. This reduction does not apply to genetech. This quality may only be taken once. Type O System Cost: 30 BP Though exceptionally rare, a few lucky people in the world have completely non-allergenic “type O” cells, meaning that they can give organ transplants to just about anyone with little chance of rejection. ... Their bodies are also filled with universally transplantable organs, so maybe they shouldn’t brag too much about this talent. (centers snipped so as not to provide full clips from the rulebook) Also, Falconer, I'm not seeing any entry in the Qualities section of SR4 main rulebook limiting Positive Qualities to 35 pts. Can you reference the page? |
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#19
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
Also, Falconer, I'm not seeing any entry in the Qualities section of SR4 main rulebook limiting Positive Qualities to 35 pts. Can you reference the page? QUOTE (BBB Page 77) QUALITIES
... POSITIVE QUALITIES Positive qualities have a BP cost, like everything else. Characters may not spend more than 35 BP on Positive Qualities. |
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#20
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Target ![]() Group: Members Posts: 19 Joined: 20-December 09 Member No.: 17,980 ![]() |
Ahh, I see I'm blind today.
Thanks B_S! |
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#21
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,748 Joined: 25-January 05 From: Good ol' Germany Member No.: 7,015 ![]() |
Ah, the US version does not include that line:
I know that the latest Erratta are always included in the German Rulebooks cause Pegasus Games is working very closely with Catalyst Games. Hough ! Medicineman |
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#22
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Target ![]() Group: Members Posts: 80 Joined: 19-January 09 Member No.: 16,793 ![]() |
Don't count on tailored pherormones working for magical skills till you run it by your GM since they can be viewed as a situational bonus. For example under the description of a sniffer, they say you can block certain smells and give an example of removing the cha bonus from the pherormones in contested skills.
Hehe sorry just picturing someone trying to explain the reasoning behind the "I smell so good drain just doesn't stick as well". Main thing you will see is when you try to put all that together in one character you will be running approx 150 bp short when you add in skills. You can do it if you severly gimp yourself in every other area and your GM doesn't enforce the 1 str, agi, and body when trying to run more than 1 block if holding anything more than a nap sack..... |
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#23
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
And don't forget the enhanced pherormones bio augmentation in the BBB. They don't raise Charisma. Their description clearly states that they are dice pool modifiers, and that they have no effect on magical abilities and tests. Still useful for a high-Charisma mage who wants to also be a face. |
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#24
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
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#25
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,899 Joined: 29-October 09 From: Leiden, the Netherlands Member No.: 17,814 ![]() |
Is there errata available for Augmentation somewhere anyway? (Other than also buying the german edition..)
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