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D&D 5e House Rules: Seizing the Initiative and Counterattacking


A counter attack is different from a parry and a riposte in that the defender seizes the moment/initiative away from the initial attacker as if they hadn’t even attacked versus defending and then attacking back. The German grandmaster Liechtenauer used the concept of Indes and the Italians used mezzo tempo or contra tempo to illustrate how to decisively and ‘instantly’ to feel out and orient their observations to take action and advantage of a moment in time during combat.

Counterattack: An offensive action executed into an opponent’s attack. A fencer might choose to counterattack if they believe their opponent’s attack will miss, or they might combine the counterattack with an evasive action (such as ducking beneath the opponent’s attack) or simultaneously using their blade to deflect their opponent’s attack during the counterattack (called a counterattack “in opposition”).

Parry and Riposte: uses the strength of one’s own blade to avoid the opponent’s blade. After performing it, the fencer then counters the attack with a combined attack which would force the opponent to parry, allow you to counter parry the opponent’s blade, and allow you to penetrate their next parry to win.

So for D&D purposes a great way to add this to the game is to allow proficient defenders to Counterattack weak attackers as an opportunity attack reaction.

This works great for any type of attack even a non-combat attack.

An NPC tries to use Intimidate on a character proficient with Insight and/or Intimidate. The intimidator fails badly so the defender could see the attack coming and before the NPC had even gotten the insult out the defender already had a comeback out and zinging.


When a defender who is proficient in the skill, game, tool, or weapon is targeted by an attack or skill check in which the roll is a 1 or the total was less then the defender’s ‘To Hit’ total with their equipped and proficient weapon or appropriate skill total than they can react as if the attacker had provoked an attack of opportunity with their failed action.

Exempli Gratia:

The orc raises his battle axe over his head and telegraphs his attack with bunched muscles and a roar and rolls a 2 with a ‘To Hit’ bonus of +3 for a total of 5 missing by a mile. The skilled Knight seeing this responds with a thrust to the orc’s exposed throat before the axe even has a chance to come down.

The Knight had a ‘To Hit’ of +6 which is higher than the 5 rolled by the orc and thus the Knight has a chance to use her reaction to take a free shot at the orc with an opportunity attack.

Effects of House Rule:

This makes proficiency a much bigger deal which is very important at low levels and not very reflected by a +2 modifier. It adds a bit of spice to social combat as well providing a useful mechanic. When a low skilled character takes on a high skilled character by making a poor attack it really has a penalty now which should factor into a character’s cost benefit analysis and opportunity costs when dealing with a skilled or better enemy.

It also becomes interesting at high levels when a character is faced with a large number of incompetent enemies who leave themselves open every time they attack.

D&D House Rules:

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake


D&D 5e House Rules: Tactics of Mistake


So, basically what I’ve done is take the concept of having to make a tactical or style decision prior to physical, social, or mental combat from my own game and applied it to D&D 5e.

This house rule can be used for any type of conflict and while presented here in a very simplistic form can be easily adapted to provide greater flexibility. Given that 5e has moved to an aesthetic of simplicity and clean lines I will endeavor to provide a rule in line with the style of the gaming system.

I have done no playtesting of this house rule within the game system of D&D 5e so it might not be perfect and it is an adaption from my own rpg game so it doesn’t fit as perfectly and I’m not as expert in 5e as I am in my own game. Thus, there may be weaknesses or errors that I have not thought out yet. Let me know your thoughts.

I wanted to bring to 5e something simple that also provided both mechanistically interesting choices and allowed for a more rewarding framework for roleplaying your character.

With this house rule there is a real difference between a bold dashing swashbuckler with a rapier who takes wild risks relying on their skill and bravery versus a cold calculating assassin laden with a lifetime of dirty tricks with a rapier vs a brilliantly fast tournament champion with a rapier et cetera both in how they roleplay an encounter and how they would fight in the encounter.

Also, this provides a framework for social combat like the viking flyting or the rap battles of today or backstabbing courtiers trying to undermine a rival. For mental combat like a game of dragon chess this makes things more interesting than just rolling a die and checking for proficiency.

For mental combat like a game of dragon chess this makes things more interesting than just rolling a die and checking for proficiency. It also would work really well for some type of astral combat or dream combat.

The tactics can have a big effect but since your opponent also is able to take advantage of a tactic it balances out.

A side benefit is that this lessens the negative effect of not min/maxing a character. Having a fighter with a high wisdom can now be pretty damn awesome versus mainly useless.

