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Personally I enjoyed SOTA: 2064, but I was a little bit worried. For some reason (I'm probabbly just delusional) I got the feeling that "Magic and fantasy is the way shadowrun is going". However, I didn't get a "Cyberware is where shadowrun is going" from SOTA:2063. Which was just a little bit concerning (in the little world of my head). Because our group decided to play SR because it was mostly Cyberpunk with a dash of fantasy. I could be totally wrong, and this is just me worrying.

I kinda hope SOTA:65 moves the technology, specifically matrix and rigging (The best parts of shadowrun in my little world), up to the cyber and magic. Even more specific I'd love to see a SOTA section devoted to Otaku and new echos for otaku. (Hmm, maybe I should just start making otaku echos and hope they catch on)
Smiley
QUOTE (tanka)
I think one statement sums our answers up:

"If you don't like it, don't use it!"

Whiner.

THANK you. Jeez, I'm glad SOMEone said it.
hahnsoo
QUOTE (shadow_scholar)
Demonseed, yeah, you're probably right. I've been out of the game for a while, it is just that seeing all these new books without much substance (to me) didn't really spark any excitement in me. As for the Shadows of NA and Europe, I've got various books like Neo A's Guide to NA and the London and Germany Sourcebook, are these new incarnations better/more informative than the old stuff I've got? As for Shadows of Asia and Latin America, I'll probably pick those up, I've been wanting to see some official info on those parts of the world for a long, long time now. Have they published anything for Australia yet? Or Africa?

As for the SOTA, I'm still probably going to stay away from those. Hopefully they'll just package all that new tech & magic into fully fleshed out sourcebooks later, or maybe even throw it in Shadowrun 4th Edition.

I am under the impression that if you want to run an older (pre 2060) campaign, the older sourcebooks are a wealth of information, but if you wanted more up-to-date information, you turn to the new geography books. There is a lot of good information (especially about Europe) that is added to each nation through the sourcebooks. Remember, NAN 1 and NAN 2 were both half-adventure and half-sourcebook, leaving very little room for concrete in-game information other than paragraph-sized blurbs. The NAN are covered in much more depth in Shadows of North America than those original sourcebooks. I'm not saying you should go out and buy the worldbooks right now (buy only what you are ever going to use, I say).

As for the SOTA books, they aren't just tech toys (in fact, very little is about tech). Most of the stuff are rules fragments from out of print sourcebooks that were grandfathered into the SOTA books and updated to 3rd edition rules. For example, SOTA: 2063 has a section from the Corporate Security Handbook, a Genetics section from Shadowtech, Merc information from Fields of Fire and some updated information from Awakenings. I highly doubt the material in the SOTA books will be added to a new upcoming sourcebook (barring Shadowrun 4th edition), but I don't believe you will find the information in them necessary UNLESS you don't own the original sourcebook material. The easy way to preview said information is to look at the shadowrunrpg.com website and read the developer's say blurbs under the products in the Product Catalog.

I personally think that the SOTA format is a good way to usher in some of this information to a new generation of shadowrun players who aren't going to pony up lots of money on eBay to buy original sourcebooks.
Kagetenshi
QUOTE (Smiley)
QUOTE (tanka @ Feb 7 2005, 12:37 PM)
I think one statement sums our answers up:

"If you don't like it, don't use it!"

Whiner.

THANK you. Jeez, I'm glad SOMEone said it.

I'm not. It's not a response that adds anything to the discussion, and can often be used to ward off valid criticism.

~J
Demonseed Elite
Very true, Kage, but I don't think the original quoted post had much for valid criticism either.
Kagetenshi
I can't argue that point right now, as aside from the social skills I haven't spent much time looking at the adept powers, but that in no way makes "if you don't like it don't use it" an acceptable response.

~J
GentlemanLoser
Hi All. Just something from this I want to comment on. I dabbled with SR1 when it came out, maybe played a few games of SR2, but to be honest other games (Earthdawn included) took me away from SR.

I think the major gulf in the Sam/Addy rift is longevity. Sams seem fine if you want to play a one off game, or short campaign. But if you plan on anything more lengthy, Sams seem to be at a huge disadvangtage.

Actually, for longevity, all non awakened characters seem at a massive disadvantage to awakended ones.

Back to Sam/Addy. So what if the Sam starts off better/a little better than an Addy. 100 (please replace with a higher number if this is too low wink.gif )Karma down the line, the Addy has surpassed the Sam's abilites, and has choice of what to spend their karma on.

