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Mailing List Logs for ShadowRN

From: Luke Kendall <luke@********.CANON.OZ.AU>
Subject: Re: Initiate Powers
Date: Thu, 24 Nov 1994 10:06:43 +1100
Erik S Jameson writes:

> Since I have gotten very little response to my question about possible
> powers for high-grade initiates (why, I think that's sour grapes I smell
> ;-)), I have actually had to resort to my own creativity, with some help
> from my friend the GREAT Cornholio.

If you're interested, we're in the process of this ourselves. Our GM,
and our (infamous) Snake shaman have come up with some ideas. They're
about 4 pages long, and we're going to be discussing them tomorrow night.
After that< I'd be happy to send you a copy, if you like.

So here's what I have come up with...

> After say, grade 10 (So everything starts at 11), the initiate begins to
> be able to handle drain easier. [... for one spell per extra grade ...]

!!!
That's a really gross advantage. On the other hand, a level 11 initiate
should be pretty awesome. Hmm...

> In addition, I also think that the immunity powers would also eventually
> be gained, but only at very high grades, such as 50+.

Ok. I can't imagine a PC ever achieving this.

> Another idea I am toying with is the ability to teleport of summon
> magical items the mage didn't bring with him. A little like that A$&$
> 'Instant Summons' spell, but I derived my idea more from something
> Harlequin does in HB. The mage at say, grade 20

I hate the idea of allowing teleport to a PC, and even to most NPCs.
H is okay, and I agree that their should be rules to govern them,
even if no player will ever achieve such awesome levels.

Our ideas are for benefits that start at level 1 of Initiation, but
which are less advantageous than the Metamagical abilities. (We also
restrict the Initiate to a choice of 1 Metamagical ability per grade
of Initiation.)

By the way, the motivation for these extra rules are:

1) To come up with rules that can explain the higher abilities
of various NPCs.
2) To encourage mages to be more distinctive, through a sort of
specialisation in different areas of magic.
3) To give them a continual advancement path, so players don't
feel that their character is stagnating.

luke

Disclaimer

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