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Shadowrun Overhaul: Reagents


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.

Pricing:

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: 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

Foci:

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.

Prices:

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.”

Shadowrun Overhaul: Introduction to Initiation


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

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

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

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

 

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

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

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

Initiation:

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

Thaumaturgical Arts:

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

Thaumaturgical Techniques:

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

Mysteries:

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

Ways:

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

List of Commonly Known Mysteries:

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

List of Adept Ways:

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

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

 

Shadowrun Overhaul: Metamagics in Fifth Edition


With a soft cap in 5th edition on achieving high grades of Initiation because of the Grade being limited by the Initiate’s Magic Rating and because I think Metamagics should do more than just one thing I have added quite a few new and old metamagics with idea of looking at what the metamagic does directly and what it might offer access to for the Initiate’s Magical Skills to do that a regular practitioner wouldn’t be able to do. Also, I am expanding on Metamagical Qualities that are learned in gameplay that offer neat expanded abilities or enhanced abilities within the purview of a metamagic.

Adept Centering: (SR5 p 325)

Centering: (SR5 p 325)

Fixation: (SR5 p 325)

Flexible Signature: (SR5 p 325 and p 326) {Astral Impersonation Quality and rituals detecting astral traces}

Masking: (SR5 p 326) {Astral Impersonation Quality and Rituals that involve manipulating Awakened Astral Forms}

Power Point: (SR5 p 326)

Quickening: (SR5 p 326)

Spell Shaping: (SR5 p 326)

Shielding: (SR5 p326) {Absorption and Reflecting Qualities}

 

New Metamagics:

Possessing: {Requires Attunement}

This Metamagic is rare and banned by most governments and corporations. It grants access to powerful new rituals and qualities which can allow the Initiate to possess or help others possess prepared Constructs or Vessels, animals, and unwilling mundane targets. With the metamagic alone however the Initiate can only possess dual natured beings that are unconscious or willing. The most common way the possessor dominates a victim is by defeating them in astral combat using stun damage which disrupts the astral body and knocks the victim unconscious.  The victim doesn’t begin recovery of the stun damage until the possessor dismounts from the body.

The Initiate can possess a body equal to their Grade in hours but must be careful as that time counts as Astrally Projecting time for the Initiate. An Astrally Projecting magician can’t be possessed this way as they aren’t dual natured when projected or protruded unless they should be knocked unconscious while projecting.

The possessor only has access to the puppet’s physical abilities and innate magical capabilities. The victim will usually not remember anything about any activities done while possessed though they might have dreams about it. If the Initiate casts magic while possessing a target their drain is automatically physical and any mana based magic that targets the possessor effects the Initiate normally however physical damage only blemishes the host.

Research has shown that heavy use of this metamagic can be mentally destabilizing and lead to heightened ratings of the Dark Tetrad traits of Sadism, Pyschopathy, Narcissicism and Machaivellianism. There are rumors of Initiates who master this metamagic capable of transcending death and permanently inhabiting bodies though that might be equating magicians with shedim or the children of the shedim but probably involves dangerous spirit pacts or other metamagics.

Ceremonial Magic:

Ceremonial Magic allows the Initiate to use already attuned Sympathetic Links and Symbolic Links as a substitute for Material links when performing Ritual Sorcery and offers access to learning or creating many new and more powerful Rituals that work with Conjuration or Enchanting. If the leader of a ritual has this Metamagic and spends an hour training any participants in the ceremonial practices of a specific Ritual then the -2 Dice Penalty for participants having a  different Tradition is eliminated for the Teamwork Test. (For more info on Sympathetic and Symbolic Links check page 29 of Street Magic and the Attunement Metamagic.)

Attunement:

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 for Ritual Sorcery purposes.) With Attunement many new and powerful Rituals become possible as well as the purchase of new Qualities. 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).

Exotic Metamagic:

Gives the Initiate access to a new unusual power including those of spirits and critters.  There has to be good reason for the magic and a source for the magic such as an hermetic mage writing their phd thesis on some new type of magic he has invented or a Dragon teaching his Drakes Dragonspeech. The GM and the player should sit down and make up the rules on how it works. It also makes for more interesting bad guys who have unique abilities not seen before. As a general rule for Critter Powers is a number of uses per day equal to the Initiate’s Magic Rating with the GM deciding if instead the number of uses should be based on Grade per day if the Critter power looks imbalancing. As a general rule for moderately powered abilities the Force is equal to the Initiate’s Magic rating and for very powerful critter powers equal to the Initiate’s Grade.

Examples: Shapeshifting, Dragonspeech for Drakes, Movement, and Walk Through Earth.

Blood Magic: 

This metamagic focuses on sacrifice, blood, life, essence, and death. Twisted magicians use this for blood rites, animal and human sacrifice, and tap into forbidden sources of magic to increase their power. Other less tainted magicians use Blood Magic to empower their own spells with parts of their own self which allows them to surpass their limitations though it is a dark road they take which leads most who walk it to the Tainted and Corrupted Paths. Blood magic by itself opens up a few magics and qualities but really begins to shine when combined with attunement and ceremonial magic in particular. With Quickening the Initiate can sacrifice a sapient life form and take its permanent Edge rating as Karma to be spent on quickening the spell. The Blood Mage who masters Invoking can summon Great Form Blood Spirits into the world. With Divining the Blood Mage can read the future in the bowels of animals and sentients as they bleed to death to give a few examples of how blood magic complements other metamagics. The most feared of the Twisted magicians master Blood Magic and Nethermancy and are capable of feats beyond the pale of most magician’s imaginations.

Self sacrificing grants 10 reagents worth of magic to a spell cast as the Blood Mage self injures themselves as a combined complex action. This does one box worth of damage that must heal naturally or the Blood Mage loses a Karma point for every sacrificed box healed with magic.