It also spreads out the gaps between ratings on Attributes. Getting hit with an axe by the actor who plays the Mountain is literally going to be double or triple the newtons applied by a very strong trained Olympic athlete with a mere Strenght mod of 2 or 3. The effect is going to be a much bigger difference than 2 points of damage on a blow.

Speaking of the Mountain in Game of Thrones his fight with the Red Viper is a perfectly could comparison between a strength and constitution based fighter versus a smart and agile fighter. They would be switching based on the situation between those two tactics in most duels.


In this version, there are six tactics with one tactic attached to each attribute. Based on your proficiency bonus you get that many additional tactical points to spend in total on those six tactics. Each tactic uses the linked attribute modifier as its base along with the tactical points from proficiency.

An optional rule would be to replace the ‘Strength’ saving throw with the ‘Potency and Might’ saving throw regardless of what tactic is chosen in a round. This has the side effect of making it easier for everyone to make their saving throws including monsters but does provide an extra point of differentiation between different characters.

For one versus many opponents, the many may add together when working as a unit their total tactical points and apply that to the leader’s roll. If working as a unit than all must be using the same tactic just for ease of use. If not acting as a unit than just handle as normal for a one on one duel.

Potency and Might: (Strength)


With this tactic the character relies on their power so in physical combat they might grapple or bind or shove their opponent to clear the way for a strike while in a game of dragon chess they rely on clear and simple but capable strategies and in a social battle they would strike out in a forceful and straightforward way to achieve their goal.


Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent. Apply the difference to the attacker’s ‘to hit’ roll and either bump up, leave alone, or drop down the weapon’s damage by x steps as well. For a +1 difference a d6 goes to d8, a 2d6 goes to 2d8. A -2 would take a d8 to a d4. Below a d4 the damage is simply 1. Using this tactic is a bad idea for a human against a giant! Stops at d20 for bumps increasing damage.

For non-physical conflict apply the difference on any Checks or Saving Throws.

Vigor and Fortitude: (Constitution)


With this tactic the character relies on their toughness, stubbornness, and will to keep going. In physical combat they roll with the hits thus diminishing and spreading out the force from enemy strikes and simply rely on greater conditioning and toughness to win out over their enemies. In a game of dragon chess they would castle early and play a defensive point based game hoping for their enemy to grow weary in trying to assault their defenses. In a social duel they would simply weather any attacks on their character or manipulations with pure stubbornness and force of will.


Apply the Tactical rating to the character’s Armor Class against the following damage types: bludgeoning, force, necrotic, thunder, cold, and lighting. Slashing if the character is wearing armor or using a shield.

Apply the Tactical rating to social and mental saving throws used to provide defense in social, magical, psychic, or mental combat.

Celerity and Agility: (Dexterity)


With this tactic the character relies on speed and grace to avoid and defeat their enemies in any arena. In physical combat they evade strikes, riposte, and place hits with precision and finesse.In a social duel they can lay down the right turn of phrase to shut down or invalidate an opponent’s argument and in a game of dragon chess they prefer an open style of game with many options and ways to shift their defense and strike at many points of weakness.


Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent. Apply the difference to the attacker’s ‘to hit’ roll and their AC and any Dexterity saving throws in physical combat. In social and mental settings apply ‘to hit’, Checks, and to any appropriate ‘saving throws’ to for defense including mental attacks. Think of the defender having a slippery mind against psychic assaults for example.

For non-physical conflict apply the difference on any Checks or Saving Throws.

Guile and Artifice: (Intelligence)


The dirty street fighter or wily gladiator. This tactic is epitomized by the meme of ‘Old Age and Treachery beat Youth and Skill every time’. Throwing a bit of sand in your enemy’e eyes or dosing a rival bard with laxatives before a battle of the bands competition before the baron are all examples of using guile and artifice to defeat your enemy. A favorite of mine is from Roger Zelazny’s Amber when Corwin defeats Lord Borel with a dirty trick and Corwin retorts that this is a fight to the death, not the Olympic games. Guile can be thwarted by a near equal intelligence and sneakiness or common sense, perceptiveness, or wisdom. Casting a charm spell after dosing a target with a drug that makes them more trusting or open in order to ply for information would be an example of using this tactic in a non-combat situation. A rogue wizard with no moral compunctions and time to plot can be a much more dangerous enemy than a rampaging demon lord.


Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent’s Tactical Rating in this Tactic or their Prudence and Sense Tactical Rating whichever is higher. Apply this score to ‘to hit’, any Checks, and bump the damage or DC of any spells cast just like in the Potency and Might tactic. A +1 difference boosts a d6 damage die to d8. Max of d20 and min of 1.

