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Message no. 1
From: Drew Curtis dcurtis@***.net
Subject: long campaigns: what do cyberguys do with karma?
Date: Fri, 12 Mar 1999 20:04:52 -0500 (EST)
I'm currently running a campaign that has gone on for over two years now.
In college I ran one that went for four. One problem with cybered
characters I've noticed both timesis that eventually you run out of
options for things to buy with karma.

Or do you?

Therein lies my question: what does a cyberguy do with his extra karma.
Yes I already know about the cash for karma optional rule. What else is
there?

Drew Curtis, President, Digital Crescent, Incorporated
http://www.dcr.net (502) 226 3376 Internet and Software Design services.
Offering dial-up Access from Frankfort to Louisville and all points between.
Message no. 2
From: GMPax@***.com GMPax@***.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Fri, 12 Mar 1999 20:20:01 EST
In a message dated 3/12/99 8:05:22 PM Eastern Standard Time, dcurtis@***.net
writes:

> Or do you?
>
> Therein lies my question: what does a cyberguy do with his extra karma.
> Yes I already know about the cash for karma optional rule. What else is
> there?

The SRC (Shadowrun Companion) had a nice system, "Cash for karma" where, upon
award of the Karma, the character could opt to flush it for some extra nuyen
(at the minor rate, early on, of 500 to 1000 nuyen per point, and later,
perhaps more ... make it cost 5 to 20 karma for one run's worth of nuyen and
you should be roughly on track).

The flip side, of course, is the mages turning NUYEN in for KARMA, at the same
rate. They don't need the money, and they DO need the karma.

The way this can work is, the samurai cashing in their karma may be getting
lucky in the weekly poker game, or may be getting some small "milk run" jobs
during down time. And so on.

For the mage, the karma can be from SCHOOL time, paid for with Nuyen. Online
lessons, subscriptions to the latest Mage-oriented publications, anything that
might teach them. Heck, even donations to the POOR giving LITERAL karma,
perhaps that they use to bond foci and/or initiate (since that's less of a
learn-the-skill approach).

Sean
GM Pax
Message no. 3
From: Kyoto the Angel dann1@********.erols.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Fri, 12 Mar 1999 21:30:40 -0500
-----Original Message-----
From: Drew Curtis <dcurtis@***.net>
To: shadowrn@*********.org <shadowrn@*********.org>
Date: Friday, March 12, 1999 8:05 PM
Subject: long campaigns: what do cyberguys do with karma?


>I'm currently running a campaign that has gone on for over two years now.
>In college I ran one that went for four. One problem with cybered
>characters I've noticed both timesis that eventually you run out of
>options for things to buy with karma.
>
>Or do you?
>
>Therein lies my question: what does a cyberguy do with his extra karma.
>Yes I already know about the cash for karma optional rule. What else is
>there?
>
Well, IIRC, you could spend quite a bit of karma on incresing your
attributes and skills

Kyoto the Angel
AIM: AngelKyoto
ICQ: 29713335
Message no. 4
From: Iridios iridios@*********.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Fri, 12 Mar 1999 21:47:00 -0500
Drew Curtis wrote:
>
> I'm currently running a campaign that has gone on for over two years now.
> In college I ran one that went for four. One problem with cybered
> characters I've noticed both timesis that eventually you run out of
> options for things to buy with karma.
>
> Or do you?
>
> Therein lies my question: what does a cyberguy do with his extra karma.
> Yes I already know about the cash for karma optional rule. What else is
> there?

I am assuming that said cyberguy has already maxed out his attributes
and has more than enough skills. If this is the case, rules-wise
there isn't much more to do. However, you are the GM and you can make
up some new uses for the extra karma. Give the cyberguy new
opportunities, new avenues or new business opportunities. Let him
spend the karma, and some cash, to build a new identity. One that has
the deep background to pass any government or Lone Star check. With
this new identity he can start diverting some of his excess resources
to further any personal goals he may have.

Or maybe he could make a deal with the 'devil' (free spirits are
always looking for karma).

--
"My fellow Americans,
I'm pleased to tell you today, that I've signed legislation that
will outlaw Russia forever. We begin bombing in five minutes"
-Ronald Reagan

Iridios
iridios@*********.com
ICQ UIN:6629224
The ShadowZone is down for Revision
Please email me with Zone Notification as subject to be
notified when it reopens.
http://www.geocities.com/Area51/Shadowlands/9489
Message no. 5
From: Steve Collins einan@*********.net
Subject: long campaigns: what do cyberguys do with karma?
Date: Sat, 13 Mar 99 01:13:20 -0500
On 3/12/99 8:04 pm, Drew Curtis said:

>I'm currently running a campaign that has gone on for over two years now.
>In college I ran one that went for four. One problem with cybered
>characters I've noticed both timesis that eventually you run out of
>options for things to buy with karma.
>
>Or do you?
>
>Therein lies my question: what does a cyberguy do with his extra karma.
>Yes I already know about the cash for karma optional rule. What else is
>there?
>
>Drew Curtis, President, Digital Crescent, Incorporated
>http://www.dcr.net (502) 226 3376 Internet and Software Design services.
>Offering dial-up Access from Frankfort to Louisville and all points between.
>
>
>
>
If your players are running out of things to spend karma on they need
some help. Bottom line is that a character can never have too many
skills. What's that you say you have all of the ones you want from the
book, Get some new Knowlege skills. Especially street and shadow knowlege
skills.

