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Message no. 1
From: "Q (not from Star Trek)" <Scott.E.Meyer@*******.EDU>
Subject: Phys. Mages
Date: Mon, 11 Nov 1996 15:39:29 -0600
I just started playing in a new game (irl, btw, and iat).
Anyways, one of the characters is a Phys. Mage. Now, I haven't read
Awakenings (still need to get my hands on it), so I'm not particularly
familiar with those, although I have heard of them. Could somebody give
me a brief rundown on their abilities, limitations, etc. just so I know
what exactly I'm playing with? tia.

-Q

--------------------------------
Save a tree. Eat a beaver.

Scott.E.Meyer@*******.edu
http://johnh.wheaton.edu/~smeyer
Message no. 2
From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: Re: Phys. Mages
Date: Mon, 11 Nov 1996 23:55:38 -0800
Essentially, they are i/2 physad, and 1/2 wizard.

The player divides his six magic points in any two ways he wishes. ie.
2-4, 3-3, 1-5, etc.
Then chooses how many points will be used for physad powers, and how
many will be used as his wizard magic rating.
Any additions are then added to one side or the other.

For example, he could split his magic 2 physad, and 4 magic, allowing
him to take 2 points of physad powers, and cast spells at a force of 4
before taking physical damage.

That's the way I remember it. Don't have my books available right now so
check me if I missed something.

IMHO, I feel that it is still overpowered, but not as badly so as
letting wizards quicken enhanced reaction spells on themselves.

Steven A. Tinner
Message no. 3
From: Droopy <droopy@*******.NB.NET>
Subject: Re: Phys. Mages
Date: Tue, 12 Nov 1996 01:27:34 +0000
> I just started playing in a new game (irl, btw, and iat).
> Anyways, one of the characters is a Phys. Mage. Now, I haven't read
> Awakenings (still need to get my hands on it), so I'm not particularly
> familiar with those, although I have heard of them. Could somebody give
> me a brief rundown on their abilities, limitations, etc. just so I know
> what exactly I'm playing with? tia.

The following is true to the best of my knowledge. I haven't really
read the published material in awakenings, so some of my data may have
been cut or altered since the copy I read.

A physical mage is a full mage who allocates some of his magic points
to physical adept skills, thus lowering his magic rating. The geas
rules apply if you use them for this.

For example, a physical mage takes killing hands (S) and pays 2 magic
points. His magic rating is now 4, barring any other modifiers. He
also must take on a Geas.or become a burnout.

Also, magic loss is taken from his magic rating first. If you go to
zero, you can no longer cast spells. I think that you have to
purchase Astral perception, as well.


--Droopy
droopy@**.net
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Phys. Mages
Date: Tue, 12 Nov 1996 13:46:28 +0100
Q (not from Star Trek) said on 15:39/11 Nov 96...

> I just started playing in a new game (irl, btw, and iat).
> Anyways, one of the characters is a Phys. Mage. Now, I haven't read
> Awakenings (still need to get my hands on it), so I'm not particularly
> familiar with those, although I have heard of them. Could somebody give
> me a brief rundown on their abilities, limitations, etc. just so I know
> what exactly I'm playing with? tia.

It's really simple, really, even though it takes Awakenings about 2/3rds
of a page to explain. You split your Magic rating in two, and use one to
buy physad powers with, and the other for sorcery/conjuring/etc.. You
have to take a geas (on your magical skills, not your adept abilities)
for every two points of Magic you set aside for physad abilities. Also, if
you lose Magic due to surgery or deadly wounds, subtract it from the
"mage" Magic rating. You can be a physical shaman, BTW, and get all the
normal totem mods.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
superficial urgency
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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------END GEEK CODE BLOCK------
Message no. 5
From: Ashelock <woneal@*******.NET>
Subject: Re: Phys. Mages
Date: Tue, 12 Nov 1996 12:54:14 -0005
On 11 Nov 96 at 23:55, Steven A. Tinner wrote:


> That's the way I remember it. Don't have my books available right now so
> check me if I missed something.
>
> IMHO, I feel that it is still overpowered, but not as badly so as
> letting wizards quicken enhanced reaction spells on themselves.
>
> Steven A. Tinner

You missed several things that I'd consider very important to a magician
character. And I'll also disagree with you about how powerful phys mages are
while I'm at it (nothing personal :), I think they're rather weak compared to
the standard hermetic. Anyway, here's some nasty shortcomings of the phsy
mage.

