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From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Adept answers
Date: Mon, 9 Aug 1993 13:31:37 -0700
>>In the GrimII on page 34 it is talking about Boosting Attributes. In
>>paragraph 3 it says that the drain target number is equal to one half
>>the boosted attribute value.

>>Now the question is, do they meen the value of the attribute before or
>>after the boost?

After the boost. The harder you boost the harder it is to resist. Remember
that you don't have to use all the levels you have.

>> I was thinking about physical adepts yesterday (which I must admit are
>>very useful), and I thought up a new kind of adept: the mental adept. I
>>picture these as psychics. I don't have a lot of ideas about what
>>abilities to give 'em except perhaps clairvoyance, telepathy, levitation
>>maybe, etc. (I was thinking about this around 2:30 A.M., so I wasn't
>>exactly clear.)

>> Anyway, my question is this: what does everybody think of this? Also,
>>what kind of abilities should be allowed, and how much should they cost?
>>I'll see what else I can come up with. Thanks in advance!

The idea has been thrown around. I think the easiest way would be to make them
similar to elemental adepts, in that they are restricted to certain spells. But
honestly, I don't see a need for them.

>> Or, another thought I had (and I'll think it over more carefully at
>>home, with the Grim in front of me) is Spell class adepts. Mana or Physical,
>>though these categories are a bit broad. Are there such things as Combat,
>>Health, or Illusion Adepts? Think of every way there is to classify magic
>>and its use in Shadowrun and see if it works as an adept.

Mana ro Physical Adepts would be too broad. As for Combat and Illusion adepts,
they are called Fire and Water adepts. There are no Health adepts, but I am
contimplating making some. They will be called Healers and Necromancers.

See Ya in Shadows,
Jason J Carter
The Nightstalker

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