TL;DR: I tried to find a Karma value to the ghoul quality, in the event a runner gets infected in play. Can you tell me if it makes sense to you? See bolded numbers below
Let's say a player walks into a ghoul-infested underground network, a bit like the sewers where Reapers lurked in Blade II. Well, since HMHVV-III is so fraggin' contagious (at least according to 4th Ed.), almost any flesh wound is potentially going to infect the character. And this might lead to the whole transformation process becoming a hindrance (or a boon)... Given 5th Edition lack of rules for player character ghouls, the rulebook basically implies "turn them into NPCs", which I find highly unsatisfactory. This is a pretty anti-climactic story twist if the player has no choice in losing his/her character, and it makes no sense from the perspective ghoul NPCs might be well organized, talk, reflect upon moral dilemmas, ... you know are sapient.
Since ghouls and the other infected didn't suddenly disappear from the Shadowrun setting when 5th edition came, how do we represent a PC getting infected by -- let's say -- HMHVV-III (a.k.a. Krieger's Syndrome or Ghilani Wichtiviridae) ? If we only followed 5th Ed. rules, Ghouls can't even infect anyone (they don't have the Infection power), which makes no goddamn sense with the fluff !
Runner's Companion suggested, back in 4th Ed., a 35 BP /70 Karma cost to the Infected (Ghoul) Quality. This could be used as a sort of Karma "tax" for wanting to still play an infected ghoul character. You pay X karma, and you get to keep your runner. All would be fine and dandy, but the rules have somehow changed, and ghouls are a bit different, and arguably a bit more powerful too. So cost should somehow follow.
They gained, if I reverse engineer their stat block in SR5: +1 armor (power) and +1 Intuition, while losing nothing they had already.
This means the following total (assuming 3 stat points in each attribute for a standard human):
- Attributes: Body +4, Reaction +2, Strength +3, Willpower +2, Logic -1, Intuition +1, Charisma -2 (only Agility stays the same)
- Powers: Armor 1, Dual Natured, Enhanced Senses (Hearing, Smell; +2 DP & +1 Limit), Natural Weapon (Claws: DV(STR+1)P, AP –1), Sapience
- Weaknesses: Weaknesses Allergy (Sunlight, Moderate -4), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind)
Plus obviously a lot of RP elements and other non-numerical incommensurable effects.
I tried to take that and find a Karma value to that (assuming a 17,8 karma value benchmark for one stat point or equivalent PP spent by an Adept). Here's my calculation:
CODE
Karma Explanation
Positive qualities equiv.
35,5 9 Karma armor (or rather 13,55), 7 Karma senses
(discounted ~5 Karma claws), ~15 Karma dual natured
Negative qualities equiv.
-67,0 15 Karma allergy, 5 distinctive style
~20 Karma for diet, ~10 for Blind
(discounted ~10 Astral Beacon)
~7 Bad Rep, ~10 for equiv. Criminal Sin (or more, you have all authorities against you)
Baseline calculations
-31,4 Karma total equiv (adding Positive and Negative qualities together)
(255 karma worth for attributes assuming an average human at 3 each)
(assuming 24 stat pts, spread around optimally: 410 karma worth for attributes (but then trolls would be worth 300 Karma))
186,7 if counted as PP/Karma; negatives counted as half [formula: (4+2+3+2+1)*17,79-(17,79*(2+1)/2))]
-60,0 ~loss of essence + magic cap/loss of magic pts.
95,3 (In 4th Ed. it was 70 Karma.)
Could be equated to 100-120 Karma (150 if no magic loss, like going from mundane)
Positive qualities equiv.
35,5 9 Karma armor (or rather 13,55), 7 Karma senses
(discounted ~5 Karma claws), ~15 Karma dual natured
Negative qualities equiv.
-67,0 15 Karma allergy, 5 distinctive style
~20 Karma for diet, ~10 for Blind
(discounted ~10 Astral Beacon)
~7 Bad Rep, ~10 for equiv. Criminal Sin (or more, you have all authorities against you)
Baseline calculations
-31,4 Karma total equiv (adding Positive and Negative qualities together)
(255 karma worth for attributes assuming an average human at 3 each)
(assuming 24 stat pts, spread around optimally: 410 karma worth for attributes (but then trolls would be worth 300 Karma))
186,7 if counted as PP/Karma; negatives counted as half [formula: (4+2+3+2+1)*17,79-(17,79*(2+1)/2))]
-60,0 ~loss of essence + magic cap/loss of magic pts.
95,3 (In 4th Ed. it was 70 Karma.)
Could be equated to 100-120 Karma (150 if no magic loss, like going from mundane)
It's very very rough, but it's an attempt at getting an idea of how to cost ghouls.
Is 100 or 120 a reasonable Karma cost for a ghoul "quality" obtained during play? How do you "tax" players for keeping a ghoul character, given the bonuses it gets? How do you balance that?
Is it too munchkiny or is it too harsh? At 100 or 120 karma, is it too good to pass (obvious pick) or would you rather reroll another character, even if you liked the concept of playing a ghoul (too much)?
Thanks for any feedback. I'm obviously anxious for Run Faster, the 5th Ed. version of Runner's Companion, but meanwhile let's patch the holes.
P.S.: This is my practical attempt at solving what was discussed in this thread: http://forums.dumpshock.com/index.php?show...39374&st=25