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Trust me, you don't want the infirm handicap.
Or any of the 20 BP handicaps at all.
You'll be in for a world of _hurt_.
Unless your GM doesn't have a bloody clue what they really mean, that is.
My gm is not to harsh with it. Other then taking it for flavor, it also emphazizes my PC teammates abilities. (he's very althetic) My group is not one of those groups that try to use the roleplaying systems rules to piss each other off or get the better of each other. We just try to have fun, and concetrate much on the story itself and the characters. Although I did not realize that infirm could apply to so many things.
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I'm of the school of gaming that you can have any fluff that is consistent with the rules for a power.
Thats what my group says too. If shadowrun was not suppose to have the option of creating your own spells, magical groups, mentors, or traditions. Then they would not publish the rules so you could do it. Instead they would publish 100's of spells and 100's of magical groups, mentors, and traditions. Basically, they would be like DnD, Wizards of the Coast who crap out a book every single month. (WOTC hater FYI) We like SR cause it gives you lots of options, and rules to follow by so you stay within the bounds of the game.
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For you I would suggest that you take a shadowy mentor spirit like "Man in the Moon", "Boogy Man", or "King Night" something like +2 Illusions or Manipulation , +2 to intimidate, -1 to etiquette. This is a very tame mentor spirit most any GM would approve.
Good idea, I had'nt thought of that. Makes sense too, since I was wanting a spirit to be my teacher anyways, and it helps with the flavor too. Maybe it can be the same spirit that I will try to bind myself too with spirit pact. Hrmm, still not sure about that. My gm is willing to allow me to have a spirit pact with a force 12 spirit.. which is pretty insane I think. With the drain pact, would I actually get 12 more dice??? That seems freaking nuts. I dunno, I might ask him to use that tweak rule that makes the edge of a spirit half of its force instead. Or maybe I will deduct a karma point per game session to pay for it. Any ideas on that? I know what he is wanting me to too, or allowing me, since I have all but banned foci from my character. (think its makes people weak to rely on something other then themselves) But it still seems a bit much?
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Infinites shadows springs from the physical self, waiting to be lighten and manifest. Shadows represent the dark side of the individuals, by accepting and facing his own demons, the dark adept (Shadow magician) can bond his shadows and there connect his inner darkness to the Shadow metaplane.
I decided to give it a particular effect when it uses magic in any way:
When a dark adept cast a spell, summon a spirit or activate adept powers, there is an eye effect that can be seen normally; shadows from him either emerge or existance twist to bond in one. The greater the Force of the activated spell, spirit or ability is, the greater the bonded shadow. Sometimes, nearly shadows can be affected as well in some way.
Drain Att: Intuition, given the concept I compare it to some others path of magic that appeared on Street Magic, and Intuition was the one that fits most imo.
Of course the spirits it uses are Shadows Spirits, I modified the example on the Street Magic cause it was meant for Free spirits, if u are interested on this too I can pm u or post the details of the Shadow spirits design.
Actually, yes, that did give me a few ideas, thank you! Although I think I would make my characters drain att: CHA, mainly because he fell into this because of his emotions in the first place. (Dead wife hook)
I did not realize that those shadow spirit examples are free spirits only. So yes, I would absolutely love to see your examples! And thank you for it too!
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I'd call them munchkins, not powergamers.
I apply the term powergamer only to people who optimize their character firmly within the rules.
Making up custom rules borders on cheating, which is within the usual definitions what sets a powergamer apart from a munchkin.
Agreed
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Many many years ago (back when tactical war games vastly outnumbered RPGs) there was a small press FRP that I played which had a specific class of spellcaster called a Shadowmage. Many of the spells and abilities seem very close to your descriptions. The nature of the magic was very subtle in comparison to wizards, sorcerers and the like and seemingly not as uber powerful in and of it's own. In essence the character was a hybrid of both illusionist/mentalist and thief types who used shadows as their source of power instead of light to augment their special abilities of stealth and trickery. A Shadowmage spy or assassin was often one of the most dangerous characters in the game. They weren't easy to play compared to the more straightforward characters, but a heck of a lot of fun (one of the few spellcasting characters I actually enjoyed playing). I'll have to dig out the old rulebook when I get home & see how the 2070 version can be built.
I would like to see that if you do. If you dont mind.
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I think a -1 penalty to etiquette is not enough, really. A -1 on all Social Skills other than Intimidate, maybe. Or "must succeed a Cha+Wil (3) test to willingly impart any truthful information".
Yea, that hits it too. As for the using it against teammates part. Maybe only to those who you dont know or something, or it does'nt apply to people you trust. I dunno. But that does seem like a fun flaw!