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Message no. 1
From: shadowrn@*********.com (shadowrn@*********.com)
Subject: Coupla Adept Questions
Date: Tue Apr 9 18:05:01 2002
Got a couple queires that I need help with. First one is if your groups penalise adepts
with Improved Reflexes, like Sams with Wired Reflexes, with those sudden surprise tests?
Where you have to make a reaction test to stop from reacting automatically to something. I
tried doing this with a PC adept and the player complained. He whined and bitched and his
argument basically came down to that he said that unlike wired reflexes, since the adepts
powers were natural/magical that the rule shouldn't apply. I wasn't really convinced.

Personally I think the rule should apply to both adepts and sams but I let it drop for
just that game, to keep the game grinding to a halt. So what do you guys think? I figured
that to make it fair I could introduce a new power that worked the same as a reflex
trigger, what cost would you think was reasonable?

Secondly, is an adept able to turn their Improved Sense powers on and off- things like
thermographic or low light vision as a Sam can? Since they can be turned on and off if an
adept is using powers that cost more in total than their magic attribute, I'm leaning
towards allowing it. Thought, opinions?

Thanks.
Message no. 2
From: shadowrn@*********.com (Rich Stokes)
Subject: Coupla Adept Questions
Date: Tue Apr 9 19:55:01 2002
>Personally I think the rule should apply to both adepts and sams but I let
>it drop for just that game, to keep the game grinding to a halt. So what
>do you guys think? I figured that to make it fair I could introduce a new
>power that worked the same as a reflex trigger, what cost would you think
>was reasonable?

I've always run things as if Adepts could turn all their powers on and off
whenever they like as a free action, so basically they have a reflex
trigger built in. Otherwise an adept with the killing hands power would
have difficulty shaking hands with people for instance. The way of the
adept is more subtle than chrome, and they have total control of their
powers in ways that a typical Sammy can only dream of. Their powers come
from a self discipline which allows them to channel magic in i certain way,
not a crude body modification. On another note a Sammy can cram more
chrome than an adept can have powers at character creation, being an adept
is expensive in terms of priorities etc, so I recon cutting the Adepts some
slack is in order.

>Secondly, is an adept able to turn their Improved Sense powers on and off-
>things like thermographic or low light vision as a Sam can? Since they can
>be turned on and off if an adept is using powers that cost more in total
>than their magic attribute, I'm leaning towards allowing it. Thought, opinions?

Basically the same as above. They can stop using a power in the same way
that a mage can drop a sustained spell.

Rich
Message no. 3
From: shadowrn@*********.com (Lone Eagle)
Subject: Coupla Adept Questions
Date: Wed Apr 10 04:45:01 2002
>From: flakjacket@***********.com
>Got a couple queires that I need help with. First one is if your >groups
>penalise adepts with Improved Reflexes, like Sams with Wired >Reflexes,
>with those sudden surprise tests? Where you have to make a >reaction test
>to stop from reacting automatically to something. I >tried doing this with
>a PC adept and the player complained. He whined >and bitched and his
>argument basically came down to that he said that >unlike wired reflexes,
>since the adepts powers were natural/magical >that the rule shouldn't
>apply. I wasn't really convinced.


Personally speaking I apply the "Jumping the gun" rule to everyone who has
artificial reaction enhancement running to extra initiative dice be it
cyber, bio, chem or magic. I have always played that adepts have to "turn
on" their increased reactions (in fact more or less all of their powers) so
if an adept gets surprised when his reflexes are tuned, every sense on full
alert when suddenly BANG! he will react to it in whichever method he
chooses.
Adepts however rarely wander around with their reflexes tweaked all the time
so some of the most major effects on a player don't happen to adepts, they
rarely pop spurs and lay waste to a crowded shopping mall because some kid
lets off a firecracker,

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