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> Astral Adept, Adept with Astral Projection
Simon Kerimov
post Aug 26 2010, 11:34 PM
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Would it be balanced to make an "Astral Adept"?

    Astral Adept
    Cost: 10 BP
  • Astral Adepts are a different hybrid between Magicians and Adepts.
  • Astral Adepts choose whether to dedicate their individual Magic attribute points toward somatic Adept powers (gaining 1 Power point per Magic attribute point allocated) or towards Magic skills. Astral Adepts must choose a Magic class, either Spellcasting or Conjuring, the other is banned to them.
  • A character must purchase this quality in order to be Astral Adept and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 73). A character with this quality cannot take the Adept, Magician, Mystic Adept, or Technomancer qualities.
  • Unlike Adepts, Astral Adepts do have access to Astral Space, as if they had purchased the Astral Perception adept power. In addition to Perception, Astral Adepts may also Astrally Project like a full Magician.
  • Though this quality is inexpensive, Gamemasters should be careful not to allow it to be abused. It should only be taken for characters that intend to explore their nature as Astral Adepts.
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pbangarth
post Aug 26 2010, 11:59 PM
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You've traded one of the mystic adept's major skills for the ability to project. It certainly isn't overpowered. I assume things like Enchanting etc. are still allowed her?
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Yerameyahu
post Aug 27 2010, 12:45 AM
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Easier just to spend 10 BP on Magic and take the Astral Perception power. (IMG:style_emoticons/default/smile.gif)
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Tanegar
post Aug 27 2010, 01:26 AM
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But then you couldn't project, which is what the OP wants.
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Yerameyahu
post Aug 27 2010, 01:30 AM
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Ah, I misread (obviously). (IMG:style_emoticons/default/smile.gif) I saw this—"Unlike adepts, astral adepts do have access to astral space, as if they had purchased the Astral Perception adept power."—and my brain derailed. (IMG:style_emoticons/default/biggrin.gif)
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Simon Kerimov
post Aug 27 2010, 01:42 AM
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QUOTE (Yerameyahu @ Aug 26 2010, 07:30 PM) *
Ah, I misread (obviously). (IMG:style_emoticons/default/smile.gif) I saw this—"Unlike adepts, astral adepts do have access to astral space, as if they had purchased the Astral Perception adept power."—and my brain derailed. (IMG:style_emoticons/default/biggrin.gif)


fixed it.
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Doc Byte
post Aug 27 2010, 01:55 AM
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There used to be astral adepts in SR3 (or SR2?). I'd say, let the adapt pay 5 more BP and give him astral projection. Maybe he's just surged.
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Yerameyahu
post Aug 27 2010, 02:01 AM
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One question is astral adepts or astral *mystic* adepts (in this case, aspected ones).
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Doc Byte
post Aug 27 2010, 02:04 AM
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No mystics for me. - On the other hand, if it's surge... maybe.
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Yerameyahu
post Aug 27 2010, 02:07 AM
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Why SURGE?
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Doc Byte
post Aug 27 2010, 02:19 AM
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Because you don't have to create any new (magic) rules nor change the way magic generally works.
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Yerameyahu
post Aug 27 2010, 02:24 AM
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Er. No. I meant 'why SURGE?' as in 'what are you talking about?' (IMG:style_emoticons/default/biggrin.gif)
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Mooncrow
post Aug 27 2010, 02:30 AM
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QUOTE (Yerameyahu @ Aug 26 2010, 09:01 PM) *
One question is astral adepts or astral *mystic* adepts (in this case, aspected ones).


It's pretty clear it's written as an aspected mystic adept, since they also get to choose one of the casting groups (casting vs summoning)

Whether it's balanced or not... it would certainly be the deadliest thing in Astral Space, so I guess it depends on how much that matters in your campaign.

