Making our favorite games even better
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.
This will be just a quick overview of my reagent house rules. More in depth rules will be covered in my Artificing Overhaul rules. I have added a new type of reagent called Flawless that is the step up from Radical. So instead of 30 Radical reagents being used to make Orichalcum it is 3 Flawless reagents.
For new Foci rules see here: New Foci
A big change is that only a single dram of a reagent can be used to aid a magical test or procedure. More than one reagent may be used in a long extended process by having the process be discrete. Each day of Artificing or building part of a Magical Lodge or each hour of Binding is a separate process for example allowing more than one reagent to be used in those cases.
Also, a reagent can be used by an Adept as long as the test is enhanced by their magic. An Adept with Nimble Fingers could benefit from the use of a reagent on a Palming test.
Each reagent has a Quality and a Grade. See Talismonger’s Guide to Harvesting Reagents for information about a reagent’s Quality. Alchemists use their skills to refine lower grade reagents to higher grade reagents following the rules on pages 210 and 211 of the Street Grimoire. The main changes are that there is one more step before making Orichalcum because of the introduction of Flawless reagents. The other is that during the process of refining reagents the Quality of a given batch is equal to the worst reagent. So, 9 Prime Quality Refined reagents mixed with a Sub par Quality Refined reagent would distill into a Sub par Radical reagent.
Quality of Reagents:
The Quality of any reagent that has undergone refining is determined by the lowest quality of any component dram. This makes accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum and Flawless reagents because of their cost and use in Artificing.
Prime: 100% higher base cost and 50% faster to refine than baseline reagents.
A critical glitch is downgraded to just a glitch and a regularly rolled glitch is treated as a normal roll while the reagent is in use with any magical tests. When using a Refined or Radical reagent the magician has the benefit of spending Edge on a single magical test during the duration of the reagent as well as gaining the benefits of being unlikely to glitch.. This is compatible with the magician actually spending a point of their Edge.
Superior: 50% higher base cost and 25% faster to refine than baseline reagents.
Using a Superior reagent reduces the chance of glitching by ignoring a single rolled 1 from any magical test during the duration of the reagent. When using a Refined or Radical reagent the magician has the benefit of using the rule of 6 on a single magical test while the reagent is in effect.
Baseline: No modifer to base cost or refining time.
Sub par: 25% lower base cost and 25% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.
Inferior: 50% lower base cost and 50% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.
Tainted: 75% lower base cost and 75% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.
Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with any magic test.
Grades of Reagents:
A magical test is any test that is utilizing a magical skill as a component or is being enhanced by magic in some way. An Adept with Improved Con could enjoy the benefits of increased social limit for example.
Raw: A raw reagent raises the limit by 2 for a single magical test taking place in an action phase.
Refined: A Refined reagent raises the limit by 2 for all magical tests for an individual in a Combat Turn (6 seconds). Refined reagents are used as a component of Magical Lodges and Binding spirits. Spirits vastly prefer Refined reagents to Raw reagents. A Refined reagent is also used to craft telesma for the purposes of creating minor Foci and other minor enchantments. A Refined reagent is also used to brew potions by master alchemists, create fetishes, and used to make ink for magical scrolls.
Radical: A radical reagent raises the limit by 2 for all magical tests for a minute. Radical reagents are used to craft telesma for major Foci and other major enchantments. Radical reagents can also be used in place of spending Karma by unweaving the concentrated mana from the reagent and channeling it exactly the way a magician unweaves part of themselves to empower a Quickened spell for example.
Flawless: Flawless reagents are used exclusively in Artificing as the reagent is refined to such a point that the mana can’t be unwoven from its physical matter except with extreme caution via the refining process to create Orichalcum. A Flawless reagent is dual natured and solid in both the physical realm and astral realm. They are used to create telesma for Grand Foci and other masterful enchantments.
Orichalcum: Orichalcum is created by using three flawless reagents and can be used by master artificers to create the mightiest of Foci and Enchantments. It is also dual natured and very obvious in the astral unless covered in some way. Any Focus crafted from Orichalcum allows a magician to bond to the Focus with much greater ease than normal. Each dram used to craft the telesma halves the amount of Karma necessary to bond.
More on Orichalcum and Flawless reagents will be covered with my future Enchanting Overhaul post.
|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|