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From: Jonathan Hurley <jhurley1@************.EDU>
Subject: Physical Adepts
Date: Mon, 21 Jul 1997 13:21:13 -0400
As may or may not be known to the world at large, I think Phys-ads are
biased against in SRII. So, in my quest to give them a helping hand, I
tossed this idea around with my players:

I don't like the fact that a physical adept *has* to initiate to gain more
abilities. It doesn't fit my worldview. For a while, I was giving them a .5
discount to the multiplier for initiation, but 1)They still end up with
ridiculous initiate grades, and 2) it doesn't help all that much.

So I decided to do make buying a magic point worth of physical adept
abilities 15 karma. Flat rate, no changes. (Umm, that's about two runs for
my game, what with individual karma awards.) This does not change the
physical adept's actual magic rating.

If he wants to initiate, the cost for grade 0 is 18 (less if he takes an
ordeal/does it with a group.) Each additional grade of initiation costs
(6+(next grade)*3)-15. (Again, adjust the multiplier as necessary.) A
physical adept may only initiate to a level equal to the number of magic
points worth of powers he has -6 (i.e., his initiate grade is limited by
the amount of magic points he's bought.)

A physical mage buys magic points for his physad side, and initiates *at
full cost* on his magical side. He is *not* limited in grade by the number
of magic points he has gotten. His magic rating is that of his mage side.
If he loses all his mage magic rating, he may then initiate as a physad
does, because that is all he is now.

Any comments?

I believe that this would make physical adepts a little more interesting
and playable without overpowering them.
--
Quicksilver rides again
--------------
Those who would give up a little freedom for security
deserve neither freedom nor security
-Benjamin Franklin
Yeah, I have Attention Deficit Dis - Hey, look at that butterfly!
Jonathan Hurley (mailto:jhurley1@************.edu)

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