From: | "Jason Carter, Nightstalker" <CARTER@***.EDU> |
---|---|
Subject: | Awakening PC's |
Date: | Tue, 4 May 1993 13:50:14 -0700 |
>>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.
Wrong! If the character already had extensive cyber/bio-ware, they cannot toss
them out and get their magic back. Just like you can't get your essense back
once its gone. As for deckers, if your using either or the VR magic and the
matrix rules (especially the + Sorcery Skill T#) than the decker will rapidly
become horrible as a decker as his magical power increases.
>>Variation: A Sam who "retires", has his cyber removed, and discovers he
has
>>a Magic Rating.
Same as above.
>>Comments? Questions? Ideas? Spatulas?
Good idea, but excepting Norm and Lucky, bad examples.
See Ya in Shadows,
Jason J Carter
The Nightstalker