From: | The Powerhouse <P.C.Steele@*********.AC.UK> |
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Subject: | SAS & Karma pools |
Date: | Mon, 13 Jun 1994 17:25:41 +0100 |
my erstwhile colleague SK about the SAS. I happened to mention that the book
informs us that the SAS eschew all forms of magic relying instead on pure
skill ingenuity and having some of the best bio/cyber available.
The question was "How do they avoid magical detection ?" things such as
watchers, patrol elementals and astral mages can create a real problem to anyone
trying to infiltrate a facility in secret. I had at this point accepted that
the SAS probbaly wouldn't need magical support as they were almost certain to
have had training in magical resistance <ie they all get high willpowers>. But
the question of detection created a real problem.
So I put it to the group, what is your view of the SAS and magic ? I'm
seriously thinking of changing the SAS's position on magic and incorporating
an elite team of mages who provide magical support on SAS missions. But I'm
interested in hearing from anyone who supports the book's view on the SAS and
magic.
On karma pools I support Jason's view in that every 10th point of karma goes
to the karma pool. Actually I ask the players wether they would like to lose
that point <when the occasion arises> and more than once the players have opted
to hang on to the good karma and have small karma pools.
I do though disagree that players should receive one point of karma for every
run as runs vary in size considerably. But in an average game that I GM a
player can expect to get about 5-6 karma points and that would be after a
dangerous run indeed. For a truly horrendus run or a run where there was some
excellent roleplaying then the figure could rise as high as 12, but rarely...
Phill.
--
Phillip Steele - Email address P.C.Steele@***.ac.uk | Fighting against
Department Of Electrical & Electronic Engineering | Political Correctness !
University Of Newcastle Upon Tyne, England |
Land of the mad Geordies | The Powerhouse