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Author Topic: Adepts  (Read 6126 times)

bull30548

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Adepts
« on: August 19, 2007, 10:57:55 PM »

Ok here is the question regarding 3rd edition Shadowrun.  

Quote

An adept cannot have more levels in a power than the adept's Magic Attribute.  For example, and adept with Magic 4 cannot have more than 4 points worth of power, none of which can have more than four levels.

During game play, adepts may purchase additional Power Points at a cost of 20 Good Karma Points per Power Point.

Page 168 Shadowrun 3rd edition rules


So how are you supposed to purchase more power points if you can't have more powers than magic attribute?
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kv

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Re:Adepts
« Reply #1 on: August 20, 2007, 01:31:48 PM »

Initiate and raise your magic level?

  -kv
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bull30548

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Re:Adepts
« Reply #2 on: August 20, 2007, 03:18:42 PM »

Well the next paragraph says

Quote
During game play, adepts may purchase additional Power Points at a cost of 20 Good Karma Points per Power Point.

page 168 Shadowrun 3rd edition

Um so how the heck does that work?
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Fortune

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Re:Adepts
« Reply #3 on: August 20, 2007, 03:51:30 PM »

That '20 point' section is for those people that do not have Magic In The Shadows, and either don't want to, or can't use the Initiation rules.
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bull30548

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Re:Adepts
« Reply #4 on: August 24, 2007, 08:01:46 AM »

Ok that makes even less sense the Magic in the Shadows was supposed to be supplemental rules not complete rewrite of the rules.  I think the main problem is that Adepts have never been all that well defined.  If you read there is tons on full magicians.  Aspected and Adepts not so much actually.  

I mean they don't even clearly define why an adept would want to initiate for anyway.  More Power Points, use the guidelines in the main rules.  Higher Magic rating?  Why most of their powers don't even need a spell pool.  Metamagic feats?  There are only a few out there and those are useful.  Changing our Auras? Sure could be useful if I worried about background count or being hunted by mages.  Getting rid of Geasa?  Ok you might want to get rid of those if you have any.  My question is why do you have one in the first place?  

I just would like a better game information definition they have plenty story out there for them but not a whole lot game rules wise.
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Fortune

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Re:Adepts
« Reply #5 on: August 26, 2007, 04:21:41 AM »

For SR3, SOtA64 (State of the Art 2064) was a really good source for depth on Adepts.
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mercy

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Re:Adepts
« Reply #6 on: September 07, 2007, 07:37:24 AM »

question if a adept or mundane take sorcery spell defense can they actruly benifit form it  I would say yes

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Fortune

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Re:Adepts
« Reply #7 on: September 07, 2007, 07:42:00 PM »

question if a adept or mundane take sorcery spell defense can they actruly benifit form it  I would say yes



Nope! In SR4, a mundane (or even non-Mystic Adept) cannot even learn any active Magical Skills (or Resonance Skills for that matter).
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mercy

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Re:Adepts
« Reply #8 on: September 08, 2007, 03:34:36 AM »

well that makes no sense at least for a pysical adept
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kv

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Re:Adepts
« Reply #9 on: September 08, 2007, 11:38:04 AM »

Well think of it this way- they're not learning magic as much as they're perfecting thier own phsycial prowness. Adpets aren't aware of magic in the same way that mages and shamans are- hence the insult "groggy," a word for someone who's almost awakened, but not yet.

Giving adepts spell defense would make them pretty invincible- they could be as fast and strong as a troll, go toe to toe with a street sam, and shrug off spells? I'd say they couldn't have it, just for game balance.

  -kv
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Stone the Crow

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Re:Adepts
« Reply #10 on: September 08, 2007, 12:54:57 PM »

Nope! In SR4, a mundane (or even non-Mystic Adept) cannot even learn any active Magical Skills (or Resonance Skills for that matter).
Quote
To be more correct, they can't learn Magical Skills as Active Skills, but can take them as Knowledge Skills.  Same skill, just not able to use it yourself.  (The way you worded it, they simply can't take them at all.)
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kv

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Re:Adepts
« Reply #11 on: September 08, 2007, 01:55:59 PM »

Are you not able to use knowledge skills at 1/2 for active skills in 4th edition? I don't know 4th edition as well as 3rd (since I'm poor and cannot invest in books like Street Magic), but I thought that one had made the cut.

  -kv
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"There are three rules to surviving a gun fight.
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   If you can do that, you can survive."
                                 -Samus Bravo
                                (Mercury's Father)

Stone the Crow

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Re:Adepts
« Reply #12 on: September 08, 2007, 04:44:30 PM »

Not sure what you're referring to.  In 3rd Edition it was assumed you had the Background Knowledge Skill of all your Active Skills at one-half their rating, representing the background knowledge you picked up in the course of training and learning that skill.  A later rule also occasionally let you use certain Knowledge Skills as a Complimentary Skill for Active Skills (ie, giving you a chance for another success or two)... but that's about as close as I can remember.
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Fortune

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Re:Adepts
« Reply #13 on: September 08, 2007, 08:01:56 PM »

And no, SR4 does not have that rule. Although there is a suggestion that appropriate Knowledge Skills could be rolled and the 'hits' be added as a Dice Pool modifier to the Active test.
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Ingo Monk

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Re:Adepts
« Reply #14 on: September 11, 2007, 12:08:32 AM »

Well think of it this way- they're not learning magic as much as they're perfecting thier own phsycial prowness. Adpets aren't aware of magic in the same way that mages and shamans are- hence the insult "groggy," a word for someone who's almost awakened, but not yet.

Giving adepts spell defense would make them pretty invincible- they could be as fast and strong as a troll, go toe to toe with a street sam, and shrug off spells? I'd say they couldn't have it, just for game balance.

  -kv

LOL.. adpets... heheheheheh!!!
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