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Message no. 1
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: The Versitility of Shadowrun - Physical adepts
Date: Mon, 12 Jun 1995 15:24:15 GMT
Daniel Kollmer writes

> Mixing magic and tech is one of the funniest things possible in the
SR-rules
> ---------------------------------------------------------------------------
> >3. Physical adepts are not too weak. I'm playing a kensai adept (basically
> a physical
> >adept specializing in swordsmanship). I get hurt more often that the
> Street Samurai
> >and he often beats me in initiative, but I heal a heck of a lot easier and
> fit into
> >most situations easier. Cybernetics mean that when you hurt you are down
> for while (no
> >magical healing) and that you are treated with suspicion in many
> establishments. And
> >with power foci I can also get more abilities (I don't think Street Sam get
> essence
> >foci hehehe).
> ---------------------------------------------------------------------------A
> lso quite true.One of my players has a PA-character.All of the above is
> correct.The fun about it is,if the character ever initiates,he'll get even
> more abilities,and it's much cheaper than cybertech.
>
Sorry but i don't think you are allowed to buy Phsad abilities with
power foci, the rules say the only focus they may use is weapon foci,
though nothing stops the local mage putting spell locks on them, and
an initiated Phsad can then mask those, try dikoted katanas on spell
locked strength, yuck!!

Physical adepts are not weak, it is just difficult to make a start up
character that can hold there own against the sams and guns, but
later, especially if you combine tech and initiation the results can
get horrendus. FASA tried to do this with Terchdire (assasin in Prime
Runners) though i don't think much of the results despite the fact he
is very powerful, you could do much worse things but you would
probably get called Munchkin, and might well diserve it.

Mark

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