 

Divining: {Requires Attunement and Geomancy}

With Divining the Initiate learns how to access even more information through their ability to Assense mana, astral forms, and astral/emotional residue. It opens up many new spells, rituals, preparations, constructs, and qualities that involve reading past events, predicting future events, seeing far off events, or detecting specific items or signatures such as the Dowsing Quality, Psychometry Spell, Hunch Preparation, Enhanced Danger Sense/Combat Sense Adept Powers, The Third Eye Quality which lets the Diviner add to their Assensing Dice Pool their Grade, Magical Forensics Rituals, access to a superior remote viewing ritual and clairaudience/clairvoyance spells, uncontrolled visions, with Dream magic the Diviner can get glimpses, omens, and clues about events or futures through the veil of dreams, and create constructs involving divination like I Ching, runes, tarot cards and such.

Invoking: {Requires Ceremonial Magic}

This metamagic provides advanced conjuring techniques and access to new Conjuration Rituals. The most popular uses of this art is for the Ally Conjuration Ritual, Summoning and Binding Great Form Spirits Rituals, Calling the Wild Hunt or the faerie Rituals, and summoning spirits from the deep metaplanes like the shedim or insect spirits as well as helping said spirits handle evanescence and metamorphosis.

Geomancy: {Requires Attunement}

Geomancers see and manipulate the flow of mana around them. With the Arcana Skill and its new specialization Geomasonry; the Geomancer can alter mana flows by altering a landscape or designing various shapes or buildings that channel the mana. Things such as building artificial lakes, cathedrals, Wuxing skyscrapers, roads, pyramids, walls, and bridges which work with the Geomancer’s magic in manipulating mana flows and causing or preventing Sha and Shen events, mana storms, and other phenomena. Common uses of Geomancy involve the Create Domain Ritual, Harden Regional Mana Ritual, the Sensing Quality, Home Ground Quality, Filter Matrix Spell, Cleansing Ritual, Patronage Quality, Steward of the Land Ritual, Constructs which influence or cleanse mana, and the Dam the River Ritual. The Geomancer automatically detects when Assensing the Background Count of the region and the amount of Ambient Mana and degree of Aspected Mana at their locale if their Grade is equal or higher than their rating.

Shaping: [Attunement]

Shapers are master artisans and craftsmen who can create magical constructs called Objets d’art. Objets d’art can be so powerful to astral perceivers as to enthrall them and can even alter mana flows and aspect based on the theme of the art. While someone is influenced by an Objet d’art the artisan can add the rating of the piece as extra dice to any mundane or magical test involving influencing that individual as long as that influence goes with the theme of the Objet. The rating of the Objet’s aspected mana is equal to their Grade plus any net hits on an Intuition + Artisan [Lodge] Test. The range of the Aspected Mana is equal to the artisan’s Magic rating in meters though the range drops precipitously if recently moved. Shapers also can add their Grade to the rating of any Telesma or Lynchpin Art they craft for Artificing purposes.

Bardic Metamagic: {Requires Attunement}

Bards are able to use their Performance + Charisma + Grade [Magic] to cast a slow form of sorcery called Spellbinding that takes minutes x Force rather than a Complex action to cast. The bard slowly weaves mana into her performance and becomes the focus of the audience. Those who are actively unwilling to focus on the performance are able to do so with no roll. Once paying attention the target audience is distracted from paying attention to anything else and suffers a -4 penalty to Perception tests during the performance. The effect can mimic any Manipulation [Mental] or Illusion [Mana] spell and can only effect an individual or group who are actively paying attention or enthralled by the bard.  The bard handles drain just like a sorcerer would if they cast whatever spell the bard chose. The Performance has to match the desired goal of the spell such as a thrash metal ban controlling a mob to be violent with each other or a play about greed or lust encouraging that emotion or action inspired by that emotion. Adepts can learn this metamagic and in fact be amazing at it.

Nethermancy: {GM decision on Requirements though it should include Attunement, Dreaming, Masking, and Fate’s Edge}

The rarest of the known metamagics Nethermancy is an art covered in rumor and supposition. It deals with Essence, metaplanes particularly the deep metaplanes, aberrant and wild spirits, veils, pathways, and the boundary of life and death. It opens up many new magics including the highly secretive and powerful cybermantic rituals and constructs used in creating cyberzombies and the advanced magics used to handle faerie ways in Tir Nan Og.

Exorcism:

Metamagic that enhances Banishing by severing the bond of a spirit to this plane which painfully wrenches the spirit out of the Gaiasphere and back to its home metaplane or metaplace. Once Exorcized the spirit can’t return to the Gaisphere for 28 days per hit on the Exorcizing test. There are rituals, preparations, and constructs that the Exorcist can learn that can more permanently banish or destroy spirits especially should they have the spirit’s true name. The exorcist can add their Grade to Banishment Tests and can banish possessing spirits. There are rumors of an Ares Ceremonial Magic Ritual that has a chance of reversing an unfinished Metamorphosis into an Invae. The Sylvestrine Order has mastered several spells, rituals, and constructs that aid in dealing with the Shedim.

Dreaming: {Requires Attunement}

Dreamers can enter the dreams of other people for short periods of time with Dream spells that can find out information without being noticed like Mind Probe (Dream) or Mind Link (Dream) which lets you pass on information to a dreaming person to be recalled at a later time. For longer dream walking Rituals are required. Certain constructs can protect against Dream Magic.

Fate’s Edge: {Requires Attunement}

This somewhat rare metamagic allows manipulation of Edge, blessings, curses, and karma. New spells, rituals, constructs (luck charms), and preparations are opened up upon learning this art that are either more powerful than the versions known to vanilla magicians or allow the Initiate to do things that are seemingly impossible. This art is most often practiced by the gypsy clans, a sect within the Order of St. Sylvester that focuses on apotropaic blessings, magical societies that have extensive truck with free spirits as this metamagic allows rituals that can transfer karma, wiccans/hedge witches, and houngans.

Astral Protrusion: {Requires Astral Perception Adept Power}

This metamagic allows an Adept or Mystic Adept to manipulate their astral form and have it leave the physical body. To learn this metamagic the Adept or Mystic Adept must purchase Astral Perception as an Adept Power as a requirement. This Metamagic was developed by the Great Dragon Professor Schwartzkopf’s research team at the Charles University of Prague that has been focusing on a Grand Unifying Theory of Magic for decades and lead to the discovery by MIT&M in 2075 on how Adepts and Mystic Adepts can learn the Power of Astral Projection.

