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Message no. 1
From: The Powerhouse <P.C.Steele@*********.AC.UK>
Subject: SAS & Karma pools
Date: Mon, 13 Jun 1994 17:25:41 +0100
A question arose earlier today while discussing the London Source book with
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
Message no. 2
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Re: SAS & Karma pools
Date: Mon, 13 Jun 1994 17:44:41 +0100
I can't see how the SAS can perform in a magical world without
some magical power/back up...
Personally i run Special Forces as 50:50 magical, as they need
every edge they can...
Maybe if you invent a 'conceal astrial' spell, sorta like
invisability, then quicken it onto them...

So you take someone with high stats 5+, skills in weapondry /
survival / demolitions / piloting / electronics / computing /
etc all of at least 6-8 and give them wired 3, other bio/cyber
as well in beta state of the art clinics (this is the military,
they can afford it)

Them support them with initated mages with magics of 8-10, stats
of 6+ mentally, and spells that no street mage has ever DREAMED
of...with lv10 focus's hidden from veiw.
(remember kiddys, the military stuff in service now that we are
allowed to SEE was R&D'd and tested in the 60's and 70's... and
magic spells take a lot less time to invent than stealth bombers)

Spells like
Astrial Bomb...area attack on all mages astrial in area...
Distort .... Alters all visability .5xForce metres to the left,
or the right, or up...
Magical Masking...hides your aura
Flash-Bang... Area spell that attacks Reaction,each box bamage
takes away 1 action.
Protect Focus... to attack a focus astrially, you must first
overcome the spell protecting it

CHOPPER
See where this takes you
Message no. 3
From: "S.K. Khoo" <S.K.Khoo@*********.AC.UK>
Subject: Re: SAS & Karma pools
Date: Mon, 13 Jun 1994 18:04:11 +0100
On Mon, 13 Jun 1994, The Powerhouse wrote:

> ... colleague SK ...

More like his better and superior ! Heh heh heh >:)

> 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...

Hmph, "rarely" is the understatement of the century ! Try
"never" -
that'd be closer to the truth ! :) He has the gall to dump my samurai in a
situation for which he is TOTALLY UNSUITED and at the ned of it all, he says:

"Yeah, er, ya didn't do too bad, I guess ... coulda been better, I guess ...
take 7 - no, 6 - no, 5 karma ... yeah, 5 karma sounds 'bout right ..." :)
Message no. 4
From: Ivy Ryan <ivyryan@***.ORG>
Subject: Re: SAS & Karma pools
Date: Mon, 13 Jun 1994 12:00:46 -0700
SAS without magic? Stupid!

Now, I don't set any games in England, but I do have an ex-SAS SOG that
works around the world. My players ran into them once, and have watched
for them ever since. (They were Royalists, hence had to flee when the
King was assassinated)

They certainly do use magical support, and mostly of the Illusionist
"There's nobody here" type too.

I don't think that the SAS of 2050+ is stupid, so I think magic will be
used. Of course, they might not admit to it. . .
Ivy
Message no. 5
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: SAS & Karma pools
Date: Tue, 14 Jun 1994 14:37:16 +1000
Phill writes:
> A question arose earlier today while discussing the London Source book with
> 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.

Yeah, I found it a tad odd too. No organisation in the 2050s would last
long without magical support. I would be like neglectting the intelligence
reports that your enemy has air support, and going in on the ground only.

Damion

PS your a "Phill", I only know one other "Phill", the rest are merely
"Phil"
^^ ^^ ^
Message no. 6
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: SAS & Karma pools
Date: Tue, 14 Jun 1994 14:41:03 +1000
SK writes:
> > 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...
>
> Hmph, "rarely" is the understatement of the century ! Try
"never" -
> that'd be closer to the truth ! :)

Wasn't that Hawai run worth about 40 karma if the runners did everything
right? I almost balked when I saw that, Bottled Demon at 16 was high!

Damion
Message no. 7
From: Darth Vader <j07c@***.UNI-BREMEN.DE>
Subject: Re: SAS & Karma pools
Date: Tue, 14 Jun 1994 10:40:44 +0100
[MUNCH] [MUNCH] [LOTSA GOOD STUFF ABOUT THE ARMY KICKING ASS]
> Them support them with initated mages with magics of 8-10, stats
> of 6+ mentally, and spells that no street mage has ever DREAMED
> of...with lv10 focus's hidden from veiw.
> (remember kiddys, the military stuff in service now that we are
> allowed to SEE was R&D'd and tested in the 60's and 70's... and
> magic spells take a lot less time to invent than stealth bombers)

I have only one thing to add, magic doesnt even exist that long
I agree that the military should have some heavy duty stuff
but I dont think that the gap is that big yet. Give them
say another 10 years and every word you wrote will be true.
However in the meantime I think that a well to do, clever,
recourcefull mage that wants and can do some R&D can loosely
keep up with them.
--
Strong am I with the Force... but not that strong!
Twilight is upon me and soon night must fall.
That is the way of things ... the way of the Force.

GCS -d+@ -p+(---) c+++ l++ u+++ e+ m++(-) s+/ !n(---) h*(+) f+ !g w+ t+ r++ y?
Message no. 8
From: "S.K. Khoo" <S.K.Khoo@*********.AC.UK>
Subject: Re: SAS & Karma pools
Date: Tue, 14 Jun 1994 11:47:33 +0100
On Tue, 14 Jun 1994, MILLIKEN DAMION A wrote:

> Wasn't that Hawai run worth about 40 karma if the runners did everything
> right? I almost balked when I saw that, Bottled Demon at 16 was high!

40 karma ? <Sigh> ... :)

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