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My guess would be that the Feywear and the Magic Resistant Quality would stack. Don't know, though, as I have yet to get Attitude.
Can you buy the same quality twice to gain double the benefit? Feyware per Attitude is an item that grants a quality, I can't imagine a quality stacking with itself.
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This is False. You can purchase Latent Awakening, and pick up Magic later in the game. I have even heard of some GM's allowing the purchase of Magic after play starts without having the Latent Awakening Quality. Post Character generation, this does cost an amount of Karma, but it is also a viable solution.
Latent Awakening gives you 1 Magic, and if when it activates you have used any essence at all, you're an instant burnout, unless there's something I missed.
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Hacker/Riggers are better as Technomancers than they would be as a Mage. Of course, The Hacker I play (A Massively modded CyberLogician) still often runs rings around the Technomancer in the Group. There are things that he does better (Spooof comes to mind, since that is his specialty), but when Hacking, The CyberLogician often finds and hacks the systems long before the technomancer does. His only Benefit is that he can Thread CF's to 14 when he really wants a High Threhold Cap, where I have to Use Edge. (We use the optional rule of Skill + Attribute, capped by Program/CF Rating). A Mage will never outshine the Hacker, though an Adept might come close.
I dunno, my group shies away from technomancers so I'm not particularly familiar with what they are capable of, but from what I've read they seem to be very hit and miss. Especially with that houserule, where you're just increasing your threshold, and the adept is throwing 3 extra dice

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Yes, Mages are Powerful, and yes, they are very versatile. Can they outshine the Unawakened? Yes, if the GM is not on his game, they can indeed. Is it a forgone conclusion? I do not think so. It takes a very large amount of karma for a Mundane to have nothing else to spend on, Skill and Attribute Caps notwithstanding. The Mage will likely spend all of his karma on magical increases of one type or another. The balance is not as slim as it seems.
A straight up mage will be very versatile, with high magic etc, and has different ways to counter it that need to be put in just for the mage.
An adept on the other hand will basically always be better than a mundane at his specialization. Even if there is nothing else in the power list to support the specialization, the 3 higher skill cap will do it.
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And at that point you are not really better than a starting mage who has 12 Drain Dice. You have yet to increase any Magic, buy any new spells, purchase any Sustaining Foci, raise your casting Skills, or anything else that would make a good mage excel at his job. But you can sure soak that Drain down. Get real here Seerow. What you are proposing is not a true, viable character in the game world.
Really? The character in question has 10 initiate grades, this means he has 9 metamagics besides centering, and most of those also scale from initiate grade. Just being a grade 10 initiate is a pretty huge deal that does a lot more for you than drain resistance. And you still have nearly 200 more karma to increase magic further, or pick up more foci (for example a solid power foci could be more efficient than a straight up magic increasing. You have a ton of drain resistance so you can overcast to a relatively high force without worrying too much, thus lowering some of the benefit of higher magic).
The only karma spent ONLY on drain is the 10 karma on quickening 2 force 5 spells.
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Any good Ward will take down a Quickened Spell more often than not (Happened a few times in our game at least), and that does not require any dispelling. Yes, you may be able to pass thorugh the Wards with Masking and Extended Masking metamagics, but then again, you may not. Are you willing to take that chance with high karma quickened spells?
There was a choice between a low karma quickened spell for a situation where dispelling and high force wards aren't frequent, and high karma quickened spells if they are. High Karma quickened spells aren't going to be taken down by wards anywhere near as often. A Force 6 barrier has 12 dice to throw at it. Your force 5 quickened spell may only have 11+ dice to throw at it, by a force 16 overcasted spell has 22+ dice (the plus being any extra karma invested in it and any extra magic raising or force foci)