With this metamagic the Initiate can Astrally Protrude for free for the Initiate’s Grade in minutes a day and after that the character has a limit of her Magic Rating in minutes a day before her astral form starts to degrade which can lead to death or psychosis. This time doesn’t recover until the character gets a full 8 hours of rest. The Initiate’s astral form is connected to their physical body by a different colored cords or threads with at least one being silver which represents the character’s awakened gift. This astral thread can be attacked with Astral Combat or by a dual natured strike from the physical realm but since the thread has a natural sense of self preservation it gets a chance to defend itself normally though the character cannot use an interrupt defensive action. The speed of the astral form is limited to 100 meters a Combat Turn.

The Initiate uses their Physical Realm Initiative instead of the normal Astral Realm Initiative typical of a magician astrally projecting as they are so tied to the limitations and capabilities of their physical bodies that it transfers over to their astral bodies.The Adept Power Astral Projection requires this metamagic.

This metamagic also opens up more functionality with other Adept Powers in the Astral Realm.

If the Adept had Improved Strength +2 than that would also augment their Astral Form giving a +2 to their Charisma Rating to find out their Astral Strength. Traceless Walk transfers usefulness to the Astral Realm with the Adept leaving little or no traces of astral passage or trail and being undetectable to some forms of Astral Security by exerting control over her astral presence and the reaction of the astral realm’s mana to her form. Some Improved Senses work in the Astral Realm giving the Adept such as increasing visual acuity or transferring usefulness like heightened sense of smell allowing the Initiate to pick up a “smell or odor” when a particular type of spirit was in the area for example.

The Initiate can learn Astral Combat Martial Art Maneuvers and use them with their astral form.

For example the maneuver Ghost Lightning Strike allows the Adept to take advantage of the blinding speed of her astral form and strike a distant opponent with a close combat attack as long as they are within Magic Rating x 2 Meters. This strike can use Killing Hands or a Weapon Focus and the target must be an astral form or dual natured form to have any effect. This strike uses the Astral Combat Skill.

(This maneuver has the visual appearance of the Lord Marshall from the Chronicles of Riddick movie)

http://www.youtube.com/watch?v=WPqtCfbLQug

Shadowrun Overhaul: Magic: Attunement Metamagic Qualities


New Attunement Metamagic Qualities:

Familiar: (Base 5 Karma. +5 Karma for very large animals or swarms, +5 for a Combat capable critter, +5 for a Critter that can perform Magic, +5 Karma for each Power a Paracritter might have)

Over a period of at least a lunar month an Initiate with Attunement can discover and familiarize themselves with an animal or critter. If they are conscious of the process they slowly thread and weave mana from themselves to their familiar and in the process weave part of themselves into the familiar as well in the form of Karma. For most Adepts and many others they simply spend time studying, conversing, playing, hunting, and in general spending time and energy with each other to come to understand each other. This is a willful process the majority of the time and must be wished at least subconsciously by both parties however this kind of attunement can emerge naturally (The GM can offer it happening in game if the player accepts). As the attunement takes hold the Initiate and the Familiar develop an empathic sense of the other in addition to the Sense Link Power once the attunement is finished and the Karma is spent. Combat capable critters could be anything from a Wolf to a Jaguar to an Hellhound. A domestic cat can be scary when angry but isn’t a serious threat to life in most occasions. The smarter the creature the more free willed it is likely to be which means that it can at times disregard the will of the “master”. Various examples of familiars could be a faerie domovoi for an hedge or hearth witch, blackberry cats for hermetics and wiccans, Jaguars for Nahuatls, a Wolf for a Shapechanger Shaman or the most common case is the type of creature the Initiate has as a mentor spirit or that lives in the environment of that mentor spirit like an eagle or a goat for a follower of the Mountain.

The Initiate and the familiar develop a strong connection and often start to take mannerisms and personality traits from the other. As a general rule the familiar will follow the Initiate’s lead.

In game terms they gain an empathic connection with each other giving a general sense of distance and direction, general well being, and their emotional state. The Sense Link Power (see Street Magic 4th edition) is available to either bondmate which can be awkward in certain situations. There is a metamagical ritual that allows an Initiate to perform long distance Sense Linking mimicking Remote Viewing that many ritual sorcerers learn. After an Initiate spends Karma on this Quality should the familiar die or the “bond” be broken through mistreatment the Karma is lost and can’t be recovered. An Intuition + Assensing [Astral] 2 Test will give more specific information about the other unless there is some form of mana barrier between the two. A character may only have as many Attunement Qualities as Initiate Grades. The Initiate and the Familiar are Material Links to the other for the purposes of Ritual Sorcery.

Cherished Item: (The Object Resistance of the Item in Karma, x2 OR for items larger than a Bike or high tech weapons, x3 OR for Vehicles with built in weaponry)

Over a period of at least a lunar month an Initiate with Attunement can discover and familiarize themselves with an item. If they are conscious of the process they slowly thread and weave mana from themselves to the device and in the process weave part of themselves into the item as well in the form of Karma. For most Adepts and many others they simply spend time studying, practicing, and coming to understand the properties of the cherished item. For those with a fanatic appreciation of a specific device this kind of attunement can emerge naturally (The GM can offer it happening in game if the player accepts) but usually it is done on purpose.

In game terms the Initiate gains bonus dice with the item equal to half their Initiate Grade rounded up. Should the item be destroyed or lost the Karma has been spent and doesn’t return. The Cherished Item can be used as a Material Link for the purposes of Ritual Sorcery. A character may only have as many Attunement Qualities as Initiate Grades. Weapons that are cherished items can bypass the Immunity to Normal Weapons Power including ranged weapons as the weapons have become fused with a greater than normal amount of mana and have become part of the Initiate and the Initiate’s will and that energy transfers temporarily to ammunition. Traces of the Initiate’s astral signature remain on the ammo as if the ammo was a spell cast at the bonus dice as Force. For guns and other high tech weapons the Karma cost doubles.

BFF: (5 Karma/10 Karma)

This is an attunement between two metahumans one of which must have the Metamagic Attunement. Over the period of at least a lunar month the Initiate and another must spend a large amount of time around the other and learn about the other person. This kind of attunement can happen accidentally between lovers, best friends, teammates, or parent and child. Bodyguards who have had the Ritual Aegis of the Protector cast on them periodically can also have this quality emerge over time but usually it is on purpose.