They cannot go on Astral Quests for intitation since they cannot project
astrally. This also means they can't summon greater form spirits and are going
to have a harder time dealing with free spirits and the like (since they can
not go to the spirit's home metaplane to either learn it's true name or use an
astral quest to discover other information).

Also, since they can't Astral project, they can't setup Wards of any type,
which strips them of a very useful defense.

Neither can phys mages do any advanced scouting Astrally, though as far as I
am concerned this is the least of their drawbacks.

IMHO phys mages are best played as primarily phys adepts who just happen to be
able to cast spells, use spell defense and conjure the odd spirit. Generally I
don't play them, I can do much more with standard magicians. If I want
something unusual I'll tinker with unique tradiditions.
Ashelock


Knowledge only has value when it is shared.
Message no. 6
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Phys. Mages
Date: Wed, 13 Nov 1996 08:50:26 GMT
Ashelock writes
>
> You missed several things that I'd consider very important to a magician
> character. And I'll also disagree with you about how powerful phys mages are
> while I'm at it (nothing personal :), I think they're rather weak compared to
> the standard hermetic.
Trying power comparisions is as bad as the mage vs Shaman debate,
they have advantages and disadvantages.

> Anyway, here's some nasty shortcomings of the phsy
> mage.
>
> They cannot go on Astral Quests for intitation since they cannot project
> astrally.
That only covers the Hermetic tradition. The shamanic version can use
the 'vision quest' available at GM discretion to shamanically attuned
phsads in awakenings.

> This also means they can't summon greater form spirits and are going
> to have a harder time dealing with free spirits and the like (since they can
> not go to the spirit's home metaplane to either learn it's true name or use an
> astral quest to discover other information).
>
That is a pest but considering how hard it is to summon great form
spirits the bonus won't be missed all that much most of the time.

> Also, since they can't Astral project, they can't setup Wards of any type,
> which strips them of a very useful defense.
>
Yes though wards are rather expensive, i've seen PC's use them but
about once or twice.

> Neither can phys mages do any advanced scouting Astrally, though as far as I
> am concerned this is the least of their drawbacks.
>
Its a real pain, but then the problem with astral scouting is if you
muck up 'hey we got a mage snooping about' sets off a whole lot more
alarm bells than 'we got a "ganger" snooping about'.

> IMHO phys mages are best played as primarily phys adepts who just happen to
be
> able to cast spells, use spell defense and conjure the odd spirit. Generally I
> don't play them, I can do much more with standard magicians. If I want
> something unusual I'll tinker with unique tradiditions.
They can do some neat tricks though.

They can cast thier own, det enemies, +xD6 improved invis (combine
with traceless walk and bonus stealth dice :) )etc.

Overall i recon them worth an 'A' priority, there are some anoying
drawbacks but they can do all the nice things you always want to do
as a physad but can't as they are not available as powers.

Mark
Message no. 7
From: Ashelock <woneal@*******.NET>
Subject: Re: Phys. Mages
Date: Wed, 13 Nov 1996 12:55:25 -0005
On 13 Nov 96 at 8:50, Mark Steedman wrote:


> > Anyway, here's some nasty shortcomings of the phsy
> > mage.
> >
> > They cannot go on Astral Quests for intitation since they cannot
> > project
> > astrally.
> That only covers the Hermetic tradition. The shamanic version can use
> the 'vision quest' available at GM discretion to shamanically attuned
> phsads in awakenings.
True, that is one of the advantages of the shamanic tradition. However, my
main bit of grief with phys mages follows below.

