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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 ![]() |
As the gang leader once said "Magic's a gun and I'm a mage."
Sometimes, life gives you lemons. You took one too many hits, or too many drugs, or just gave yourself a bit of cyber( [ Spoiler ] ). Now you're stuck on the slow slide of the Burnout. So, make the most of it! You can still be a good magician with a bit of cyber. Hell, maybe better than your non-chromed counterparts, just take a Talisman geas tied to something integral. It need be said, magicians should think carefully before mixing bioware and cyberware, as the /actual/ magic loss on top of the /virtual/ magic loss can be devastating. Adepts may be better off taking bioware to boost their physical stats, since that can at least be removed easily enough. It need not be said, the higher quality you can afford, the better. At this point, genetech isn't worth serious consideration by magicians. Too heavy a price, for too little gain. Autoinjectors and Drugs Ideal for magicians who need a bit of oomph, and cheaper by far than a chemical gland, the autoinjector can provide a quick rush of pharmecuticals. Popular choices include Novacoke, Psyche, and Zen; more esoteric magicians may have access to magical compounds for other benefits. Drugs are a popular step in the Way of the Burnout, as the magician has to walk a fine line between excess and success. Cyberlimbs It's unfortunate, but sometimes you lose an arm. Or decide to lose an arm for the bennies it can give you. Few magicians go in for replacement limbs, because they're not essence friendly and, really, what the Hell can they do for you? Lots. Let's consider the example of Johnny Threetricks: Johnny always had to deal with spirits. Lots of spirits. Mean spirits. Before you could say "Mantis!" Johnny lost his right arm. So he got a new one. Not a great arm, but roomy enough for a big gun that held some silver bullets, a retractable spur, an Ares Redline laser, and a Shiawese Blazer (He had them fill up his internal air tank and run the hose to the arm. A little expensive, but damn surprising!) Now, Johnny's example is a bit extreme, but it shows a few of the possibilities. Frankly, cyberweapons are almost the only point of a cyberarm on a magician. Which brings us too... Cyberweapons Some paranormal threats just don't respond to normal tactics. For those, and for those who can't deal with the situation any other way, there are options. Conjurors, for example, can't cast spells. When they're last spirit is toast or they're too tired to banish something, being able to pull out a weapon with an elemental effect might just save the day. Other magicians just like having their mageblade close. Physical adepts learned in Savate or Mauy Thai might prefer a footblade, but the good old retractable spur, handblade, hand razors, or even oral spur does the job just as well, especially as they can be enchanted before they've been incorporated (the blade, at least.) Silver-edged blades are preferred to the traditional high-tech composites, for when the Infected come a-callin'. Damage Compensators and Pain Editors Generally, too expensive for a magician to bother with; although very useful for the sudden quick successive drains during a spellbattle, Centering is a better bet for dealing with drain and the adept powers over pain are generally better. Datajack Often overlooked, the useful and versatile datajack grants the magician, among other things, quick and easy access to Magicknet, on-line hermetic libraries, and quick-and-easy access to datasofts. Plus the general benefits. Encephalons ...do not aid in the use of any magic, magical perception, or Magical skills. But it can be useful in /learning/ magical skills and background skills. Which pretty much just makes it a karma saver, and may help you use those B/R skills to craft foci a little better. Eh. Cerebral Boosters, on the other hand, provide a similar bonus for a lesser cost. Personally, I think they're both a bit of a waste, but if you're desperate to conserve karma (and what magician isn't?) Mnemonic enhancers are better than cerebral boosters and encephalons for the purposes that a magician would need them, and generally make a better investment. Headware Memory Hermetic Libraries Pricey, very pricey in terms of essence (a basic rating 6 Sorcery library takes up 3.6 gigapulses, which equals 1.2 essence!) Naturally, the cost can be reduced some by higher grade cyberware or Data Compactors, but it's rarely enough to make it work it. My suggestion is, if you /need/ an internal Hermetic library, stick with dedicated chipjacks and high-MP optical chips. Math SPU and Pythagoreans A very handy tool for those rare Hacker-Magicians out there, and definately a bonus for Pythagoreans (or those who want to use their formulae.) Metabolic Arrestor, Platelet Facotries, and Symbiotes The last thing a Burnout needs is to lose more precious Magic to something as simple as damage. With a bit of luck, the metabolic arrestor gives the magician precious time for their teammates to come to their aid...or for an anchored Treat spell to trigger. Platelet factories might be even better, but the daily anticoagulant is a bit of a drag...still, with a chemical gland, not a bad option at all. Symbiotes are costlier in bio index than metabolic arrestors, and incompatible with platelet factories. Personally, I suggest getting the platelet factories and the nanosymbiotes. Hedge your bets. Nanite Facilitator Fairly simple, this is dandy for magicians who like using nanosymbiotes to cut down long healing downtimes. Practically required. RAS Override Often overlooked by magicians, but worthwile considering it's low impact, an RAS Override, turned on before going astral, means that any possessing force attempting to use your body has a tough fight ahead of them. Metahuman magicians, free spirits, loa spirits, and shedim are unlikely to register the "off" switch for the RAS Override...at least not right away. Senseware Cybereyes and visual mods are usually pretty good investments for Burnouts. Cheap, able to accomadate multiple enhancements, and the more you see, the more you can hit with a spell. Low-light, thermographic, and vision magnification are favorites. Skillsofts A bit pricey, especially in terms of essence, skillsofts can be invaluable to a magician. Not for magical skills, which can't be encoded in activesofts, but certainly for the many Knowledge skills, like Magic Background, Spell Design, and Talismongering. A big karma-saver! Speaking of stored knowledge, consider: Trauma Dampners The most useful of all bioware currently on the market for magicians who experience drain and combat monster adepts alike. |
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Lo-Fi Version | Time is now: 25th May 2025 - 07:13 PM |
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