|From:||Jeremiah Stevens <jeremiah@********.EDU>|
|Subject:||Re: Mage Power|
|Date:||Wed, 12 Nov 1997 12:48:32 -0500|
> At 15:50 12/11/1997 +0000, you wrote:
> Allright, this isn't exactly about _this_ topic but it is about the power
> level of mages anyways.
> Please keep in mind that I do not own the Grimoire (Although it _will_ be
> one of the first things I will be buying. When I get the money for it.:))
> I think mages are pretty weak, if you put them against a relative cybered
> character. I _know_ this isn't very far from 'which are better, mages or
> street-sam's', but I mean, a street-sam has on average, say, Wired Reflexes
> LVL. 2. Or, at least, 3 0ut of 4 of my players have. So, the mage can cast
> increased reflexes. But, that'll give him a +2 spell sustaining modifier,
> which can be quite hefty... The player which the cybered reflexes will most
> often have the initiative (They have the +2/lvl. modifier.), and hit the
> mage with two shots... Enough to give him some hefty injury modifiers....
> thus rendering him a bit useless...
> Maybe I'm ranting, and seeing this from the wrong viewpoint. If so, please
> correct me. ;)
> 'People die. A lot.'
Even in SRII, there were spell locks, which provide mages with a
considerable advantage against mundanes. A locked increased reflexes +3
gives the mage 4d6 initiative dice, more than enough to stand up to most
cybered characters. Throw in an incresed body +4, increased willpower +4
and personal combat sense (is that one SRII or Grimmy?) and a mage can
suck a good amount of damage. Also, mundanes have very little ability to
resist magic, especially mana based spells which target willpower but do
physical damage. Thus, for about 20 points of Karma and a few hundred
thousand =Y=, a mage, using only SRII rules, could most likely stand up to
a good sammie, and most likely kick an average one's ass.