Scion and Shadowrun House Rules

Journey towards Apotheosis

Shadowrun House rule: Karma Buy


The point buy system as a rule leads to characters with more low level ratings in Skills, more skills and Knowledges in general, and mid to solid range Attributes especially for Human PC’s. It also, encourages less truly high Skills and Attributes compared to other methods.

If you want to see Metahumans with Attributes that are more on par with those created via other methods then by having the PC’s not apply the minimum levels from the Metahuman Attribute Table until after Attributes have been purchased. Still apply the maximum rating if less than 6 to prevent overspending and to keep track of terminal ratings.

After character creation the karma cost would stay the same 1 through 6 making it far easier to have a Troll achieve terminal ratings in Body and Strength for example.

This will make PC Troll Attributes look far different compared to the standard system as an high Body and Strength is now possible without bankrupting the PC.

To balance the massive savings simply increase the Karma Cost of the Metahuman or Metavariant by 50%.

So, an elf would go from 40 Karma to 60 Karma and it would be very much worth it for a Face PC.

So, a character starts at 1 and for most Attributes ends at 6.

Thus, a range of 0 to 100 Karma to go from a 1 to a 6. To compare for a PC to go from a 4 to a 9 is 175 Karma say for an Ork using the standard rules.

The statistical curve of Attributes will be changed which will lead to a different style of play.

D&D 5e House Rules: Crafting, Materials, Magic Items and Economics


This is my first draft and there is likely to be some minor changes going forth.

The basic rules for crafting make sense when dealing with simple crafting but quickly breakdown as unrealistic when dealing with let’s say a goldsmith crafting a gold ring with a large emerald setting. At 5 g.p.’s a day the ring would take months to craft while a silver ring could take weeks or at least several days even if plain and unadorned.

So, in the rules that follow I will cover how each item has a complexity of design, a material that can modify the difficulty in successful crafting, a level of quality which can modify the value and/or functionality, and how long it takes to craft plus some basic economics on running a business or being an employee for those characters who focus on being a business owner or guildmember or master in their downtime. The more skillful the smith the less raw material is wasted or lost in the smithing process.

A common material could be a malachite stone, copper, bronze, iron, oak wood, beaver fur, cow leather, or granite. Common materials have a base minimum value of 1 g.p. a day for determining amount of work done and cost of materials though this could be modified by local conditions, prosperity of the region, and supply and demand. The base time to craft is the basic cost for the item as listed in the PHB such as 10 g.p.’s for a battle axe.

Uncommon materials could be a garnet or agate, dwarven steel, common mithril, silver, electrum, Fey-bronze, iron-oak, mink fur, wyvern leather, or marble. These have a base minimum value of 20 g.p. a day for determining amount of work done and cost of materials though depending on the material the costs can far exceed that starting value. The crafting time using most uncommon materials is twice as long as the value listed in the PHB such as 20 g.p.’s for a dwarven steel battle axe though some uncommon materials may be harder to work and have an higher multiplier.

Rare materials could be a ruby or emerald, noble mithril, admantine, gold, platinum, Ebon Ash wood, Holy Willow, fur from a Feywild Polar Bear, Shadow touched stone, and Dragon teeth or scales. They have a base minimum value of 100 g.p. a day for determining work done and cost of material. The crafting time using rare materials is usually five times that of the basic cost for the item though gold is easier and only has double the normal time when used for jewelry.

Very Rare materials could be a star ruby, royal mithril, primal gold, fur from a Primal Cave bear, a claw from an ancient dragon, marble carved from Mount Meru, and other such potent or valuable material. They have a base value of 500 g.p. a day for determining work done and cost of material. Crafting time is usually five times that of the basic cost fro the item.

Legendary materials might be a gem grown from the heart of an elder tree in the sacred grove of the first elven nation that holds an echo from that ancient time, a scale from Tiamat, iron ingots mined by undead dwarven masters in Hades and smelted by Hephaestus himself, locket of hair from the Freya, or Hide from a slain Nemean Lion.

Overhead per day of crafting is typically around 1 g.p. and covers everything from sales and property taxes, bribes, expendables such as wood or coal to burn at a smithy, and paperwork.

Labor and Lifestyle costs are based partly on the prosperity, trade, and urbanity of the locale but commonly sit at 5 s.p. a day worth of lifestyle and 1 g.p. a week for wages for apprentices and at least 1 g.p. in pay or lifestyle for a journeyman, and 5 g.p.’s a day or more for a master.