Making Astral Projection a SURGE power seems... unwise.
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Badmoodguy88
post Aug 27 2010, 03:08 AM
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There are a few ways to get anyone into astral already. One is a drug, another is a great form guidance spirit, and the other is exceedingly rare rifts in space. Only the first one is something you could carry around with you all the time and take often. But I thought with the drug you were still not allowed to use adept powers because it would be game destabilizing. The idea being that that magic is tied to your body and not to the projecting spirit.
QUOTE
Whether it's balanced or not... it would certainly be the deadliest thing in Astral Space, so I guess it depends on how much that matters in your campaign.

This would be the case but that could be OK. After all mages are king at the moment. I might bump the cost up to 15 though.

One nice trade off might be that they an only buy powers for their projecting form. Or must chose to buy for projecting or physical form. If you did that you might remove the removing summoning or spellcasting but then again you might not.
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Simon Kerimov
post Aug 27 2010, 03:17 AM
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QUOTE (Mooncrow @ Aug 26 2010, 09:30 PM) *
Making Astral Projection a SURGE power seems... unwise.


Aw, yea. Astrally Projecting Flying Megadons. The roar of their wings brings terror to the spirit world.
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Yerameyahu
post Aug 27 2010, 04:53 AM
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Mooncrow, I know what *Simon* wrote it as, but then Doc Chase suggested something different. (IMG:style_emoticons/default/smile.gif) My point was that there's some room to think about it.
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Mooncrow
post Aug 27 2010, 05:00 AM
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QUOTE (Yerameyahu @ Aug 27 2010, 12:53 AM) *
Mooncrow, I know what *Simon* wrote it as, but then Doc Chase suggested something different. (IMG:style_emoticons/default/smile.gif) My point was that there's some room to think about it.


Ah, I see what you were saying now.
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Doc Byte
post Aug 27 2010, 12:51 PM
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I wasn't thinking of giving astral projection to everyone out there as a surge power. Just for people with at least 1 point of magic. - And yes, this includes shapeshifters, vampires or even people with this strange magic 1 edge for casting spells or conjuring from Streetmagic.

Astral Projection
Cost: 5 BP
Description: This SURGE power grants the ability to project into Astral Space like a magican, following the normal rules from SR4A. This power can't be taken without having at least one point of Magic Attribute.
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Yerameyahu
post Aug 27 2010, 02:25 PM
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It seems a little extreme to give such a 'magical' power as SURGE, especially so cheap. I'm not saying it's impossible, given other SURGE options, but wow.
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Laodicea
post Aug 27 2010, 02:52 PM
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I've conceptualized characters like this. I don't think it's over powered. I've also allowed mystic adepts in my games to take astral projection as a metamagic on initiation with a teacher, with astral perception as a prerequisite.
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Tanegar
post Aug 27 2010, 03:07 PM
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QUOTE (Laodicea @ Aug 27 2010, 09:52 AM) *
I've also allowed mystic adepts in my games to take astral projection as a metamagic on initiation with a teacher, with astral perception as a prerequisite.

You don't find that overpowered? That amounts to a full magician who can also purchase adept powers.
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Laodicea
post Aug 27 2010, 03:53 PM
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QUOTE (Tanegar @ Aug 27 2010, 09:07 AM) *
You don't find that overpowered? That amounts to a full magician who can also purchase adept powers.



I don't let them overcast.
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Doc Byte
post Aug 28 2010, 12:14 AM
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QUOTE (Yerameyahu @ Aug 27 2010, 04:25 PM) *
It seems a little extreme to give such a 'magical' power as SURGE, especially so cheap. I'm not saying it's impossible, given other SURGE options, but wow.


It's not that cheap, considering you have to be magical active to use it. And don't forget, you'll have to take 5 BPs in negative SURGE qualities. But it might be better to change the costs to 10 BP and use up the full positive BPs of SURGE I.
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Yerameyahu
post Aug 28 2010, 12:44 AM
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Lots of things get a point of Magic just for existing, and negative SURGE qualities are so minor, that's all. (IMG:style_emoticons/default/smile.gif)
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Tanegar
post Aug 28 2010, 12:59 AM
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QUOTE (Laodicea @ Aug 27 2010, 10:53 AM) *
I don't let them overcast.

I still consider it overpowered, but YMMV.
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