Prudence and Sense: (Wisdom)


Cautious and opportunistic. This tactic is for the person concerned primarily over there continued life and wish to be careful in conflict. Reserved and perceptive the martial artist or fighter using this tactic waits for their opponent to make a mistake or reveal a weakness. The primary goal is to stay alive and defeat your enemy. This is a good tactic to take against a better-skilled enemy or when trying to hold a line when you’re more wise than tough. This is also a good tactic to take against the unskilled enemy as they are unable to evade your strikes and you have improved defenses against everyone. It is easy to evade strikes when you know what the enemy is going to do before they do.


Add Tactical Rating to the character’s AC and all Saving Throws.If your opponent is not proficient or familiar with their weapon you automatically hit them without the need to roll as long as you are proficient.

Same goes for social and mental conflict. If you are proficient at Dragon Chess and your enemy is not you automatically win by simply not taking risks and knowing how to avoid basic mistakes and exploit incompetence by being careful. In the social arena an expert intimidator can fairly easily turn the tables on someone trying to intimidate them who has no clue how to properly intimidate.

Audacity and Courage: (Charisma)


With this tactic the character relies on boldness and bravery to win the day. The sudden strike or the barbarian charging in a frenzy or the swashbuckler leaping toward the hanging rope to ride the chandelier down are examples of this tactic. Force of personality can really win the day and intimidate or amaze your opponents giving you the psychological edge. The berserker charging a waiting nest of pikemen knowing that they will get hit but hoping to take down some before they go. The Paladin raising their singing Vorpal blade before leaping into the Abyss after the falling undead lord would be a great example of this tactic in use. Sometimes being brave can be stupid but if you really are much better than your opponents you can more easily defeat them with this tactic and do so in style. Also, by being bold and on the offense you can seize the initiative away from someone not fighting in the moment.


Apply the Tactical rating to the character’s ‘To hit’ or Ability Check and subtract the rating from their ‘AC’ and ‘Saving Throws’. The secondary ability of this tactic is to seize initiative by being in the moment and following their skill or intuition. Add Tactical rating to Initiative score and if this raises their Initiative above their opponent they may preempt their action and take their spot.

Exempli Gratia:

The Giant has a Potency and Might of 5 and a Celerity and Agility of 0.

The Knight has a Potency and Might of 0 and Celerity and Agility of 5.

The giant choosing the Potency and Might tactic with a difference of 5 points would strike with their club gaining a +5 to Hit and damage upgraded to d20. So, if the giant had a Proficiency bonus of +2 and a Strength Modifier of +4 he would roll a +11 to Hit and d20 + 9 for damage.

The nimble knight choosing the Celerity and Agility tactic with a difference of 5 points would strike with their club with a +5 to Hit and +5 to AC. So, if the knight had a Proficiency bonus of +2 and a Dexterity Modifier of +4 and was using a finesse weapon he would have a +11 to Hit and a +5 to AC to evade the giant’s strikes.

In a fight between more similar opponents the tactics would be less effective making a more well-rounded character more useful against someone who is a one trick pony. Thus, allowing those extra Tactical points from a character’s proficiency bonus. This lets a PC who is weak in one area mechanically make up for it with an unexpected tactic in battle.

If you spend a lot of time fighting orcs who are completely untrained in using martial weapons it would make a lot of sense to get better at Prudence and Sense to avoid their wild but powerful swings as you watch them telegraph their every move.

Other D&D House Rules:

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake


Shadowrun Overhaul: New Focus Types and Enchanting Equipment

Enchanter’s Equipment:

An Enchanter’s Lab is usually part of an Enchanter’s Magical Lodge and allows a Mage to create Enchantments with ease and style. The original Labs were very basic and for Hermetics were often little better than a chemistry lab but as time has gone on there have been many advances in Enchanting allowing feats impossible or difficult just a decade ago to be achieved today. 4th Generation Enchanting equipment was the norm in 2075 but in the wake of the Dragon Civil War and the loss of so many Talismongers and Enchanters who dealt with Draconic reagents and telesma created an huge lack of supply at the same time that demand increased via new Enchanting abilities. This spurred an aggressive burst of pure research and new manatech allowing yesterday’s apprentices to try and compete with yesterday’s lost masters.

5th Gen Lab provides a bonus situational die to all Enchanting Tests including Drain. Additional bonuses can be gained with the Forge artifact component of a Magical Lodge if the lab is within such a location.

The Lab cuts down the time to refine reagents to a mere 8 hour workday and will often speed up other Enchanting processes as if the calculated Force was 1 less. For example an Enchanting process that normally takes Force days with a Force of 4 would only take 3 days instead.