The Labor “Retail Value” equals Proficiency/Familiarity bonus + Ability Score Modifier + Tool Quality Modifier

For example:

A human Journeyman smith crafting a warhammer with iron has a Strength Modifier of +1 and a Proficiency of +2 with average “apprentice” tools that provide no bonus would do 3 g.p.’s of labor a day. This would add to the 1 g.p. in material and 1 g.p. in overhead so the total retail value of labor would be 5 g.p. a day. The smith would complete the warhammer in 3 days since the cost in the PHB is 15 g.p. There would be 6 g.p. worth of material and overhead involved and if the smith sold the warhammer to a merchant for 9 g.p. then he would have made 3 g.p. for 3 days of work if working for himself and probably less if an employee with a typical employee making a basic lifestyle for the 3 days and maybe half a gold in wages. If the smith was lucky and an adventurer commissioned the warhammer for retail price then the smith would’ve made 9 g.p. for 3 days of work or 3 g.p. a day.

A dwarven master smith crafting a dwarven warhammer made of royal mithril for his king. She has a Strength Modifier of +5 and a Proficiency of +5 with rare crafting tools providing a +3 bonus would do 13 g.p. of labor a day. Each day of labor would use 500 g.p. worth of material as royal mithril is treasured for its ability to attract legend and thus magic making it highly likely to become enchanted through use over time. The dwarven smith completes the royal warhammer in five days (65/13 = 5) using 2500 g.p. worth of material and 5 g.p. in overhead. The royal commission paid 5000 g.p. so she made close to an hefty 500 g.p. a day profit though if the GM used my optional rule requiring a DC check after completion of the item and failed then that is risk of wasting a lot of expensive materials!

Optional Rule: Crafting Failure

Each item has a DC to craft as a base item which can be modified by the type of material. Difficult to work materials place the craftsman with a Disadvantage on their roll. Easy to work materials give Advantage on their DC check. Simple products lower the DC category by one while complex products can greatly increase the DC like a master poisoner’s secret recipe of instant death or the careful and precise grinding and glasswork necessary for a quality spyglass or building a massive cathedral. Failure means the item is unusable or if the roll was close has an hidden or obvious flaw such as a sword that works fine until it gets below freezing when it becomes brittle or in the case of art just doesn’t show the emotion intended or just isn’t any good.

The base DC (common) for most weapons, most small objects of art, simple housing, is the number of days spent crafting times 5 which creates a weapon or item at the level of quality of the materials.

The base DC (uncommon) for longbows, most armor, most medium objects of art, basic housing is the number of weeks spent crafting times 5.

The base DC (rare) for advanced tailored armors, vehicles, fortifications, and most large objects of art is the number of months spent crafting times 5.

The base DC (very rare) for advanced and large sea vessels or mansions, keeps, and cathedrals is the number of seasons spent crafting times 5.

The base DC (legendary) for flying citadels, planar ships, 1000 foot bronze statues, great Pyramids, and other world class projects is the number of years spent crafting times five.

Optional Rule: Exceptional Success

When you double the base DC on your crafting roll the Quality of the item goes up by 1 category. A common item that would be limited to a common enchantment now counts as an uncommon item. If you triple the base DC than it goes up by 2 categories et cetera.

Optional Rule: Item Quality and Enchanting

A quality crafted item like all things that exhibit excellence and develop interesting stories tend to attract and collect magic. A knowledgeable and powerful character can take advantage of this and craft items with the potential to become magical over time or even weave magic into the crafting of the item at the beginning. As is often the case items with minor magics at creation can achieve Legendary status when wielded by great heroes or villains or as the case of the Moonblades of the Elves of Toril when wielded by generations of heroes.

The quality of the item must match or exceed the level of the enchantment. A Legendary Quality sword could accept any level of enchantment while a common blade would be limited to a common enchantment. A common quality blade could develop into a Legendary Artifact but wouldn’t be crafted it would be earned by the blade.

When enchanting an already crafted item or when enchanting while crafting the artificer rolls either Arcana, Alchemy (potions), Nature, or Religion depending on the type of character and the type of enchantment. Any character with a Class can enchant an item though those that require a spell require a spellcaster to make who knows and can cast the spell.

An alternative rule is to replace the 25 gp in labor for enchanting with the ability modifier + proficiency + tools (Enchanting Lab or Zen garden or Sacred Grove or Cathedral Chapel) times 5=X g.p.

A cleric of a charismatic religion could focus his passion of his zeal to create an holy avenger while a monk could spend her day dwelling on the riddle of the wolf while raking sand and trimming bonsai trees and would use Wisdom and Nature and a druid could craft a magical staff while carving in the tranquility of the sacred grove.

If the character is crafting and artificing at the same time the total time crafting is doubled as long as the enchantment matches the material quality and the artificing. This increases the material cost spent on the item as it will take longer to craft. The artificing DC matches the crafting DC.

