Written and maintained by Fetch.
Last updated Sept. 29th, 1997.
I have seen many different types of "negamage" player character rules spread
across the board, but to date I have yet to find one definitive set that I
like. It seems like FASA would print there own set since the negamage was
first mentioned in "Find Your Own Truth". Unfortunately, FASA has not...so
I'm gonna do my best and give you the result. There are two types of PC:
the Null Adept and the Negamage. Both are quite distinct from each other, so
choose the one you like the best.
Null Adept
Null Adepts are not actually magical adepts in the traditional sense.
Rather, they are a rare species of homo sapiens sapiens that possess no
astral presence! Their very existence is a aberration as far as magic-users are
concerned. Despite the best efforts of science and magic both, they remain
unexplained, and no causal relationship has been discovered for this strange
phenomena.
The prevalent theory on Null Adepts is that they are a triumph of Darwin's
natural selection...after all, in an increasingly magical world, Nulls have a
distinct advantage over the Awakened. No data exists to explain the null's lack
of presence on the Astral Plane, and most Thaumaturgical circles deny their
existence with a shudder. The few mages that do admit that Nulls exist have
nicknamed them "Sleepers" or "the UnAwakened."
In Astral Space, a Null looks just like a piece of non-living material.
In this respect, they can hide quite easily from spirits, watchers,
projecting mages (who aren't prone to looking for aura-less intruders) and any
other astral entity. In fact, spirits and astral entities will NEVER recognize
the existence of a Null because of the Null's lack of an aura. If a Fire
Elemental is set to watch a building and report who comes out, it will say
nothing when a Null leaves, because the Elemental doesn't recognize the Null as
a living being. When ordered to attack a Null, most spirits will become
confused...(Attack who?)...and not respond to the command because they don't
know how.
Any spell which targets a Mental Attribute is completely useless against a
Null. The spells are simply unable to find a presence to connect to. However,
spells which merely require a miscellaneous target or have physical effects
operate normally. That is to say, all Illusion spells and Control Manipulation
spells, as well as some Detection spells, are useless. When a wizard casts such
a spell on a Null, the spell is rendered completely ineffectual, but the wizard
still takes Drain because he did channel mana. Combat and Health Spells,
however, do not target a Mental Attribute, and they have a chance at affecting a
Null...
A Null Adept also has Magical Resistance equal to his or her Essence. This
resistance drops by points in the same way Magic does when the character "cybers
up". It should also be noted that a Null's Magical Resistance is also used in
resisting damage from Critter Powers, Spirit Powers, Physad Abilities, weapon
foci, and the like. Unfortunately, this power also works against benificial
spells, such as Heal and Treat. Also, a Null Adepts effective essence for
such spells is 0, regardless of any cyberware that the Null has implanted. It
should also be noted that Null Adepts can never become cyberzombies, simply
because the spells used to anchor a cyberzombie's spirit to the physical plane
will not work on a Null.
Dual creatures will recognize a Null as a living being immediately, but
spirits and elementals may have some difficulty with the concept. GM's may
want to have the spirit in question make an Intelligence(5) test to see if they
figure out what's going on. If a mage instructs a spirit to attack, it may not
understand exacty what it is attacking and become disoriented. GM discretion, as
always.
Game Notes:
Null Adepts must spend Priority B on magic if using the priority system, or
allot 15 Building Points if using the new character creation rules found in the
Shadowrun Companion. A player CANNOT be a Null Adept and a metahuman; Nulls lack
the magus factor that allows innate magical capability.
Neither their emotional nor cerebral characteristics may be determined from
Astral Space. No manipulation of these may occur, either, as to do so would
require a receptive target for the spell. For all intents and purposes, a null
appears as a body without a mind - physical health may be evaluated, but any
clues as to the nature and/or existence of their thoughts/feelings go unseen.
Magically active characters coming into contact with a Null have varied
reactions, from a slight shudder or misgiving to regurgitation. Nulls suffer a
target modifier equal to their Essence when using Social Skills with full mages
or shamans; half that number for adepts. In both cases, the modifier can never
be less than +2. Mundane chummers will be uncomfortable around a Null as well,
sensing that something is "inherently wrong". Nulls suffer a +1 Social Skills
modifier when dealing with mundanes.
Negamage
The so-called negamage is another strange development in the Awakened World.
Negamages are full-fledged magic-users of a sort and, unlike Null Adepts,
possess a Magic Attribute. In fact, a negamage can even Initiate! Negamages are
noted for the fact that they cannot cast spells, but can resist them and even
extend their protection to others. Recent study has determined that negamages
are actually magicians that use their magical abilities exclusively to combat
other magic, hence negamages are actually followers of a specialized Tradition
rather than a new form of (meta)human.
Game Notes:
Negamages must assign Priority A to Magic, or use 20 Building points when
using the Shadowrun Companion's method of character generation. Metahuman
Negamages do exist, but keep in mind that they are a minority within a minority,
and should be rarely encountered. Treat negamages as normal
magicians that have a single limitation on their magic: it can only be used to
combat other magic, or similarly void the effects of another spell or magical
ability. Negamages see themselves as "antimages", and revel in their ability to
destroy the arcane arts of others.
Negamages may learn conjuring, sorcery, magical theory, enchanting, and
psychometry just as any normal magician. They also have access to the Astral and
may use all types of foci. Negamages MAY NOT use their abilities in
any way that violates their tradition (this includes summoning spirits as that
is not seen as fighting other magic, regardless of what the negamage tells the
spirit to do.) Negamages have one distinct advantage over "normal" magicians:
they have access to the metamagic ability of Shielding without having to
initiate!
No known magical groups or cabals exist for negamages, so they must
self-initiate (GM discretion, but remember to keep these guys rarer than
hen's teeth). Upon Initiation, negamages get full access to Metamagic abilities
just as normal magicians.