The key enhancement of the Fifth Generation Laboratory is that Alchemists with the Fixation Metamagic are able to bypass the need to learn the Advanced Alchemy Metamagic and are able to create Magical Compounds, Charms, Potions, Scrolls and other advanced alchemical preparations.

4th Gen Lab is the standard Lab as described in the rules. It takes a 10 hour workday to refine reagents. These have been basically the same for the past decade barring a few minor improvements.

3rd Gen Lab doesn’t usually have any penalties as anything really backward was probably updated but they can make certain Enchanting processes take longer to do especially refining reagents which takes a full 12 hour workday. Most shamans haven’t updated from these as the new 4th and 5th gen Labs really focus more on Hermetics and Wuxing Traditions. Most are twenty to thirty years old.

Microlabs allow the Enchanter to take their lab with them when they travel. They don’t provide a bonus die for all Enchanting Tests. A microlab cannot make a batch greater than one when brewing potions, alcohol, and other magical compounds because of space constraints. A 5th gen microlab gives the same access to Advanced Alchemy and Magical Compounds, Charms, Potions, and Scrolls. Microlabs weren’t produced during the time period of 3rd Generation Enchanting manatechnology.

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. Includes Tool Cleansers and other items that allow for quality reagent harvesting.

Alchemy Kit Enhancements: Adding extra features like the Ghostbusters Enhancement that lets Talismongers salvage reagents from materialized 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 aid.

Ties in with this post about Talismongering.

Astral Signatures and Foci:

If a sentient being is slain with any test directly aided by the use of a Focus than an Astral Signature is created that lasts Force hours.

When a Charm Focus is used for over a minute it creates an Astral Signature. The duration of the signature has a limit of the Focus’s Force and grows by 1 per minute of use of the Focus. This astral signature would look similar to an influence spell when assensed astrally. Thus, a Charm with a Force of 4 used for 3 minutes would create a Force 3 Astral Signature. If used for 5 minutes would create a Force 4 Astral Signature.

Any time a Focus contributes to a magical test then it adds its Force to the strength of the Astral Signature. A focus that provides four dice to a manabolt of Force 4 would have a total strength of 8.

Focus Addiction House Rule


There are three major categories of Foci and they are Grand, Major, and Minor. Any Artifacts or other magical creations of Artificing fit into these three categories. So, if you invent something new for your game like using Artificing to create Legendary Critters or Chimera for the purpose of making a physical familiar or more powerful homunculi such as a Golem you can use these categories as a guide.

Grand Foci are Power, Shield, Battle, Charm, Genius, Muse, Stalwart, and Sublime Weapon. Karma to bond equal to F x 8.

Major Foci are Weapon, Combat, Detection, Health, Illusion, Manipulation, Invocation, and Initiate. Karma to bond equal to F x 4.

Minor Foci are Qi, Enchanting (helps with Alchemy and Disenchanting), Metamagic, Spell and Spirit Foci as described on SR5 p 320. Karma to bond equal to F x 2.

Descriptions of New Foci:

A Shield Focus provides equal to its Force a number of dice that can be used to help with passive defense, active defense, Counterspelling, defense against Critter and Spirit Powers, and defense against Alchemical Preparations. It provides half its Force rounded up as a bonus dice for surprise tests as well. Often has design that brings to mind shields, pentacles, pentagrams, defense runes, and the seal of solomon and usually takes the form of badges, amulets, decorative pins, earrings, and belt buckles.

Developed in Tir Tairngire to protect the Princes from rebels this Focus is a popular one for those in positions of power under threat of assassination. Organized crime has very much taken to producing and using this Focus.

A Battle Focus provides a dice pool up to its Force that can be used with any personal Combat Skill Test including using a personal sized weapon and has at least a Skill Rating equal to twice the Force of the Focus. Often has martial designs and takes many different forms like a gauntlet, ring, crown, armband, or torque.

Developed by an open source metamagical project by magicians involved with the Desert Wars to enhance Adepts without using Qi Foci. Afterall a Qi Foci can’t be used by a second adept. This way mercenary companies could boost their adepts without losing the benefits later when the adept dies or retires. The focus refines what is already there and is not a replacement for skill.

A Charm Focus temporarily increases your effective Charisma rating for the purposes of any tests involving Charisma. For instance it would not effect a conjurer’s number of spirits they can bind as that is not a test even though it is limited by Charisma. The maximum Force of this Focus is three at the moment though millions of nuyen are being spent to improve this limit.

Charm Foci take the form of flashy jewelry, earrings, vests, hats, glasses, and even things like a platinum tooth or a tongue piercing. The telesma is always a noticeable and memorable item and has a distinctive style per the negative quality. If it is hidden from view it does nothing to aid the owner.