In game terms the two individuals develop an empathic sense of the other person’s emotions, a general sense of their well being, and a general sense of their direction and distance. The second level of this Quality grants the two the Sense Link Power. Both characters must spend the requisite Karma to develop this connection and should the other die or should their “bond” be broken the Karma has been spent and doesn’t return. An Intuition + Assensing [Astral] 2 Test will give more specific information unless there is some form of mana barrier between the two. A character may only have as many Attunement Qualities as Initiate Grades. Either person is an Sympathetic Link to the other for the purposes of Ritual Sorcery.

 

For an Attunement Metamagic Ritual that can be made permanent and is moderately similar in style if not in game mechanics to Cherished Item click on: Magic Staff Ritual

For more Overhaul rules see: Shadowrun Overhaul House Rules

Shadowrun Overhaul: Primer on Mana


Posting onto Magicknet on 6/1/2075

Everything you needed to know about mana but were too bored to ask.

By Goldeneye

One of the most confusing things to beginner magicians is mana. Mana is what enables us to perform magic whether it is casting a spell or summoning a spirit. Mana flows everywhere there is life and thus extends from kilometers deep into the earth’s crust and around 80 kilometers up. This is called the Gaiasphere. The Gaiasphere contains two coupled realms: the physical and the astral. Mana flows through both realms with limited back and forth transfer of mana from the two realms because there is a barrier between the realms which prevents an astral being from casting a spell at a physical being and vice versa.

When a magician astrally perceives she becomes a dual natured being in which she is both in the physical realm and in the astral realm which means that she can use magic on targets in either realm but she can also be targeted by enemies in either realm. When a magician astrally projects she leaves her meat body behind and becomes an astral being who exists in the astral realm. This is one of the best ways to explore, reconnoiter, and spy.

Adepts are for the most part immune to fluctuations in mana as they and their abilities are centered on themselves. However there are a few Adept Powers that have some degree of variation in use and require drain resistance and in those cases the amount and flavor of mana can make a difference. There are rumors of Adepts finding advantage in staying for at least a lunar month in an high mana area and adapting and storing that higher mana density within their essence. This may be the origin of legends of fighting monks and clerics of many faiths who hole up in holy locales the majority of the time.

Mana can vary by region and by locale. Background Count is the normal amount of mana in a region usually on par with a metro area or a county in the UCAS. The amount or density of mana is measured by academic hermetic mages using the Schwartzkopf Scale of Ambient Mana Density which is shortened by normal people to Ambient Mana and is averaged at 0 with a minus rating showing less than normal and a positive rating showing more than normal. As you might guess having more mana makes magic a bit easier and having less makes it harder.

Mana can also be distorted in a locale or region. The amount of mana turbulence is measured by hermetic mages using the Schwartzkopf Scale of Aspected Mana Vicissitude which begins at 0 (no distortion) and rises as the mana is distorted or flavored by disturbances in the physical realm, experiences in the astral realm, metaplaces and even metaplanes. Personally I shorten that mouthful to Aspected Mana when talking outside of academia to non-hermetics.

Now most of the old textbooks on mana seem to ignore that there is a difference between the amount of mana in an area and the degree of “flavor” to that mana. They just used the term Background Count for any old area whether it was an house or an entire temple complex rather than the modern usage for the density of mana in a large area like a city or county. So, be careful about being confused by this.

A way to look at the decoupling of Ambient Mana and Aspected Mana is to imagine a mighty river of liquid representing say the ley line from Alexandria to Saqqara. Now, if it was unaspected at all we could say the river was made of water. If it was aspected towards your tradition we could say it was flavored with arabica coffee and if it was a toxic domain it would be poisoned. Now if it was only slightly aspected the coffee would taste watered down and the poison would be slow acting but if it was strongly aspected the coffee would be beautiful or the poisoned river could be as slow as molasses as nasty sludge.

In my studies of history I am convinced that there were successful Magicians and Adepts in the Fifth World. Even though the rivers were instead creeks and maybe dried out periodically there would have been surges on occasion and Domains. I imagine that ancient Tibetan temples were the Shao-lin practiced might have had a fair amount of mana and a very strong Aspect. Stonehenge, the Pyramids, Nazca and Chartres Cathedral and the druid grove that preceded it would’ve been places of power and with a strong enough aspect and a strong enough magician miracles could’ve happened.

An important thing to realize is that because of the barrier between the physical and the astral realms there isn’t always a balance on the amount of mana in each realm. With Dragon Paths and Ley lines a magician might find it is easier to cast Physical spells or Mana spells in an area because of the difference in mana density. When mana is balanced between the realms and flows along or collects at a locale they are simply called mana lines and mana nodes.

Sometimes mana levels surge and increase temporarily in a region which is called Sha and sometimes mana levels ebb and decrease temporarily which is called Shen. Sha and Shen normally also include an increase in mana turbulence or Aspect but don’t have to do so.

This brings up mana voids and warps. Space is exceedingly dangerous to the Awakened because of the severely low amount of mana. There are a few places on earth where the mana has been stripped from an area usually by combative geomantic magic from my experience. A way to look at casting spells in a mana void is to imagine yourself as a balloon filled with air out in space. Once you do magic or astrally perceive you are basically putting a needle to your balloon and since there is a differential in pressure you pop! All your mana within yourself wants to fill up that vacuum by leaving yourself which if you aren’t careful can easily kill you.

With mana warps you get too much of a good thing. The greater the density of mana the more likely it is going to Aspect somehow either connecting with a metaplace or metaplane or being targeted by every magical group or powerful spirit, critter, or dragon or just spontaneously creating a Domain which I wll go into more details later. Now with this extreme amount of mana and extreme amount of distortion the very fabric of the realms’ mana warps. To reuse the balloon analogy in this case it is like being underwater. The mana around you is denser then the mana within you so when you do magic or perceive astrally you are popping your balloon which just makes the mana want to flood into you and since it is powerful and turbulent it can make it all but impossible to cast magic and in extreme cases kill you on the spot simply for astrally perceiving.

