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From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: [Card idea] Physical Adept
Date: Mon, 22 Sep 1997 19:54:45 -0500
>Special Rules:

>Physical adepts can not have cyberware (as mages and shamans)
>They have 6 magic point (used like essence) that are used for powers.

I have my own ideas for the mechanics behind Physads.. but I guess
none of us will know until FASA puts the supplement out, eh?

>-----------------------------------------------------------------------


>Urgh Lee - Physical Adept 8Y
>Troll runner
>Melee - 3, Athletics - 2
>3/4 (A1) 2Y: +2/+1 until end of turn.

>"Banzaï!!!!!!"

A bit obvious, I guess. I've always shied away from the pumpers,
myself.. Not too terribly different from Tin Man, actually - better
skills is the real difference.

Can I assume his name is taken from a campaign you play in? I've
always had a helluva time naming characters..)

>-----------------------------------------------------------------------

>
>Kenji Adake - Physical Adept 5Y
>Human runner
>Melee - 2, Stealth - 1, Athletics - 1
>4/4 First melee weapon given to Kenji is free.

>"Give me a sword and i will show you my soul"

Do Handrazors count?

A bit cheap, honestly: 4 points of skill, and free stuff, and a 4/4.
I'd probably bump his cost up to 7Y. It does round out the "Runner
gets X free" group.

>-----------------------------------------------------------------------


>Astral Perception 5Y
>(Gear/Phys Ad power)
>Play on a Physical Adept.
>(-2 Magic points)
>Turn runner using astral perception to look at the hand of any player.

Wow. Goodbye Astral Sense.

Could see it being cheaper and allowing the player to look at one
*card* of target player. Turn the ability, not the Runner.

I think I mentioned Astral Perception (maybe Projection) in another
thread, as being playable on any Mage, Shaman, or Physad. Gotta
remember the abilities of the other folks.

=Matt

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