This section covers the general-class rules that don't fall into any
other category. These are the ones that govern roleplaying and
overall system mechanics.
1/4 Karma Points
I award a quarter of a Karma point to any player who comes up
with a clever idea, roleplays particularly well,
or succeeds in making me laugh with some character-related action.
These points can be used (once the player accumulates a whole one)
in the same way as standard Karma points awarded for an adventure.
3-Point Karma pool
Both Dan and I only allow the accumulation of three
points in the Karma Pool. After the player accumulates three
points, any supplemental Karma goes into the player's Good
Karma. We do this because too many points of Karma usable to
change the outcome of a combat makes things not enough of a
challenge. Even though it's hard to die in both our games, it's
pretty easy to get hurt, and we like it that way. The runners should
never feel like things are too easy. Three points is a good balance,
forcing the players to consider whether to use their Karma early in
the combat or hoard it in case it's needed closer to the end.
Raising Attributes
Characters in our campaigns can only raise each primary Attribute
once, and cannot exceed racial maximum. Of course, cyber and
magical modifications are not included in this rule; it only applies
to raising Attributes with Karma.
The reason for this rule is to keep characters differentiated: the
guy who starts out with Strength 2 is never going to be better than
Strength 3 without cybernetic or magical alterations; likewise, the
character with Willpower 1 isn't going to go above Willpower 2.
Without this rule, it's very tempting to raise characters' Attributes
until the entire party has all their primary Attributes at racial
maximum. We like to see a few weaknesses, forcing the characters to
depend on each others' strengths.
Bioware Costs Essence
We don't use a lot of Bioware in the game, and the pieces that we
do use cost Essence, not "body points." This is true in the published
rules for magicians, but we make it true for everybody.