QUOTE (Falconer @ Jun 2 2009, 10:02 PM)

Way to go you FINALLY made a semi-usefull MA... after I pointed out the char concept as one of the few usefull ones how many pages ago?! After specifically pointing out that a MA w/ a good mentor and specialization in a single line of spells like health can be effective.
Oh, my other characters are plenty useful, you just have blinders on. Which brings us to the crux of why you think M.A.'s suck:
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Though to critique... this is a char who really wants astral perception, most of the adept healing abilities are junk. Astral perception also has medical uses (think of it as a magical CAT scan ability) in assisting diagnosing things in the field. Plus EVERY SINGLE ONE OF YOUR ADEPTS HAS LACKED THE ABILITY TO WIPE OUT HIS ASTRAL SIGNATURES!!! despite having a spellcasting focus... they leave spellcasting fingerprints all over the place. Those will get you tracked down and eliminated. Using stunbolt in combat will need to be wiped, in fact w/ your low magic you're really better off w/ a gun than an attack spell outside your specialty. The primary reason to have a direct combat spell is to defend yourself against spirits and astral mages.
As I have pointed out several times, most of my M.A. spells are either: A. Not going to leave a signature where they have to worry about it being assensed (such as their body) or B. Get cast at such a low level I would be surprised if someone would find the time to get a Mage, have them find the spell's signature (which would require them to assense many many cubic feat of area - it's not as if already cast spells exude shimmery "look at me" signs. C. I can diagnose people with first aid. It's a complex action. Why waste points getting assesing high enough to get 3 success (the amount you need to actually determine the cause of injury/illness)?
Besides, your bleeting about Astral Signatures is misplaced. You can't use a signature to track a mage. Page 193, SR4a: "
Active spells are linked to their casters, spirits are linked to their casters, astrally projecting mages are linked to their physical bodies, and foci and magical lodges are linked to the magicians who activated them." So what do Astral signatures do? They allow a mage to
recognize a signature if they
see it again by
that same mage. So, uh, wah? I need to astrally perceive why again?
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Read the astral section of the book. W/O extended masking you stand out like a sore thumb on the astral already. Now you're adding active spells to make your brightly glowing aura glow even brighter. And don't forget, your increase reflexes spell is only one counter spell from being wiped out. Especially by a purely astral projecting mage you can do nothing about.
Your magic is way too high... 5/5 is enough... ditch the worthless adept heals. That's why you have the heal spell right. Actually read Pain relief... 5minute per box healed... you're almost better just taking a nap under medical supervision.
empathic healing.. pointless only transfers physical.. and you can only apply magical healing once per set of wounds (just like you can only apply first aid once, and only before magical healing).
These points have all been countered. So I light up in the astral, so friggen what? Astral mage is going to manifest and.... what? Be stern?
Worthless adept heals? Actually, now that I think about it, Pain Relief does kind of suck. I didn't notice the threshold before; that really gimps it. lame! I'm taking that power out. But Empathic Healing is pretty good: I get to heal the same set of wounds twice with it. Let's do the numbers:
[ Spoiler ]
Big Boy Bubba is a tough, willful troll. He has 9 Body and 5 Willpower for 13 Physical and 11 Stun. Bubba bites off more than he can chew: his physical track is filled, and he's in Overflow for oh, 8 boxes of damage. To top it off, his Stun track is filled too. He will die, soon, and even if saved will be out of action for a long, long time; but we're in the middle of a run and we can't just drag him out! First, he stabilizes Bubba; even with a bunch of modifiers I think with a 21dp pool we can assume he makes the 2 threshold.
Ok, but we still have the problem that Bubba's too damn heavy to carry around, and we can't leave him. Now that's he's stabilized, we use First Aid on him: again, 21dp, say -2 for conditions, gives us 6 hits, after going over the threshold of 2, we cure 4 boxes. That's not going to cut it, so we use Edge to reroll our failures, giving us ~3 more hits, which conveniently enough puts us right next to our healing cap. Bubba is now almost out of overflow. Next, our Mage then casts Heal at force 4, with a dv of (4/2-2=0). With 12 dice to resist drain, I think he can handle that. With his spellcasting dp of 13, let's assume he's average and heals 4 boxes. Bubba has now gone from 21 boxes of physical damage to 10. He's all out of overflow!
Next, Band-aid applies Empathic healing, hitting for an average of 3 boxes moved over (almost 4!), which takes 6 seconds. It has now been a total of 27 seconds. Next, he first aids himself; let's assume he can cure 3 boxes of damage with just his first aid roll; 9 more seconds. Next, he casts Awaken at Force 3 (the amount of Bubba's Stun wound modifiers). Since we can average 4 hits with healing spells, let's assume we hit the 3 threshold - Bubba is now awake and ambulatory!
Sustaining that spell with his spell focus, he casts Resist Pain on him at Force 4, again averaging 4 hits. Bubba ignores 4 boxes of damage for wound modifier purposes, effectively giving him one dice back to all his actions. Band-aid needs to sustain this for 12 seconds before it becomes permanent.
Bubba has gone from 21 boxes of Physical damage, 11 boxes of stun, and -10 wound penalties to 7 boxes of physical, 11 boxes of stun, able to move around, and suffering -4 in wound penalties, and this is just using averages.
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You also quickly illustrate one of the problems mystic adepts suffer. In order to bring their magic up to usable... they really need to rely heavily on focus crutches. (power focus). So much so that a minor background count hurts you a bit. (in fact, a strong case can be made for going for a better power focus using restricted gear and dropping magic from 6->5). And to really be combat worthy, you'd want a sustaining focus for your increase reflexes.
Several of my builds use no Foci. Try not to ignore them. My M.A.'s don't use spells against people who are resisting, so you don't really need a gigantic dice pool; Band-aid is the only one, and I'm thinking about changing that.
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In the end, if you're out just to heal like this... what do you gain by going MA over magician. A logic tradition mage, would have a much more potent spellcasting pool (especially w/ the power focus). All for 3 less dice on the first aid check, and a bunch of magical healings you can't use more than one of anyhow.
3 less dice, and also 3 less boxes potentially healed - First Aid does not let you heal more boxes than you have first aid skill points. Empathic healing lets him heal ~3 more boxes on top of that.
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The key to making this adept work and differentiate it from the straight mage is to give it some character and branch it out a little more into other adept powers as fitting.
Hmm, what on earth have I done five times over now? Show me a mage who can duplicate the abilities that any of my M.A.'s can do. The closest you can get is with my security rigger (which you hate, by the way), and even then Astral projection/perception is useless to a character that spends most of its time in VR.
Edit: Did a few changes to Band-Aid, scenario changed slightly but bottom line remains the same.