Mana can be distorted in the astral realm by powerful emotions or experiences and in the physical realm by environmental damage or loss of life. This can cause temporary or ephemeral aspecting along with turbulent mana making it more difficult to take magical actions contrary to the nature of the aspect or distortion.

This often leads to Domains which are regions which have a Genius Loci spirit with aspected mana. Some magicians use Ritual Sorcery and Geomancy to convert ephemeral aspecting to persistent aspect by using the Create Domain Ritual while others use Constructs applying Geomasonic principles. In those cases it is common for the Aspect to include the individual, Tradition, or Magical Group. The advantage of having a place that improves your magic and counters that of your enemies is priceless.

One of the most important techniques that any magician can learn is to filter their mana. This can remove mana turbulence and make it far easier to cast spells in some environments. For initiates the metamagic of Cleansing allows Spells, Rituals, and Preparations that can remove Aspects and eliminate or in some cases cause mana pollution and distortions.

For talismongering it is very useful to pay attention to mana as areas with strong aspects or mana density have higher than the usual amounts of reagents.

Hopefully, this quick breakdown of mana helps novice Magicians become more aware and understanding of the nature of the mana that we manipulate every day. Key terms I discussed are below with a further in depth definition to help answer any questions.

Here is an academic paper on Mana: An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory.

 

Game Mechanics:

Official Rules:

Background counts impose a negative dice pool penalty equal to their rating for all tests that are linked to or utilize magic in any way (i.e., spellcasting, summoning, assensing, any test made while astrally projecting, and any active skill that benefits from active adept powers such as killing hands, critical strike, great leap, or improved skills, etc). Dualnatured creatures and spirits suffer this penalty to all actions. 

Aspected background counts grant a boost to any limit that utilizes magic in any way (see above) to any metahuman, spirit, or dual-natured creature that matches the aspected domain. This includes spellcasting Force limits, so spellcasters need to be careful as it can be hard to control the additional surge of mana. Any magically active being that does not match the aspected domain should treat this as a normal background count and suffer penalties. 

Background counts above 12 are called either a flux (for aspected domains) or a void (for magically dead zones), and are very dangerous. Any being that is magically or astrally active in any way (dual natured, astrally perceiving, casting a spell, has an active adept power, has an active foci, etc.) takes background count – 12 unresisted Stun Damage each turn that they are active and exposed to the flux or void.

 

The main differences between my rules and the semi-official rules above are that Background Count is split into two main branches: Ambient Mana and Aspected Mana. Ambient Mana is how much or little mana is an area. Aspected Mana is the flavor or orientation of the mana in the area. Ambient Mana can be further split into Physical Realm and Astral Realm (Parageology points this out with Dragon Paths) as the evenflow of mana is prevented by the barrier between the realms so there can be imbalances there. Physical Realm spells would be effected by the Ambient Mana of the Physical Realm while Astral Realm spells (or Mana Spells) would be effected by the Ambient Mana of the Astral Realm. Aspected Mana has been flavored by the environment, actions, thoughts, experiences, or living beings in the area. If reinforced for long enough or after the Create Domain Metamagical Ritual this Aspected Mana will become a Domain and the mana will actively support actions and individuals in line with the philosophy of the domain and resist those who are contrary to it.

Allies/ally actions to a domain get extra dice rolled after the Limit is applied while concordant entities/actions get net hits that are applied to the total after the Limit is applied. Everyone in the domain gets the same effect from the Ambient Mana of the locale which is applied to Limits on their magical actions. For mana warps and ebbs the character has a chance to handle it by resisting Drain.

Example: 

An hermetic mage by the name of Tomas Firebringer rules his Domain which is tied to the metaplace of Knowledge. At his sanctum sanctorum or magical lodge the Domain has a +3 Ambient Mana Rating which drops off to +2 for the rest of his home and +1 to cover his yard and the three mana lines that form the nexus leaving his home to connect to other places of power. The Aspected Mana Rating for the entire Domain is +2. The Background Count of the metro Tomas lives in is 0.

A team of runners with a street shaman raid his Sanctum thinking that he was gone but he was in deep meditation. The street shaman would have -2 dice penalty on all magical tests from the Aspected Mana and +3 to his Limit from the Ambient Mana since they are in Tomas’s sanctum. Should the shaman do any magical activity that would destroy or harm Knowledge in any way such as casting flamethrower in a room full of books then he would have two net hits subtracted from his total after the Limit/Force had been applied. The Magus would have +3 to his Limit from the Ambient Mana and +2 net hits to all his magical activities unless they should directly cause damage to Knowledge as that would be contrary to his philosophy and that of the metaplace his Domain is connected to. Should the battle continue to the lawn then Tomas would have +1 to his magical Limits and +2 net hits on magical activities while the Street Shaman would have +1 to his magical Limit and -2 dice on magical activities that didn’t directly oppose Knowledge.

 

The Schwartzkopf Scale of Ambient Mana provides an awakened character or critter, a spirit, and anything that is dual natured a bonus or penalty to their Limit on all magical actions equal to the rating of the mana they are physically or astrally located at. The normal range on earth is from -7 to +7. A dual natured or otherwise physical being like a ghoul is going to be effected by the Physical Realm Ambient Mana on all their actions except any ‘Mana Spells’ they might cast while a Spirit would be effected by the Astral Realm Mana for most any action unless they Materialize into the Physical Realm.Other than on a narrow band of a mana line and at places of power for the most part awakened beings are effected by the background count of the area (metro or country county) which is usually 0 on the bell curve with the occasional 1 or -1 and the rare 2 or -2 in places like Crater Lake or hidden jungle cities in Amazonia or within 30 miles of the Pyramids. On certain days the background count of an entire area can increase such as the nights of December 24th and October 31st or solstices/equinoxes.

The Schwartzkopf Scale of Aspected Mana Vicissitude is a scale that represents the amount of agency the mana in the locale has to support or deny support to magical activities and beings. The normal range on earth is from 0 to 5. Most areas of Aspected Mana are quite small and could be a closet, or a chapel or a basement. Should a Domain

Mana Turbulence: For contrary actions the awakened being subtracts dice from any magical actions equal to the Aspect Rating. For antithetical actions subtract net hits from any magical actions.

