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From: bellovar@***.WISC.EDU
Subject: Re: Adepts and Mages
Date: Fri, 29 Jan 93 13:09:16 CST
> From: Chris Davies <rdac005@****.AC.UK>
> Subject: Adepts and Mages


> Hi again, not content with admitting that he's not sure of the rules.
> The boy wants to change them already.


> Seriouly folks heres an idea, it may be old hat. I would appreciate
> feed back please.

> The basis is that Adpets are not as strong magicians as you "common"
> mage. Since this is true. This bit about magic 6 is a game mechanics
> system. Adepts have less magic than Mages but magic seems to be lost
> in factions of the base. The idea is that if Magical Adepts are less
> than mages then so are Physical ones. In fact the powers of a physical
> adept are open to all mages and shamen. The points that they sepnd upon
> physical adept powers are removed from there magical stats for spell
> casting and summoning purposes. If there is enough interest in this
> idea I will gladly write this up properly. However those who have
> played this game more extensively than me may see some obvious loop
> holes.
>
> Chris
>

Well, personally, I see this as a playable solution, and I like the idea.

A problem comes in the entire philosophy of what a physical adept is.
The focus their abilities in an entirely different manner than "normal"
mages. However, certain people may be capable of achieving both the
weilding of magic as an entity and as part of oneself.

Part of the reason I say this is that I believe integration of the two
should NOT be a common thing - although possible. Perhaps some karma
needs to be spent, or take it from initial force points if such an option
is chosen.

However there is still some potential rules difficulties. In Astral
space physical adepts get their initiative bonus and killing hands
abilities while astrally percieving. Do they also get it while
astrally projecting? I could see a mage using 3 magic points to get
killing hands (Str S) and one extra initiative die. Talk about
terror in the astral plane! =)

In our game we are just experimenting with a character (mine) which was
allowed to become a wolf shaman physical adept (a wolf combat adept) by
assigning top priority as magic. Actually, to limit his power, he also
had to start as a metahuman as well, not leaving much for money, skills,
or abilities.

What I see as a death situation is a man with ninjitsu 8, killing hands
(Str S), modified shock gloves (7M stun due to no punching stun involved)
and casting the spell death touch before jumping into the fray. Ok,
given he has next to no other skills (stealth and sorcery) and merely
a Strength of 3, I have to speak to our DM about this before he actually
gets into a combat so I can turn him into something standard to protect
some game balance here, unless she would rather I keep it.

Any Comments? - I am really curious - expecially since it falls so much
in line with what's up.

BTW Chris - I like your idea a lot - but I do worry of melee killing
machines that still have other spells.

Celt

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