The invention of the Charm Focus was a factor behind the meteoric rise of Horizon to megacorporate AAA status. Already the Charm Focus has become a very popular sign of status among the extremely wealthy with magical talent especially those involved in politics be it corporate or government. Megastars and wannabe megastars with the bare minimum of magical talent required to bond with a focus from trid stars to news anchors are liquidating their fortunes to get themselves in the long line of buyers.

A Genius Focus temporarily increases your effective Logic rating for the purposes of any tests involving Logic. The maximum Force of this Focus is three. This focus overrides the benefits of Cerebral Boosters so whichever rating is higher is the only one that applies.

Invented by the Great Dragon Schwartzkopf at the Charles University of Prague. The research team compared before and after astral photographs of magicians before they received cultured bioware enhancements. By mimicking how the astral form changes to match the new physical form the team were able to make the physical form match the astral and achieve the same goal. At the moment because Cerebral Boosters are limited to just Rating 3 the researchers haven’t been able to surpass this as they don’t have any material to reverse engineer.

The focus often takes on draconic, air/winds, and lightning imagery whether it is a scarf, torque, or a headband and is normally worn near the head.

A Muse Focus temporarily increases your effective Intuition rating for the purposes of any tests involving Intuition. The maximum Force of this Focus is three. The focus overrides the benefits of Cerebellum Booster so whichever rating is higher is the only one that applies.

Invented by a professor of art history in her garage; Doctor Alkonis was searching for the nature or origin of creativity and may have found it via magical stimulation of the astral form’s cerebellum much like scientists discovered with boosting processing in the cerebellum via cultured bioware.

This focus often seems innocuous and could be a cameo locket necklace of a loved one which inspires or an armband with musical bells that hit the right tone with the right movement to put a dancer or a painter in the right frame of mind to create.

A Stalwart Focus temporarily increases your effective Body and Strength for the purposes of any tests involving those attributes. The maximum Force of this Focus is three. This focus is compatible with other means of enhancements and is of course limited to the +4 Augmentation maximum rule. As this just increases Body for the purposes of tests it doesn’t increase any derived component of body like additional boxes on the physical damage track.

Most often taking the form of gauntlets, belts, feather headdresses, armbands, and helmets this focus can take any form.

A popular focus for the elite Sioux special forces the “Wildcats” and even apocalyptic cults from Norway. Rumors say both groups ended up inventing this in parallel. Few are found outside of the two organizations though they are a sign of high status among the trolls of the Black Forest Kingdom.

A Sublime Weapon Focus provides its Force as a dice pool bonus with melee attack tests using the weapon. It also enhances Accuracy and AP by its Force/2 rounded up. There are currently three types of Sublime Weapon Foci. Whatever the type this focus when active is very noticeable in the physical and astral realms as it is wreathed in an aura appropriate for the type of focus.

An Elemental Weapon Focus adds to the Weapon an Elemental Effect (SR5 p 170).

There are two main types of Elemental Effects which are penetrative and impact. A Water or Blast effect may knockdown a target easier and cause additional stun damage. A penetrative effect increases physical damage by various methods like having a flaming sword or an electric trident.

Impact elemental effects like Water and Blast are put on blunt weapons and add twice their Force to the DV for the purpose of the Knock down called shot and add their Force to determine Knockdown on a normal attack in addition to having an Elemental Effect. The weapon adds its Force to the DV if the target is knocked down.

Penetrative elemental effects like Fire and Acid are put on slashing or piercing weapons. If the modified damage value of an attack causing physical damage is greater than AP modified armor rating then add the Force to the DV minus the appropriate specialized protection. (Ignore this if the DV is less than the specialized protection)

Depending on the elemental type the weapon may have secondary effects when penetrating armor or even just when hitting armor as in the case of Acid. The Artificer must know a spell of that Elemental type to create the Focus.

A Bane Weapon Focus adds to the Weapon a Slay/Slaughter Effect in addition to the standard Sublime Weapon bonuses. When used against the species or type targeted by the Bane Focus directly in combat add twice the Force of the Bane to the weapon’s DV.

Additionally add the Bane’s Force as additional situational bonus dice for any opposed Tests targeting the Bane category when the Focus is active. A Bane focus in the hands of an expert in Intimidation can be especially terrifying to the target.

The Artificer must know the specific Slay or Slaughter spell targeting a type for death.

Rumors are common with this type of rare focus. It is known that many megacorps and governments have Insect Spirit Bane Foci for their elite best of the best HTR teams and that developing this manatechnology was a major goal of Ares.