Domains: Areas that have been solidly converted to an orientation, flavor, or perspective of magic and thus aid those who match the Aspect of the Mana in the region of the Domain. Ally actions gain bonus dice equal to the Aspect Rating. Concordant Actions gain net hits equal to the Aspect Rating. Concordant Spirits have an “Acting Force” equal to their original Force plus the Aspect Rating but don’t gain any other bonuses from Concordant Actions. Range 1 to 5 and uses the Aspect Rating. If the Domain Rating is equal or higher than an antithetical Spirit’s Force it is automatically disrupted. For a spirit with an higher Force simply subtract the Domain Rating from its Force to find its “Acting Force” when within the Domain. The regions a Domain covers is usually any mana line/dragon path/ley line/song groove that flows in the area and where they connect. The strength of a Domain radiates outward from the line or place of power and drops precipitously the farther you go until it merges with the area’s background count.

Dragon Paths/Nests, Ley lines/nodes, and Song grooves/pools:  They have two ambient mana ratings; one for physical realm mana and the other for astral realm mana. If the mana is Aspected or Turbulent it would have a third trait of ‘Aspect’. Mana lines/Nodes would only have two traits as their physical and astral realm mana levels are equal.

Example: Mount Shasta has one of the strongest Dragon Nest’s in North America at the top where Hestaby has a lair. It is rated under normal circumstances at Physical 5, Mana 3, and Domain 3 (Air). So, when one of her shamans (an ally) casts a flight spell from the top of the mountain to go to the bottom quickly (concordant action) they would have their limit increased by 5,  and have+3 Net Hits added to their roll.

Mana Voids and Mana Warps:  If the Absolute Rating of the Ambient Mana Scale is over an Awakened Being’s Magic + Grade +5 and they take any magical action or action that is enhanced by magic then the awakened or dual natured character must resist a Drain Value with (Force=Ambient Mana Rating)  as if it was a spell at the beginning of every Combat Turn adding an Initiate’s Grade to the roll (Adepts and most critters/spirits use Intuition + Willpower + Grade). The Ambient Mana also has an effect on handling the normal Drain a character might experience using their magical gifts in that Combat Turn and it is important to remember if the mana in the area is Aspected against the magician then it acts as a penalty to dealing with this Drain as it does with all magical actions.

Filtering: A complex Action that lasts a number of Combat Turns equal to the Magician’s Arcana and counters penalties for lack of mana or mana turbulence equal to the magician’s Assensing Rating. If the mana turbulence or the absolute value of the Ambient Mana is greater than their Assensing Rating than they can’t handle the complexity of the mana in the area and fail to filter the mana in their area. Each time a filtering action is made in an area with low mana the next filtering attempt suffers a -1 penalty to Arcana and Assensing.

 

Definitions:

Geomancy: A metamagic that allows the manipulation of mana through the use of metamagical Ritual Sorcery.

Geomasonry: A metamagic that allows the manipulation of mana through the use of Artificing to create Constructs which shape and alter mana flows and can prevent or lessen Sha and Shen events. Wuxing Towers is probably the greatest modern example while Stonehenge and the Pyramids would be the greatest ancient examples of Geomasonry.

Mana Lines: A path of varying length containing an above normal amount of mana that might or might not connect with other lines or form nodes. Ratings range from 1 to 7 using the Schwartzkopf Scale and the amount of mana is evenly balanced between the two realms.

Mana Nodes: A locale or power site containing an above normal amount of mana that might or might not connect with other lines or form nodes. Ratings range from 1 to 7 using the Schwartzkopf Scale and the amount of mana is evenly balanced between the two realms. Nodes tend to be stronger than the lines that feed into them.

Sha and Shen: Sometimes mana levels surge and increase temporarily in a region which is called Sha and sometimes mana levels ebb and decrease temporarily which is called Shen. Sha and Shen normally also include an increase in mana turbulence or Aspect but don’t have to do so.

Mana Voids: Places that have excessively low amounts of mana in them. Space is dangerous because of the lack of mana which is caused by the lack of life. Lack of mana can make it dangerous to astrally perceive or perform any magic ability.

Mana Warps: Places that have excessively large amounts of mana in them that are also extremely turbulent in nature which can make it dangerous to astrally perceive or perform any magic ability.

Domains: A region with aspected mana that is protected by a Genius Loci. Domains can be created by casting a metamagical ritual or can spontaneously arise. Domains are often connected to a metaplace or metaplane making it easier to summon spirits of that type and use magic appropriate to the Aspect of the Domain. Mana in a Domain can also oppose or resist certain types of spirits and magical actions depending on the nature of the Aspect.

Aspected Mana: Mana that is flavored or distorted and only aids certain individuals, groups, types of magic, categories of magic,  traditions, spirits, or species. There are also types of Aspected Mana that aid certain types of actions depending on the source of the Aspect. A locale with mana aspected towards Fear would provide enhancement towards magic that caused Fear while an area aspected towards Fire would provide enhancement towards fire magic, fire aligned critters, and spirits. Usually Aspected Mana has something antithetical to it that it provides a penalty towards such as a water aspected locale penalizing fire magic and spirits.

Turbulent Mana: Mana that is in a state of flux and hard to use and drain is stronger. Can be temporary or persistent. Annoys spirits greatly and in some cases can disrupt them. Astral pollution or turbulence interferes with ‘mana’ based spells like stun bolt or influence while Physical realm pollution or turbulence interferes with physical spells like a lightning ball or physical mask. This increase in difficulty represents how mana pollution or turbulence disrupts the mage’s fine control and equations from an hermetic perspective or by disrupting the intuitions of a shaman by having an unpredictable flow of mana. Turbulent Mana can happen in a Domain which can make antithetical magic really difficult to perform.

