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Message no. 1
From: "TORTURE, THE CAT" <91431@*******>
Subject: Physical Adept...
Date: Wed, 6 May 92 20:36:00 EST
Excuse my gutter-speak, but what the drek are physical adepts? I recently
bought the first edition of Shadowrun and I can't find anything about them...
Help me out, eh?


- Fang Blackbone A-10
__ /
\\ \ / /l "Now you know what we
\\_\ /l/ / are, now you know what
\ / / l / you are... "
l\ / l \
l \__/ lD \ __ "Be one of us, Michael."
l_/== l l / /
/ \__/ / / /
l O /\ l l - Keifer Sutherland, "Lost Boys"
\ __/ __/ \ l l
\______/ l l l
l l l/ /
\_/ l l \ / Greg Dausey_aka_Torture the Cat
\_/ 91431@*******
Message no. 2
From: "Richard Pieri/Stainless Steel Rat"
Subject: Re: Physical Adept...
Date: Thu, 7 May 92 15:10:41 EDT
>>>>> On Wed, 6 May 92 20:36:00 EST, "TORTURE, THE CAT"
<91431%TAYLORU.bitnet@**
NYVM.CUNY.EDU> said:

91431> Excuse my gutter-speak, but what the drek are physical adepts? I
91431> recently bought the first edition of Shadowrun and I can't find
91431> anything about them... Help me out, eh?

Physical Adepts are described in the Grimi... Grimor... Grimthingy :-).

They get a Magic Attribute, and they can spend those ``point'' on some
nifty things. Physical Adepts tend to be very effective in hand-to-hand
combat, and rather pathetic at range.

--Ratr
||||| | | | | | | | | | | | | | | | | | | | | | | |||||
__ ___
Richard Pieri, Northeastern's Stainless Steel Rat/ | /| / / | The Worlds
Internet: ratinox@********.coe.northeastern.edu /__ |/ |/ / /| | Welfare Works
UUCP: ...!northeastern.edu!splinter!ratinox/ | /| / / / | | Association:
BITNET: UA_RLP@*****{.BITNET} /__ |/ |/ / / | | I will solve
USNail: 14 Westdale RD Holbrook, MA 02343 / | /| / / /___| | any problem
ICBMnet: 42 deg 1 min N, 71 deg 0 min W / |/ |/ /_//_____| for you.
Message no. 3
From: Colin Smith <csmith@*****.SCT.GU.EDU.AU>
Subject: Re: Physical Adept...
Date: Fri, 8 May 92 11:23:40 +1000
Physical adepts are *wonderful* creations of the Grimoire (yes, correct
spelling). Adepts, as a whole, are magically active creatures, but
their magic is of a lesser strength than fully hermetic mages and
shamans. In game terms, the adept may only use magic for one purpose.
Hermetic adepts are divided into the subclasses of sorcerers, conjurers,
and enchanters (this means that the adept may perform only one type of
magic, according to their subclass -- sorcerers may only use their
magic to cast spells, conjurers only conjure, etc). Shamanic adepts
are specialists of their totem's magic -- that is, they may only cast
spells from the spheres that they have an advantage in (thus, Snake
Shamanic adepts may only cast spells from the Detection and Illusion
spheres).

Physical adepts use the magic in a different way. Their magic is some-
what akin to Essence points, and they use them to "buy" various pseudo-
cyber powers (such as Increased Reaction [a form of Wired Reflexes --
up to level four], Enhanced Vision and Hearing, Enhanced Physical Stat-
istics, etc). They are totally physical (hence the name), and cannot
cast spells, conjure, or all that exciting, wonderful stuff that normal
mages can do.

Advantages, you ask. Well, during character creation, using the prior-
ity system, Adept magic costs 3 priority points for humans, and 2 prior-
ity points for metas. Of course, you must declare what class of adept
you are at creation. Also, since the magic is not as strong as the
normal magic presented in the normal Handbook, the ol' rule about magic
loss and deadly wounds is waived for the adepts (but magic loss through
essence loss is still the rule).

The fun things about physical adepts -- you can be rougher than your
standard SS without a milligram of cyberware; your physical attributes
have NO upper bound (but points above the racial limit cost more magic
points); you cannot be put under cyber-restraint or be affected by a
Electro-magnetic Pulse (and still have an initiative of 7+3D6); and so
on. You gotta read the Grimoire for the full details.

And if you haven't read the Grimoire, you also probably don't know about
initiation (the increasing of the Magic Attribute by the expenditure of
drek-loads of Karma), but someone else can talk about that, since I've
had my speech already. As you could probably tell, I like Physical
Adepts a helluva lot (OK, I admit it!), and I'm pleased to say that
I have two running currently, and only one of them has actually taken
a deadly wound (which he recovered from a half an hour later -- thank
the Maker for DocWagon(TM)!)