On the other hand, the Sam has probably maxed their primary skill/s and attributes (or got them to a level where they really don't need increasing any more) and just has nothing they want to spend karma on. And their essence is so low with the single digit number of seperate items they've installed, they have no room for anything else.

But I'm new to this forum, and this has probably been shouted back and forth many times before now...

wink.gif
Foreigner
QUOTE
(Garland)

I'm not sure how creating "useless"  powers "pooches" mundanes. Then again, I'm not sure what "pooching" is.


QUOTE
(Adam)

I suspect it means "screws" or "makes pointless" in this context. smile.gif


Adam, Garland:

In this context, I think what Deacon meant was a reference to "screwing the pooch", which was, I believe, early- to mid-Twentieth-Century fighter-pilot/aircraft-test-pilot slang for a very serious mistake in piloting, or an error in judgement--usually leading to (1) a damaged or destroyed aircraft, (2) an injured or dead pilot, or (3) BOTH.

--Foreigner
Kagetenshi
QUOTE (GentlemanLoser)
Actually, for longevity, all non awakened characters seem at a massive disadvantage to awakended ones.

Except the Rigger, who starts out powerful and whose power growth is bounded only by money and Etiquette rolls…

~J
Crimson Jack
I couldn't agree more with this quote from Demonseed Elite:

QUOTE
I'm all for criticism, feedback, and discussion, but that guy's rant is all over the map. I'm not even sure where his point is. Some powers he describes as overpowered, some underpowered, some not "popular" enough for entry, some he just "doesn't like." I want to respond, but I'm not really sure I can, because I can't see where his position is. What is he saying?


It sounds like the guy just wanted to list everything that was printed and write a little editorial on each power. I have zero clue as to what this guy is trying to say in his "eloquent" review. Yes, that is how that GM's words were described. Eloquent.

Isn't one of the hallmarks of magic in the 6th world that it's constantly evolving and changing the way things work? There are parts of the rant that sound like this isn't something understood, even though it is very much the reality of the game world. (please no qualifiers on the usage of the word 'reality' in reference to a fictional game world... I realize that it is fictional). wink.gif

I guess I don't understand why there's such a problem with any of it. I found the entire... what, four pages... of new adept powers interesting. It gave me a slew of new ideas for character types and NPCs for my games. I also realize that I'm the final judge of what I allow in my game and if I wanted, I could say "no" to any of it without attacking the idea that magic evolves with the world.

I'm still getting over the use of the word "eloquent".
audun
QUOTE (Deacon)
I am merely attacking the ideas of the writers, who I think have been taking large hits off of illegal substances.

Not while writing alien.gif

BTW: How come this thread isn't in the SOTA2064 section?
GentlemanLoser
I missed a point in my earlier post. When the rules suggest to you "Why play X when Y can do it so much better..." something isn't quite right.

Why play a Sam/Face/Fixer when an Adept can do it so much better?
Why play an Adept when a Mage can do it so much better?
Etc...

Of course this is all aside of characterisation...
Crimsondude 2.0
QUOTE (Fortune @ Feb 7 2005, 09:07 AM)
QUOTE (Crimsondude 2.0 @ Feb 8 2005, 02:45 AM)
But I do find it interesting that people are concerned that there might be more physads to reflect the fact that there are by canon more Adepts--physads, sorcerors, conjurers, shamanists, elementalists, et al.--than there are full mages. If this is what it takes to reflect that reality, then so be it.

This keeps coming up, but according to canon there are more full mages than aspected ones. I believe that canon states something similar to '1% of the population are magically active, a fraction of which are Aspected'*.

*Actual quote not available at the moment.

Funny. I can't seem to find that in my copy of MitS.

The numbers used to come from Awakenings IIRC, and have never been refuted to my knowledge.

I'll get back to you after lunch.
Kagetenshi
I don't have my book on-hand, but I can back him up that it is stated that a fraction are aspected. Note that this is a vague term, as it could be anywhere from 1/10000 to 9999/10000 and still be "a fraction".

~J
hahnsoo
Actual text (for those who care) from p 28 of Magic in the Shadows:
QUOTE
First, the Awakened represent the smallest minority of the population. Only 1 percent
of people in the Sixth World can use magic. A fraction of that percentage are aspected
magicians, never get the proper training, or go crazy trying to deal with their gift.