Schwartzkopf Scale of Ambient Mana Density: This scale was designed by the great Dragon Schwartzkopf and his team of researchers at the Charles University of Prague in order to measure the amount of mana in a given region, locale, or mana line or power site. The scale is normalized by the worldwide median average mana level in 2075 at a 0 rating with a minus rating showing lower than normal mana and a positive rating showing a greater than normal amount of mana. It is known that the higher the mana density the easier it is to perform magic and the lower the mana density the harder. At the extremes of the Scale such as found in space or powerful magical locales during Sha events it can be hazardous to magicians and other dual natured awakened entities to astrally perceive or perform magic. A good way to look at it is using Boyle’s gas law. If the amount of mana differential between that contained within the magician and that of the surrounding environment becomes too great then harm can happen to the magician should they become dual natured which connects the magician’s mana to the ambient mana around her. If the ambient mana is too low then astrally perceiving or casting a spell is like taking a needle to a water balloon surrounded by air (which is lower density than the water) and watching the water explode out. If the ambient mana is too high compared to the magician’s mana then when the connection is made the water rushes in like a submarine punctured by a rock. This uncontrolled flow of mana in rare cases can kill those without sufficient talent or skill.

Schwartzkopf Scale of Aspected Mana Vicissitude: This scale was designed by the great Dragon Schwartzkopf and his team of researchers at the Charles University of Prague in order to measure the degree of distortion or change in mana within a Domain. This distortion is measured using an analogous system starting at 0 with higher numbers representing greater mana distortion or aspect. This can be caused by anything from a murder which causes an Ephemeral Domain which can sometimes last just a few hours to the holy aura found at a place of worship to a place of natural power like a volcano or river. Mana Vicissitude in a Domain makes magic use easier for those who are aligned with its Aspect and harder for those who oppose it. There are ceremonial rituals that can create a domain and are usually designed to make an Aspect that aligns the mana in the area towards that magician’s tradition or magical group. A Domain can be created by environmental disaster in which case the Domain is Toxic and the mana is connected to the Physical Realm or an invasion of Insect Spirits in which case the Domain is aligned towards insect magic with the mana connecting and colored or flavored with the Hive metaplane’s mana.

Background Count: This is the normal amount of mana (or density) in a region usually about the size of an American county or traditional City State. There are often many fluctuations or deviations from this at different locales within the region depending on the actions of geomancers, plate tectonics, mana lines, and other causes but for the most part the region has a norm. Worldwide the median average mana density is a 0 on the Schwartzkopf Ambient Mana Scale which spiked up to a 1 during the Year of the Comet and was a -1 prior to the comet and a -2 in 2050. The change in the world’s Background Count effected some magical principles in particular interactions between the Astral Plane and the Physical Plane involving grounding spells. This change wasn’t local but global so even though there are regions today with a Background Count lower than the norm in 2050 a magician can’t ground spells from the Astral to the Physical at those locales or during a Shen event.

Dragon Paths/Nests: Mana lines and Power Sites that have an excess of physical realm mana compared to the locale’s astral realm mana. This has shown to be advantageous to Magicians casting spells that target the Physical Realm but it has also shown to be extremely dangerous to incautious or lower skilled Magicians. Most Dragon locales are in places of great beauty, rarity, clashing elements, exemplar of an element, or obvious physical power such as volcanoes, cliffs, fault lines, lakes, rivers, mountain tops, subterranean caves, coral reefs, heart of the jungle, hidden groves, straits, geysers, hot springs, or places full of non-sapient life and places of great physical tragedy such as a crater from a meteorite, a locale that survived a drastic and sudden flood or flash fire, or an environmental disaster such as an oil spill, toxic waste dump, or radioactive fallout. Dragon Paths and Nests are likely to spontaneously create a Domain upon particular powerful Sha events or after a powerful Magicians, Spirits, or Critters live in the area or after sudden drastic change in the physical environment. Dragon Paths can link to Metaplanes appropriate to the nature of the physical environment such as a river connecting to the Water Metaplane, a volcano connecting to the Fire Metaplane, a coral reef connecting to the Beasts Metaplane, a crystal cave connecting to the Earth Metaplane, a millennia old oak tree connecting to the Wood Metaplane, and a Mountaintop Eyrie for Griphons for Air. Dragon Nests connected to a Metaplane provide extra bonuses to magical actions relating to the Metaplane. Genius Loci tend to be dracoforms though it is not uncommon for the dominant local paranormal animal to influence a Dragon Nest Domain with a Genius Loci representing them. When Dragon locales move or shift it can have effects on the land around it. Living things tend to be healthier in Dragon Regions.

Song Grooves/Pools: Mana lines and Power Sites that have an excess of astral realm mana often from metaplanes and even deep metaplanes compared to their physical realm mana. They are designed for travel and navigation in the physical and astral realms but don’t have the same kind of flex to them that other Mana locales have. This can lead to mana storms, greater mana turbulence in general, and more common Shen and Sha events. They tend to have no influence over the land or the people. There are rumors of Shedim hijacking a Song Pool’s Domain in South America in order to open an Astral Rift to bring in more Shedim from their home metaplane. The rumors say that slavers working for the cartels were hired to bring cargo containers full of SINless people to the site. Tales also suggest that such a thing happened in Chicago.

Ley Lines/Nodes: Mana lines and Power Sites that follow man made and fey features that have an excess of astral realm mana compared to the locales’s physical realm mana. With Geomancy which is a metamagic that allows advanced Initiates to cast advanced metamagical rituals and Geomasonry which opens up the ability to create magical constructs using Artificing they have successfully created modern Ley Lines and Nodes. Very quickly Ley locales tend to become Aspected and form Domains once they flow through areas where sentient creatures congregate and emote powerfully. The original creators of Ley locales can also Aspect or flavor the mana towards different ideas, traditions, and magical groups. The astral realm mana can be influenced by connections to Metaplaces of Battle, Charisma, Destiny, Fear, Knowledge, and Magic in addition to the influence of the geomantic features and the living experiences of the minds in the region of the ley lines and nodes. Ley Regions can also connect with the metaplane of Man and Hy Brasil and other metaplanes of the Faerie. People tend to be happier in Ley Regions.

