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Mailing List Logs for ShadowRN

Message no. 1
From: James Nichols <JMNICH00@****.UKY.EDU>
Subject: Phys Ad
Date: Tue, 5 Apr 1994 10:34:48 EDT
A) Glad, I finally got on here.

b) From what some friends told me I just missed a discussion on Phys Adepts.
Well, I'm running one in our sub-group (to let the regular GM play for a
bit) and I am kinda worried about the potential this guy has. I like
running him but improving these guys in there stock in trade seems to be
a lot harder than others. I mean, after all, when, by the rules, if I had
already spent my magic points in creation, I would have to be initiated 3
times to get the enhanced centering for physical skills like .. gasp ..
my martial art skills (which should have came on first initiate level),
this seems pretty hard on us kung fu/zen archer types.

So before this gets any longer, are there any sets of current suggestions
for rules modifications that make PA's viable in the long run.
Also, what is the full address for teetot. I had it but I have it no longer.

Bolshoye danken Chummers
Message no. 2
From: Koert Vynckier <kvynckir@***.VUB.AC.BE>
Subject: Re: Phys Ad
Date: Tue, 5 Apr 1994 16:54:26 DST
teetot is teetot.acusd.edu
Message no. 3
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: Phys Ad
Date: Tue, 5 Apr 1994 23:24:46 -0700
ATTN: Shameless Plug

If you don't like the Initiation rules, I advise you get ahold of
NERPS: Shadowlore and check out my gradual intiatnion rules. They are a vast
improvment.

BTW, when will it be ready Rob?

*******************************************************************************
* See Ya in Shadows * * "Keep your friends close, but keep *
* Jason J Carter * Carter@***.EDU * your enemies closer." *
* The Nightstalker * * Deep Throat -- The X-Files *
*******************************************************************************
Message no. 4
From: Wolfchild nathan.olsen@*******.msus.edu
Subject: Physad
Date: Fri, 6 Aug 1999 19:12:31 -0500 (CDT)
Believe me, I really don't want to bring up the whole physad vs street sam
thread, but for those who firmly believe that physads are underpowered or
in some way need a boost to be viable characters, I have the following
suggestion. Why not let them enhance other skills besides the basic combat
skills? Can you imagine a MacGuyver-type character with enhanced B/R
skills? What about a stunt driver who can go toe-to-toe with those riggers
without a bit of augmentation (enhanced driving skills). Just about
anything but social skills and knowledge skills could, in theory, be
enhanced. The point cost would be similar to that of Firearms or Gunnery,
or 1 point per level of enhancement as per SR2 rules. Convert that however
necessary for SR3.

BTW, the idea came from Earthdawn where all characters are adepts who use
magic to improve their skills, everything from combat to painting.



Wolfchild - "Discinctaque in otia natus."
--
,-'~/ In October of 1994, three student filmmakers ____|____
/' | /(_ disappeared in the woods near Burkittsville, \|/
/ / \,_/ .\ Maryland while shooting a documentary. X
| | /, ,-' A year later their footage was found. / \
| | ,-, \ \,?| "Quin tu istanc orationem hinc veterem atque / \
| ,|/ / ,_\,_/_ antiquam amoves?" -Plautus, Miles Gloriosus ___|___
|/ | __, _) There are nights when the wolves ___|___ \|/
| `;-~_.--~ are silent, and only the moon howls. \|/ X
`.`--,, Wolfchild <nathan.olsen@*******.msus.edu> X / \
(`~`)___/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\___ / \ / \
Message no. 5
From: Chris Maxfield cmaxfiel@****.org.au
Subject: Physad
Date: Sat, 07 Aug 1999 12:39:25 +1000
At 19:12 6/08/99 -0500, Wolfchild wrote:
>Believe me, I really don't want to bring up the whole physad vs street sam
>thread, but for those who firmly believe that physads are underpowered or
>in some way need a boost to be viable characters, I have the following
>suggestion. Why not let them enhance other skills besides the basic combat
>skills? Can you imagine a MacGuyver-type character with enhanced B/R
>skills? What about a stunt driver who can go toe-to-toe with those riggers
>without a bit of augmentation (enhanced driving skills). Just about
>anything but social skills and knowledge skills could, in theory, be
>enhanced. The point cost would be similar to that of Firearms or Gunnery,
>or 1 point per level of enhancement as per SR2 rules. Convert that however
>necessary for SR3.

Yep. This is what we do. We allow Social skill ability boost at a cost .5
per die and all the rest .25 per die in our game - including knowledge skills.

The reason we decided this comes from the fact that the initiated physad
can buy the metamagic of Centering against any of these skill groups and,
therefore, it seemed consistent that the physad could also purchase Ability
Boost in any of the skills in these skill groups. Note, the physad ability
to Center against penalties in any skill area makes the physad potentially
very effective as a medic, negotiator, mechanic, etc. as well as a fighter.


Chris
Message no. 6
From: abortion_engine abortion_engine@*******.com
Subject: Physad
Date: Fri, 6 Aug 1999 23:55:17 -0400
Other than the fact that B/R is primarily a knowledge skill (here is where I
duck the thrown disagreements) there's obviously nothing wrong with your
idea. In fact, I can assure you that, as the sixth world progresses, this
will become not only possible, but common.

But we're only a few years in. Before magic rules the world (a la Thera)
you've got to give us a few years.

But we're on the way. The magical curve in this world is very atypical. A
great deal of magic has come into the world very quickly. This is not the
normal even sine wave. So you'll get your Farming Adept sooner than we might
all think. :)

Further Reading

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