On another note, I love the search and copy/paste capability of the new PDFs.
Garland
Foreigner... you might want to check the ol' sarcasm detector. I think it's on the fritz. biggrin.gif Thanks, though.
Kagetenshi
QUOTE (hahnsoo)
Actual text (for those who care) from p 28 of Magic in the Shadows:
QUOTE
First, the Awakened represent the smallest minority of the population. Only 1 percent
of people in the Sixth World can use magic. A fraction of that percentage are aspected
magicians, never get the proper training, or go crazy trying to deal with their gift.


On another note, I love the search and copy/paste capability of the new PDFs.

………

Leave it to me to completely forget that I've got that on my hard drive dead.gif

~J
nezumi
QUOTE (GentlemanLoser)
I missed a point in my earlier post. When the rules suggest to you "Why play X when Y can do it so much better..." something isn't quite right.

Why play a Sam/Face/Fixer when an Adept can do it so much better?
Why play an Adept when a Mage can do it so much better?
Etc...

I'm not sure about that first sentence. I might be missing your point, but it seems if I wanted to make say a driver character, I would PROBABLY want to make him a mundane rigger. I wouldn't have to, but a rigger is much better at driving. That just seems to be common sense to me.

As has been said many times before, adepts are specialist. Yes, an adept can make for an excellent sam OR face OR fixer. However, I've got a mundane character already written up who excels in all three fields simultaneously with 6+ in all relevant skills and nice, fat pools to draw on. She might not be as good as a dedicated adept in any one of these areas, but when our face adept tries to fight, or our sam adept tries to talk, well... Sucks to be him.

Even within the category of 'sam', it's easier to make a sam who's good at melee, an assortment of firearms and generally just pretty nasty than it is to make an adept, although the adept will excel at any one of those categories.
Method
One trick pony syndrome....
Nath
However, the adepts could still initiate and get more powers past the point the sam has no other choice than a cybermantic ritual (and once your a cyberzombie, you have all the disadvantages of being an awakened, a sam, and some more). And without any license, he can still walk into an airport an take a plane without making "beeep" at the gate.
Wounded Ronin
These new powers sound like they really really suck.

Now, I don't have a problem with the physad powers that are sort of cool in role playing terms but essentially amount to a waste of power points in game mechanics, like Rooting or Traceless Walk or my favorite Nerve Strike. That's par for the course in SR3 and MITS.

Physads are my *favorite* character type, but I mostly just use the powers from SR3, the handful that are good, and ignore most of the overpriced stupidity. For me, that's what chargen with the Physad is all about. I'm used to that, and I expect that as part of the game.

But as the first pointer posted out, SOTA 64 dosen't seem to be adding anything. It's either giving us more powers that are cool in principle but which are still basically inefficient use of your power points, or they're ridiculously powerful social things that just destroy game balance.
Crimsondude 2.0
QUOTE (hahnsoo @ Feb 7 2005, 01:28 PM)
Actual text (for those who care) from p 28 of Magic in the Shadows:
QUOTE
First, the Awakened represent the smallest minority of the population. Only 1 percent
of people in the Sixth World can use magic. A fraction of that percentage are aspected
magicians, never get the proper training, or go crazy trying to deal with their gift.

Lovely. I scanned right over that effing line.

They changed enough goddamn things between 2e and 3e, so why shouldn't the more logical explanation in Awakenings (1% are magical, maybe 10% of those are actually functional, and maybe 10% of them are full mages) be any different?
Kagetenshi
That's not more logical, it's just more specific. No reason is given in either case.

~J
Crimsondude 2.0
How does it make sense that more people have full access to magic than people who only have partial access?

QUOTE (Demonseed Elite)
The SR3 main book considers adepts and aspected magicians entirely seperate categories, but later books blur that line.

Earlier books did, too.

QUOTE (nezumi)
I haven't see these powers in use yet, so I can't comment on how unbalancing they are.

As someone who made a Social Adept NPC while it was in the mail and fleshed her out further as soon as SOTA64 was in my hands, I can assure you that they are not that unbalancing.

However... The aspects in which they are unbalancing is justified by the simple fact that it's magic. You should be able to do things mundanes can't. That was kind of the whole point behind physads IMO as to explain people who are so exceedingly better than you at something that there had to be some force behind it (which, btw, also explains the bias against them in sports)

QUOTE
I do hope the next book continues expanding options for mundanes, though.