Crafting magical potion batches has a DC of 5 plus 5 for per level of the spell and requires common materials for a 1st level spell and one tier better for each level after that. For each level of material surpassing the requirement the DC is lowered by 5. The base cost used for how long it takes to craft the potion is the DC of the Alchemy task. Legendary ingredients allows up to 9th level potions though few would try to attempt that. Each batch has 1d6 potions of the type crafted.

If adding an enchantment to an existing item the time for artificing and the DC for artificing is the same as shown on the optional rule for Crafting Failure with the number of days, weeks, months, seasons, or years determined by the DM based on the item and what the enchantment is. A common enchantment has a DC of 5, uncommon 10, rare 15, very rare 20, and 25 for Legendary.

For example:

An elven smith Leiwand is crafting and artificing a Longbow which has a base retail price of 50 g.p. He and his adventuring party had gone deep into the Feywild and in the course of battle a treant was slain by a fire giant and some of the wood was still good so he harvested it. Using leather from a young adult red dragon he slew a few years ago for the grip and gut sinew from a fey saber tooth tiger he begins his crafting of a rare magical item. It will have a +1 to attack and damage and sets the arrows on fire as they get fired adding 2 points of fire damage to each arrow plus an extra +3d6 of damage towards Giants and Giantkin. The adjusted retail cost is 250 g.p. and the smith has a proficiency of +5 plus Expertise and a Dexterity of +4 and rare tools to provide a +3 bonus and a total of +17 and 15 days to make. This rounds up to 3 weeks which is doubled for a total of  6 weeks because of artificing. The DC for crafting is 15 and for artificing is Nature + Wisdom against a DC of 15. He rolls a 14 for a total of 31 and that doubles his craft dc so the quality goes from Rare to Very Rare. The artificer roll succeeds as well. The Quality level is Very Rare but the enchantment is Rare so the item has room to grow.

Chilldeath

Marekanos the Barbaric’s Battle-Axe Chilldeath had been a favorite of his father and had at the time he claimed it a common enchantment but after slaying the Crimson Necromancer and the Demi-Lich of Kora it became far mightier by absorbing both the Legend and a share of the magical energies that were expelled at their destruction. After slaying and bathing in the blood of the tyrant Dragon-King Torenus who was an ancient white dragon the Battle-Axe earned its final name as it protects the wielder from the cold and cold magic while also dealing chilling and necrotic damage alongside every strike. So, a minor magical weapon became an artifact of incredible power during the century of adventuring the Half-Elven barbarian survived and continued its adventures in the hands of first his half elven daughter Tiana from an human mother as Chillend rejected the other daughters who didn’t express any elven features and after her death by her half sister the half elven Alrekanos born of an elven mother as Chillend rejected those kin who expressed only elven traits.

D&D 5e House Rules: Familiarity vs Skill Proficiency


With this rule I am blending the Jack of All Trades Feature idea from Bards and the Background optional rule from the Dungeon Master’s Guide.

Familiarity with a Skill, or Tool grants the character a bonus equal to half their Proficiency bonus.

Familiarity with a Weapon, Armor, or Language gives the ability to communicate and comprehend basic everyday concepts or the ability to use or wear weapons and armor without the benefit of bonuses from Strength and Dexterity Ability Score Modifiers and with Stealth Disadvantage as well as a higher risk of exhaustion.

Familiarity represents a basic knowledge or ability that would be gained with an apprenticeship, training, or heavy exposure and use of a Skill. It basically represents completion of an apprenticeship within the purview of the Background.

A Bard with the Jack of All Trades feature can be regarded as having Familiarity with all skills, tools, languages, weapons, armor, and ability checks that the Bard can reasonably explain that they might have been exposed to during their journeys. A Bard would not be familiar with a gunpowder weapon if it was foreign to their travels but would quickly pickup the basics of a flintlock after seeing it in action or given a quick tutorial.

Each Background in the Player’s Handbook or created by the DM now only provides Proficiency in one Skill or Tool but instead provides Familiarity with any tasks that the Player can reasonably explain via their character’s history.

Gaining Familiarity in gameplay is relatively easy if during the game the PC is often engaged in activities surrounding the topic such as a Rogue impersonating a low ranking janitorial employee of a Fugger bank for a few seasons would pick up a lot of the jargon and concepts of the banking world just by exposure and overhearing conversations. The player just makes a good argument to the DM or other players depending on your style of play for why she should be familiar with a given process or tool.

For example:

A merchant’s daughter who accompanied her mother on her monthly journey to the Elven trading outpost at the borders of Qualinesti might reasonably have picked up proficiency in Elven customs, language, and writing system along with an understanding of appraisal, markup, accounting, paying tariffs, and general rules of trade. Maybe she played in the forest with elven children and learned a little about surviving in the forest or practiced with an elven composite shortbow enough to not embarrass herself with the other kids.

