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Shadowrun Overhaul: Astral Reputation replacing Spirit Index


I really dislike the way that the Spirit Index is setup in Street Grimoire. My main problem is that it doesn’t allow for a positive reputation among spirits. There should be a difference between a mage who has just atoned for bad behavior and a mage who is new to the spirit game. It basically just seems to be a mechanic introduced to punish player characters.

Anyway, it seems weird to make up a brand new system of reputation when there is a perfectly good system sitting there for the GM to use towards runners. So, Astral Rep will replace Spirit Index and represents how spirits, awakened critters, faeries, and even magicians might know and respect about each other. Remember what an astral denizen might consider noteworthy is going to be different from how a runner or the public might see things.

Astral Reputation Game Mechanics:

Spirit Cred is equal to the magician’s Grade. It provides a positive or null Social Limit Modifier and Astral Limit Modifier with the awakened, astral denizens, and spirits for social interactions and conjurations. The greater the cred the more the spirit world responds. Man-Of-Many-Names can achieve more from a whisper in the ear of the right spirit than some conjurers can with a half dozen great form spirits.

Astral Notoriety is influenced by some Qualities at character generation such as Spirit Bane, Mentor Spirit, or Spirit Champion by raising or lowering your Astral Notoriety by one. For most characters it starts off at 0. It represents various non-private actions that could be conceivably spread around about the PC that are primarily focused on the negative though it can be positive. It provides a dice pool modifier for social and conjury tests with spirits or astral denizens and especially those who respect or worship spirits. It is compatible with Spirit Cred in that an Initiate may have their Social Limit increased and have a negative dice pool penalty at the same time.

A Positive Notoriety could be earned by always banishing opposing spirits rather than disrupting them or by a habit of providing extra reagents when binding or a reputation for mentoring lost cubs and getting them on their feet. This should be used sparingly.

Notoriety can be bought off via the “Setting things right” methods in Street Grimoire or by burning off a point of Spirit Cred.

How much is bought off by an act of contrition is up to the GM but a point of Street Cred should buy off at least 5 points worth. Be generous but consistent. It might help to categorize spirit apologies by minor, major, and grand and provide a framework like 1 to 3, 3 to 5, and 6+ depending on the type of act.

The listing for Spirit Index on page 206 of the Street Grimoire would all be things that could increase Notoriety. Astral Notoriety can quickly grow and impact a conjurer’s effectiveness.

Categorize each transgression as a minor, major, and grand.

Minor transgressions like disrupting spirits would slowly build up steam and eventually increase Notoriety by 1 with a maximum of 3 for that type of transgression. Basically after disrupting a hundred spirits your reputation isn’t going to be hit any worse by 101 and 110.

Major transgressions usually impact your Notoriety after only one to three actions of that type. They start at 1 and go to 3.

Grand transgressions impact your Notoriety immediately and repeated transgressions keep adding up with no limit.

Decide with your players what constitutes a transgression and apology and what type it might be so they aren’t too surprised by it happening. Maybe make a news sheet about a recent treatise on spirits and how reputation in the spirit world is starting to impact conjury. Maybe a mentor mentions that spirits are starting to organize and punish those who abuse them. In other words introduce it gradually and don’t be a jerk about it.

Spirit Awareness represents how likely a spirit or another mage may have heard of you without having time to research about you. It starts off equal to your Spirit Cred plus your Astral Notoriety and doesn’t go down. In game it goes up whenever your Spirit Cred or Astral Notoriety goes up and whenever there might be an event that astral denizens might care about that you participated in. The key about Spirit Awareness vs Public Awareness is that the Astral Realm cares about far different things than the mundane world. Things that increase Spirit Awareness may be the same things that increase Notoriety or could be influenced because you invented a neat new spell or told a funny joke to a domovoi during downtime hiding in a safehouse in Russia. It is built by actions that impact spirits. Participating in killing an insect spirit hive or successfully sending a Master Shedim back where they came from or creating an ally spirit are all things that increase your Spirit Awareness. Maybe you’re a magical musical composer and spirits really dig your concerts or you made a pact with a free spirit. The main thing to remember with Spirit Awareness is that it is neither positive or negative as it is simply the likelihood of an astral denizen or magician knowing information about you on the spot.

