From: | Martin Steffens <chimerae@***.IE> |
---|---|
Subject: | "initiate" non-mages |
Date: | Wed, 9 Sep 1998 18:07:29 +0000 |
similar bonuses to mages who do so.
First: Why? Simple, after a certain amount of runs a sam or any
similar character sort of reaches his max. He's out of essence and/or
body (or simply thinks that it's enough), his skills are at a
reasonable high level and adding points to that wouldn't improve his
chances much anyway.
So what's the difference between a maxed out sam with 4 or 10 years
of experience in game terms: almost nothing.
"Initiation" could change that a bit (note the quotes for I don't
see a ritual surrounding it). Possible advantages could be:
-Centering for non-mages
-A lower target number when using a specific weapon, or program for
deckers (highest specialization or something similar)
-Bonus on suprise rolls
etc. etc. I didn't really work this out much, but it seems to me a
way in which a non-mage character can grow beyond a certain stage.
Ideas, comments, etc.?
Martin Steffens
chimerae@***.ie