So I've got some questions about magic. I hope you'll indulge my curiosity!
I own all the books, but in some cases just need help finding the sections where it discusses my question.
1) Adept Power Points as Metamagic for Initiating Adepts: I get the impression that this is one of the optional rules, but I looked all through the Initiation sections of SR4A and SM, and could not locate it. If someone could give me a page number, that would be peachy.
2) Free Spirit Pacts: How do you determine the Force of the Free Spirit? It mentions in SM that most Free Spirits are at least Force 6, but when you pick the Spirit Pact quality it only mentions the Edge of the Spirit, not the Force.
Not only that, but what difference does the Free Spirit's Edge actually make to the PC with the pact? In a couple cases, the spirit's edge is mentioned... but in others it seems to make no difference.
On that note, I'm interested to hear what people think of the balance of the Spirit Pact quality, especially if you have GMed or played with it before.
I have one particular character that wants a Free Spirit as an essential part of his background story, and is considering Spirit Pact. He plans to use the pact which allows him to trade powers with the Spirit; in this case, he's thinking Regeneration. Is this blatantly overpowered and never allowed by most people here when running games? Or are there disadvantages that balance it out? I'm thinking so, especially because that specific pact only lasts 24 hours and requires a lot of upkeep (and likely Karma handouts) for the Free Spirit, but I'd like to hear other opinions.
Also in this particular case, he wants the Free Spirit to be more of a loyal companion (actually, a lover of sorts..... ew, but kinda interesting as well). What would be the best way to simulate that? (and no, not the sexual part, lol)
Should the Free Spirit be a high level contact, or are there rules elsewhere for having ally companions?
I may not have the ideal number of players for this campaign, so I'm not opposed to a player or two having NPC allies that help out with runs (though I would be playing them, which is part of the fun on my part, mwahahaha!).
3) About the Adept Power of Elemental Strike (Blast): Opinions on this? I know the usual min-maxed choices for element are either Electricity or Sound, but the Adept has this demolitions expert concept which I think is pretty neat. Basically, when carrying around high explosives isn't an option, he likes to blow stuff up with his fists!
Should be interesting, but my question is this.... exactly what kind of secondary effects does blast get? It is sorta vague in the SM description. It mentions blowing away objects if the attacks force is greater than the objects rating, but in the case of an unarmed adept using elemental strike... what is the Force?
I was just going to go with his total unarmed DV, but if there are other opinions or official rulings I'd love to hear them.
Also, he was originally going to go with the 1 PP adept power (Smashing Blow, I think?) that allowed him to double his DV against static objects... but then he also points out the section in the core rulebook that explains attacks against barriers. Normally melee attack DVs are unadjusted (x1), but it also lists explosive attacks as DV x2.
Now the description for the Blast Element is pretty clear that it is equivalent to an explosive blast... so would it be fair to conclude that against objects the DV would be doubled? Therefore making the Smashing Blow power redundant (at least when Elemental Strike was activated)?
Lastly, does the Blast element help him with Knockdown?
I have a couple other magic questions, but I have to run. I'll post them later.
I also apologize if I got the name of some powers wrong, as I don't have the books right in front of me at the moment.
Cheers everyone, and thanks in advance for the help!