There is a tale about an artificer who crafted many of these Bane’s against Shedim after discovering a payload of naturally occurring orichalcum in his backyard. He had discovered his child had been possessed by a Master Shedim and wanted to make sure people had weapons to defend themselves. At least half a dozen artifacts were made before the Shedim found out and the artificer disappeared. These were mailed to different parts of the world with crafting instructions.

People who are initially neutral emotionally toward the Bane type tend to over time grow more and more inimical toward their Bane. For those already negatively charged against the Bane’s type the process towards antipathy is much quicker. The character wielding a Bane facing focus addiction can easily become irrational and quickly develop a Prejudice against the Bane type and receive no karma for the negative quality.

A Toxic Greater Weapon Focus adds to the Weapon an attack that corrupts the body and astral form of anyone who isn’t aligned with Toxic energies. The Artificer must be a toxic magician to craft this focus. Anyone who binds to this Focus will inevitably have their essence altered until their magic becomes as Toxic as the Focus. Taking a physical wound from a Toxic focus will require a Test resisting anaphylactic shock if it is a Pollutant or resist Radiation per rules on page 105 of the Street Grimoire.

A Combat, Detection, Health, Illusion, and Manipulation Focus grants bonus dice equal to its Force for any Tests involving its Category of Spells. Spellcasting, Ritual Spellcasting, and Counterspelling and also assists Conjuring Tests involving the type of Spirit related to that category of magic that their Tradition can summon. It can also sustain a spell of its type up to the Force of the Focus.

An Initiate Focus adds its Force to the mage’s Grade for the determining of effects for any Metamagics that she might know.

An Invocation Focus acts by increasing the character’s effective Magic Rating with most types of Conjuring tests and when using the Invocation Ritual to buff their Spirits to Great Form. For Banishing it raises the Limit by the Force of the Focus instead of adding dice.


Add +1 Availability and 20% to the prices of Magical Compounds in published materials because of the heightened demand and low supply following the devastation to the Talismonger industry during the Dragon Civil War. Loss of all draconic reagents and telesma plus the loss of hundreds of top tier Enchanters, Talismongers, and Talisleggers who used or dealt with draconic reagents has had a staggering effect on the enchanting economy.

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

For example:

A minor Force 4 Focus with a telesma of a gold wedding ring with a sapphire setting an OR of 5 and a value of 1,400¥ might retail for 10,000¥ at a Talismonger’s shop.

From Sendaz on the dumpshock Forum:

“For the more bashful shapeshifter (one raised among humans perhaps?) tired of the ‘where’s my pants’ game, might we suggest the Wear & Wolf Line from Talbot & Chaney Fashions Ltd which features a new line of shapeshifter friendly apparel.

Using sustainably sourced shapechanger fur specially enchanted and woven into tasteful Apparel Foci designed to be bonded to it’s owner, these pieces transform along with the busy shapeshifter on the go (often taking the form of a collar or otherwise woven among their fur/feather/etc in their primal form…).

These outfits have no intrinsic armor value beyond normal clothing themselves (Armor 1-2 tops at GM discretion) and start at Force 3 rating so as to avoid embarrassing wardrobe malfunctions in some of the wilder areas like Chicago and similar.

Rumours abound of a projected ‘War Wolf’ Line, utilizing shifter bone and shells(presumably from a weretortoise or similar) to increase the armor potential of the range, however this still remains on the drawing boards at present as well as being very controversial due to sourcing issues.”

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.

Shadowrun Overhaul: Build Point Alternative to Priority System for Character Creation

As an alternative to the Priority Table path to character creation I decided to try my hand at using Build Points as previous editions have done. In order to help the character creation process I also made Archetypes which use half the BP’s for a standard character to provide a template and aid for character building. This system is compatible with my Shadowrun Overhaul Rules on Karma and Character Advancement House Rules and the standard ruleset. With this system Magicians, Mystic Adepts, and Technomancers will be weaker, Aspected Magicians will be much stronger, and characters that rely on nuyen will be a little bit better off.

Campaign Style:

Street: These are the young, the disadvantaged, the has beens, the almost was, and the burnouts.

125 BP +13 Karma

Limit on Resources to 10 BP or 75,000 nuyen. Skill limit at 6 for 1 Skill or Skill Group, 5 for a second Skill or Skill Group and the rest at 4 or less. Knowledges and Languages limit at 6, Attributes have One Terminal Rating and One (Terminal Rating -1) and the rest at +3 added to the minimum Attribute Rating for their metatype or less (Humans for all Attributes except Edge would be at a 4 or less). Availability at 10.

Standard: The young geniuses, the competent professionals, and the cream of the crop amongst the disadvantaged.

