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Message no. 1
From: Doctor Doom <jch8169@*******.TAMU.EDU>
Subject: Cybernetics verses Magics (LATE!)
Date: Sun, 16 Apr 1995 03:09:48 -0500
AFiPoTShaPBIA!

Apologies for the temporal displacement of this posting as much of the
discussion has moved on, but I was compelled to attend the memorial and
funeral service for a relative earlier this week and hence have been
endeavoring vigorously to "catch up."

Ah, yes ...

Street Samurai *
Street Sams
Sammies (a olde slang term for American troops, from "Uncle Sams")
Urban mercenaries
Cyberknights
Strassenritter

*(a term which I loathe, as it grants an element of the olde Japanese
warrior mythos to a archetype which may not necessarily subscribe to
the lofty ideals espoused by that class.)

So, then, is the mainstay of many a shadowrun group, those individuals
'tis so oft the case the magicians lob their lethal spells in danger of
wide-band prejudice in the hallowed halls of ShadowRN?

My experience is that "street pizza" or "combat gumbies," as they are
affectionately (?) termed among my cadre, begin more potent than magical
characters, but their advancement is not been as comparitively rapid.

By the same token, they have demonstrated greater capacity for dispensing
with their fellow man than the mages, on the whole. In fact, my present
group encountered a shortage of true cyberwarriors which reflected quite
poorly on the adroitness with which missions were dispatched. Howe'er, as
to role-playing potential, I would reject any notions that either class
has greater inherent capacity in such regard, such is left up to the player.

As to the Street Samurai verses Physical Adept point of contention:
Cyberwarriors, typically, are far more deadly at range where their
Smartlinks and firearms are brought most effectively to bear. Physical
Adepts are /generally/ more adroit in the mano-a-mano conflicts,
stealthy movement, and not to be forgetting the lesser quantity of
vicissitude encountered in healing. Physical Adepts also do not "set
off" metal detectors, while both are fairly recognizable by Magicians,
barring Initiate Physical Adepts. One could certainly cite exceptions
to the above observed tendecies (the operative term within the preceding
phrase being /observed/), but the trend ne'ertheless appears to run in
that direction.

As to my campaign?

Well, one player, for those veterans who recall him, The Reverend, truly
despises magic in any form; although, he shall not admit as such. Much
of his career has been driving towards the ultimate goal of circumvention
of ShadowRun magic, the quest for the ultimate Anti-Magic character. All
such attempts, thus far, have been fairly brutally put out of our misery.

But which is better, Technician or the Magician?

Admiral Kirk: "How shall they respond under REAL pressure?

Captain Spock: "As with all living things, each according to his gifts."

It is a question as to how individuals within such "classes," depite how
loathe many of the number here are to implement terminology appropriated
from the Dungeons & Dragons system, manage to compensate for their
deficiencies and bring their advantages to bear.

Cybernetics have lower target numbers with attacks, compliments of the
ubiquitous Smartlink, but their targets are vouchsafed the benefits of
armor protection. Magicians have target numbers of attributes (barring
some manipulations), but their targets are not afforded armored security,
at least in the case of Combat Spells.

Cybercombatants are typically more resilient in the department of damage
resistence, and although cyberware is not invulnerable to impairment they
not need concern themselves as to magical loss.

Contrariwise, cybernetics have the glass ceiling of Essence and Body, at
which point one has to remove and upgrade; still, there is a passing
great amount of material which may be installed previous to that point.

Although, upgrade, once the aforementioned threshold is achieved, is more
grueling for the technowarrior. True, surgery does not require Karma, but
a mage does not have to endure the rigors of several month sabbatical going
'neath the knife for Initiation. True, summoning elementals requires force
in hours, spells require days, but 'tisn't within the same ball park, so to
speak.

Cybernetics are financially-intensive. Magicians are karma-intensive.
That is not to say the other reward category is not a priority, merely
not quite so paramount a concern. Some claim money is cheap -- ah, such
depends upon the campaign! The self-same may be held true of Karma.
For an campaign equitable to both "classes," a balance must be struck.