Personally I say, "Screw the mundanes." They rule the world and outnumber magically-active metahumans 99-to-1. What more do you want?
Foreigner
Garland:

Please excuse me if I came across as condescending or insulting. That was never my intent.

What I was trying to do was explain the origin of the term "pooching" as best I could.

Hope this clears it up.

smile.gif

--Foreigner
Kagetenshi
How does it make sense that more people who can wiggle their ears can wiggle both ears than just one ear?

We're working in an area where we can't make any logical statements as to which is more likely. You can say that it sounds more reasonable to you, but that doesn't make it more logical.

~J
Crimson Jack
QUOTE (Wounded Ronin)
But as the first pointer posted out, SOTA 64 dosen't seem to be adding anything. It's either giving us more powers that are cool in principle but which are still basically inefficient use of your power points, or they're ridiculously powerful social things that just destroy game balance.

Of course its adding something to the game. Its only ineffecient if one doesn't see or want to see the way to use the power effeciently. And why is it that there is an assumption that the social powers are any more powerful than powerful spells like any of the mind rape and influence spells?
Wounded Ronin
The key thing about the mind control spells is that if you cast such spells and Lone Star or anyone with a competent mage comes to investigate what happened later they can usually tell that you cast the spell. If you forgot to Erase Astral Signature, the Star can even hunt you down for illegally using mind control spells and totally bust your chops. However, if I understand things correctly, having an active physad power dosen't leave the same traces as casting a spell does. So firstly the victim won't have an obvious mind control spell acting on him when he takes a shot at the president for example, and there's no chance of forgetting to erase your astral signature for good GM revelry.
Club
my opinion: Yes, the powers are cool. If you could get more than a handful, it would be unbalanced. OTOH, you can only get a handful. An adept can either be :REALLY: good at one thing, very good two or three, or have a handful of stunts.

Sammys are good at other things. Muscle Augs cost less essence for effect than boosted attribute, at least at the higher ends (Which is where thay are used). A sammy can boost body LOTS better than an adept. And Cyber- ears and eyes can fit in the same amount of essence/pp equivilant that an adept uses only for one or the other. Not the same bonuses, but I consider them roughly equal. [Ducks for cover and asks that this opinion not start a flamewar]

Personally, I would have added either improved ability(social) OR Kinesics, as both seems to be pushing things a bit. That said, the social adepts I've built either have few contacts or suck in other ways.

And 'pooching' likely comes from the saying 'Don't screw the pooch'
Crimsondude 2.0
The same way that the presence of physmages came to pass (and there were rules for them) after magic had been around for a while.

The way that magicians access the "Higher Mysteries" through initiation which grants them access to powers which they did not previously have full access to, and that new powers are discovered all the time.

When the mana level is low, it makes more sense that people who, frankly, have less overall magical potential could access their specific powers more easily due to their concentrated magical potential. It would seem to me that as the level of mana increased, people who were full magicians would be more likely to appear, but at the same time there are still more Adepts/Aspected, somatic, whatever magicians Awakening their focused abilities.

WR: The same thing is a problem with personafixed assassins. They're still kosher, though.

Club:

My Social Adept had the following powers at Creation: Astral Perception, Eidetic Sense Memory, Multi-Tasking, Kinesics 1, Improved Ability (Stealth) 4, and Sixth Sense 4. She's not the greatest character in the world (even with the sheer amount of karma I pumped into her after CC into attributes, skills and Initiation to make her into the NPC I needed), but you're right. It's all dependant on the RP. She's not supposed to get into fights. She's a combination of Face, an ExecSec Adept, Mr. J, and "something else." But she can still take out a street sam in two turns in melee, and hit almost anything she's aiming at. But frankly, as far as I'm concerned her Exceptional Attribute (Willpower) is more dangerous than the Kinesics bonus when it comes to social tests--even though Initiation bought her an upgrade of Kinesics.
Kagetenshi
But physmages are limited as compared to full mages. I would personally suggest that they have more in common with groggies than the fully Awakened. Look at their lack of astral projection, for example.

~J
Crimsondude 2.0
Indeed.

But compared to physads or the rest of the 1e/2e adepts (Aspected now, IIRC) they were more developed... More powerful... More open to the basic mysteries of magic.