*******************************************************************************
--Nightflyer <Colin Smith -- csmith@*****.sct.gu.edu.au>//////////////////////
/////////////////////////////////"Aren't you the faggot from the front cover?"
////////////////////////////Captain <Seattle SS>, shaking hands with Harlequin
*******************************************************************************
Message no. 4
From: Marcus Adi <s1685736@********.TECHNION.AC.IL>
Subject: physical adept
Date: Sat, 9 Jul 1994 20:52:59 +0300
I'm new to the SRII (though I have played the SR).
I would like to ask about the physical adept or more acurately about his
advancement in his abilities (powers). In the SRII book it say's his
abilities depend on his magic score rating (which can't be increased without
the use of power foci that he can't utilize).
so what's happening? does a physical adept stays with his original powers
without any hope of advancement (exept devine intervention) , or does he have
a way around this deadlock?
would apreciate U're rapid response.


--------------------------------------------------------------------------
The generation of random numbers is to important to be left to chance.
--------------------------------------------------------------------------
ADI MARCUS _(-0-0-)_ s1685736@********.technion.ac.il
Cerbarus - The phantasmal hound of the War Dog company
--------------------------------------------------------------------------
Message no. 5
From: Mercenary X <kdye@*****.STANFORD.EDU>
Subject: Re: physical adept
Date: Sat, 9 Jul 1994 11:08:12 -0700
On Sat, 9 Jul 1994, Marcus Adi wrote:

> I'm new to the SRII (though I have played the SR).
> I would like to ask about the physical adept or more acurately about his
> advancement in his abilities (powers). In the SRII book it say's his
> abilities depend on his magic score rating (which can't be increased without
> the use of power foci that he can't utilize).
> so what's happening? does a physical adept stays with his original powers
> without any hope of advancement (exept devine intervention) , or does he have
> a way around this deadlock?
> would apreciate U're rapid response.
>
>
> --------------------------------------------------------------------------
> The generation of random numbers is to important to be left to chance.
> --------------------------------------------------------------------------
> ADI MARCUS _(-0-0-)_ s1685736@********.technion.ac.il
> Cerbarus - The phantasmal hound of the War Dog company
> --------------------------------------------------------------------------
>
He has to keep his original powers, but he can gain more by
initiating(See Grimoire II)
Message no. 6
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: physical adept
Date: Sat, 9 Jul 1994 11:22:37 -0700
Adi Marcus asked:

>I'm new to the SRII (though I have played the SR).

Welcome. How does it feel to be out of the dark ages :)

>I would like to ask about the physical adept or more acurately about his
>advancement in his abilities (powers). In the SRII book it say's his
>abilities depend on his magic score rating (which can't be increased without
>the use of power foci that he can't utilize).
>so what's happening? does a physical adept stays with his original powers
>without any hope of advancement (exept devine intervention) , or does he have
>a way around this deadlock?
>would apreciate U're rapid response.

Are you familiar with the Grimoire? It's a supplement deticated to Magicians
and Magic in SR. Within it is a process called "Initiation" by which magicians
may raise their Magic Rating.

The Grimoire also contains lots of interesting stuff like Metamagic,
additionals rules on Astral Space, New Spirit types, Magcial Threats, and an
expanded spell listing. Oh, and let's not forget enchanting rules, and
Druids.

The Grimoire is a must buy for any group that plans on playing SR seriously.

*******************************************************************************
* See Ya in Shadows * * "Trust No One." *
* Jason J Carter * Carter@***.EDU * The late Deep Throat *
* The Nightstalker * * The X-Files *
*******************************************************************************
Message no. 7
From: Gary Carroll <gary@****.COM>
Subject: Physical Adept...
Date: Tue, 18 Jul 1995 11:53:32 -0700
*long post*

I'm currently making a Physical Adept *Kick Butt*
He is a member of a not so nice Magical Group
and the main surveilance/protection man for the Group
especially while doing Ritual Sorcery.
the group consists of
2 toxic shamans (low level no initiation)
just joined - also mainly protection.
1 Mantis Shaman (initiate level 2)
not to the point of summoning spirits
(no conjuring skill yet... for simplicity)
1 Vulture Shaman (init 2 )
1 Shark Shaman (dead) - now parts for the group.
2 Heyenna Shamans (1 init 0 one init 2)
and finally
3 Hermetic Mages. (2 init 2, 1 init 4)
and of course
my Physical Adept - Wolverine Totem (no it doesn't help)
he just lives like this so this is where he gets his
PAdept skills

also one paid rigger decker for camera/drone security
*could also use alot of help in this category*
*figure about 3 Mil nYn for equipment/drones/guns*