A squire to a knight who paid for his living by traveling from one tourney to the next across the many lands and city states of the Marches might be Familiar with Martial Weapons and Light, Medium, and Heavy Armors while picking up an understanding of how to gamble and place bets, analyze other warriors for strengths and weaknesses, a smidgeon of an half dozen languages and more dialects, a fairly comprehensive list of the Heraldry of prominent champions, fighting houses, martial orders or tourney hosts, and how to behave without embarrassing yourself around knights and lesser nobility.

With Armor the character with Familiarity must make a Constitution Saving Throw equal to the AC rating of the armor after every full minute of constant battle or 8 hours of wear while active.

D&D 5e House Rules: Feats at Character Creation


The idea for this House Rule grew out of my original idea to develop Half-Elves as more of unique and variable race given their hybrid status. An Half-Elf raised among rural Humans is going to be culturally different than one raised in a cosmopolitan planar city like Sigil or raised among the Fey Lords in the Feywild or in the forests of Silvanesti. That is just the cultural differences which wouldn’t take into account variations in biology. A Liger is very different than a Tigon despite both being half lion and half tiger. I also remember a version of D&D that had a whole lot of options at character creation using a GURPS style point system. Anyway, before I digress any further here is my idea. None of the feats below are enough to make the pc’s substantially more dangerous. It is really for flavor, roleplaying, and differentiation between PC’s.

Character Creation Feats:

Each PC gets access to one Character Creation Feat that shows a key part of who they are and what they focus on. A Rogue who is well connected in a legal merchant guild is going to roleplay differently than a Rogue who is a Savant with thieves tools. A Paladin carrying his father’s shield blessed by Brennan the demigod of protecting children is going to have a different feel than the Paladin Weapon Specialist.

Well Connected: Based on your character’s background you have a wide range of contacts giving you an “in” and respectability within that field or organization and a constant source of general information that can be turned towards specific information at a price. A guild member will know the gossip in the guild and a secret or two and easily find themselves well ensconced in a new city and probably find a few leads on guild and adventure work. A criminal knows the major players in the shadows and recent critical events from the point of view of the underworld. A noble knows that Baron Schwine has the finest hawks in the Marches and recently decided that he would pay a fortune to the noble adventurer who brings him a griffin egg. A travelling Sage who was well connected would be welcomed upon arrival at Candlekeep. At GM discretion the PC can have advantage on certain social or investigative rolls involving their social circle and can use the group’s influence in certain social interactions with outsiders. A lowly street gang member is easier to intimidate by a made thief of the Guild than a random no name thief. It is wise for the Well Connected PC to share time, knowledge, and money on her contacts even if it is just a drink or lunch or an hunch. The more lubricated the contacts the better the gossip flows back. The difference between a well connected Noble and a Noble with just the background would be that the Noble knows the daughter of the Duke and has maybe exchanged words once or twice but can’t get invited to her party while the well connected Noble who had never met the daughter of the Duke could in an afternoon of conversation at a local Baron’s luncheon find themselves with an invitation upon arrival back home.

Wealthy: The PC starts with an additional 100 gold pieces or adventuring equipment worth an equivalent amount, or tradeable goods worth at least 250 gold pieces that would need to be sold a sizable distance away and includes an hireling and a mule and wagon for overland travel or part of a cargo hold for overseas travel. The Wealthy PC would of course be wise to hire protection on such a journey. Wealthy PC’s tend to attract wealth but need to spend it as well and don’t take well to modest lifestyles. A Wealthy PC knows how to act and dress higher status and knows the best inn in Waterdeep before she had ever been there. If the PC’s want to sell a minor magical item legally the wealthy PC might know who would be interested and who would be able to afford it. The DM is encouraged to have money flow in the direction of this PC and the PC is encouraged to spend freely and often.

Heirloom: The PC has one very expensive and valuable piece of property that they inherited and treasure. They would never sell the item or allow the item to be taken from them. It could be a mastercrafted sword or a suit of half plate worn by a famous Paladin ancestor that inspired the PC to take on the adventuring life or even a minor magical item passed on by a loved one when they died. It should be an item that would grow in power with the PC and their legend. One cannot picture Raistlin Majere without the Staff of Magius even if the only magic he could do with the staff was a light spell at 3rd level. Torvald’s father’s battleaxe soaked in the acidic blood and soul of the adult black dragon he had slain and from that day dealt acidic damage on his foes and later slew a demi-lich forming a strong antipathic resonance against the undead. The DM should find some sort of excuse or work with the player to make the heirloom scale and remain a key part of the PC as they become more legendary. Torvald after all had passed up on some pretty looking axes with heavy enchantments on them when they arrived in Sigil.

