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Message no. 1
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: New Physical Adept Powers
Date: Tue, 22 Dec 92 22:26:18 CET
Here's New Physical Adept Stuff by request of
"The Powerhouse(0 Grade Initiate (at last) and rising)"

Attribute Boost
Cost: 0.5 Level
The adept with attribute boost power can call upon his inner self, enabling
him to perform amazing physical feats far beyond those of which he is normally
capable. The attribute boost power can be purchased for any of the Physical
Attributes: Strength, Body, or Quickness. It cannot be purchased for a Mental
Attribute, nor for Reaction, and must be purchased individually and seperately
for each of the three Physical Attributes.
The level purchased is the number of Rating Points by which the attribute is
boosted. To gain the boost, the physical adept must make a Success Test,
rolling a number of dice equal to his current Magic Rating against a target
number equal to the current value of the Attribute being boosted. If he rolls
no successes, the Attribute remains at the current level. If the character
achieves any successes, the Attribute is boosted by the full number of Rating
Points. The boost last only for a number of Combat Turns equal to the number
of successes generated in the Magic Test.
When the boost runs out, the physical adept must make Drain Test, of sorts, to
determine if he was weakened by the boost. The Drain target number is equal to
one-half (round down) the boosted Attribute value. The Drain Level is based on
the level of the boosted Attribute Rating compared to the character's Racial
Maximum for that Attribute per the Attribute Boost Drain Table.
Attribute Boost Drain Table
Boosted Attribute Rating Drain Level
<= 1/2 Racial Maximum L
Up to Racial Maximum M
Up to 1.5x Racial Maximum S
Beyond 1.5x Racial Maximum D
As with regular Drain Resistance Test, to offset the Drain the character must
make a Willpower Test against the Drain target number. Every 2 successes
generated reduces the Drain Level by one level. Drain damage is taken as Stun
Damage.
The attribute boost power is not compatible with any form of cybernetic or
boiware enchancements, nor spell-based increases. Is is compatible with the
physical adept ability Improved Physical Attributes (see p.125, SRII)

>>>>>[ After reading this half page description, any Phy. Adept with any
shred
of Intelligence with quickly figure out Improved Physical Attributes to be the
better buy. ]<<<<<
-- Nightstalker <15:33:14/12-22-53>

>>>>>[ That's true unless he wants to have an ungodly score. Think of a
Troll
with this ability on a already high body or an Elf with high Quickness.
]<<<<<
-- Brutus <15:42:21/12-22-53>

Body Control
Cost: 0.5 Level
The physical adept using the body control power has such control over this or
her own body that he or she can resist the effects of gases, drugs, and poisons.
Each level of the body control power purchased gives the character one
additional die to use in the Damage Resistance Test against such toxins.

>>>>>[ Unlesss you have an outrageous Body score, Improved Physical
Attributes
is a better use of your Magic. ]<<<<<
-- Nightstalker <15:43:42/12-22-53>

>>>>>[ My decker friend is right about that. ]<<<<<
-- Raven the Mage <15:57:52/12-22-53>

Enhanced Centering
Cost: 2 per Skill Category
This ability allows the initiate phycial adept to apply his or her Centering
Skill to a non-physical skill. The area to which the adept my apply the
Centering Skill must be purchased individually. Non-Physical skills that
benefit from Enhanced Centering are: Build/Repair, Combat, Knowledge, Language,
Magical, Social, Technical, and Vehicle. Enhanced Centering can also apply to
Special Skills, but at a cost of 1 per Special Skill. Even with this power,
physical adepts may still only use magical skills for mundane effects; they may
not cast spells.