>
> > This also means they can't summon greater form spirits and are going
> > to have a harder time dealing with free spirits and the like (since they can
> > not go to the spirit's home metaplane to either learn it's true name or use
> > an astral quest to discover other information).
> >
> That is a pest but considering how hard it is to summon great form
> spirits the bonus won't be missed all that much most of the time.
The lack of ability to deal with great form spirits or to visit the metaplanes
was what killed phys mages as an option for me. True the phys ad powers are
very nice, but that was something I looked at as a bonus rather than a main
point (personal preferences here, your mileage may vary). To elaborate, I
generally play hermetic magicians, and I use astral quests quiet a bit in spell
research and design, dealing with spirits (true names, great forms, general
info, etc.), gather other magical information, as well as a certain amount of
just exploring (looking for new metaplanes, exploring the existing one, and
generally persuing "wizardly" persuits for lack of a better way to put it). In
short, I've translated the concept of the "wizard in the tower" into the SR
equivalent. He doesn't live in a tower anymore, maybe it's a highrise
penthouse apartment, or and abandoned power plant in the Puyallup barrens or
some other such. He doesn't wear robes, he wears tailored suits or form
fitting body armor. But he's still more than just someone that can toss
spells, he's a scholar and an eccentric. In playing such mages, being able to
go on astral quests to the metaplanes, setup wards, and various other tasks
isn't just useful, it's important to roleplaying the character properly. Most
of my remarks were based on that style of play. I tend to forget that my style
of play is the exceptiong rather than the rule.

>
> > Also, since they can't Astral project, they can't setup Wards of any
> > type,
> > which strips them of a very useful defense.
> >
> Yes though wards are rather expensive, i've seen PC's use them but
> about once or twice.
As above, I use such measures quite a bit more often than most, but as I said,
my style of play is different from most as well. I would still argue that the
average player could and should make more use of wards and the loss of the
ability is too much of a sacrifice.


>
> > Neither can phys mages do any advanced scouting Astrally, though as
> > far as I
> > am concerned this is the least of their drawbacks.
> >
> Its a real pain, but then the problem with astral scouting is if you
> muck up 'hey we got a mage snooping about' sets off a whole lot more
> alarm bells than 'we got a "ganger" snooping about'
<chuckle> Very true, seems too many players forget the difference between
scouting and force recon.

>
> > IMHO phys mages are best played as primarily phys adepts who just
> > happen to be
> > able to cast spells, use spell defense and conjure the odd spirit.
> > Generally I don't play them, I can do much more with standard magicians. If
> > I want something unusual I'll tinker with unique tradiditions.
> They can do some neat tricks though.
Yes they can... whether or not those trick are enough to outweigh the costs is
however a matter of personal preference I suppose.
>
> They can cast thier own, det enemies, +xD6 improved invis (combine
> with traceless walk and bonus stealth dice :) )etc.
No arguement that phys mages have extraordinary potential for stealth. So
much so that for shadowrunning purposes they may not need astral scouting at
all (especially since they can also use watchers and ally spirits as well as
normal form spirits). However, when it comes to dealing with the magical
unknown, new spirits, discovering or countering new magical techniques, etc. I
think they'll fall behind full magicians of other sorts.

>
> Overall i recon them worth an 'A' priority, there are some anoying
> drawbacks but they can do all the nice things you always want to do
> as a physad but can't as they are not available as powers.
Seems we both came round to the same thing here. Phys mages work much better
when the player treats them a a new kind of phys ad rather than as a new kind
of magician. Given say 4 points for physad abilities and 2 points for Magic,
plus a rating 2 power focus, you can have some decent physad powers and still
cast spells of Force 4 or less realatively safely. The trick is not to take
physad powers for things you could do just as well with a spell, since the
spell will far easier to learn. Played in that manner I think Phys mages would
be a force to be reckoned with.
Ashelock


Knowledge only has value when it is shared.
Message no. 8
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 14:12:43 GMT
Ashelock writes

This discussion is becoming long, will trim as best i can.

> > > This also means they can't summon greater form spirits and are going
> > > to have a harder time dealing with free spirits and the like (since they
can
> > > not go to the spirit's home metaplane to either learn it's true name or use
> > > an astral quest to discover other information).
> > >
> > That is a pest but considering how hard it is to summon great form
> > spirits the bonus won't be missed all that much most of the time.

