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Mailing List Logs for ShadowRN

From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Re: Phys Adepts
Date: Tue, 18 May 1993 11:30:37 -0700
Chris asked:

What's the point in being a physical adept other than the 'killing hands'
feature?

It seems to me that one could create a martial artist using cyber/bio ware with
the same functions as a phy ad, and not have to blow a high priority on magic.

What have I missed?

Chris, you've missed alot.

When was the last time you tried to use a heal spell on a maxed bio/cybered
character? It's nearly impossible. Once these guys take damage they have to
live with it for the entire adventure. Physical Adepts bounce over to the party
magicians and are better in no time.

There is also astral perception. I'd like to see a samurai do that.

Then there's Initiation. Sure you begin with six points of magic and getting
two extra initiative dice cost 4 of them, but with time and karma you can get
unmearsureable amounts of magic and the power that goes with it.

Then there is centering and advanced centering. Now it takes a good bit of
karma to get these powers, but if you get Advanced Centering on combat skills,
you can start ignoring combat modes like damage and cover. Wouldn't it be nice
to have Target Number of 3 verses a target with partial cover? Physical Adepts
can get that but samurai's can't.

The rule is really simple, any thing a samurai can do a Physical Adept can do
better, it just takes a ton of karma to do it.

See Ya in Shadows,
Jason J Carter
The Nightstalker

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