Weapon Specialist: The warrior has a favored weapon that they spend inordinate amounts of time mastering to the exclusion of a vast chunk of their social life. With a specific weapon type the PC has a +X added to their attack with X representing the number of normal attacks they can do in a round. At first level this would be a +1 bonus but a fifth level fighter would be +2 because they have two attacks. When the PC increases their bonus they gain an additional favored weapon.

Defense Specialist: +1 bonus to AC as long as the character has freedom of movement.

Elemental Resistance: PC is resistant to a type of energy damage like acid, fire, cold, or thunder. More exotic resistances are possible with DM approval and PC background such as being a Fire Priest’s acolyte or being a distant descendant of a race resistant to that type of energy.

Magical Prodigy: The PC is extremely talented with a school of magic and gains an extra cantrip and an extra level 1 spell slot for that school. For those without a spellcasting class they gain just a cantrip. Should the Prodigy ever get trained in a spellcasting class and gain a level they would then gain access to the extra level 1 spell slot.

Studious Spellcaster: The PC has worked very hard to learn how her magic works and how to stretch her capabilities. Her Spell save DC has a bonus of +1 and she learns 1 additional spell at character creation.

Battlemage: The PC is talented with combat spells and cantrips. The PC adds their Dexterity Modifier to their Spell Attack Modifer for combat magic that needs a spell attack roll.

Savant: Character is extremely proficient at the basics of a skill or tool or instrument. The Savant counts a roll of 7 or less as a 7 with any tasks involving that skill.

Attractive: The attractive PC has advantage on social rolls with someone who finds them attractive at the DM’s discretion based on the social situation at that time. It should be a common enough event if dealing with creatures of the same race and culture.

Healer: Any use of a Healer’s kit or Herbalist’s kit or magic to provide aid to an injured or otherwise hurt individual gains the injured character a bonus hit point per die rolled.

Fleet Footed: Speed increases by 10 feet.

Tough: Has an extra 2 Hit Points at character creation and an additional 2 HP per level afterwards.

Sharp Senses: +5 bonus to passive Perception rolls. Pick one sense and have advantage on all rolls involving using it.

Well Traveled: Familiar and comfortable with many different cultures and races with a very cosmopolitan view of the world. The PC is unlikely to have a total faux pas in interacting with exotic beings, foreigners, nobles, and rustic folks to name a few and counts a 5 or lower as a 5 with all skills they are proficient in that involve interacting socially with them or involving academic knowledge of them and their traditions. Common among traveling sages who can become quite valuable to leaders and merchants hoping to begin diplomacy or trade with little known peoples. Well traveled PC’s have an extra language they can learn.

Darkvision: A PC of a race that doesn’t have this trait gains Darkvision of 60′. It may be as a result of pact with infernal or fey beings or as a result of an ancestor from another race or from exposure to wild magic or even an experimental potion.