> The lack of ability to deal with great form spirits or to visit the
metaplanes
> was what killed phys mages as an option for me. True the phys ad powers are
> very nice, but that was something I looked at as a bonus rather than a main
> point (personal preferences here, your mileage may vary).
It is difficult (or was, Awakening made life a LOT easier) to build a
good physad thats not just a subtle sammie (but worse) or a
steryotipical MA fanatic. So it can be veiwed that way, but remember
powers from physad powers cannot be grouned through, cyber restrained
or dispelled :)

> To elaborate, I
> generally play hermetic magicians,
Likewise, i like mages.

> and I use astral quests quiet a bit in spell
> research and design, dealing with spirits (true names, great forms, general
> info, etc.), gather other magical information,
Yes i picked up on that one. Makes formula design a lot faster, and
you can only make the rolls for spell learning up to about force 8
(16's to order are rare), with 'quest learn spell' the limits at
least force 10, and i think 11's won't be too bad with a powerful
character. I keep thinking about trying to go past the rating 12
barier and see what happens.

> as well as a certain amount of
> just exploring (looking for new metaplanes, exploring the existing one, and
> generally persuing "wizardly" persuits for lack of a better way to put it).
In
> short, I've translated the concept of the "wizard in the tower" into the SR
> equivalent.
No reason why not :)

> He doesn't live in a tower anymore, maybe it's a highrise
> penthouse apartment, or and abandoned power plant in the Puyallup barrens or
> some other such. He doesn't wear robes, he wears tailored suits or form
> fitting body armor.
I find form fit and secure ultra vests very good. Using dikoting and
research spells that provide invisible bonus arour (as opposed to the
shimmery and very powerful barriers, i made it +1/ 2 force better
game balance) i get a double figured armour rating for concealability
12+ :). Not that the character in question likes standing in front of
big nasty guns, but theres nothing like insurance against snipers and
wired to the wreched wall sammies that beat your initative.

> But he's still more than just someone that can toss
> spells, he's a scholar and an eccentric. In playing such mages, being able to
> go on astral quests to the metaplanes, setup wards, and various other tasks
> isn't just useful, it's important to roleplaying the character properly. Most
> of my remarks were based on that style of play. I tend to forget that my style
> of play is the exceptiong rather than the rule.
>
Its sounds better than the average.

The things i've taken to using a lot are Elementals (real pain is
although supurbly useful they are expensive) and Anchoring, but then
very careful reading of the rules allowed me to find some tricks that
work for suprising little karma cost.


> > > Also, since they can't Astral project, they can't setup Wards of
any
> > > type,
> As above, I use such measures quite a bit more often than most, but as I
said,
> my style of play is different from most as well. I would still argue that the
> average player could and should make more use of wards and the loss of the
> ability is too much of a sacrifice.
>
if you play in an environment where you get paid enough money, the
GR2 errata make wards affordable. My experience is you move about to
much to make it worth the time and cost compared to what runners get
paid.
I rely on astral perception, watcher or often 'get in the riggers
'battlewagon' and keep moving'. Note 'battlewagon' is with preference
to rigged (= control pool) and enough armour to bounce man portable
stuff.


> > > IMHO phys mages are best played as primarily phys adepts who just
> > > happen to be
> > > able to cast spells, use spell defense and conjure the odd spirit.
> > > Generally I don't play them, I can do much more with standard magicians.
If
> > > I want something unusual I'll tinker with unique tradiditions.
> > They can do some neat tricks though.
> Yes they can... whether or not those trick are enough to outweigh the costs
is
> however a matter of personal preference I suppose.
Yes.
I would feel a physmage is a good complement to a regular one. The
party don't want to be short the things a mage can do but if you have
one soul capable of warding etc do you need a second? [assuming you
can find two magicians of course, i'm used to them being too common
in some games, scarce in others.

> However, when it comes to dealing with the magical
> unknown, new spirits, discovering or countering new magical techniques, etc. I
> think they'll fall behind full magicians of other sorts.
>
Quite likely yes. They don't have 'quest for knowledge' etc
capabilities.