>>>>>[ Now you can have Zen Archery or Zen Martial Arts. Hell now there's
Zen and the Art of Motorcyle Maintanence!!!!! ]<<<<<
-- Nightstalker <15:51:02/12-22-53>

>>>>>[ And people wonder how I keep my porta-cam so stable.
]<<<<<
-- Awakened Reporter <18:43:59/12-22-53>

Missile Parry
Cost: 1
With this ability, the physical adept can pluck slow-moving missile weapons
such as arrows, thrown knives, or shuriken out of the air. To perform this
feat, the character must roll a number of dice equal to his Reaction Attribute
(plus Combat Pool dice, if the player so chooses) against a target number equal
to 10 minus the ranged-determined base target number for the incoming attack.
For example, to catch an arrow shot at long range, that adept has a Target
number 2 (10-8). If the attack were made at short range, his Target number
would be 6 (10-4).
To successfully grap the missile weapon out of the air, the character must
generate more successes in his Reaction Test than the attacker generated in the
Attack Test. Ties fo to the attacker. Use of this ability requires a Free
Action.

>>>>>[ Too bad it doen't work on bullets. ]<<<<<
-- Nightstalker <15:59:49/12-22-53>

>>>>>[ That requires a more advanced technique. ]<<<<<
-- The Last Dragon <16:36:36/12-22-53>

Mystic Armor
Cost: 1 per point
The adept is able to magically toughen his own skin and resist the effects
of impact damage. Note also that Mystic Armor is cumulative with worn impact
armor. An adept character may add points of mysitic armor power up to a
maximum equal to his or her current Magic Rating.

>>>>>[ So that's how they walk on broken glass and burning coals.
]<<<<<
-- Nightstalker <16:03:58/12-22-53>

Suspended State
Cost: 1 point
The suspended state ability works in a similar manner to the magic spell of
hibernate. It allows the physical adept to place himself into a meditative
state that slows the body's metabolism and therefore lowers it requirements for
food, water, air, and rate of bleeding. To determine the effectiveness of the
suspeneded state, roll a number of dice equal to the character's Willpower,
adding any meditative Special Skill dice available, against a Target Number of
4, applying any applicable injury modifiers. Consult the description of the
hibernate spell (p. 157, SRII) and use any successes generated as indicated.

>>>>>[ I guess this is the second best thing to have pain-killers with you
when
your really hurting. ]<<<<<
-- Nightstalker <16:09:57/12-22-53>

There it is chummer, right off of page 34 of Grimoire 2053. All witty comments
(and the not so witty one's) supplied by yours truely.

See Ya in Shadows,
Jason J Carter
Message no. 2
From: Faux Pas <fauxpas@******.NET>
Subject: New Physical Adept Powers
Date: Wed, 20 Nov 1996 20:56:20 -0600
One of my gamers (on this list) wants to run a physad with a new power. I
thought I'd run it by the list to get some input on it.

The physad power is similar to Shang Tsung's shapechange power (the sorcerer
character from Mortal Kombat). He wants his character to be able to
physically alter his body - concentrate and the character's skin color can
darken or lighten; work harder to slightly change the appearance of the
character [strengthening the cheekbones and jawline, shifting the muscles of
his arms to appear stockier, straightening the ears to an elvish point, that
sort of thing].

I'm not too eager to allow this power as I think it could lead to serious
abuse, but the player is willing to put some restrictions on the ability.
He suggested the cost for this altering power to be 3 points, and offered to
make a resistance roll versus drain when changing back (which I'm nixing,
physads don't do anything that requires drain). He mentioned something
about taking a long time to effect the changes, if they're drastic - a
longer time for more physical changes, a quick change for a quick tan.

I'm thinking of imposing a M Stun penalty when the changes are made,
reflecting the pain and the effort it takes to maintain the alteration. I'm
also thinking of having set target numbers based on what the character will
try to alter. Willpower against a 3 or 4 for skin color, W vs 5 or 6 for a
slight change (elf ears), higher for harsher changes, even higher to
duplicate someone. Number of successes times two equals the plusses to
perception checks (failure means someone noticed the ears twitch or
something). But even so, I'm not ready to approve this power into my game.

My guesson why he wants to create this physad power? The player, who ran a
magician, found out how poor a low-level Mask spell is, and wants something
that the opposition can't see through. He'd rather go for a physical
alteration than a magical one, so the "seeing through the Mask" doesn't
happen (which did twice, once blowing a B&E job). I suggested playing a
physical mage that knows a good-level Mask spell, but he doesn't want to do
that.