150 BP +25 Karma

Limit on Resources to 35 BP or 450,000 nuyen. Skill limit at 8 for 1 Skill or Skill Group, 7 for a second Skill or Skill Group and the rest at 6 or less. Knowledges and Languages limit at 8. Attributes have One Terminal Rating and the rest at +4 added to the minimum Attribute Rating for their metatype or less (Humans for all Attributes except Edge would be at a 5 or less). Availability at 12.

Prime Runner: The experienced geniuses, the exceptional professionals, and the best of the best amongst the disadvantaged.

175 BP +35 Karma

Limit on Resources to 45 BP or 600,000 nuyen. Skill limit at 10 for 1 Skill or Skill Group, 9 for a second Skill or Skill Group and the rest at 8 or less. Knowledges and Languages limit at 10. Attributes have One Terminal Rating and the rest at +4 added to the minimum Attribute Rating for their metatype or less (Humans for all Attributes except Edge would be at a 5 or less). Availability at 14.

High Life: The very best of the best. World class shadowrunners, mercenaries, hackers, and magicians. For those who seek the limelight their names are known to almost all in their fields of expertise.

200 BP +50 Karma

Limit on Resources to 65 BP or 1.1 million nuyen. Attributes have just Metatype limits. Standard Skill, Knowledge, and Language limit at 12. No Availability limit.

Karma Conversion: 1 BP is roughly 5 Karma give or take a few.

Purchase Costs:


Human: 0

Elf: 7

Dwarf: 10

Ork: 11

Troll: 16

Attributes and Special Attributes: 3 BP’s per +1 Rating.

Alternative rule: 6 BP for +1 if it is a terminal rating for the PC’s metatype such as a 6 in Logic for an human. (Don’t forget everyone starts out with their “free” minimum attributes.)

Skills: 1 BP per +1 Rating.

Alternative rule: 2 BP per +1 Rating for terminal rating based on character creation limit of the campaign.

Skill Groups: 2 BP’s per +1 Rating. (I prefer to encourage characters to use Skill Groups by providing a discount but if you don’t agree you can change it to 2.5 BP’s per +1 Rating)

Alternative rule: 4 or 5 BP per +1 Rating for terminal rating based on character creation limit for campaign.

Specializations (and Concentrations for Overhaul rules):  1 BP per new specialization or concentration.

Knowledges: 1 BP per 3 Ratings. 2(Intuition + Logic) for free. (Overhaul rules gives 10 free Knowledge points to be spent only on Interests)

Languages: 1 BP per 5 Ratings. (I like to encourage Language taking at character creation for realistic reasons because it is much harder to learn languages as an adult then it is to learn them as a child. Plus, most games seem to assume someone who knows lots of languages is rare probably because of the bias of americans. It isn’t uncommon in Europe to see well educated people able to minimally comprehend four or five languages and speak well two or three others.)

Spells, Preparations, Rituals, Power Points, and Complex Forms: 1 BP each.

Contacts: 5 Points to spend on Connection and Loyalty per 1 BP.

Registered Sprites/Bound Spirits: 5 Tasks or Service per 1 BP.

Special Talents:

Technomancer: 15 BP’s and includes a 1 Rating in Resonance. (Some GM’s may increase to 20 BP but TM’s have been blunted in many other ways and don’t need to be artificially expensive as they are on the Priority Table.)

Mystic Adept: 20 BP’s and includes a 1 Rating in Magic. Mystic Adepts must purchase Power Points to unlock Adept Powers.

Magician: 15 BP’s and includes a 1 Rating in Magic.

Aspected Magician: 10 BP’s and includes a 1 Rating in Magic, an Active Skill Group equal to their final Magic Rating, and as many Spells, Preparations, Rituals, or Bound Spirits (each with 5 services; # of spirits is limited by Charisma) equal to their final Magic Rating. (In my opinion the Priority Table as setup in 5e really discourages anyone from picking Aspected Magician as a trait and I think having the extras added on makes it a viable choice. Also, by leaving Magician without any extras it allows for a full magician character who is as new or untrained in magic as a minor talent but has greater potential which can be a lot of fun depending on the style of the campaign.)

Adept: 10 BP’s and includes a 1 Rating in Magic with an Active Skill equal to her final Magic Rating, and automatic gaining of Power Points equal to Magic at character creation and whenever their Magic Rating increases.

