From: acgetche@taco.engr.ucdavis.edu (Adam)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII PhysAds
Keywords: Physical Adept Abilities
Date: 25 Jan 93 23:17:35 GMT
Organization: College of Engineering - University of California - Davis


	Here is a description of a Physical Adept in our game:

	Jomyo Meishu (named after monk in Heike Monogatari) uses Tech A,
Magic B, Attributes C, Skills D, Race E.
	He buys Force 6 Naginata Weapon Focus (+2 Reach).  He spends remaining
Force points/cash on Spell Locks that party Combat Shaman uses to Lock 
Increase Reflexes +3 dice, Increase Will/Int/Quick/Charisma/Reaction +4,
Combat Sense, Invisibility on Naginata.  The Combat Shaman has also bought
spell locks for use by himself (Increase Intelligence +4) and a Power focus,
as well as some fetish foci.
	Veteran Shadowrun GMs and spellcasters are already nodding their heads
and wincing.  Jomyo's powers are Astral Perception and +8 Armed Combat dice,
and his skill include Armed Combat (4) Polearms (6) Naginata (8).  Through
use of the power foci, fetish foci, Karma Pool rerolls, and the boosted stats
Jomyo's Combat Pool is 20+.  His initiative is 4D6+10.
	When Jomyo swings his Naginata, he gets to roll 8+8+6= 22 dice without
using his Combat Pool.  The damage code in normal space is 10S, in Astral 
Space around 8M.  Note that in Combat, to stage damage up or down, the NET
SUCCESSES are used.  Jomyo just needs 2 NET successes to kill Andre the Troll,
he's gonna get 13-15 without using Combat Pool, Karma Rerolls, or anything.
Each time Andre attacks, Jomyo's gonna counterstrike with his 13-15 successes.
	If Jomyo really decides to take off someone's head, he's gonna roll 40
dice and use rerolls.  Even if Andre's got all the Karma in the world, he's
not going to generate much more than 18 successes, whereas Jomyo can easily
rack up 30+.
	So some mage bops along and decides to take out Jomyo's spell locks.
Well, as soon as the spell tries to ground into Jomyo's body he's gonna engage
it in Astral Combat and slaughter it.  Same with the mage.  Check out the
Interception rules in Melee for the sad truth.  Even if 10 spells try to
ground out into spell locks, Jomyo gets 22 dice to counterstrike each spell.
Plus whatever of his Astral Combat Pool is (un)necessary.
	As Jomyo initiates, it'll get worse.  He'll be able to get enhanced
Centering, buy some initiative dice, and more Improved Ability dice.  As the
Shaman initiates, he'll be able to Quicken/Anchor more spells on Jomyo, getting
rid of the pesky Intelligence limit on magic items.  An Anchored Activation/
Deactivation linked Improved Invisibility spell with 9 successes will make
Jomyo the stealthiest thing around.  Etc. etc. blah blah blah ....
	Sure, Slade the Sniper can take him out, but the point is a carefully
designed PA can still rule melee combat against any upstart Troll samurai
with a Dikoted Wallacher.


           -- Adam
+--------------+---------------------------------------------------------------+
|Adam Getchell |Surgery-Radiation Oncology    GETCHELL@radonc.ucdmc.ucdavis.edu|
| acgetchell   |ez000270@chip.ucdavis.edu        acgetche@taco.engr.ucdavis.edu|
+--------------+---------------------------------------------------------------+
	
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