Spirit Awareness table

0 to 6: Who?

6 to 10: Spirits from the metaplane you visited on your initiation ordeal or magicians in your Tradition in your neighborhood may have vaguely heard of you. Shamans with their ears to the spirit world in your area may know a little more.

11 to 20: Most Spirits and most magicians in your Tradition in your neighborhood/suburb/county know something about you without having to do research.

21 to 50: Most astral denizens or magicians living in your city knows your name/pseudonym and rep. They may even know more about you especially if you have the Distinctive Style Quality or less for Blandness. Most outside of your niche have heard your name and maybe something you did.

51 to 100: Almost every astral denizen or trained magician in your circles knows of you and is likely to recognize you or your name or style if given a moment. You are likely to be influential in your area for better or worse. A spirit summoned by an Initiate of St. Sylvester could nod and intone a respectful greeting upon meeting the magician while a Wiccan with a talent for making trouble might get an “Oh, no. Not you!” from the poor spirit.

101+ : You are a legend wherever you go in the astral and among the awakened.

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Shadowrun Overhaul: A Talismonger’s Guide to Hunting and Gathering Reagents


Wrote this up for a campaign with a PC as a talismonger with the rest of the team as her employees. The campaign deals with the chaos in the Talismonger community after the casualties of the Dragon Civil War. Since the system in the books is pretty sparse and basic I came up with something more realistic that would make it clear how much of a difference an hot spot makes in the bottom line of a talismonger.

In my next post I will be further explaining the value of the Grade of the reagent which is glossed over in Street Grimoire and just priced in Shadow Spells. I also came up with a new mechanic called Glitch Prone to handle the poor grades of the reagents. I don’t follow the pricing of Reagents shown in Shadow Spells partly because I use an house rule for how reagents work and partly because demand is up and supplies are down these days.

I have also invented a new type of Reagent called Flawless. It takes 10 Radical Reagents to make 1 Flawless Reagent. Orichalcum is made of 3 Flawless Reagents not 30 Radical. This change was because of my new Artificing rules and because it seemed more elegant to my new rules on what reagents do besides help with focus creation.

There are two types of search when looking for Reagents. The Hunt and the Gather. When Hunting in order to avoid harming the reagents the Hunter needs to use treated and clean weapons of the bow and arrow or melee type as more high tech weapons harm the quality of the reagents.

First of the Talismonger picks an area to Hunt and/or Gather in and the GM decides the state of the area and rolls for how many reagents it would be possible to harvest in that area if harvesting. If Hunting the GM decides what critters are in the area and their possible qualitative and quantitative value for reagent harvesting. If Gathering the key for the talismonger is to find the reagents, notice their quality and harvest them correctly.

Depending on hazards of the location whether urban or wilderness the PC is likely to need to make a Survival Test or three as most talismongers are going to be covering a lot of ground searching for as many reagents as they can find as quickly as they can find. In many cases this could lead to many days in places far from civilization. As some locales are hidden or out of the way or difficult to travel in and out of the smart talismonger doesn’t want to make many different short trips if one long trip can get the job done.

A smart talismonger has bodyguards or security when traveling in dangerous areas as they will be significantly distracted by the process of assensing an area to gather and harvest reagents or hunting a critter. It is far too easy for a hunter to be on the scent of one critter and get blindsided by the critter they didn’t know was also in the area.

It would be wise to have someone skilled in Outdoors Skills like Navigation to get to the region and go from area to area and Survival to…survive. When Hunting a critter someone with a good Hunting Knowledge and Tracking Skill will make the difference between an happy bottom line and a disgraceful snipe hunt.