Minor Talent: 5 BP’s and includes a 1 Rating in Magic. At character creation the PC can only have 1 Magical Skill and 1 Spell, Preparation, Ritual, Bound Spirit or Power Point.  After character creation the minor talent can learn new abilities by purchasing Power Points if an Adept up to their Magic Rating and once that is done they are a full Adept and automatically gain Power Points when they increase their Magic Rating. If a potential Aspected Magician then they can learn other Skills in their Skill Group and new Spells, Preparations, or Rituals by spending Karma as normal. This is a good special trait to have in a Street level campaign and it can be quite fun to watch the nascent Awakened grow into their full power. (An example of a common Minor Talent would be someone who can Astrally Perceive. Buy 1 Power Point for the Astral Perception Adept Power and buy a Rating in  Assensing and voila!)

Nuyen: (A PC who wanted 80,000 nuyen would pay 11 BP’s) an alternative system is to simply have 1 BP = 10,000 nuyen.

1 BP = +5,000 nuyen

5 BP = +30,000 nuyen

10 BP = +75,000 nuyen

15 BP = +140,000 nuyen

25 BP = +275,000 nuyen

35 BP = +450,000 nuyen

45 BP = +600,000 nuyen

55 BP = + 800,000 nuyen

65 BP = +1,100,000 nuyen



Each Archetype includes an example of a standard character brought to step 5 and thus still have Karma to spend.


Street Samurai:

Standard PC: 150 BP

(35 BP) +450,000 nuyen in gear and cyberware

(11) Ork

(69 BP) B: 8 A: 6 R: 5 S: 6 W: 4 L: 2 I: 3 C: 2 E: 1

(32 BP) Close Combat Group 6, Firearms Group 6, Pilot (Ground) 1, Sneaking 2, Perception 2, Intimidation 2, and First Aid 1.

(1 BP) Knowledges (10): Law Enforcement 3, Safehouses 2, Small Unit Tactics 3, Triads 1, Yakuza 3, and Seattle Gangs 1.

Interests (10 free): Great Restaurants  4, Poetry 2, Matrix Fantasy MMO’s 2, and Akira Kurosawa movies 2.

(2 BP) Languages: English N, Or’zet 5, Japanese 4, Aztlaner Spanish 1



Standard PC: 150 BP

(15 BP) 140,000 nuyen in gear.

(7 BP) Elf

(10 BP) Adept

( 75 BP) B: 3 A: 4 R: 3 S: 3 W: 4 L: 3 I: 3 C: 7 E: 1 M:5

( 39 BP) Acting skill group 3, Influence Skill Group 6 (Negotiation 8*), Close Combat Skill Group 4, Stealth Skill Group 2, Pistols 5,  First Aid 1, Perception 5, and Pilot (Ground) 1.

(0 BP) Knowledges(12): Business 4, Neuro-Linguistic Programming 2, Psychology 2, Bartering 1, and Nonviolent Communication 3.

(4 BP) English N, Cantonese 5, Mandarin 5, Japanese 4, Sperethiel 4, Aztlaner Spanish 2.

(0 BP) Interests(10 free): Designer Clothes 4, Elven Wine 3, and SF trids 3.

(0 BP) Voice Control 4 levels (2), Kinesics  2 (.5), Improved Reflexes 1 (1.5), Improved Negotiation* 2 (1).


Combat Sorceror:

Standard PC: 150 BP

Hermetic Tradition

(10 BP) 75,000 nuyen in gear.

(16 BP) Troll

(10) Aspected Magician: Sorceror (includes a 1 Rating in Magic, an Active Skill equal to their final Magic Rating, and 6 spells or rituals.)

( 75 BP) B: 6  A: 4 R: 4 S: 6 W: 4 L:5  I:3  C:2  E: 2 M:6

( 27 BP) Sorcery Skill Group 6* (free), Close Combat Skill Group 4, Perception  4, Assensing  4, Arcana 4, Sneaking 3, Pilot (Ground) 1, and First Aid 3.

(2 BP) Knowledges (16 free): Critters 3, Magic Theory 4, Small Unit Tactics 4, Military Procedures 3, Russion Vory 3, Triads 2, Yakuza 1, and Street Gangs 2.

(4 BP) Languages: English N, Aztlaner Spanish 4, Latin 4, Greek 3, Hebrew 3, Sperethiel 2, Or’zet 2, and German 2. (He likes to read Arcane Texts in their original languages)

(0 BP) Interests (10 free): Action Trids 3, Urban Brawl 3, Fantasy Matrix Games 2, Ancient Languages 2.

(6 BP) (6 free) Spells and Rituals: Heal, Stun Bolt, Combat Sense, Ball Lightning, Flamethrower, Increase Reflexes, Armor, Detect Enemies Extended, and Invisibility. Ward, Circle of Healing, and Remote Sensing.