blakkie
Mar 27 2004, 04:28 PM
I'm curious about your experiences? I'm putting together an Elf (maybe Night One) Adept with Magical Power of 3 as a Raccoon Shaman. He is a facish infiltrator, specializing in organized crime connections. No combat spells, no combat skills. Afterall with Qck-8 who needs Assault Rifle?

I can default....or morelikely run.
I'm taking a couple of voluntary geasa so i'll still have effectively 5 PP for my Adept powers. Unfortunately i don't think i'll be able to squeeze in Astral Perception before Initiating, so he is going to be sort of a half-blind mage.

I'm going to take the cheaper Magic Sense instead to watch for wards and stuff to try minimize my foci causing trouble.
He'll be able to summon City Spirits fairly well with the extra +2 totem die (plus Chr-5), and cast some utilitarian spells to bypass security and such. I'm likely going to drop the huge cash for a Power Focus (F1), though i'm not sure if i have to spend spell points binding to that? Also it seems important that i buy him at least one Sustaining Focus (F:1) for sustaining something like Gecko while doing spirit work. I'm really not comfortable about carrying foci with limited ability to fight back against projecting mages, but hopefully i'll be able to use spirits to keep them busy enough get help from a real mage in the party before i get mana bolted to a crisp.
Quick question, i've never bought foci during character creation before outside of one-use ones. Do i need to spend spell points to bond with them, unless of course i wait till the end of an run or two to gain the karma? I'm sure it is in there explicitly somewhere.
So, is there anything i'm missing that i need to watch out for?
EDIT: Oh, before someone mentions it if i take Night One i'm going with Blandness, Friendly Face, Good Reputation to try counter the freakshow that is a Night One. I've also included a razor in my gear list.
Capt. Dave
Mar 27 2004, 04:45 PM
I personally really like Magician's Way adepts. You lose projection (which is a big loss), and they take some Karma, (especially if you want to shed those gaesa),but in a long-term game they can end up very powerful.
QUOTE |
Do i need to spend spell points to bond with them, unless of course i wait till the end of an run or two to gain the karma? |
Starting the game with bonded foci does require spell points.
blakkie
Mar 27 2004, 05:59 PM
QUOTE (Capt. Dave @ Mar 27 2004, 04:45 PM) |
I personally really like Magician's Way adepts. You lose projection (which is a big loss), and they take some Karma, (especially if you want to shed those gaesa),but in a long-term game they can end up very powerful. |
The thing that surprised me once i started looking into it is that losing projection costs you the ability to Center for casting and conjuring. Adepts don't need to go astral for Althetic/Stealth centering, but centering specifically states you MUST go astral as part of Centering for Socery and Conjuring. So until the Magicians Way adept takes perception they can't Center for anything other than the normal adept powers.
Drain Brain
Mar 27 2004, 06:05 PM
Quote me wrong, but I thought Mag-Way adepts got Perception for free...
Capt. Dave
Mar 27 2004, 06:11 PM
Nope - you gotta pay 2 power points for it.
QUOTE |
The thing that surprised me once i started looking into it is that losing projection costs you the ability to Center for casting and conjuring. |
Not to mention no astral quests.
Talia Invierno
Mar 27 2004, 06:25 PM
The variant metatypes cannot take Blandness. (See the SC, under metatypes.)
If you are playing SRII, you have the option of taking Astral Sight as a Magical Edge (3 points?).
