Hoi there, chummers! As a long-time lurker here, I figured it was finally time I got off of my hoop and contributed something.
So for a while now I've been kicking around the concept of Mystic Adepts and the trials and travails they face in SR4A. Specifically, finding a balance between seriously gimping them and making them OP, while at the same time differentiating them from Mages enough to make a difference. Decided to share what I've been running with my group for a while. The inspiration for this comes originally from the way Adepts work in C.S. Friedman's Coldfire Trilogy.
1) Instead of directly splitting their Magic Attribute between PP and spellcasting, Mystic Adepts purchase a Power (calling it Weaving as a working name) at 1PP/lvl, the Rating of which is substituted for their Magic for all purposes involving magical skills.
2) Instead of learning and casting discrete spells as their Mage counterparts do, Mystic Adepts intuitively shape the mana around them into effects similar to those spells. Much like the practice of Threading used by Technomancers, a Mystic Adept may Weave any given effect by performing a Complex Action and making a Spellcasting/Ritual Spellcasting + Weaving test. The Mystic Adept resists Drain for the effect as normal for the spell, using their Body + Willpower. Likewise, sustaining a Woven effect incurs the normal -2 penalty Mages face when sustaining a spell. Additionally, however, a Mystic Adept may only Weave a number of simultaneous effects equal to half their Intuition. If the Force of a given effect is higher than the Adept's Weaving Rating, then the Drain is Physical damage, and their maximum Force is equal to twice their Rating.
3) Mystic Adepts gain Astral Perception as a Power at 0 PP upon Awakening. Treat as normal except for the following:
• A Mystic Adept's Astral Perception is active whenever they are conscious. This means that they are always considered Dual-Natured unless unconscious or asleep.
• Because this is an always-on effect replacing their normal vision, Mystic Adepts do not receive the normal -2 to physical actions normally inherent in Astrally Perceiving (due to adaptation). They still face all of the difficulties with non-living items (such as when trying to read a book, looking through windows, etc.) that anyone else using AP does.
4) Mystic Adepts never Astrally Project.
5) When attempting the Aid Study action, the Mystic Adept is always considered to be of a different Tradition than their student.
Pros:
• Casting versatility: Mystic Adepts always have the right "spell" for the job.
• Ability to enhance Drain Resistance by augmenting their Body.
• Reduction of MADness, as BP and Karma don't need to be spent on learning spells in addition to all of the character's other needed Skills/Attributes. These resources are instead used to increase Magic alone (like other Adepts), simplifying both char gen and advancement. Resulting PP are still allocated between Adept Powers and spellcasting power, as normal.
• Free Astral Perception.
• Benefits of always-on Astral Perception.
Cons:
• Limited Force: Any investment in Adept Powers other than Weaving seriously limits both the maximum Force of their spells and summoned spirits, as well as the "safe" level at which they can cast/conjure. This also increases the difficulty of Enchanting, as they use the lowered Weaving rating as opposed to their Magic.
• Fewer Adept Powers than other Adepts (unchanged).
• Less able to interact with technology than even Mages are because of their inability to interact with AR at all.
- Also, you try driving a car when you can't see through the fragging windshield.
• Inability to Astrally Project.
• Drawbacks of always-on Astral Perception.
- Mana Barriers are a serious pain in the hoop, and don't even get me started on FAB.
In any case, let me know what you folks think. I've been running them this way for a couple years now, so I've also got some play-testing data if anyone's interested.