> >
> > Overall i recon them worth an 'A' priority, there are some anoying
> > drawbacks but they can do all the nice things you always want to do
> > as a physad but can't as they are not available as powers.
> Seems we both came round to the same thing here. Phys
> mages work much better when the player treats them a a new kind of
> phys ad rather than as a new kind of magician.
Or as a new combination of abilities to keep your opponent off guard,
they are no replacement in knid for a full mage/Shaman, but then a
mage won't replace the rigger and a sammie won't replace the decker.
But yes similar view points differing opinions. I can see your point
of view but it depends on the game, they would be more limited if you
meet a lot of unknown magic. My problem is i meet strange magic in
games run by people that have also played ED and/or(the latter only)
don't know the SR magic system as well as i do. Which makes full use
of astral scans etc hard.

> Given say 4 points for physad abilities and 2 points for Magic,
> plus a rating 2 power focus, you can have some decent physad powers and still
> cast spells of Force 4 or less realatively safely.
Problem with letting the 'mage' points below 3 is you risk bad luck
losing them altogether. The advantage of physical drain is you can
treat spell physical drain but not mental :)

> The trick is not to take
> physad powers for things you could do just as well with a spell, since the
> spell will far easier to learn. Played in that manner I think Phys mages would
> be a force to be reckoned with.
Most certainly. Eg, det enemies and inc reflexes etc are good as
spells, nothing can beat the physad with inc dice armed combat :),
quiet and deadly, very very deadly.

> Ashelock
>
>
> Knowledge only has value when it is shared.
Mark












>
Message no. 9
From: Sanction <david.s.thompson@****.EDU>
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 14:19:33 -0500
I've been listening in for a while now, and I thought it was time I joined,
especially since I have recently played a physical mage, and had a lot of
fun with it. I did exactly what was suggested, 4 points for physad powers,
and 2 for magic rating.
>
>>Problem with letting the 'mage' points below 3 is you risk bad luck
>>losing them altogether. The advantage of physical drain is you can
>>treat spell physical drain but not mental :)
>
there is no danger of losing the 'mage' points because the rules state that
should (GM forbid) magic loss occur, the higher rating number is lost first
(in this case, 4 physad points go to 3).
>
I played the character as an incredibly fast close in fighter. After he was
initiated, and quickened increase reflexes, he was the fasted character in
the party. The ability to intelligently combine the use of armed combat
(with increased dice), spell use (both for stealth and offense), and most
importantly elementals made the character the most versatile in the group.
I agree that the lack of astral power is a big disadvantage, but with astral
perception and a number of bound elementals and watchers (for that friends
in melee bonus), I was actually able to defeat two mages in astral combat.
All around, I had a lot of fun with the character. However, a character
like this will never be a Merlin, but his versatility makes him quite a
resource for a group that already has a full mage or shaman.
>
>
>>The things i've taken to using a lot are Elementals (real pain is
>>although supurbly useful they are expensive) and Anchoring, but then
>>very careful reading of the rules allowed me to find some tricks that
>>work for suprising little karma cost.
>
If the physmage can astral perceive, these options are open also. Out of
curiosity, what exactly did you do with Anchoring that was cheap in terms of
karma?
>
>>I rely on astral perception, watcher or often 'get in the riggers
>>'battlewagon' and keep moving'. Note 'battlewagon' is with preference
>>to rigged (= control pool) and enough armour to bounce man portable
>>stuff.
>
Again, astral perception and watchers were constantly being employed. I
played the character somewhat paranoid about his lack of astral cover (esp
worried about his reliance on quickened spells) so watchers were everpresent
and astral peeking occurred frequently.
>>
>>> > > IMHO phys mages are best played as primarily phys adepts
who
just
>>> > > happen to be
>>> > > able to cast spells, use spell defense and conjure the odd spirit.
>s.
>
That is exactly the wrong attitude. You have to combine all the powers
towards some goal, in my case to make an excellent front line scout/fighter.
Imagine the power of being able to have an anchored barrier, increased
combat die, and an elemental or two to help as you chase scared and confused
sammies about. Hitting them with mana spells just as they expect a swing
from your sword -- dikoted of course :)
>
Also, on the spell defense side, since the physmage is less likely to rely
on spells in combat, he is a better source of magic defense than the mage
who is more likely to be burning those all important magic pool on casting
and resisting drain. This makes for a great defensive complement to the
medeival mage archetype that is most likely powering away with force 6
spells at every oppurtunity (and thus not covering the party).
>
>>I would feel a physmage is a good complement to a regular one. The
>>party don't want to be short the things a mage can do but if you have
>>one soul capable of warding etc do you need a second? [assuming you
>>can find two magicians of course, i'm used to them being too common
>>in some games, scarce in others.
>
Exactly, with both physmage and normal, they complement each other well, one
will rely more on spells and the magical only (and be able to ward and
perform astral quests as the physmage sharpens his swords), but the other is
there to help out with the magical and physical, and between them the party
can be constantly covered from both astral and magical attacks.
>
In essence, a physmage is a one-person combined arms strategy. He has more
options to employ than any other character. If he is facing a buff-but-dumb
troll, back off and let the mana fly. If it is the Merlin mage, keep those
magic pool dice for shielding and get in close swords swinging, using
spirits to disrupt the mages spells and/or foci/anchored spells. It was the
versatility that appealed to me, and I think that it is exactly that aspect
that makes the physmage worth the A priority. It all depends on the kind of
character you want to play.

