QUOTE (Dr. Funkenstein @ Aug 17 2009, 10:27 AM)
Anyway, in an attempt to get back on topic, here's a few more specific questions:
What kind of implants are a good idea to consider giving a magician? Are there any that still help with drain, like Trauma Dampers? Is Bioware your only real choice, or are there Cyberware implants that are particularly tantalizing? Not just ones that any type of runner would want, but ones that specifically benefit a magician.
It borders on the absurd, but I love grapple hands in a cyber-limb. You paid the essence for it and it is still connected to you by myomeric rope, so it can be used to deliver touch attacks. It is useful for climbing. The arm has space for other useful gadgets like datajacks, agility augments, storage compartments (for fetishes / foci), etc.
QUOTE (Dr. Funkenstein @ Aug 17 2009, 10:27 AM)
Which roles do you find the most fun when playing a magician? Sorcery? Conjuring? Flavorful Adept powers? Astral Recon? Something else entirely? I've always fancied Conjuring and really enjoy some of the more interesting Adept powers, but dislike Adepts in general because they feel kind of boring if you just focus on more subtle/mundane powers like Improved Reflexes.
For me the mage role expands with interesting application rather than one specific aspect.
I love mage detectives, even before I read the dresden files.
Ghost hunters/exorcists whether wuxia, indian, belmont or otherwise are a lot of fun.
Wall running, great leap, freefall, gliding all make for fun times.
Missile parry and missile mastery archers and lets you toss grenades back.
QUOTE (Dr. Funkenstein @ Aug 17 2009, 10:27 AM)
Are there any methods for adding more flavor to a magician at the cost of some kind of drawback? In the previous edition, Geasa were great for doing that. But from what I can recall of SR4, Geasa have been delegated to negative qualities, making them utterly boring. One thing I used to like to do was replace spell fetishes with minor geasa that applied solely to that spell; it let you make some really interesting spells and added tons of flavor without leaving the character completely crippled if they were unable to complete one or two.
If you really like the Geasa, you could always bring them back like they were.
As is they are a method of initiation ordeal that leaves lasting flavor.
Aspected Magicians are a way to limit for flavor, but not necessarily worth it.
An unusual tradition can be limiting in ways you don't expect. Say, a psionicist who doesn't accept the general theories of magic.
QUOTE (Dr. Funkenstein @ Aug 17 2009, 10:27 AM)
What kind of metamagic techniques do you find the most interesting? I've always enjoyed Psychometry and Divination myself.
I also really like those two metamagics.
Quickening is also quite cool. (every time i hear that said I think, "My name is Ramirez!")
I played a former-yakuza mage once that was slowly tattooing his body from the neck down covering himself completely. Spatial Sense and Detect Enemies, Extended made him a living radar.
Not metamagic, but Ritual magic is an oft overlooked aspect of magic that can really add to a game. It is as magician as it comes.