Game Mechanics:

An Arcana + Logic [3] Test would be appropriate if the Talismonger is searching for a reagent appropriate for their or a client’s needs. Say a client who is a Mountain shaman wants a Power Focus than the Talismonger would spend some time to consider what kind of specimen or source would provide the best results as a part of a telesma. This is part of the process of tailoring the focus to the client. Net hits above the threshold of this test and successful gathering of the specified reagents to be used should provide tangible benefits to the talismonger like a bonus die per extra hit on a test as well as to the client such as lessening the Karma cost by the extra hits that the shaman would need to bond with the focus. A good talismonger should have a strong sense of how mana and reagents work. This also rewards the PC’s for going along with the GM’s adventure plot.

Hunting:

Tracking Skill and Hunting Knowledge Tests are par for the course once the team has made it to the area.

Once found the critter can be slain but depending on the way it was slain the reagents could be harmed.

The GM will have to decide the Potency of the critter and make some rolls to determine the reward for the team.

Talismongers with control over an area or with ethical reservations about killing the critters can use non-lethal incapacitating weapons and try and harvest what they can from a critter. In many cases this is the smarter choice depending on how the reagents express for that species. For example a talismonger in Wales is famous for making Foci out of the superior reagents made of shorn wool from his awakened black sheep.

Trapping and Fishing are other options that a Survival Test can help with. Non-lethal Trapping simply traps the animal in such a way as to do no physical harm to the animal and thus avoid harm to the reagents prior to harvesting.

The Specimen:

The GM decides on the Potency of the Critter by comparing the power level of the critter to a starting PC with some consideration about how “magical” the critter is, how important the critter is to the talismonger’s tradition, and the nature of the specific critter that is being hunted like if it is an Alpha or an Omega.

Potency:

Superhuman Rating: Prime Quality with 5d6 or more raw reagents

Superior Rating: Prime Quality with 1d6 or more raw reagents

Equal Rating: Superior Quality with 1d6 or more raw reagents

Inferior Rating: Baseline Quality with 1d6 or more raw reagents

Spirit’s Potency:

Of Talismonger’s Summoning Tradition: Superior Quality with Force reagents

Of Different Tradition: Baseline Quality with Force reagents.

If Great Form: Raise Quality by 1 and Force x 2 reagents.

Hunting Techniques:

Best Practices: No Modifier

Non-lethal Trapping techniques, treated traditional fishing equipment, careful harvesting of living animals especially domesticated animals, capture using weapons like bolas or some manipulation magic, or when a critter is killed by melee and archery weapons that are specially treated and cleansed.

Poor Practices: Quality -1

Using melee or archery weapons which have ‘dirty’ mana. The same residue that a Psychometrist can read from an object can harm the integrity of the mana in the critter and thus the reagents. Indirect Combat Spells and some Manipulation spells as well. Methods that cause the critter to endure long term negative emotions or pain prior to harvesting can spoil the reagents as well.

Bad Practices: Quality -1 per box of damage from a bad source

Direct Combat Spells that do physical damage scramble and mutilate a target’s mana on a massive scale as do firearms and demolitions. Direct Combat Spells that do Stun damage may only disrupt its mana temporarily and can be used to capture and then after a sunrise or sunset allow harvesting without penalty.

Harvesting Modifiers:

The Goose who laid the Golden Eggs: Lessen the amount of reagents harvested by at least half but the talismonger is able to harvest reagents without harming the critter. The GM should decide how long of a period is necessary for reagents to renew depending on the form of the reagent. Taking a tail feather from an awakened bird means you have to wait until the tail feather grows back. This also works for domesticated animals.

Fresh: No Modifier.This is when a talismonger harvests the corpse of a critter or any once living matter before the corpse had experienced its first sunset or sunrise which will disrupt the mana in the critter just like dawns and dusks wipe out temporary magical lodges.

Didn’t use an Alchemy Kit to Harvest: Lowers Quality by 1 and makes transportation difficult as a kit enables the talismonger to coax the mana into a few small areas. Instead of reagents weighing less than a dozen grams a piece now have a weight of at least a kilogram per dram.

Mana Level: If the critter had spent most of the latter part of its life in an high or low Background Count or Domain than the GM can add a d6 or subtract a d6.

Not Fresh: Lowers Quality by 1. This could be shed fur or a scale that fell or rubbed off found at the critter’s home or when a critter is slain and brought to a talismonger after a sunset or sunrise has past.