Steve
Message no. 6
From: Joshua Bell joshbell@**********.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Sat, 13 Mar 1999 01:37:11 -0500
>-----Original Message-----
>From: Drew Curtis <dcurtis@***.net>
>>...eventually you run out of options for things to buy with karma.
>>Therein lies my question: what does a cyberguy do with his extra karma.
>>Yes I already know about the cash for karma optional rule. What else is
>>there?
>>
>>Kyoto the Angel wrote:
>Well, IIRC, you could spend quite a bit of karma on incresing your
>attributes and skills

Indeed, but what about other things...(With additional rollplaying required)
1> Karma for "winning an election" (We now present the new mayor of
Seattle...)
2> Karma for finding an exceptionally rare contact (i.e. Lofwyr...<not that
he OWES you anything..>)
3> .Perhaps as a final option "Karma for Essence"... <possibly could get
Munchkin>

Hope that helped...

Josh
Message no. 7
From: Kyoto the Angel dann1@********.erols.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Sat, 13 Mar 1999 01:47:33 -0500
>>-----Original Message-----
>>From: Drew Curtis <dcurtis@***.net>
>>>...eventually you run out of options for things to buy with karma.
>>>Therein lies my question: what does a cyberguy do with his extra karma.
>>>Yes I already know about the cash for karma optional rule. What else is
>>>there?
>>>
>>>Kyoto the Angel wrote:
>>Well, IIRC, you could spend quite a bit of karma on incresing your
>>attributes and skills
>
>Indeed, but what about other things...(With additional rollplaying
required)
>1> Karma for "winning an election" (We now present the new mayor of
>Seattle...)
>2> Karma for finding an exceptionally rare contact (i.e. Lofwyr...<not that
>he OWES you anything..>)
>3> .Perhaps as a final option "Karma for Essence"... <possibly could
get
>Munchkin>
>
Yipes!

Karma for essence? Hehe....I know a certain other player in my campaign
who'd love that one. Seems he thought, just as a joke, it'd be funny if his
street sammy could initiate. He wouldn't be able to do anything mind you,
but he'd be an initiate

Kyoto the Angel
AIM: AngelKyoto
ICQ: 29713335
Message no. 8
From: Jett zmjett@*********.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Sat, 13 Mar 1999 02:15:05 -0500
Drew Curtis wrote:

>
> Therein lies my question: what does a cyberguy do with his extra karma.
> Yes I already know about the cash for karma optional rule. What else is
> there?
>

I'm a sucker for "useless" skills. Languages, musical instruments, hobbies such
as woodcarving and weapon repair, sciences (chemistry, biology, zoology)...hell,
even street sams should know some Magic Theory. Cybertechnology for repairing
oneself, maybe?


--Jett
<*><*><*><*><*><*><*><*><*><*>


If you're happy and you know it see a shrink.

Rape and pillage BEFORE you burn! BEFORE!
Message no. 9
From: Mongoose m0ng005e@*********.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Sat, 13 Mar 1999 01:52:49 -0600
:Drew Curtis wrote:
:>
:> I'm currently running a campaign that has gone on for over two years
now.
:> In college I ran one that went for four. One problem with cybered
:> characters I've noticed both timesis that eventually you run out of
:> options for things to buy with karma.

:I am assuming that said cyberguy has already maxed out his attributes
:and has more than enough skills.

In Sr2, that was a reasonable proposition. I assume a long campaign
was played in sr2- you'd be pretty cool if you played sr3 for more than 8
mo's, and omniscient if it was more than a year...
In Sr3, maxing out attributes costs more (all attributes cost more,
and they can be raised to 1.5 times the Sr2 racial max).
Skills cost more also, in some cases. Really high ones almost always
cost more, unless you have a equally high linked attribute (see above).

How much total karma are you talking about? I've seen some samurai
hit almost 200 karma, and they didn't lack for uses for karma. They often
became deckers and decent drivers (if not riggers), as well as good
paramedics. There are almost as many social skills as combat, so that's a
whole new area to blow karma on, most times.
But mundanes do lack the "massive huge dripping chunk of karma" cost
that mages can burn though- the things like allies and foci that might
take 50+ in one chunk.
On the other hand, there is nothing really wrong with raising a few
skills to 8+, and that WILL cost you.

I don't think any character "maxes out" or "tops off"- they just
lack
a dire need for improvement, at which point they should retire. I think
this point comes just as early for mages- just because they can more
easily continue an ascent to karmic godhood, doesn't mean the should.

Mongoose
Message no. 10
From: Joshua Bell joshbell@**********.com
Subject: long campaigns: what do cyberguys do with karma?
Date: Sat, 13 Mar 1999 14:25:19 -0500
>Yipes!
>
>Karma for essence? Hehe....I know a certain other player in my campaign
>who'd love that one. Seems he thought, just as a joke, it'd be funny if his
>street sammy could initiate. He wouldn't be able to do anything mind you,
>but he'd be an initiate
>
>Kyoto the Angel
>AIM: AngelKyoto
>ICQ: 29713335

Heh... yeah. it is just an idea I have floating around in my
brain. I see that we have Cybermancy, so why not ---
Cyber-Harmony-.

It involves a full genetic cleansing, and a magical ritual which
brings a persons body / aura into harmony with his/her implants.

hence, I forsaw certain benifits:
1> regain some percentage of essence lost (say 10%-30%)
2> No evidence of cyberware in astral scans (Though airport
scanners would still detect it.)
3> Perhaps a better synergy of implants (like a free action
"eject smartgun clip", or "activate cyberware" would now
take but a thought, hence no action spent.

Note : I do see this getting very powerful, very quickly.
Howevery I do play and run high-power games, and
I think that Cybermancy can be just as Power-gaming as this.

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