But I'll admit I'm comparing apples and oranges since 3e did change a lot of things. In The Grimoire, Elementalists and Shamanists had the ability to astrally project and perceive. p.33. However, Sorcerors and Conjurers could do neither. SR2, p.124. Now, to reflect this new paradigm (as opposed to the term as used in SOTA64), they are all Aspected Magicians. Some are more specialized, and lack astral projection. But some gained new abilities. SR3, p. 160.

No wonder there's fewer Aspected Magicians. Many of the Elementalists and Shamanists probably woke up the morning they lost their ability to astrally project, and killed themselves. Whereas the Sorcerors and Conjurers were probably so elated at having astral sight that they had mage babies with a fellow "Magician Adept," (since there were more of them) which then created a new generation of full mages. (Yes, I'm stretching. But... Am I being silly? On purpose?)

To put it another way: There are more people with high school diplomas and GEDs than people with Ph.D's. However, in SR3 it seems that some of the former earned their way into the latter category. How? Doesn't matter. But it makes more sense and is personally more comforting an idea to me than Mike Mulvihill and Steve Kenson waving their hands and saying it is so.

At this point, I'm arguing personal preference. So, I'll refrain from continuing on my own track.

Back to why SOTA64 somehow made it unfair to include one chapter of the whole book on a type of magician who, to that point, hadn't had that many pages devoted to them total in 15 years.
Rev
In general I agree with that rant.

It is not as if shadowrun adepts are a well developed charachter type, if one decides to make space for thirty new adept powers in a book there is no need to resort to wanabe power focus powers and animal handling powers for which there are no supporting basic rules. This and other message boards have discussed dozens and dozens of powers that are both more interesting and better balanced than all but a few of those in the book.

A lot of what physads really need is not new abilities to build toasters with thier magic powers, but non-lame versions of some of the basic powers. Like an attribute boost that works on attributes that start out high and makes them really high(imagine that, boosting an attribute from 8 to 16 for a little while might actually be worth power points and risking some drain), or an improved attribute that exists to give you higher than normally possible attributes (egad, an adept could have a magically enhanced quickness of 9 at chargen without blowing half thier power points on it!).
mfb
yes, exactly. adepts should be limited to doing what they already do, only better. that will surely put to rest the complaints of those who say adepts are too limited in their abilities.

again, the arguments against SOTA:64 seem to be "well, i wouldn't use those powers--therefore, nobody else will, either! what a dumb book!"
Kagetenshi
Except for the ones that say "this makes an established character type completely useless"…

~J
Club
You want high attributes, play a sam. That is what cyber and bio is good at. Even better, have the adept take muscle augumentation cyber, and have the best of both worlds.

You want high skills and stunts, play an adept.
mfb
'cept for those, yes. to whom i say: why should non-cybered mundanes be better at anything that the Awakened? putting mundanes on the same "power level" as the Awakened makes being Awakened completely useless. it's like complaining that a non-cybered character can't shoot as well as someone with a smartlink.
Kagetenshi
Not if the task is one that magic had henceforth had no application in (social skills). There's enough room for the Awakened to be better at things, no need to make it total.

If the Awakened are going to outclass everyone, go the Earthdawn route and don't pretend to let players play non-Awakened.

~J
GentlemanLoser
Nezumi;

"I'm not sure about that first sentence. I might be missing your point, but it seems if I wanted to make say a driver character, I would PROBABLY want to make him a mundane rigger. I wouldn't have to, but a rigger is much better at driving. That just seems to be common sense to me."

By all mean make him a mundane rigger for the characterisation, but you could make your driver an Adept and give him Improved Ability: Drive Whatever.

And any other powers to flesh out your character...

A year of gaming down the line, your rigger might be wondering what to spend his/her karma on. Your Adept won't.

wink.gif
mfb
that sounds like a good idea, kage, except for the part where the Awakened can't outstrip everyone else in every area. Awakened abilities are arguably outstripped by cyberware when it comes to general combat, and they don't help at all when it comes to things like decking and rigging. there are still a number of areas where the Awakened simply can't compete with someone who has cyberware; social situations aren't one of them, anymore.
hahnsoo
It's much easier to create a Tank character with cyber, for example, than with magic. A 20 dice Body troll is pretty easy to build. Not so much as an adept (it CAN be done, of course).
Cynic project
QUOTE (Club)
And Cyber- ears and eyes can fit in the same amount of essence/pp equivilant that an adept uses only for one or the other. Not the same bonuses, but I consider them roughly equal. [Ducks for cover and asks that this opinion not start a flamewar]

