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Mailing List Logs for ShadowRN

From: Keldon Mor Keldon@********.net
Subject: Cyber-Mages (was: A perfectly acceptable...)
Date: Thu, 11 Feb 1999 01:29:59 -0600
>"And now, a Channel 6 editorial reply to Gurth."
>]But, many players don't see it that way.. they see it "I'll get to 1.1
>]essence, so's I don't lose my Magic, then Initiate up from there" (That
goes
>]for Physads I might add)... And that's the problem, IMHO...
>


Personally, I would think a Mage with 11 points of magic would be much more
dangerous than a Mage with 6 Points of magic and 5 points of
cyberware...Especially in SR3 now that Magic Rating has a little more effect
on casting magic. Not to mention how far behind in skills & attributes he
would be since Initiation is not exactly cheap. I happen to run a Combat
Mage from the SR1 archetype when I didn't know anything about SR. I've
worked in a character background that Cyberware was initially installed
against my wishes but have changed and reinstalled new cyberware hear and
there going for the latest beta & alpha where. The more important piece and
perfect for any mage was a set of Skillwires & chipjack. Hey, I spend enough
time reading arcane tombs and researching new spells, who has the time to go
to the gym or firing range? The right choice of 1 or 2 points of essence
worth of cyberware is all any mage should really want or need. Almost all
combat related cyberware can be duplicated via magic.

Peace,
Keldon Mor
Keldon@********.net
http://ww2.netnitco.net/users/keldon

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