--Sanction
Message no. 10
From: Timothy P Cooper <tpcooper@***.CSUPOMONA.EDU>
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 11:29:00 -0800
Physical mages...brings to mind an old saying:

"Jack-of-all-trades, master of none."

-Tim
Message no. 11
From: Sanction <david.s.thompson@****.EDU>
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 14:45:31 -0500
At 11:29 AM 11/14/96 -0800, you wrote:
>Physical mages...brings to mind an old saying:
>
>"Jack-of-all-trades, master of none."
>
Certainly not master of all, but definitely able to dominate in the physical
if you so choose.

--Sanction
Message no. 12
From: "Robert Pendergrast (Tom)" <3011_3@***.EDU>
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 11:48:35 -0700
> Physical mages...brings to mind an old saying:
>
> "Jack-of-all-trades, master of none."

Somewhat applicable... at the start MAYBE... but being able to combine
magic and phsad abilities (I know this has already been discussed), AND
getting the PhysAd enhanced centering can really kick ass...

IMO: A starting PhysMage can kick the crap out of a starting PhysAd.

-Tom
Message no. 13
From: Jker77@***.COM
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 15:07:52 -0500
I would like to see the stats for your phys ad/mage/scout.
Message no. 14
From: Sanction <david.s.thompson@****.EDU>
Subject: Re: Phys. Mages
Date: Thu, 14 Nov 1996 16:10:15 -0500
At 03:07 PM 11/14/96 -0500, you wrote:
>I would like to see the stats for your phys ad/mage/scout.
>
>
Here you go:
The character was made with the optional gen rules up on Blackjack's site
(accessible through Paolo's).
My GM allows initiation and quickening with character generation force
points and I took adavantage of that.

Note, this character has a good amount of Karma invested.

Stats:
B 2(6) Q 4 (8) S 2(6) C 3 I 5 W 4 E 6 Magic 2/4 R 4(6) I +5D6 !!!!

PhysAd Powers: Astral Perception, +2 Armed, +2 Stealth, Thermovision, +1D6 Init
Both AP and Init Dice have geasa (as per Awakenings -- this was a limiting
factor, but I played it and it was worth it)

Skills: Sorcery 6, Conj - Elemental 5, Armed 8, Stealth 5, Unarmed 6,
Mediation 4, Two Weapon Style 3, (Firearms 4 -- bonus skill the GM gave me)

Spells: won't list, but, only 12 FP's worth (extensive use of fetishes --
again, limiting but necessary) Including +4 Att's and Init, Improved Invis
and Levitate Person (that stealth aspect)

Other: Quickened Spells: B,Q,S +4, Init +4 Dice. This is a big
vulnerability, and the character took many steps to protect these spells.
Not helpless without them, but, severly weakened. Also, in the game we
played, magical threats weren't very common, but, as I mentioned previously,
the character did face, and defeat (with some help), two astrally present
mages. Actually, it was really summoned elementals and watchers that did
all the work.