Ancient or High Status Critter: Raises Quality by 1

Final Potency and Quality of the Specimen:

Tally up all the modifiers above until you have a Quality modifer and roll to see how many drams are there. A Quality raised by 1 that was of Baseline starting Potency and Abundancy increased by 1d6  would yield 2d6 Superior raw reagents.

Harvesting the Reagents:

First an Assensing + Intuition [Astral] (# of reagents, minute) Extended Test to locate and understand the mana and its concentration within the specimen. The character can only harvest the reagents that she can find in this process. Thus, if she stops getting six hits than that is how many reagents she can harvest as a maximum.

Then make an Alchemy + Intuition [Astral] (2x # of reagents, hour) Extended Test to concentrate and focus the mana in the specimen and harvest the reagents. Every hit on the Test can be split between concentrating the reagent and harvesting the reagent. A talismonger in a hurry can choose to skip the concentrating part and instead of reagents weighing under 12 grams a piece each reagent weighs at least a kilogram apiece. Once Harvested a reagent can’t be further concentrated without disrupting the mana making bulky reagents less valuable and useful for many endeavors. Superior 5th Generation Alchemy Kits also lower the time interval required in half and provide other benefits.

If attempting to harvest from a critter in a renewable way than an additional hit on the above test can be spent to carefully harvest without harming the critter or its ability to recover its reagents in the future. The GM should decide how much can be harvested safely but no more than half of its total reagents should be available without harm.

An Animal Handling Test may be necessary should the critter be awake and mobile. More reagents can be harvested in a renewable way from a calm, alert, and trusting critter. In many cases this isn’t possible and the critter should be harvested while immobile or unconscious. When a critter is in that sort of state its mana is in flux making it more difficult to concentrate the mana into reagents safe to harvest without harming the critter.

Gathering:

Parabotany, Parageology, Magical Theory, and other knowledge tests can help out with finding good spots to gather reagents.

These are the factors that will determine how many and what quality the reagents might be in the area. It is possible that more than one source of reagents might be in an area and if that is true the grade of the raw reagents may differ between the various sources in the area. The Status of an Area might be excellent but if it is well known it is probably being harvested regularly and thus not as objectively good an area as another. All the pieces connect.

Source:

The Source of the reagents could be a gold vein, a stalactite, a critter nest, ancient bones, moss on a gravestone, feathers discarded by an awakened eagle, petrified shit from a blackberry cat who ate the wrong magical compound, a chess set used in a grandmaster match, the discarded wood shavings leftover from making icons of Cthulu by a lunatic carpenter obsessed with HP Lovecraft, old amusement park coins discovered in a junked automated fortune teller, the smaller piece of a wishbone broken and discarded in tears by a child, and more.

The Abundancy of the Source:

Potent: 3d6 base reagents.

Baseline: 1d6 base reagents.

Poor: no base reagents.

The Purity of the Source:

Pristine: Raise Quality by 1.

Typical: No Modifier.

Poor: Lower Quality by 1.

The Status and Potency of the Area:
Prime: Rare pristine places free of physical and astral pollution and very little interaction with metahumanity. Or places of relatively pure purpose, emotion, and intent. Cathedrals, a memorial, a family graveyard tended lovingly for a dozen generations, an old half forgotten out of the way research library at one of the first universities like Salerno or Oxford, the original historical set of buildings at West Point, or a sept’s castle. Prime base Quality
Superior: Clean or Esoteric locales like a bucolic village or well maintained park with little but good natured traffic. A centuries old graveyard open to the public but off the beaten path, an old bookstore district, a community church where famous abolitionists gathered, a research lab at a quality university. Superior base Quality
Baseline: Mundane like most areas on earth: Baseline base Quality
Subpar: The nicer part of the Barrens. Subpar base Quality
Inferior: The bad part of the Barrens. Inferior base Quality
Tainted: Whole swathes of Tsimshian. Tainted base Quality

Resting State of the Area:
Untouched: Hasn’t ever been harvested. Quality raised by 2 and number of drams is raised by 3d6.
Unspoiled: Hasn’t been harvested in years. Quality raised by 1 and number of drams is raised by 2d6.
Fallow: Hasn’t been harvested in months. Number of drams is raised by 1d6.
Cultivated: Has been harvested this month. No Modifier.
Recently Harvested: Has been harvested this week and most of the reagents were found. Lower Quality by 1 and drams by 1d6.

