From: | Jeremiah Stevens <jeremiah@********.EDU> |
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Subject: | Re: Karma for Essence (Was: Controlling Mages) |
Date: | Fri, 7 Nov 1997 02:05:03 -0500 |
> Regardless as to how people feel about the increased initiative spells
> (our ref doesn't like them either, nor the heal deadly spell), another
> point in the mage's favour is in high Karma campaigns (or regular
> campaigns that have run for a long time). At a certain point, the
> sammie, rigger, or decker begins to run out of places to dump Karma
> (unless you think that Gunnery-12 is really any better than
> Gunnery-11). The mage, shaman, or adept, OTOH, is naturally Karma
> hungry and has many more avenues into which to expand and excel. Now,
> if you could exchange Karma for cyberware... :)
>
> James W. Lindsay Vancouver, British Columbia
> "http://www.prosperoimaging.com/ground_zero"
How about this- perhaps a sort of initiation could be used for mundanes to
strengthen the link between their blueprint aura and their body,
effectively giving them back some essence. Karma costs would be similar to
initiation.
The maximum essence any character could have would be 6 (8 for
shape shifters). Thus, no character initate to get an essence of 7.
However, characters with less than 6 essence could initiate for a cost of
6+(desired initiate grade)x3, with each initate grade adding a point of
essence. Of course, such an initiation would require special magic,
similar to that used to create cyberzombies. Thus, the procedure would be
hard to come by, difficult to perform and would leave the character with
some serious debts. On the plus side (other than allowing more cyberware),
the magic would not have the same destructive side effects as the blood
magic rituals used to create cyberzombies. Rather than locking the soul to
the body, the ritual would strengthen the natural aural link between soul
and body.