D&D 5e House Rules: Half-Elf Variants


My phone and tablet broke so I haven’t been able to update this and I’ve been too tired to get on my pc for those few moments it isn’t in use. I am scrapping much of the core ideas involved with this for some new ideas. I will be back. 
When growing up most Half-Elves learn how to diffuse social problems around them and come to grips with their mixed race heritage and the problems it can cause. Another path is to simply acknowledge the difference and rather than dive into the social sea and master it these Half-Elven pursue mastery  in whatever drives their passion. From their human parent they gain drive and ambition with a focus on the short term and attention to detail with a long term view from their elven parent allowing them to excel far beyond their peers. This pursuit of excellence provides some social protection or at least gets the Half-Elf out of the mainstream and thus out of the attentions of those who might cause harm social or otherwise.
Most Half-Elven Savants come from backgrounds involving libraries, temples devoted to gods of knowledge, universities, and master craftsmen or artists. Exposure to books or people with a love in what they do touches and influences both sides of their nature turning them from studying the people around them and their differences as most Half-Elves do and towards finding that kind of love of knowledge or passion in their own lives. As a consequence they learn to disarm or avoid difficult social situations with their intelligence and excellence.
Some Half Elven Savants fall in love with languages and often end up as a diplomats or go betweens as a result of their learning rather than their charisma and social skills.
There is a small drawback for these Half-Elven which is a tendency to slip into Reverie and day dream when pondering particularly complex ideas, solving subtle puzzles or riddles, creating masterpieces of art or war, or researching a topic pushing the bounds of current knowledge. This can be inconvenient when time is an issue. It is a drawback of their elven blood and their tendency to ignore time constraints and a drawback of their human blood and their tendency for vibrant and powerful imaginations and dreams.
Half Elf Savant Traits
Your half-elf character shares some qualities with its parents and some that are unique to them whether they are Savants or other variants.
Age: Half-Elves mature at the same rate as humans do but age slower because of their elven blood sometimes approaching their second century.
Alignment: Savants tend to be of a less chaotic bent and more influenced by the human traditions if raised amongst humans or mastery of an art or form if raised amongst elves. This greater discipline and patience can be advantageous when dealing with finicky and eccentric sages, artists, and master craftsmen. They might chafe and resent rules or demands but cast that aside as unimportant while in pursuit of their passion or goals. As a result Savants are more reliable and predictable than their more common cousins.
Size: Half-Elves tend to inherit their height from their human parentage while tending to inherit the lean and wiry frame of their elven parentage. This is just a tendency though and half elves have a great range in how they express their unique ancestry both in their physicality and in their minds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your elven blood you gain the ability to see in dim light within 60 feet of you as if it were bright light and in darkness as if it was dim light. Color can’t be discerned in darkness only shades of gray.
Fey Ancestry: Thanks to your elven blood you gain advantage on saving throws against being charmed and magically induced sleep. The powerful dreams of the savant weaken their resistance to sleep magic.
Life Long Learning: Starting at first level the Half-Elven Savant gains proficiency and expertise in one skill or tool or starts with 5 extra languages. Whenever the Savant has an Ability Score Improvement they also gain proficiency in a new skill or tool or they can gain 3 more languages. At 11th level they can gain Expertise in a second skill or tool.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
Reverie: When undergoing a task with a skill or tool they have Expertise in with a Difficulty Class of Hard (20) or greater the Savant must make a Wisdom (10 + DC greater than 20) saving throw to avoid spending twice as long on the task as strictly necessary.  A task with a DC of (25) would require a Wisdom saving throw of (15) for example. During this time the Savant can be irritable upon interruption or less perceptive to outside and extraneous details as a flaw should the player decide to roleplay this. Savants tend to enjoy dreaming and can sometimes solve difficult problems while sleeping allowing a 1d4 to be added to a task roll if the Savant takes a short rest and a nap before attempting it or after a long rest if the Savant consciously decides to focus on a problem before bed. Savants tend to sleep deeply as a consequence and are difficult to awaken and have disadvantage on any tasks rolled on their turn immediately after awakening or for being woken up.

Hiatus, Good reads, and D&D 5e


I haven’t had the time lately to keep up with posting on Shadowrun especially on Magic or go through and modify my house rules to take into account the new Magic book. I do have a whole section of a notebook with half finished or rough draft house rules to post plus some scribbles saved in evernote so if I can get some days off without any special events we will see.

Besides life and work I have been distracted with D&D fifth edition and I do have some house rules in rough draft form that I will post sometime soon. No fiction lately sorry. I have just finished the excellent Magician’s Land the third book in Lev Grossman’s Magicians Trilogy which I highly recommend. For Harry Potter fans definitely check it out and http://hpmor.com/ for Eli’s famous fanfic of Harry Potter who has a scientific background before going to Hogwarts. You can easily lose sleep because of these stories!

Shadowrun Overhaul: Introduction to Initiation


After reading the Street Grimoire I had some ideas on really overhauling the initiation process. I am abandoning the term of metamagic to eliminate confusion with the core ruleset and at most it would simply be a term for magical abilities learned post-initiation that require initiation to learn.

Thaumaturgical Arts are unchanged from the core rules for Metamagics with the only rule change being their categorical name. Thaumaturgical Techniques are refinements on Thaumaturgical Arts or simply a new ability or talent that isn’t as demanding to learn as an Art.

Mystery Techniques require access to the Mystery to be able to be taught or learned and are special abilities gained by those who unravel the mysteries of their Mystery.

Path Techniques require access to a Way to be able to be taught or learned and are special abilities gained by those who follow the Way down the magical path by living, breathing, and experiencing all the Way has to offer.

 

All Thaumaturgical, Path, and Mystery Techniques cost 10 Karma to learn.

All Mystery and Path Enhancements cost 2 Karma to learn. Those that grant a Profession Knowledge gain a new Knowledge equal to their Magic Rating when the Enhancement is learned.

Minor Magics such as Parlor Tricks, Wisp Commands, Ceremonies, Charms, Trinkets, and Elixers cost 1 Karma each.

Initiation:

Upon initiation the Awakened PC can learn a Thaumaturgical Art or gain access to a Mystery or Way. Adepts can only learn one Way as a rule with the two exceptions with the first being the Way of the Fallen Burnout which allows the Adept to have both the new Way and their old Way. The second is when the Adept becomes warped and takes on a villainous Way.

