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Message no. 1
From: Steffen Lassahn <SL@*****.DE>
Subject: Physical Adept Handybook
Date: Mon, 21 Aug 1995 16:05:42 GMT+0100
Hiya all!

I just downloaded the Physical Adepts Handybook. I don't know if
somebody of you read it, espacially the part "Meditation: Giving Your
Adept Some Felxibility". However I had an idea about it.
Why not giving PhysAds the ability to learn new things whenever they
want to according to the rules from the Handybook. But they can only
learn magical abilities they first "purchased" by Karma at let's say half the
magic rating cost. Or perhaps one should treat new abilities like new
spells including the teacher rule and so on.
Perhaps some of you more expierienced guys out there can say
something about it.

Thanks, Mad Eagle

+---------------------------------------------------------+
| Steffen Lassahn sl@*****.de |
| Tel: +49-40-2507298 lassahn@*******.uni-hamburg.de |
+---------------------------------------------------------+
Message no. 2
From: Gary Carroll <gary@****.COM>
Subject: Re: Physical Adept Handybook
Date: Mon, 21 Aug 1995 07:59:39 -0700
>Mad Eagle
>I just downloaded the Physical Adepts Handybook. I don't
>know if somebody of you read it, espacially the part "Meditation:
>Giving Your Adept Some Felxibility". However I had an idea about
>it. Why not giving PhysAds the ability to learn new things whenever
>they want to according to the rules from the Handybook. But they
>can only learn magical abilities they first "purchased" by Karma
>at let's say half the magic rating cost. Or perhaps one should
>treat new abilities like new spells including the teacher rule and
>so on. Perhaps some of you more expierienced guys out there can
>say something about it.

I thought that meditation was too open. I thought that there had
to be some limit to which abilities you could know. *that way there
would be some form of goal, and or a reason to interact with other
physical adepts and even a reason to form a group.* soooooo
I decided to make this limitation.

When selecting meditation you are allowed to select an ability
for every magic rating point. *not including meditation*
(including a new ability for every magic increase due to
initiation)

i.e. increased reflexes, astral perception, killing hands, improved
ability, astral cloak, negamage

Then when using meditation you call allocate to whatever level you
want.
i.e. increased reflexes level 2 (4pts), astral cloak level 2 (1pt),
improved firearms 1 die (1pt)
and tomorrow I choose
increased reflexes level 1 (1pt), astral perception (2pts),
killing hands Serious (2pts), improved unarmed 2 dice (1pt)

This gives some limits to meditation, and also gives the GM
some room for role playing and getting new adept skills.
(i.e. maybe you can only start with 1/magic rating but
you can learn 2/magic rating)

***************************************************
Again these are home rules just like the unofficial
Physical Adept handbook is.
**this statement added for the ivy's of the world**
***************************************************

Thanks
Gary C.
Message no. 3
From: Brett Ryan Brown <calvinoi@*******.SCRI.FSU.EDU>
Subject: Re: Physical Adept Handybook
Date: Mon, 21 Aug 1995 16:50:29 18000
Taken into consideration, guys. Hell...if you don't mind I'll just go
ahead and add some recommended restrictions to the handybook. I didn't
even know anyone actually read it...

BTW, I recently uploaded the most recent version. I'm not sure what
revisions were made, but check it out for yourself if you're actually
interested. If 5.0 isn't in the Physical Adepts Handybook directory yet,
then the ftp admin hasn't moved it yet. Be patient. :)

(Then again, since I'll be adding the new stuff on meditation, I suppose
there'll be an even newer version number pretty soon... Just DL this one
and tell me what you think, please? I'm VERY open to suggestions - I
don't have any pride to be wounded. Thanks!)

_| _| e-mail: calvinoi@*******.scri.fsu.edu
_| _| <=-=> Brett R. Brown KSC
_|_|_|_| _ \ - ) - ) _ _| __| <=-=> Home Page coming...
_| _| ( | - \ - \ | \__ \ <=-=> Finger for PGP public key
_| _| \___/ ___/ ___/ ___ ____/ <=-=> Hail Eris! All Hail Discordia!
<=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=><=-=><=-=-=-=-=-=-=-=-=-=-=-=-=-=-=>
(GEEK CODE 3.0) GU d-(--) s:- a--- C++(+++) US+>+++ P+>++ L E---- W+(++)
-"0th member=- N+ K++ w--- O+ M++ V? PS+(++) PE y+ PGP t++ 5++ X++>+++
-=of SYX=- R+(++) tv++ b++ DI++++ D+ G++ e- h! !r y
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Physical Adept Handybook
Date: Mon, 21 Aug 1995 23:09:56 +0200
>I just downloaded the Physical Adepts Handybook. I don't know if
>somebody of you read it, espacially the part "Meditation: Giving Your
>Adept Some Felxibility". However I had an idea about it.

That idea was pretty good, though I haven't used it myself.

>Why not giving PhysAds the ability to learn new things whenever they
>want to according to the rules from the Handybook. But they can only
>learn magical abilities they first "purchased" by Karma at let's say half
the
>magic rating cost. Or perhaps one should treat new abilities like new
>spells including the teacher rule and so on.

Sort of like spells in **&* you mean? My main problem would be with the
Karma cost... If you do this, you should allow a physical adept to use Force
points to buy powers, though imagine what happens if someone takes Resources
at A -> _HUGE_ numbers of powers...

--
Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
The Teddy Pugh Interview
GC3.0: GAT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y PGP-
t(+) 5 X R+++>$ tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial Shadowrun
Guru :)
Message no. 5
From: Ioannis Pantelidis <jpante@******.COMPULINK.GR>
Subject: Re: Physical Adept Handybook
Date: Tue, 22 Aug 1995 12:30:21 +0300
On Mon, 21 Aug 1995, Steffen Lassahn wrote:

> Hiya all!
>
> I just downloaded the Physical Adepts Handybook. I don't know if
> somebody of you read it, espacially the part "Meditation: Giving Your
> Adept Some Felxibility". However I had an idea about it.
> Why not giving PhysAds the ability to learn new things whenever they
> want to according to the rules from the Handybook. But they can only
> learn magical abilities they first "purchased" by Karma at let's say half
the
> magic rating cost. Or perhaps one should treat new abilities like new
Sorry my friend but what means initiation? the physical adepts are the
only ones that can gain new powers with essence 6 (this means they never
go to hospital if there is a mage) and cyberguys only through bioware
which is also antihealing
> spells including the teacher rule and
so on.
physical adept power is not something you learn but is something you are
borned with it
> Perhaps some of you more expierienced guys out there can say
> something about it.
I think i said enough.(3 lines :) hehehehhehe)
Message no. 6
From: Steffen Lassahn <SL@*****.DE>
Subject: Re: Physical Adept Handybook
Date: Tue, 22 Aug 1995 12:47:54 GMT+0100
> (Then again, since I'll be adding the new stuff on meditation, I suppose
> there'll be an even newer version number pretty soon... Just DL this one
> and tell me what you think, please? I'm VERY open to suggestions - I
> don't have any pride to be wounded. Thanks!)
>
Well, I have a suggestion: There are some abilities mentioned in this
book that are virtually the same like Mesmerize - Hypnotic Influence
and Kai Strike - Killing Hands (range). I gave a copy to one of my
players who is rather inexopierienced and his english isn't that
fluent too. He came back to me rather confused. Perhaps it might be
better to understand if the book is shorter.

Steffen


+---------------------------------------------------------+
| Steffen Lassahn sl@*****.de |
| Tel: +49-40-2507298 lassahn@*******.uni-hamburg.de |
+---------------------------------------------------------+

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