These two factors can also define the Resting State of the Area and can both impact the above States.
Over Harvested: Area has been Harvested more than once a month for a year. Lowers Quality by 1 and drams by 1d6.
Tapped Out: Talismongers regularly harvest every single reagent in the Area for a year. Lowers Quality by 1 and drams by 3d6.

Harvesting the Reagents:

First an Assensing + Intuition [Astral] (# of reagents, minute) Extended Test to locate and understand the mana and its concentration within the specimen. The character can only harvest the reagents that she can find in this process. Thus, if she stops getting six hits than that is how many reagents she can harvest as a maximum.

Then make an Alchemy + Intuition [Astral] (2x # of reagents, hour) Extended Test to concentrate and focus the mana in the specimen and harvest the reagents. Every hit on the Test can be split between concentrating the reagent and harvesting the reagent. A talismonger in a hurry can choose to skip the concentrating part and instead of reagents weighing under 12 grams a piece each reagent weighs at least a kilogram apiece. Once Harvested a reagent can’t be further concentrated without disrupting the mana making bulky reagents less valuable and useful for many endeavors. Superior 5th Generation Alchemy Kits also lower the time interval required in half and provide other benefits.

Final Potency and Quality of the Source:

Tally up all the modifiers above until you have a Quality modifer and roll to see how many drams are there. A Quality raised by 1 that was of baseline starting Potency and baseline starting Abundancy increased by 1d6  would yield 2d6 Superior raw reagents.

Glitch Prone:

This quality of a reagent is a way for the GM to show the dangers of cheap reagents and gives a mechanic to the story fluff in Street Grimoire that talked about foci made from inferior reagents. It would be easy to apply this mechanic to making new negative qualities for characters, guns, computers et cetera so feel free to do so.

Minor Glitch Prone: Whatever magical test the reagent is used for is modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.

Major Glitch Prone: Whatever magical test the reagent is used for is modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.

Critically Glitch Prone: Whatever magical test the reagent is used for is modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.

Quality of Reagents:

The Quality of a refined reagent is determined by the lowest grade of a component. So 9 Prime raw reagents and 1 subpar raw reagent yields 1 subpar refined grade reagent making accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum as the purity of the Orichalcum becomes a big deal at that level of cost. The benefits of Prime and Superior Quality reagents will be described in my next post.

Prime: 100% higher base cost and 50% faster to refine than baseline reagents.

Superior: 50% higher base cost and 25% faster to refine than baseline reagents.

Baseline: No modifer to base cost or refining time.

Subpar: 25% lower base cost and 25% slower to refine than baseline reagents. Minor Glitch Prone.

Inferior: 50% lower base cost and 50% slower to refine than baseline reagents. Major Glitch Prone.

Tainted: 75% lower base cost and 75% slower to refine than baseline reagents. Critically Glitch Prone.

Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with magic.

Equipment:

Alchemy kits: are very portable tools for Alchemists and help with harvesting reagents, preserving, and focusing discovered reagents into a smaller more portable raw form. An Alchemist might take a vial and some rare herbs and powders and take a little blood from a slain paracritter and weave the mana from the corpse into the blood mixing into the vial or use a ritual athame to cut a wand from a lightning damaged tree and have the dozen “raw reagents” channeled into just the wand or takes a bucket of awakened berries and weaves the mana into an handful saving space and providing ease of use as no mage wants to carry a bucket of reagents while on a run. A fifth gen kit increases the Astral Limit by 1 and cuts harvesting time in half as well as concentrating the reagents into portable objects. A 4th gen is standard also concentrates reagents and a 3rd gen doubles the normal time.