Magicians have drain; cyberwarriors have ammunition. Magician's spells
cannot be confiscated, but then again, a cyberwarriors wired reflexes cannot
be grounded down, either.

My group withheld the option of Initiation (or, at least, Magic Groups)
and access to ShadowTech until their simultaneous release.

My own experiences with both elements have been passing enjoyable:

Doctor Doom, one part Aristocrat, one part Cyberknight (Master of the Sword),
one part Technomancer.

Duncan, former N.C.O. in the Australian Army ... lacidasical and unassuming.
Exceedingly modified and adept at his occupation, but this didn't go to his
head. Ran about with a former Texas Ranger with the moniker of Fenris, they
raised all myriad manner of Peridition, much to the Game Master's dismay ...
*evil laughter*.

But from the other camp hails Darkwatch, the Slavic Rhodes Scholar hermetic
magician with a doctorate in metaphysics, a dark and intellectual former
Black Operative with a knack for X-Filesesque metaphysical invesigations
into the decidedly bizarre and paranormal.

Donovan, the Gaelic Fox druid, recently graduated of the university, a young
hotheaded revolutionary who found himself in considerable difficulty
following a poorly executed effort to agitate for the separation of Scotland
from the United Kingdom.

I have derived from them all a great deal of enjoyment from these individuals
and I have found 'tis the concept and execution thereof, not the "class" which
makes a character memorable and stimulating.


Colonel Count von Hohenzollern und von Doom, DMSc, DSc, PhD.

Doom Technologies & Weapon Systems -- Dark Thought Publications
>>> Working on solutions best left in the dark.
<<<
[ Doctor Doom : jch8169@*******.tamu.edu ]
^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^
"Attack, attack, and when in doubt, ATTACK!" -- Frederick the Great of Prussia
Message no. 2
From: Gurth <gurth@******.NL>
Subject: Re: Cybernetics verses Magics (LATE!)
Date: Sun, 16 Apr 1995 10:59:41 +0200
>My experience is that "street pizza" or "combat gumbies," as they
are
>affectionately (?) termed among my cadre, begin more potent than magical
>characters, but their advancement is not been as comparitively rapid.
[snip]
>My group withheld the option of Initiation (or, at least, Magic Groups)
>and access to ShadowTech until their simultaneous release.

That's also the opinion of someone else I've been talking to -- he plays a
street sam(urai :) with a distrust for magic, but his GM won't allow him to
get anything from Shadowtech (it was "unbalancing," he said), but does allow
magicians to get initiated... basically, he feels he's restricted because
the magicians in his group (two of them, out of three characters) get all
sorts of new abilities while he stays at about the same level he was when he
started out.


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
But before all that, we kick off with a bit of culture...
Geek Code v2.1: GS/AT/! -d+ H s:- !g p?(3) !au a>? w+(+++) v*(---) C+(++) U
P? !L !3 E? N++ K- W+ -po+(po) Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@ D+(++)
B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y? Unofficial Shadowrun Guru :)
Message no. 3
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Cybernetics verses Magics (LATE!)
Date: Sun, 16 Apr 1995 20:27:39 +1000
Gurth writes:

> That's also the opinion of someone else I've been talking to -- he plays a
> street sam(urai :) with a distrust for magic, but his GM won't allow him to
> get anything from Shadowtech (it was "unbalancing," he said), but does
allow
> magicians to get initiated... basically, he feels he's restricted because
> the magicians in his group (two of them, out of three characters) get all
> sorts of new abilities while he stays at about the same level he was when he
> started out.

I agree with him. The rules do not allow starting characters to be
initiates, nor do they allow S-Tech gear. But both should be available after
initial character creation, otherwise one will dominate the other. But, each
to their own...

--
Damion Milliken University of Wollongong E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a19 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+

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