You are choosing voluntary geasa for your adept powers, so you might also consider voluntarily geasing your Magical Power, which should give you effectively 4 magic (spell-casting) points. (It counts as an adept power, in this context.)
In some ways that character will be more limited than (for example) a "pure" magician or adept: in that apart from astral projection, every other possibility is open. If you want to be a jack-of-all-trades (my most common approach), no problem. If you want to be comparable in ability to others in at least some fields, you will need to choose which directions you want to specialise. Most games don't last long enough for the character to be able to do everything
QUOTE |
Adepts don't need to go astral for Althetic/Stealth centering, but centering specifically states you MUST go astral as part of Centering for Sorcery and Conjuring. So until the Magicians Way adept takes perception they can't Center for anything other than the normal adept powers. - blakkie |
I had thought that the limitation required astral sight, not projection?
Capt. Dave
Mar 27 2004, 06:31 PM
QUOTE |
I had thought that the limitation required astral sight, not projection? |
It does, I believe, but a Magician's Way adept doesn't start out with astral perception. Blakkie's saying that a MW adept would have to purchase astral perception beofre he could center in such a way
Talia Invierno
Mar 27 2004, 06:39 PM
QUOTE |
losing projection costs you the ability to Center for casting and conjuring. - blakkie |
Mmm - hadn't read it that way, really sounded to me like the actual reference was to projection, but could be wrong. Blakkie?
Capt. Dave
Mar 27 2004, 07:03 PM
I decided to read up on the subject, and on pg 74 of MITS it says adepts do not need access to astral space to center because they are centering on mundane skills. Adepts can learn to center Sorcery, but it only applies to astral combat. The Magician's way rules say that MW adepts use centering like any normal adept, so can they only center Sorcery in astral combat?
BitBasher
Mar 27 2004, 09:21 PM
Correct. They also cannot buy power points for 20 karma. Ouch.
A Clockwork Lime
Mar 27 2004, 09:27 PM
What that means is that a Physical Mage (it's easier to type than Adept of the Magician's Way) can center as per the rules for an adept for mundane skills, but for magical skills such as Sorcery, they follow the rules for other magicians. Translation: They can learn Centering and apply it to mundane skills without Astral Perception, but need to acquire Astral Perception before they can learn it for their Magical Skills (which would take up a Metamagic Technique of its own).
mfb
Mar 28 2004, 01:39 AM
that rule about not buying pp for 20 karma doesn't feel especially limiting, to me. with a group and ordeals, you have to get up around grade 8 before initiation becomes more expensive than 20 karma. color me restricted.
Zazen
Mar 28 2004, 01:52 AM
I had a player who used that to keep his magic low on purpose, thus making him unlikely to fail Magic Loss checks.
That's the only time I've seen anyone go for the 20-karma power point.
toturi
Mar 28 2004, 02:50 AM
QUOTE (Zazen) |
I had a player who used that to keep his magic low on purpose, thus making him unlikely to fail Magic Loss checks.
That's the only time I've seen anyone go for the 20-karma power point. |
Exactly. Increasing your Magic Attribute also increases your chances of losing it, so in the long run, it may be better to keep your Magic Attribute at about 8-9.
blakkie
Mar 28 2004, 03:38 AM
QUOTE (Talia Invierno @ Mar 27 2004, 06:39 PM) |
QUOTE | losing projection costs you the ability to Center for casting and conjuring. - blakkie |
Mmm - hadn't read it that way, really sounded to me like the actual reference was to projection, but could be wrong. Blakkie?
|
You stopped reading before the end of the post.