Alchemy Kit Enhancements: Adding extra features like the Ghostbusters Enhancement that lets Talismongers salvage reagents from Spirits or a kit tailored to a specific Tradition which raises Harvesting Test Limits by 1 if the Talismonger is of that Tradition. Think of a good enhancement and there is probably some doodads the alchemist can buy that will enable that help.

Prices:                                                                                                       

Increase the cost of any Magical Compounds in the books by 25% to 50% and increase Availability by 1 to represent supply and demand.

Item Retail Price Availability
Raw Grade 20¥ per dram
Refined Grade 450¥ per dram 6 + 1 per dram
Radical Grade 5000¥ per dram 8 +1 per dram
Flawless Grade 55,000¥ per dram 10 + 2 per dram
Orichalcum 175,000¥ per dram 14 +3 per dram
Prime Quality +100% Base Cost +2
Superior Quality +50% Base Cost +1
Subpar Quality -25% Base Cost -3
Inferior Quality -50% Base Cost -5
Enchanter’s Lab 5th Gen 75,000¥ 12
Enchanter’s Lab 4th Gen 40,000¥ 10
Enchanter’s Lab 3rd Gen 25,000¥ 10
Microlab 5th Gen 100,000¥ 12
Microlab 4th Gen 60,000¥ 10
Alchemy Kit 5th Gen 10,000¥ 12
Alchemy Kit 4th Gen 4000¥ 10
Alchemy Kit 3rd Gen 1000¥ 8
Alchemy Kit Enhancements 1000¥ each +1
Minor Foci (F x 900¥) + (F x OR x 250¥) (F x 2)
Major Foci (F x 10,000¥) + (F x OR x 250¥) (F x2) +4
Grand Foci (F x 110,000¥) + (F x OR x 250¥) (F x 3) + 3
Focus Tailoring (Days x 1000¥) + (3 x Reagent) +2
OR is Object Rating of Telesma Doesn’t include cost of Telesma

Shadowrun Overhaul: Draconis Awards from the Draco Foundation 2075 CE


Whenever I want to introduce new technology or magic into the mainstream of my Shadowrun Campaigns I take advantage of a little blurb I read I believe in Dunkelzahn’s will talking about competitions and awards each year for those who push the boundaries of science and magic.

After a few of these happening the players realized they had hit the big time when they figured out that the run they were on was to ruin an university’s research project that was sure to win this year’s competition. I imagine the Draconis Awards (the awards weren’t named in the source material and I thought that Draconis would be perfect as their name) as to be on par with the Nobel Prize in overall importance but for Shadowrunners they would be very important both as a source for runs but also as a resource to gain access to for character improvement.

Draconis Awards from the Draco Foundation 2075 CE:

 

Astral Projection:

MIT&M wins a Draconis Award for creating a new technique that applies Schwartzkopf’s Grand Unifying Theory of Magic towards the limitation that Mystic Adepts and Adepts have in Astral Projection. So far they haven’t succeeded with helping Aspected Magicians astrally project.

Gene Optimization:

Universal Omnitech wins a Draconis Award after successful clinical trials with its Gene Optimization line of products. The cognitive line fails to be predictable in which areas it enhances because of epigenetics and the complexity of the brain’s neural network but the physical line has made a full success with one treatment enhancing your potential physical performance traits.

Metagene DNA Astral Shadows Assaying:

Celedyr’s personal research team at Neonet has recently uncovered how to detect metagenes for a sizeable portion of the population and give a probability of likelihood of a phenotype expressing its latent metatraits be it Goblinization or Awakening. The test only works on fresh samples so the team and their equipment need to be onsite and old samples can’t be tested because Astral Shadows fade fairly quickly within an hour or two of when the sample is taken.

Game Mechanics:

Astral Projection:

An Adept or Mystic Adept with the Astral Perception Power may Initiate and learn the Metamagic Astral Protrusion to project for Magic Rating + Grade minutes. After learning this the Initiate may purchase the Astral Projection Power for 1 Power Point.

Gene Optimization:

Physical Genetic Optimization: Raises your natural limit by one in Body, Agility, Reaction, and Strength. Compatible with Exceptional Attribute. Further Optimization has no effect.