*and yes he models Himself after the character Wolverine*
currently I have him at
Body 6
Str 6 (10)
Qui 6 (10)
Cha 2
Int 4 (6)
Wil 6
Ess
Magic

(Initiation level 3)
He's suppose to be tough and have been around plus the group
buys his equipment for him so he can afford beta equip.
so... (we play with the partial essence / body from Nagee)

Tit. Bone lacing (beta) 1.35 ess...
Retractable Spurs (Weapon Foci level 4)
Muscle Aug. level 4 (cloned) 3.2 body .64 essence
cerebral booster .8 body .08 essence
(cause synaptic are cultured)
(maybe ortho skin)

spell locks from the groups mages.
detect enemies
increased reflexes 3d6
(maybe increased reaction +3)
(maybe +4 willpower)

things I am contemplating
Pain Editor
or just damage comp
olfactory sensors
maybe smartgun link
maybe cyber eyes

*I figure I will spend 3 points of essence for cyber/bio*
so magic will stay a 6
Adept Abilities
(2) Astral perception
(possibly olfactory... or eyes...)
*need suggestions here*
*doesn't want killing hands*
*maybe meditation*
*maybe saving for regeneration*

Skills
Athletics 6
unarmed 6
spec ret spurs 10
Canadian lang. 6
street ettiquitte 2

*more help desired*

Thanks
Gary Carroll
Message no. 8
From: Tim Serpas <wretch@**.COM>
Subject: Re: Physical Adept...
Date: Wed, 19 Jul 1995 00:33:07 -0500
If he patterns himself after Logan/Wolverine of Marvel Comics/X-Men,
he wouldn't be hanging out with Toxic or insect shamans. He would
also -not- be considering more cyberware. Wolvie's bone lacing was
done against his will.


Y'know, I modeled my second SR character after the comic book character
Marshall Law.... Lots of bioware, a pain editor, pathological hatred of
gangs, sadism. Fun while he lasted.


Tim Serpas :Geek Code v.2.1: GS d- H++>+++ s:- !g p1 auVW a- w+ v+ C+
BS Physics : U P? !L !3 E---- N++ K++ W M- !V -po+ Y+>++ t+ !5 j+>$
wretch@**.com: R+ G'' tv+>! b+>++ D+ B-- e++>-- u+ h- f+>* r++ n+ y+
Message no. 9
From: Gary Carroll <gary@****.COM>
Subject: Re: Physical Adept...
Date: Wed, 19 Jul 1995 08:29:20 -0700
>Tim replies:
>If he patterns himself after Logan/Wolverine of Marvel =
Comics/X-Men,
>he wouldn't be hanging out with Toxic or insect shamans. He =
would
>also -not- be considering more cyberware. Wolvie's bone lacing =
was
>done against his will.

The character I designed *the Wolverine imitation* is definately =
not
a purest - he's a copy cat - seeing an example and expounding on =
it.
He prob, didn't see be an episode or two - due to the fact that =
he's
not old enough (and they prob. wouldn't be popular anymore).

The character I designed is more like the animal "the wolverine".

but...
are there any suggestions as to what to add...
What if any other cyber/bio...
What Adept abilities would you choose...
What Skills might a security specialist / killing machine have...

*see previous post for the character design
Thanks
Gary C.
Message no. 10
From: "S.F. Eley" <gt6877c@*****.GATECH.EDU>
Subject: Re: Physical Adept...
Date: Wed, 19 Jul 1995 15:50:35 -0400
> *long post*
>
> I'm currently making a Physical Adept *Kick Butt*
> He is a member of a not so nice Magical Group
> and the main surveilance/protection man for the Group
> especially while doing Ritual Sorcery.
>
> [Long description of the huge group, the millions of nuyen, and the
> maxed-out skills and powers of the Adept deleted]
>
> *more help desired*
>
> Thanks
> Gary Carroll


Did you just post this list to brag? What sort of help do you need? If
you just want to kill off your players, you can do it without asking the
rest of us how, and you've got a good start on it.. This strikes me as a
very munchkinish character and group. Spend some time on role-playing and
a reasonable background and motivation to define your character's stats,
rather than trying to see how extreme you can stretch a situation within the
rules.

Just my opinion.. Flame away.


Blessings,

_TNX._

--
Stephen F. Eley (-) gt6877c@*****.gatech.edu )-( Student Pagan Community
http://wc62.residence.gatech.edu| "What use is magic if it can't
My opinions are my opinions. | save a unicorn?"
Please don't blame anyone else. | - Peter S. Beagle, _The Last Unicorn_

Further Reading

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