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Message no. 1
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: physical adepts - add new rules post - Physcal Magicians
Date: Tue, 10 Oct 1995 19:34:26 GMT
> Subject: physical adepts

> has any one had any ideas on how to balance out the powers for
> physical adepts.
>

Ok. I think physical adepts are fine as they stand. There are an
assortment of things available to sort them out. Some FASA, some not,
some awaited.

Rather than offering more 'fixes' to physical adepts i will post a
file i have sent out before on rec.games.frp.cyber, and NERPS during
a very low period in Dragons and other Paranormal Animals when
anything vague [and i mean vaguely] related seemed worth a try to
stir interest. [i believe it will be deleted from that as too far
off, which i was always happy to accept]

Anyway, A suggestion : "Physical Magicians". i.e. take the physical
adept concept and expand it for an 'A' priority. First history.
I first thought on this May/June 1993, it was written down 1994 and
posted rec.games.frp.cyber about Febuary this year, and NERPS about
April. This has also been put on the web (with my permission) though
not when i last saw it totally accurately by someone whos name i have
forgotten, He was on this list early summer (sorry to .....)

-------------------------------------------------------------------
suggested new rules follow for discussion this is the public domain,
posted version hence extras. Certain claims about testing made in the
main file are now invalid will explain at the end.
--------------------------------------------------------------------

Rules Expansion For Shadowrun Second Edition

Note that Shadowrun (both editions) is copyright FASA Corporation.

This is my own efforts, I don't know if anyone else has proposed
anything similar in the past. Note that I am happy for folks to
distribute this and use it in their own games, convert to HTML e.t.c.
but please leave all attached author notes and FASA copyright
warnings.

PHYSICAL MAGICIANS
Or what happens if you take FASA's physical adept and expand the
rules to cover a character wanting to pursue this path but paying
priority 'A' for magic (B if metahuman, A with more metahumans rule
e.t.c.). If anyone has any comments or observations feel free to fire
away as long as they are constructive. These rules have not been used
very much as only one player has been shown before and the answer was
no.

The rules.
New powers:

Astral projection: no cost, you get this as a basic ability just
like any other full magician. As base astral statistics convert as
normal, see below for another option.

Astral perception: no cost, again basic ability as per full
magician no more paying 2 magic points for it.

Use of magical skills for magical purposes:
note you are not allowed to cast spell, conjure spirits of any type
or get involved in ritual sorcery but the defensive uses of these
skills as listed below are now allowed

Sorcery
As combat on the astral plane, same as physical adept.
As spell defence, just like a mage or shaman. This may be bonused
by foci as applicable though do note that specific spell foci are not
usable for spell defence so remain useless to you.

Conjuring
You may use banishing as per main rulebook. Note though that all
spirits are counted as if they were of a different tradition as there
are no spirit types you are associated with.

Magical Theory
Actually no change as mundanes can use this to design spells, you
do however get to deduct your magic rating (note the actual number
not after deducting power bought) from your target numbers.


Power changes, affects costs only which have been reduced:

Improved physical attributes: change the costs for improving body,
quickness and strength to:
new value is
less than or equal to half racial maximum : 0.25 per point
less than or equal to racial maximum : 0.5 per point
less than or equal to 1.5 times race max. : 0.75 per point

Improved physical attributes: change the costs for improving reaction
to:
new value is
less than or equal to half racial maximum : 0.25 per point
less than or equal to racial maximum : 0.5 per point
less than or equal to 1.5 times race max. : 1.0 per point


Astral Statistics
Normally calculated as per the standard astral project rules.
new power, may buy astral statistics same as physical for 2 'magic
points', allowing you to use strength as damage on the astral, yes
trolls jump for joy. Ouch.

Regardless your astral reaction remain twice intelligence attribute
and you get the usual plus 15 for astral projection initiative.

The increased physical attributes powers may be bought affecting the
astral plane (they are not spells) but to do this you must have the
'astral stats as physical' power. You may buy increased astral
reaction whether you buy this power or not but it is totally separate
from the physical plane version. For these purposes racial maximum
reaction is twice racial maximum intelligence (logically).

Yes the power increased reflexes does work on the astral plane so a
physical magician can roll more than 1 dice for astral initiative
unlike mages and shaman, that should give them a nasty shock. Also
pain resistance continues to function normally.


Physical Magicians and Initiation
Metamagic powers
Centering:
Vs penalties as per physical adept, note that you cannot use
centering skills while astral project and that enhanced centering is
still required for anything but the physical skills.
Vs drain, yes for the attribute boost power but that is all it
would affect.
Quickening:
No use as this requires spellcasting capability.
Dispelling.
Fully functional, you may of course centre Vs drain with this.
Shielding:
Fully functional, very nice.
Masking:
Fully functional, physical adepts theoretically get this already
but without astral perception some would rule that its not allowed,
well you get precept for free so go for it.
Anchoring:
Again this requires spellcasting so not applicable.

Metaplanar Projection.
As you have normal project this is now available on initiation.
Quest types available; Astral concealment, initiation, spirit battle,
true aura and true name (see p97 Grimoire 2).

Other comments.
Yes you will get both shielding and astral dice pools now. Astral
initiative will go up as per other initiates.

==============================
end post on physical magicians
==============================

This has now been shown (directly by myself) to i think 3 folks and i
have had 2 NPC's using these rules, 1 alive one dead, and 1 PC
[working fine at > 200 karma]

Constuctive comments welcome.

Mark

Further Reading

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