Thaumaturgical Arts:

Centering, Fixation, Spellshaping, Shielding, Absorption, Quickening, Anchoring, New Power Point, Adept Centering, Masking, and Flexible Signature.

Thaumaturgical Techniques:

Advanced Alchemy, Penetrating, Efficiency (Efficient Ritual), Reflection, Hijack Spell, Appropriation, Amplify Ritual (Great Ritual), Flux, Astral Impersonation, Filtering, and Ceremonial Rites.

Mysteries:

Each Mystery has at least one Mystery Technique that can be learned once the Mystery has been opened up by the Initiate Magician or Mystic Adept. Mysteries often have special Rituals, Spells, Enchantments, minor magics, a Social Enhancement, a Profession Enhancement, and a Magic Enhancement.

Ways:

Each Way has a key or core Path Technique that can be learned once the Way has been opened up by the Initiate Adept or Mystic Adept. That Technique provides bonus Power Points that can only be spent on certain Powers appropriate to that Way. The allocation is of .5 Power Points per 2 points of their Magic Rating. Ways often have special Rituals, a Social Enhancement, a Profession Enhancement, a Synergistic Enhancement, and an Ability Enhancement.

List of Commonly Known Mysteries:

Mystery of Bones, Mystery of the Third Eye, Mystery of Dreams, Mystery of the Great Mother, Mystery of Daemons, Mystery of Cities, Mystery of Poseidon, Mystery of Blood, Mystery of the Green Thumb, Mystery of the Sky Father, Mystery of the Moon and Stars, and Mystery of Mythmaking.

List of Adept Ways:

Way of the Two Masks, Way of the Flashy Gadget, Way of the Immaculate Creation, Way of the Fierce Competitor, Way of the Untamed Beast, Way of the Fallen Burnout, Way of the Invisible Hand, Way of the Hidden Secrets, Way of the Silver Tongue, Way of the Holy Word, Way of the Deadly Blade, Way of the Analytical Mind, Way of the Black Arrow, Way of the Twisted Path, Way of the Poisoned Mother, Way of the Bleeding Mouth, Way of the Fiery Fist, Way of the Lightning Strike, Way of the Iron Titan, and Way of the Intercepting Wave.

Future Posts will illuminate each Mystery, Way and Art/Technique.

 

Reading the Street Grimoire


It is good so far. Some glaring typos especially one about castrating you that isn’t capitalized and looks like a leftover partial sentence.

I really didn’t expect this to be released so soon so obviously I am going to overhaul my magic overhaul to work with what I like in the book. That might take awhile.

Still working on an awakened martial art, astral maneuvers, a new martial art each for orks, trolls, and dwarves, and a martial art form for the heavily augmented that takes advantage of the unique capabilities someone with an arm of metal could do, and more to make astral combat more interesting and give more options to players.

Street Grimoire released on pdf today.


I am looking forward to reading this:

Street Grimoire

Shadowrun Overhaul: Magical Dueling


There are several ways that the ancient tradition of dueling as re-entered society as we go deeper into the Sixth World. Dueling pervades all strata of society and takes many forms from taking credit for an idea to get promoted over your rival at the office to a little amateur urban brawl action so your bike chummers think you’re chill to outright blazing guns and headless enemies. One of the most common forms of dueling is through proxies in which the rich and powerful pit their chosen against each other sometimes with challenges and sometimes in gladiator style combat.

The first is the basic duel in which the magicians choose a melee weapon and can use magic but nothing prepared beforehand and can only wear obvious armor if agreed to before the duel starts. This is more common for Adepts but the occasional magician or mystical adept has dueled in this way. The problem with this form of dueling is that it tends to be injurious to both duelists and possibly even deadly. Even with each duelist having a second to protect bystanders and their charges from errant magic it is just too easy for things to go wrong.

The second involves combat in the Astral realm which is evolving very rapidly as it becomes more popular. Hidden Arenas in Domains linked to the Battle metaplace have spread like wildfire in the past two years with the arrival of tempo and the rising popularity of spirit vs spirit combat. It is rumored that a cabal of free spirits has inordinate influence on the dueling scene one of whom takes the form of an older african male with wild and crazy hair.

With the introduction of the first martial art form created for Awakened Orks and by Awakened Orks: Hez Errit’grumrutra has changed the landscape for magical duels. Masters of this new martial art have dominated the metahuman combat leagues while sparking interest in Astral Combat official competitions and the magical society Egran’den Er’rek Wejoto has profited greatly despite suffering from half a dozen deadly attacks on its Jrikrek or school building by unknown but powerful magical assailants. The Egran’den are made up of an unique blend of ex-military or mercenary Orks with extensive Awakened combat experience and street shamans with a bent towards social justice. Many of the new outer circle members are former gang toughs who are being rehabilitated with tough love from the military crowd and a little wise gentleness from the street shamans.

