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Mailing List Logs for ShadowRN

From: Jeremy Roberson <ROBERSON@***.EDU>
Subject: Awakening Player Characters
Date: Tue, 4 May 1993 12:12:51 -0700
Does anyone have a set of rules defining how to deal with characters who are
awakened to their magical abilities after character creation?

I'm not asking because I like rules a lot; I prefer "winging it". But I'm
shopping for ideas on how to introduce magic into a character who was not
generated with Magic as a Priority.

Examples: From the Shadowtk list, Norm Conquest. From our own campaign, Lucky
the Dog Shaman, who had about 2 or three points of bio/cyberware installed
before learning her totem (Note: Actually, Lucky was created like that, but
the idea still applies).

The only complication I see is Priority A Tech Sams, Riggers, and Deckers
getting booko bicks in generation, and later acquiring magical powers (which
normally require Magic A). Certainly, there's a penalty for Sams and Riggers
as they toss out all their cyberware to get back their Magic Rating, but
Deckers (who don't need more than a datajack installed) could get away with
murder.

Variation: A Sam who "retires", has his cyber removed, and discovers he has
a Magic Rating.

Comments? Questions? Ideas? Spatulas?


J Roberson

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