Note: no enhanced centering (yet) or power focus, but those were immediate
goals.

I'm aware that this character is basically min/maxed and probably
overpowered for most games, but that was the kind of game I was running in.
The other members of the party included trolls that had bodies of 15 and
liked to experiment with how to splatter enemies. At least this way the
character was a way to try to compete with that and stay alive in the game
without an A priority in resources. The character, more importantly, was a
lot of fun to play!

These numbers were (obviously) just the starting point, there was role
playing as well as 'roll playing' involved.

--Sanction
Message no. 15
From: Scam <scam@******.MUR.CSU.EDU.AU>
Subject: Re: Phys. Mages
Date: Fri, 15 Nov 1996 14:31:27 +1100
On Thu, 14 Nov 1996, Mark Steedman wrote:

> It is difficult (or was, Awakening made life a LOT easier) to build a
> good physad thats not just a subtle sammie (but worse) or a
> steryotipical MA fanatic.
And remember that Physical Magicians were supposedly (ie. as far as my
alcohol-soaked brain can remember Awakenings) Ninja, when some researcher
"discovered" that a lot of the things Ninja seemed to be able to do
appeared to be a combination of Physical Adept powers and low power spells.

If you try to run your PhysAd or PhysMage as a "magical samurai" they are
going to get plastered everytime, I don't care what they say in the
novels and sourcebooks about PhysAds being "two-legged-killing-machines-in
-hand-to-hand-combat". The way the rules are written they suck as
toe-to-toe fighters.

Play your PhysAd as a sneak-thief, ninja-wannabe, backstabbing type,
don't try to replicate samurai powers magically. Get yourself powers that
samurai don't have; like attribute boosts, skill bonuses, traceless walk,
arrow catching(or whatever it's called), stuff like that.

Oh, a decent weapon focus doesn't hurt none either ;)

Scam

*******************************************************************
VAMPIRE: I am of the Kindred. I am child of both Night and Pain....
MAGE: Yeah, yeah, yeah. Now you're a soap bubble.
VAMPIRE: Pop!
*******************************************************************
* scam@**********.mur.csu.edu.au *
* http://itclub.mur.csu.edu.au/~scam *
*******************************************************************
Message no. 16
From: Faux Pas <fauxpas@******.NET>
Subject: Re: Phys. Mages
Date: Fri, 15 Nov 1996 14:49:23 -0600
At 02:19 PM 11/14/96 -0500, you wrote:
>>>Problem with letting the 'mage' points below 3 is you risk bad luck
>>>losing them altogether. The advantage of physical drain is you can
>>>treat spell physical drain but not mental :)
>>
>there is no danger of losing the 'mage' points because the rules state that
>should (GM forbid) magic loss occur, the higher rating number is lost first
>(in this case, 4 physad points go to 3).

Better recheck your rules on that. If you call the Magic points split
between "mage" and "physad", and you take a D wound, the points tick
off
from the "mage" side first. Your character with the 4/2 split takes a D
wound, and he's suddenly a 4/1 physical mage. One more, and he's just a
physical adept. Awakenings, p 119.

-Thomas Deeny
the Cartoonist at large is on the web at www2.cy-net.net/~fauxpas

"I probably should put a new quote here."
-Me
Message no. 17
From: Droopy <droopy@*******.NB.NET>
Subject: Re: Phys. Mages
Date: Fri, 15 Nov 1996 19:45:19 +0000
Sanction wrote:

> there is no danger of losing the 'mage' points because the rules state that
> should (GM forbid) magic loss occur, the higher rating number is lost first
> (in this case, 4 physad points go to 3).

Actually, the rules state that all losses come from the magic
attribute first, then phyad powers.


--Droopy
droopy@**.net

Further Reading

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