Treatment time: 6 weeks.

Essence Cost: .5.

Availability: 9

Cost: 150,000 nuyen.

Mental Genetic Optimization: Raises one mental Attribute’s natural limit by one. Usually it is the highest rated attribute but it is somewhat random because of a limited understanding of the brain and variations amongst the neurotypical and the neuro-atypical. A GM can let the player roll a d6 with the highest getting 3 numbers and the other 3 getting 1 number.

Treatment time: 8 weeks.

Essence Cost: .2.

Availabililty: 10

Cost: 50,000 nuyen.

DNA assaying:

Neonet’s technology for magical talent works for around 50% of the human metatype population with a success rate of 95%. For other metatypes it works for about 25% with a success rate of 80%. The remaining half of humans and three quarters of other metatypes can’t be accurately mapped because of certain metagene variants and alleles confusing the issue. What this means is that about half of humans can know with a good sense of security whether they have a latent magical gift that could be awakened. As time goes on it is inevitable that it will become more accurate and rumors say that Neonet is trying to find out how to unmask the riddle of technomancy and if it is genetic or epigenetic as well.

Neonet’s technology for detecting possible Goblinization or Surge related metagenes can detect the likelihood of an human goblinizing or developing SURGE like metatraits works for about 75% of the population with 97% accuracy. So, if you’re an Ork parent wondering if the human baby you have is likely to goblinize in puberty you can find out with reasonable certainty with a DNA test.

It is unknown which Neonet subsidiaries will be carrying the test but rumors of prices suggest under 5000 nuyen for both upon introduction of the product.

Shadowrun Overhaul: Magic: New Metamagics: Attunement


Ryan Two-Tusks sat cross-legged in the living room of the damaged hovel where once his family had lived before all the trouble began with Project Freedom and being tortured by a mass murdering psychopath. In his lap was a combat hammer. He named the qualities of the hammer especially its ability to transfer its energy through armor. Remembering the sound of the hammer hitting Swat full body armor and cracking the chest plate into three places. Gradually he noticed a warmth in his chest and a tingle with goosebumps up and down the arm holding the hammer. Looking down he activated his Sight and saw delicate filaments connecting his aura with his long time companion.

“Finally! The attunement has begun stage 2” whispers Ryan.

Standing up he grips the combat hammer in both hands. Looking at the ravaged wall where once sat his entertainment center and where he and his wife watched their first movie tears well up in his eyes.

“Keeee-yaaaah!”

Swinging the hammer laterally with all his might Ryan hit the wall. The sound wave seemed to pause; pregnant with the promise of devastating destruction. Blow after blow strikes the deserted and empty home. Hours later the hammer blows begin to slow down with a single load bearing wall left.

Ryan kisses the pommel of the war hammer and winds up for a mighty blow!

Upon hitting the wall pieces of plaster shatter like a teacup flung down the hall.

Breathing heavily Ryan looked down at his wife’s sigil etched into the pommel of the handle and placed it on his heart and closed his eyes. Looking down with his Sight Ryan was amazed by the the rich weavings of a mana flowing from his center to the pommel of the hammer.

Attunement Metamagic:

Attunement is a Metamagic that allows the Initiate to create or enhance astral connections between items, people, and locations. Sympathetic and Symbolic Links are attuned for Ritual Sorcery as a replacement for Material Links (without Ceremonial Metamagic the Initiate would be unable to personally use the Links.) With Attunement many new and powerful Rituals become possible as well as the purchase of new Qualities (karma cost at character creation level rather than the x2 modifier for Qualities gained after character creation.) Adepts can learn some of these Qualities which involve connecting deeply with a type of animal or item or even a location (see Home Ground). Geomancers use Attunement to connect with locales with highly dense mana concentrations in order to Aspect the Ambient Mana of a Power Site or Mana Line usually towards their Tradition, Magical Group, Mentor Spirit, Metaplace, Metaplane, or personal philosophy. Those skilled at Assensing can often detect attunements which once perceived can then be used against a target as a Sympathetic Link using Ceremonial Metamagic and Ritual Spellcasting.