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Message no. 1
From: Samuel Jones <sjones1@***.UNICOMP.NET>
Subject: Physical Adepts and Magic Ratings
Date: Wed, 19 Jul 1995 00:37:49 CDT
Is there any way to become magically active after starting a character? Not
a mage, necessarily, but any magic rating. Along the same lines, is there
any way short of initiation to make the Magic attribute higher?
Message no. 2
From: MICHEL RACINE <racim00@***.USHERB.CA>
Subject: Re: Physical Adepts and Magic Ratings
Date: Wed, 19 Jul 1995 01:47:12 -0400
On Wed, 19 Jul 1995, Samuel Jones wrote:

> Is there any way to become magically active after starting a character? Not
> a mage, necessarily, but any magic rating. Along the same lines, is there
> any way short of initiation to make the Magic attribute higher?
>

In my game, I recently sent my players into a dead zone (see NAGEE 1-2, sorry
I forget the author). Keeping in mind that a dead zone is full of mana,
magical energies raising from the earth. The effects of the dead zone
affected one of my players: a former military special forces agent...
gone nearly mad after a bio-chemical experiment. The player have some
bioware, some cyberware and I let him become magicaly active, the touch
of the physical adept. He can now use his remaining magical points to buy
physical adept powers. Not many because he is already in another mood...

It's not in the rules, but you can do want you want when you are the Game
Master. Just make the mood, and the players will follow.

By the way, when I read SECRET OF POWER trilogy, I was facinated how a totem
calls his subject. How the character followed the path of the totem and how
he became a dog shaman. This IS COOL! Never tried it in a game by now...
but soon will I.

I'm not sure, but I think that with Initiation you can raise your magical
attribute...

See ya

Racine
Message no. 3
From: "Lindblom Fredrik, Training" <fredrik.lindblom@*******.TELIA.SE>
Subject: Re: Physical Adepts and Magic Ratings
Date: Wed, 19 Jul 1995 10:31:00 PDT
>I'm not sure, but I think that with Initiation you can raise your magical
>attribute...

You do. It's half the point with initiation. (the other half being
metamagic)
Get the grimthingy and everything will be revealed.

MxM
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Physical Adepts and Magic Ratings
Date: Wed, 19 Jul 1995 11:37:54 +0200
>Is there any way to become magically active after starting a character? Not
>a mage, necessarily, but any magic rating.

Not according to the FASA rulings.

>Along the same lines, is there
>any way short of initiation to make the Magic attribute higher?

Any initiation after the first one (as per the Grimoire) increases your
Magic Rating by +1.


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
We've got to... oh hell, who cares anyway?
GC3.0: GS/AT/! 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: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: Physical Adepts and Magic Ratings
Date: Wed, 19 Jul 1995 11:04:16 GMT
> From: Samuel Jones <sjones1@***.UNICOMP.NET>

> Is there any way to become magically active after starting a character?

not by FASA rules.
however GM's have been know to allow it under special circumstances.
I worked out the equivalent karma costs of 'buting' the 'priorities'
after startup (though i still seriously restrict this trick) and have
allowed a character to buy phys ad. Another expressed as a metahuman
(very expensive) [good excuse, i just stepped onto the site of the
Great Ghost Dance (well its astral echo)], again using extra rules.

I could post the rules if folks are interested but only if i get
enough interest to make the effort worthwhile. Do note buying 'mage'
plus 'startup mage' skills added up to about 150 Karma starting from
zero, though Physical adept at 23 is a bit more reasonable.

two notes: the cost i have are for my costing of attribute increases,
and the 'prioities value' stuff is not on offer (ultimate toolers
guide to SR2 character creation) unless you really ask, and agian is
affected by the system it was done for. The differences to standard
book FASA costs though are fairly negligable.

> Not
> a mage, necessarily, but any magic rating. Along the same lines,
> is there
> any way short of initiation to make the Magic attribute higher?
>
only initation rases natural magic attribute [getting vampired will
as a side effect of higher essence but most folks don't consider that
a viable option]. Power foci do raise magic attribute effetctive
vaolue but only for a few purposes and those do not include Masking
or physical adept powers.

Mark
Message no. 6
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: Physical Adepts and Magic Ratings
Date: Wed, 19 Jul 1995 09:59:05 -0400
>>>>> "Samuel" == Samuel Jones <sjones1@***.UNICOMP.NET>
writes:

Samuel> Is there any way to become magically active after starting a
Samuel> character? Not a mage, necessarily, but any magic rating.

If you did not allocate a priority to having a Magic rating, you do not
get one. Ever.

Samuel> Along the same lines, is there any way short of initiation to
Samuel> make the Magic attribute higher?

No.

--
Rat <ratinox@***.neu.edu> \ If Happy Fun Ball begins to smoke, get
PGP Public Key: Ask for one today! \ away immediately. Seek shelter and cover
http://www.ccs.neu.edu/home/ratinox/ \ head.

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