Well, the adept looks like they have better eyes and ears, until you read the part where they can't turn their eye/ear powers off. The Adept with thermal is just always boned in any area that you don't want thermal vision on.
GentlemanLoser
Are you sure about that? It that ever stated anywhere. I'm sure the rules hint more towards Adept powers being able to be activated/deactivated. But as explained in the topic about the new Adept focuses, that could just be a hangover from earlier editions...
Club
QUOTE (Cynic project)
QUOTE (Club @ Feb 7 2005, 04:20 PM)
And Cyber- ears and eyes can fit in the same amount of essence/pp equivilant that an adept uses only for one or the other. Not the same bonuses, but I consider them roughly equal. [Ducks for cover and asks that this opinion not start a flamewar]

Well, the adept looks like they have better eyes and ears, until you read the part where they can't turn their eye/ear powers off. The Adept with thermal is just always boned in any area that you don't want thermal vision on.

No worse than an uncybered troll or dwarf.
Cochise
QUOTE (Cynic project)
Well, the adept looks like they have better eyes and ears, until you read the part where they can't turn their eye/ear powers off. The Adept with thermal is just always boned in any area that you don't want thermal vision on.

Care to provide a quote where it actually says so?
An adept can use any power at will and in turn he can decide not to use a power at will as well ...
Xirces
QUOTE (mfb)
that sounds like a good idea, kage, except for the part where the Awakened can't outstrip everyone else in every area. Awakened abilities are arguably outstripped by cyberware when it comes to general combat, and they don't help at all when it comes to things like decking and rigging. there are still a number of areas where the Awakened simply can't compete with someone who has cyberware; social situations aren't one of them, anymore.

Apart from Decking (for sure) and Rigging (arguably) I'd be able to create an awakened character who is better at any single function within the game than an unawakened one /and/ there's absolutely nothing to stop an adept from using a couple of judicious bits of cyber where required (Geasa are wonderful, aren't they?). Adepts have always had the advantage over the equivalent cyber in social situations - there's no TN penalties for social skills for having 6 essence, are there? Plus greater flexibility and obscurity that comes with the ability being magic. Doorway cyber scanners - NP.

Finally, what happens when an adept wants to upgrade Improved Reflexes from 2 to 3 - initiate a couple of times, spend some karma and bang, it's done. Have you checked the surgery rules at all? This image I'm getting of the books is something like

"Lets add loads of new cyber and bioware, but make it really limited, easy to damage, difficult to replace and almost impossible to upgrade. Plus we'll add some inherant flaws."
"Lets add loads of new adept abilities". "Kewl"

BTW - I also thought that adept powers can be switched off...
mfb
a) untrue; a sam will whip the pants off an adept in the damage soaking category. b) yes--any single function. try creating one that's top end in several functions and reasonably proficient in a few secondary functions.

you're ignoring the fact that it's already very easy to lose adept powers due to damage; straight out of chargen, an adept has better than a 50% chance to lose a power point any time he gets hit with a stimpatch. the rules for cyber/bioware in M&M merely brought street sam types down a few notches, so they weren't so far ahead of adepts in the meatshield category. even with the M&M rules, you're more likely to lose an adept power than you are to even take minor damage to a piece of cyberware. i'm not moved to sympathy for the sams by these arguments.
GentlemanLoser
But the Addy could just Geas, and lose it at the next initiation.

Do Sams tend to generalise, or do they specialise in one filed like Addy's?
mfb
a sam can't specialize to the degree that an adept can, so they don't often try. i know at least one sam that can outshoot, outpunch, and almost outsneak my 200+ karma adept, though--and my adept's areas of specialization are shooting, punching, and sneaking. not only that, the sam has a wider variety of shooting and punching skills, and he's got a few points of Computer, and a nice car. bastard.

geasing and then initiating slows an adept down. they already progress pretty slowly, compared to non-Awakened types, because they can't use money to directly improve themselves.
BitBasher
QUOTE (GentlemanLoser)
But the Addy could just Geas, and lose it at the next initiation.

Do Sams tend to generalise, or do they specialise in one filed like Addy's?

Strictly by the rules a player cannot choose to geas powers or magic loss for an adept, only the GM can. IE: It's not up to you. You can't depend on that.

Also, all the karma spent on initiation and power points a sam spends on skills. That adds up like crazy after a while.
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