QUOTE |
So until the Magicians Way adept takes perception they can't Center for anything other than the normal adept powers. |
Anyway, where is the reference to Blandness not being allowed for metavariant? They can't take Human-Looking, it is written right into that flaw. But Bland doesn't state the same restriction. Besides, our campaign is in YotC right now. So freakshow is becoming somewhat 'normal'.

The GM is ok with it, he just scanned the sheet. These are the advantages of going -way- over the top on some previous characters. He was expecting something much worse. I even convinced him that Sea Madness and Incompetence, Motorboats were acceptable flaws.

He didn't even flinch at the wad of commercial explosives big enough to level a city block.
Oh, and i am taking a geasa on the Magical Power to cut it usage to 2.25. It is just that i have 5 other PP i'm using.
FlakJacket
Mar 28 2004, 04:23 AM
QUOTE (blakkie) |
Anyway, where is the reference to Blandness not being allowed for metavariant? They can't take Human-Looking, it is written right into that flaw. But Bland doesn't state the same restriction. |
QUOTE (p. 37 Shadowrun Companion) |
Because they possess such unique physical characteristics, even other metahumans consider the metahuman variants described in this book to be, well, freaks. Gamesmasters must be sure to constantly bombard metahuman variant characters with social awkwardness and backlash. These characters receive a Hostile reaction (p. 94, SR3) in all social contacts with other metahumans. |
QUOTE |
The GM is ok with it, he just scanned the sheet. These are the advantages of going -way- over the top on some previous characters. He was expecting something much worse. I even convinced him that Sea Madness and Incompetence, Motorboats were acceptable flaws. He didn't even flinch at the wad of commercial explosives big enough to level a city block. |
Congratulations, you beat the GM. You win the Shadowrun.[/sarc]
toturi
Mar 28 2004, 04:32 AM
QUOTE (p. 37 Shadowrun Companion) |
Because they possess such unique physical characteristics, even other metahumans consider the metahuman variants described in this book to be, well, freaks. Gamesmasters must be sure to constantly bombard metahuman variant characters with social awkwardness and backlash. These characters receive a Hostile reaction (p. 94, SR3) in all social contacts with other metahumans. |
But there is no Canon conflict between Blandness and being a metavariant. The Canon rules allow it, House rule it if you will.
A Clockwork Lime
Mar 28 2004, 04:39 AM
There's also the bit where "freaks" are considered quite fashionable, too, such as a certain SURGE Changeling stripper.
The SRComp is chock full of concept-breaking "rules" anyway. The beautiful thing about Shadowrun is that it eschews the lame stereotyping used in other games like D&D... yet the SRComp basically forces Nymphs to be tree-hugging hippies, Night Ones to hide int he dark, gnomes to be shamans, and metahuman variants in general to be niched into some freaky little corner. Screw that.
Considering how there's a score of freaks walking the street everyday, I imagine variants would be less stand-outish in the 2060's anyway. Especially considering that many of those freaks purposely contort their bodies so as to look like freaks... just look at some of the bioware and cyberware made available, not to mention body art.
Besides, mechanics-wise, the metahuman variants don't get anything for free. Night Ones, for instance, cost 5 Build Points more than a standard Elf, yet basically only gets Bonus Attribute (Quickness) and Exceptional Attribute (Quickness) in exchange for a Mild Allergy to Sunlight and Distinctive Style... which balances out to +0. Whooptido.
FlakJacket
Mar 28 2004, 07:49 AM
QUOTE (toturi) |
But there is no Canon conflict between Blandness and being a metavariant. The Canon rules allow it, House rule it if you will. |
I take it as implied. YMMV of course. The idea that just because it doesn't specifically say anything against, that a bright red oni or giant can take the edge and then become 'bland' doesn't make much sense to me. :/
blakkie
Mar 28 2004, 09:16 AM
QUOTE (FlakJacket @ Mar 28 2004, 07:49 AM) |
QUOTE (toturi @ Mar 28 2004, 04:32 AM) | But there is no Canon conflict between Blandness and being a metavariant. The Canon rules allow it, House rule it if you will. |
I take it as implied. YMMV of course. The idea that just because it doesn't specifically say anything against, that a bright red oni or giant can take the edge and then become 'bland' doesn't make much sense to me. :/
|
The rules were explicit about Human-Looking because that was intended. You take it as what you want to read into it. Something that simply isn't there, and i suggest for good reason.
My character is packing gear (shaver, makeup/disguise kit) and wearing fairly non-descript (although good quality) clothing that helps explain the Edge. The extra part to it is having the awareness of and ability to control social actions. Memories of someone can easily rely on their actions more than looks. By providing less stuff for any given encountered person to have stuck in there mind, my character just floats past them in a sea of freaks (well hello Halley's).
It simply is not inconsistant at all.
P.S. Yes, i suppose i did -beat- the GM.