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

"If you talk to God, you are praying; if God talks to you, you have
schizophrenia."
-Dr. Thomas Szasz
Message no. 3
From: Tim Cooper <tpcooper@***.CSUPOMONA.EDU>
Subject: Re: New Physical Adept Powers
Date: Wed, 20 Nov 1996 20:02:49 -0800
On Wed, 20 Nov 1996, Faux Pas wrote:

> One of my gamers (on this list) wants to run a physad with a new power. I
> thought I'd run it by the list to get some input on it.
>
> The physad power is similar to Shang Tsung's shapechange power (the sorcerer
> character from Mortal Kombat). He wants his character to be able to
> physically alter his body - concentrate and the character's skin color can
> darken or lighten; work harder to slightly change the appearance of the
> character [strengthening the cheekbones and jawline, shifting the muscles of
> his arms to appear stockier, straightening the ears to an elvish point, that
> sort of thing].

I got no major problems with it...I'd say go for it. Just work out a
concrete system so there's no confusion between what either of you think
is possible.

> I'm not too eager to allow this power as I think it could lead to serious
> abuse, but the player is willing to put some restrictions on the ability.
> He suggested the cost for this altering power to be 3 points, and offered to
> make a resistance roll versus drain when changing back (which I'm nixing,
> physads don't do anything that requires drain). He mentioned something
> about taking a long time to effect the changes, if they're drastic - a
> longer time for more physical changes, a quick change for a quick tan.

Physad's not taking drain? Check out those [attribute] Boost powers -
they sure cause drain. It's well within reason to let him take drain.

> I'm thinking of imposing a M Stun penalty when the changes are made,
> reflecting the pain and the effort it takes to maintain the alteration. I'm
> also thinking of having set target numbers based on what the character will
> try to alter. Willpower against a 3 or 4 for skin color, W vs 5 or 6 for a
> slight change (elf ears), higher for harsher changes, even higher to
> duplicate someone. Number of successes times two equals the plusses to
> perception checks (failure means someone noticed the ears twitch or
> something). But even so, I'm not ready to approve this power into my game.

Id just say, let him make a Willpower roll versus the complexity (just as
you have him do) where successes determine how long he's able to hold the
change (and how good it is..maybe make him allocate them between the
two..). Then make him take drain based on how complex the change is (you
could optionaly let him make the drain roll when he reverts..). L for
something simple like ears,eyes or skin color, M and S for increasingly
more complex stuff (full body change - human to ork, etc..) and D for
really complex stuff (duplicating someone else, duplicating someone else
of a different race, dwarf to Troll <- maybe don't allow that one.).

> My guesson why he wants to create this physad power? The player, who ran a
> magician, found out how poor a low-level Mask spell is, and wants something
> that the opposition can't see through. He'd rather go for a physical
> alteration than a magical one, so the "seeing through the Mask" doesn't
> happen (which did twice, once blowing a B&E job). I suggested playing a
> physical mage that knows a good-level Mask spell, but he doesn't want to do
> that.

Why? Because he thinks its cool. It fits the image he wants. I can see a
lot of uses for that particular power. Like I said, I'd allow it, just
make sure you have clear rules for it that you BOTH understand and agree
on.

> Your thoughts?
> -Thomas Deeny

[snip sig.]

~Tim
Message no. 4
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: New Physical Adept Powers
Date: Thu, 21 Nov 1996 12:42:50 GMT
Faux Pas writes
>
> I'm not too eager to allow this power as I think it could lead to serious
> abuse, but the player is willing to put some restrictions on the ability.
It offers the 'i never look the same twice' option. which could be
more than useful.

> He suggested the cost for this altering power to be 3 points, and offered to
> make a resistance roll versus drain when changing back (which I'm nixing,
> physads don't do anything that requires drain).
As pointed out see attribute boosts. This is a pain for him, esp if
the drain is when the change occurs, but all he'll do is change well
in advance, the duration based on roll would help balance that.

> He mentioned something
> about taking a long time to effect the changes, if they're drastic - a
> longer time for more physical changes, a quick change for a quick tan.
>
Sensible but don't feel too lenient for it. Its correct but should
not reduce the difficulty as its easy to 'prepare in adcance'.

