From: | The Reverend <MDB0213@*****.TAMU.EDU> |
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Subject: | Initiate screws 102 |
Date: | Tue, 29 Jun 1993 21:28:59 -0500 |
And as another problem with muchkins: How do you deal with players that
are Conjuring Adepts and cyber themselves to hell and back?
For conjuring adepts who wish to do this, for every point of lost essence, make
it a multiplier to the force of the spirit being conjured (i.e. lost 5 essence
points? a force 5 is now a (5*5)=force 25!) And this doesn't penalize people
who only lose 1 point of magic. This is a rule my current GM gave me. On the
fly, so caveat castor [aka caster beware!]
Another vanilla way to do it is to give them geasa (you ARE applying it,
right?). If they lose 4 points, that's two geasa! (granted, according to my
GM right now, you can just get rid of them with karma once you initiate)
](Another little note about Conj. Adepts: they can never use up all of
]their Force points a the start of the game, since the Nuyen cost of the foci
]out distances the Force Points)
As I've heard stated before... "sux to be you!" Kinda the price you pay to be
a screw.
Just FYI, I once ALMOST convinced my GM to let my rigger/sammi from hell to
become a conjuring shaman. Like I said, I ran with interesting groups. He
would initiate to level one, raise his charisma (another quickie: do tailored
pheromones add to your charisma for purposes of conjuring spirits?) and
conjuring, and then he'd be able to summon spirits! Why did I want to do this?
Something the grimoire said about a '47 Hudson spirit..... :)
BCNU,
Rev.
(btw: gimme an answer about the tailored pheromones!)