EDIT: There is one contact on my contact list that i have specified that i have a full body defuzzing before i ever meet in person. They are a Lonestar decker that thinks i am a trid display salesman, and our meetings occationally involve...ummm...well lets just say we are all adults playing an adult game. I most definately put extra effort into this LS decker not linking me to a given description of me that by chance ends up in front of them in any other context than trid display salesman.
broho_pcp
Mar 28 2004, 09:58 AM
QUOTE (A Clockwork Lime) |
... yet the SRComp basically forces Nymphs to be tree-hugging hippies, Night Ones to hide int he dark, gnomes to be shamans, and metahuman variants in general to be niched into some freaky little corner... |
I had a friend play a gnome character the first time he SR'ed. He would ride around on a riggers drone and had a specialization in crotch punching.
Digital Heroin
Mar 28 2004, 10:32 AM
QUOTE (broho_pcp) |
QUOTE (A Clockwork Lime @ Mar 27 2004, 11:39 PM) | ... yet the SRComp basically forces Nymphs to be tree-hugging hippies, Night Ones to hide int he dark, gnomes to be shamans, and metahuman variants in general to be niched into some freaky little corner... |
I had a friend play a gnome character the first time he SR'ed. He would ride around on a riggers drone and had a specialization in crotch punching.
|
That... is... aweful. And funny.
Shockwave_IIc
Mar 28 2004, 10:36 AM
QUOTE (blakkie) |
Unfortunately i don't think i'll be able to squeeze in Astral Perception before Initiating, so he is going to be sort of a half-blind mage. |
Of cause you can, Since he's (she's?) a freak already, go the whole hog and be a ghoul!!
You get to run faster, Astral perception for free, higher body and strength (works so well with adepts) and depending on what Character Gen system you use you might not have shite mental attributes either!!
[Lone star officer] So joe wage slave, What did the bad guy look like? any distinguishing features?
[Joe wage slave] Well you know im not sure..... like a night one?
Nomad
Mar 28 2004, 02:38 PM
My only problem with the Magician's Way Adept Rules are that if you have any bio/cyberware, you are screwed. Since the only way to get additional power points is through initiation (which is a good thing), and you can't learn a metamagic ablility at the same time, magic loss due to ware, or other things, really puts the MW Adept behind the curve.
Talia Invierno
Mar 28 2004, 02:51 PM
To 'ware: not necessarily: and it can give you a significant edge over and above (if not cumulative with) physad abilities. You just have to be very, very careful never to place yourself in danger of losing that last, critical magic point. For me: I only ever once went above 2 points total essence loss, and that was a very concept-specific character. Others might find different balances.
Point-based systems are obviously better for the min-maxing elements once 'ware (especially cultured/beta) comes into play.
Re Blandness:
Muy bad. I was thinking of Human-Looking, and accidentally mixed in a house rule which seemed to be true to the spirit, if not the canon. So if you do take it with a metatype, it would not be an environmental bonus so much as a way to offset penalties.
Re trying to get things past the GM:
Why? Where's the fun in just trying to sneak equipment and abilities past the mediator of your alternate reality? Ultimately everyone can cheat at chess, but then it's not really a chess game, is it? But that's a
whole other debate in any case.
Apparently you didn't read all of my posts either blakkie - specifically the part where I quoted from a later part of your own post

(Check out my post just before the one which you quoted.)
blakkie
Mar 28 2004, 03:21 PM
QUOTE (Shockwave_IIc @ Mar 28 2004, 10:36 AM) |
QUOTE (blakkie @ Mar 27 2004, 04:28 PM) | Unfortunately i don't think i'll be able to squeeze in Astral Perception before Initiating, so he is going to be sort of a half-blind mage. |
Of cause you can, Since he's (she's?) a freak already, go the whole hog and be a ghoul!!
You get to run faster, Astral perception for free, higher body and strength (works so well with adepts) and depending on what Character Gen system you use you might not have shite mental attributes either!!
[Lone star officer] So joe wage slave, What did the bad guy look like? any distinguishing features? [Joe wage slave] Well you know im not sure..... like a night one?
|
More like:
[Lone star officer #1] So joe wage slave, What did the bad guy look like? any distinguishing features?
[Joe wage slave] *no response*
[Joe wage slave] *no response*
[Joe wage slave] *no response*
[Lone star officer #2] I still say interviewing him is a waste of time, what with his cranium cut open and his brains missing.
[Lone star officer #1] Well maybe this spoon we found sitting in there has a clue?
[Lone star officer #2] I still say it's a large humaniod shaped chunk of moldy mozzarella like we saw in the security tapes.
P.S. Only have 120 BP. The extra 10 BP cost would hurt a lot. Then facter in not being able to withdraw from the astral along with the loss of 1 Magic/Essense and it does seem a poor choice to gain astral.
blakkie
Mar 28 2004, 04:39 PM
QUOTE |
Re trying to get things past the GM:
Why? Where's the fun in just trying to sneak equipment and abilities past the mediator of your alternate reality? Ultimately everyone can cheat at chess, but then it's not really a chess game, is it? But that's a whole other debate in any case. |
I was mostly joking. Last time i created a PC with this guy GMing (we rotate GM) there was a miscommunication of instructions that lead to, well maybe i'll write it up for that Evil thread.
Besides who said "cheat"? The explosives i bought for this character was perfectly legal (in game terms, avail 6), it was just a lot of it. The flaw made sense in that i wrote in that every 3 months or so i will be traveling by boat to do a few days Face work for a smuggler on my contacts list (no i didn't take the Day Job flaw for that). Plus there is some historical notes regarding other players that would help explain why the GM might be concerned about explosives. I guess he was a bit concerned i only took 2 detonaters, but hey grenades make cheap detonaters when you just want to make stuff go bang and don't care much about shaping the explosion.

QUOTE |
Apparently you didn't read all of my posts either blakkie - specifically the part where I quoted from a later part of your own post (Check out my post just before the one which you quoted.) |
???? Yes you put all of that into a quote in a post before. But it was like you didn't read it because it went completely contrary to what you were saying. Well, whatever.
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