> I'm thinking of imposing a M Stun penalty when the changes are made,
> reflecting the pain and the effort it takes to maintain the alteration. I'm
> also thinking of having set target numbers based on what the character will
> try to alter. Willpower against a 3 or 4 for skin color, W vs 5 or 6 for a
> slight change (elf ears), higher for harsher changes, even higher to
> duplicate someone. Number of successes times two equals the plusses to
> perception checks (failure means someone noticed the ears twitch or
> something). But even so, I'm not ready to approve this power into my game.
>
That at the higher target numbers is difficult, this is going to be
difficult to badly abuse like this.

> My guesson why he wants to create this physad power? The player, who ran a
> magician, found out how poor a low-level Mask spell is, and wants something
> that the opposition can't see through.
I thought as much! At high levels mask is brilliant but you need 12
successes really and not many folks easily generate those. (though
karma helps)

> He'd rather go for a physical
> alteration than a magical one, so the "seeing through the Mask" doesn't
> happen (which did twice, once blowing a B&E job). I suggested playing a
> physical mage that knows a good-level Mask spell, but he doesn't want to do
> that.
>
Um, ok. Note the next thing you will get is 'mask aura = physical'
assuming the players good no problems, 3 magic points is a lot for
a power that gives no offense and no defense.
It does fit the runners profile well though 'sneak sneak sneak'
remember if they don't know whats a runner they can't call in theswat
team. [ but i think you knew that]

> Your thoughts?
Looks passable actually, i'd be wary but with sensible GMing and
playing i don't see a big problem as a mask spell, spell lock and
initation grade to mask it will do this trick fairly well.

> -Thomas Deeny

Mark
Message no. 5
From: The Digital Mage <mn3rge@****.AC.UK>
Subject: Re: New Physical Adept Powers
Date: Thu, 21 Nov 1996 13:07:46 +0000
On Wed, 20 Nov 1996, Faux Pas wrote:

> character from Mortal Kombat). He wants his character to be able to
> physically alter his body - concentrate and the character's skin color can
> darken or lighten; work harder to slightly change the appearance of the
> character [strengthening the cheekbones and jawline, shifting the muscles of
> his arms to appear stockier, straightening the ears to an elvish point, that
> sort of thing].
My first thoughts were have it cost 3 magic points -which is what your
player suggested. I wouldn't say take drain but make a test to see how
well you contort yourself, give bonuses if teh player can look in a mirror
to see that teh ears are teh same length etc :)

You also may want to impose a +1TN to all actiosn whilst maintaining the
change, maybe +2 for major changes to simulate teh concentration needed.
Plus if he was distracted you might require a WIllpower check to see if he
loses concentration and snaps back to normal :)

Now teh security guard may not see through that physical mask spell, but
he might notice teh beads of sweat rolling down teh character's brow as he
tries to maintain a specific look of a corp exec.

I'd say go with it, but ask for a reason upon why and how he developed it.

The Digital Mage : mn3rge@****.ac.uk
"So that which I imagine, is that which I believe" -Rush
Shadowrun Web Site http://www.bath.ac.uk/~mn3rge/Shadowrun.html
Message no. 6
From: The Jestyr <jestyr@*******.DIALIX.COM.AU>
Subject: Re: New Physical Adept Powers
Date: Fri, 22 Nov 1996 12:49:13 +1100
> He suggested the cost for this altering power to be 3 points, and offered to
> make a resistance roll versus drain when changing back (which I'm nixing,
> physads don't do anything that requires drain). He mentioned something

Not true; what about the <attribute> Boost powers? They give drain when
they wear off...

(I know... a Dikote survival knife (sword!) and one magic point later and
I have a SPRITE with strength 2, capable of doing a 6M in h-t-h combat.
*giggle*)

Lady Jestyr

--------------------------------------------------
A titanic intellect... in a world full of icebergs
--------------------------------------------------
Elle Holmes jestyr@*******.dialix.oz.au
http://www.geocities.com/TimesSquare/1503
--------------------------------------------------

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