The third involves direct magic to magic battle extreme. There are two methods by which this duel takes place. The first involves the duelists channeling their power and essence into a centerpoint until it gels into a form and a duelists dominates it. The second option involves a Ritual which is cast by a neutral third party that has evolved into the popular collegiate game Astral Total War.

The Arcane Duel

 Traditionally the two duelists face off with their seconds watching for treachery and their thirds creating mana barriers up to prevent accidental harm to bystanders. Each bows towards each other and stand within 10 meters of each other. Now both cast the Arcane Duel spell targeting the area between them. The Force of the spell acts as a limit to most Tests between the Duelists and the spellcaster can pick whatever Force they want but they have to handle the Drain from the spell which is quite demanding so they risk gaining penalties from before the actual duel for higher potentials. The spellcasters decide whether the duel shall use Sorcery, Conjury, or Enchanting.

The two duelists continue to pour power and weave threads into the center of the dueling area which slowly takes on an appearance based on the personalities of the duelists, the Skills involved in the duel, whatever mentor spirits they might have, and their Tradition.

In battles between master conjurers the audience can watch two pseudo-elementals slug it out for their amusement while another might involve a single elemental that both conjurers are trying to control. A duel between two Chinese sorcerers may play out visually as a game of go played by two elaborately designed Shen. It was once common amongst Hermetics familiar with the Old Matrix sculpting for their duels to take on the clear lines and geometric shapes of the Old Matrix protocols but that has become rarer in the modern day.

There is a moment when the spell gels and combat can begin usually sometime after the combined total of the two spell’s Force x 3 Seconds but can happen earlier or later depending on how difficult it is for the spell to find an appropriate venue. The better duelist at Assensing tends to win first action which is a big advantage as from then on the duel goes back and forth between the duelists until the victory conditions are met.

The duelists trade blows or moves back and forth until victory is achieved. For the vindictive they prefer to deal several light to medium blows to weaken the mage before hitting them hard so as to “Scorch” their opponent and possibly cause permanent damage to a magical faculty or mental facility.

Victory conditions can be the collapse of the opponent or first blood or first to five damage boxes dealt.

Weapon Foci bonded to a duelist provide an increase in DV by the rating of the Focus. Power or Spell/Spirit/Enchanting Foci add to the Attack or Defense Totals by choice of the duelist at the beginning of combat. For a duelist with two Foci one could be applied to Attack while another to Defense or both to Attack or both to Defense.

 

Initiative: Intuition + Assensing Opposed Test (only rolled once at the beginning of the duel; after that it goes back and forth)

Attack: Logic + (Spellcasting/Summoning/Alchemy) + (Power Focus or appropriate Focus such as a Spell Focus for a Sorcery duel) [Force]

Defense: Intuition + (Counterspelling/Banishing/Disenchanting) (Power Focus or appropriate Focus) [Force]

Damage Value: Charisma + Net Hits on Attack + Weapon Focus Rating + (Ritual Spellcasting/Binding/Artificing)

Resistance: Willpower + Arcana

Boxes of damage: Magic Rating x 2 (If damages overflows and is greater than Willpower then the mage is knocked unconscious (Stun Damage) and her astral form is disrupted which can cause permanent psychological or magical problems and is called Scorching your opponent.)

Edge: The Special Attribute of Edge is replaced by the Mage’s Grade. A non-initiate has a Grade of 0 and thus would act as if they had no Edge throughout the duel. “Edge” spent on the duel has no impact on the Edge Special Attribute.

-Don’t forget Wound penalties from before and during the duel.

-Reagents can’t be spent during the duel itself to alter Limits.

Arcane Duel Technique:

This arcane technique costs no karma to learn and can be taught in an hour or two with a good instructor. The Arcane Duel doesn’t conform to the standard categorizations of spells and rituals as it involves parts of all five spell categories and some of the steps of a ritual. Both duelists must have this Quality for the Duel to work. Some of the principles of Attunement are used as well as the anchoring technique of Ritual Spellcasting. Rumor has it that this technique involves elements of ancient and foreign magics.

Both duelists must be within 10 meters of each other. Both duelists expend Reagents equal to the Force of they choose for themselves at the same time which creates a temporary magical lodge just for the purposes of this duel in a sphere surrounding the two duelists. The initial prep time can usually takes about a minute. Each attack takes a full minute after which the other duelist begins their attack which lasts a full minute.

Drain is handled normally for your tradition as if casting a spell with a Drain Code of Force and Centering can be used.

 

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