From: | losthalo brucekitty@*****.com |
---|---|
Subject: | ShadowRN digest, Vol 1 #912 - 15 msgs |
Date: | Wed, 31 May 2000 15:33:39 -0700 (PDT) |
>Adepts from Earthdawn are far different than Adepts in Shadowrun (or
>even
>Mages, for that matter). The Calvaryman Adept melds with his/her
>mount, a
>living creature, so at first glance, I don't see an SR parallel
>pertaining
>to vehicles. However, the Air Sailor and Sky Raider have an affinity
to
>a
>vehicle (airships). Hmm... food for thought?
*snip*
>Sorry, I'm not normally a rules lawyer, but those two quotes are
mostly
>for
>my own benefit. My conclusion is that if you use the rules, magical
>vehicle
>adepts are possible and have the advantage of Centering when they
>initiate,
>but do not have initiative bonuses or a Control pool like riggers.
The
>only
>powers of use would be additional senses (thermo, etc.) and Improved
>Ability
>in Gunnery. I'm tempted to just make stuff up (like I usually do in my
>campaign. <grin>) and create new "vehicle adept" rules, using
Earthdawn
>Air
>Sailor/Sky Raider models as precedent.
Well, part of the reason I didn't take that any further when I posted
before is I'm sorta bothered by the proliferation of "magic can do that
too" that is slowly developing in the game. I disliked physads from
the first ed Grimoire on anyway, because they were basically samurai
without the Essence Loss (which I've associated with a
cyber-psychosis-like effect for as long as I've played SR). I liked
that the only way to be a combat killing machine was to surrender
yourself to the surgeon's knife... Which is not to say that I don't
like the Vehicle Adept idea, I think it's a good one and a natural
progression for magic in the game, I'm just of two minds on the
subject.
Losthalo
{who, after years of not gaming, would really like to run a SR campaign
again - anyone in the Cinci area?}
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