Genius Loci: Spirits that are formed in some Domains that represent, reflect, defend, and are connected intimately to the Domain. It is a type of spirit with its own personality influenced by its environment and history. A genius loci at a Sylvestrine Cathedral might take the form and personality of an angel while most Dragon Nests have dracoform style spirits. Many also take forms that seem connected to mentor spirits, passions, old pagan gods and christian or buddhist saints. It is rumored that Zebulon is a genius loci spirit. Recently Ares has released that some Hives (which usually have Domains) now have a new type of Insect Spirit that seems to be a Genius Loci Insect Spirit. The Force of the genius loci is usually equal to the amount of Ambient Mana plus the degree of Aspected Mana as represented by the Schwartzkopf Scales. The Force is dependent on those ratings at the specific location of the genius loci so since most Domains have an interior region with the most mana the Spirit is strongest at the heart of the Domain. Killing or Banishing a genius loci can severely disrupt mana flow in an area leading to a Sha or Shen event or even semi-permanent changes in mana lines and Aspects. The effect on Dragon Nests or Paths with Domains can cause physical realm disruptions like a Volcano going off or an earthquake or tsunami or sudden storms. Any Domain connected to a foreign deep metaplane such as the Hive metaplane for example can have unpredictable effects upon the death of the genius loci from Aspected Mana flowing into the region from the metaplane to Aspected Mana flowing out of the region into the metaplane or out and tainting the rest of the mana network in the area.

 Ephemeral Aspect: Temporary distortion of mana towards an Aspect. Aftera powerful experience there can be temporary aspecting of an area’s mana which usually lasts a number of hours equal to the degree of aspecting using Schwartzkopf’s Aspect Scale. In some cases it can last days or weeks especially if the event is reinforced by continuing action. If persistant enough the mana can at some point spontaneously form a Domain.

Aspect Neutralization: Aspects can sometimes be dealt with by removing the cause of the mana pollution which could be as easy as cleaning up the toxins in the soil and planting a garden or by finding an abusive parent and freeing the children from their terror. Sometimes in a matter of hours the degree of mana Aspecting can start to disperse. This can cause problems with Genius Loci who are just fine with the status quo usually. Another way of Neutralizing an Aspect is by taking actions that would dominate the area by basically “covering up” the Aspect with a new and stronger one. Some magicians call this “Hijacking the Aspect.”

Filtering: A complex action that allows a Magician to lessen or eliminate mana turbulence for a temporary period making it easier for her to use magic in the area.

Cleansing: A metamagic that allows a Magician to remove with an Ephemeral Aspect or weaken mana turbulence within an area using Ritual Sorcery or Preparations or Constructs. The filter matrix metamagical spell allows for filtering out aspected mana along with mana turbulence for a temporary fix.

Constructs: The magician uses the Artificing skill to create magical items that influence and manipulate mana.

Antithetical Entity: An awakened being or spirit that is directly opposed by a Domain or Aspect.

Antithetical Action: A magical action that is directly counter to the philosophy of a Domain or Aspect.

Contrary Entity: An awakened being or spirit that isn’t an ally of the Domain.

Contrary Action: A magical action that is from a contrary being that isn’t directly opposing the Domain or Aspect.

Ally Entity: An awakened being or spirit that is an ally of the Domain.

Ally Action: A magical action that is cast by an Ally Entity.

Concordant Entity: An awakened being or spirit that is closely connected to the Genius Loci and/or a metaplane linked to the Domain.

Concordant Action: A magical action directly connected to the metaplane or Aspect of the Domain that is cast by an Ally or Concordant Entity.

 

Shadowrun Overhaul: Alchemy: New Triggers, Alchemy labs, and Lynchpin Art


New Triggers:

Break: (+2 Drain) Works like the Contact Trigger but the target is the closest to the location where the lynchpin is broken. Using this trigger actively requires a ready weapon simple action and a throw weapon simple action using Throwing Weapons and the grenade rules.

Burn: (+1 Drain) Often a scroll or piece of paper covered in runes, chinese taoist calligraphy, enochian, or other magical symbols and languages. This trigger is activated when the lynchpin is lit on fire. Once any part of the lynchpin is on fire the magic is released and the item flashburns extremely quickly and releases its magic on the person who burned it or the nearest living thing to the burnt scroll. Requires a simple ready item action and a simple action to light the lynchpin on fire.

Drink: (+2 Drain) This trigger has lynchpins that are potions, elixers, philtres, and other assorted drinks. Whomever consumes the lynchpin is the target of the magic and requires a ready item simple action and a simple action to drink the lynchpin. Preparations made with this Trigger takes hours instead of minutes to make and require an alchemy lab or microlab which are extremely expensive. Two advantages of this trigger is the ability to make batches (Can make up to Alchemy rating in different potions) and the ability to use time to your advantage and have the Preparations finish when you need them to be done to avoid loss of Potency as the Preparation doesn’t start losing Potency until it is finished brewing. The Force x Minute creation time is spent at the start of the potion making process so the Alchemist doesn’t need to do anything else when the potion stops brewing. An Alchemist can have as many different Preparation batches being made at once as their Alchemy Skill. Other activities can be undertaken while the lynchpin brews including other preparations. Remember Healing preparations require the Command trigger.

Read at Loud: (0 Drain) Whomever reads the item is the target of the preparation. It takes Force x Combat Turns to read the lynchpin.

Lynchpin Art: An alchemical artist can use an appropriate Artisan skill to craft a superior container for the preparation’s magic. Intuition + Artisan [Arcana] (F) Test. The Alchemical Artist adds 1 + net hits to her dice pool that can be spent relating to the preparation either on its creation or handling drain.

Alchemy Lab: Takes up a large room filled with herbs, spices, minerals, and other oddities. Often reminds people of apothecaries. The brewing apparatus includes a whole range of glass beakers, pipets, strange glassware, mortar and pestles, and bunsen burners. They cost 50,000 nuyen and each Preparation batch costs 10 nuyen x Force in ingredients and energy.

Alchemy Microlab: A pair of suitcases one of which includes the ingredients and the other the equipment. They cost 100,000 nuyen and each Preparation batch costs 25 nuyen x Force in ingredients and energy. The increased cost is partly for the highly concentrated ingredients that make it possible to fit everything into a suitcase which obviously cost more.

Shadowrun Overhaul: Knowledges and Skills Overhauled


I went through and attempted to balance out the skills list in fifth edition Shadowrun which are a mess. At least they took Herding and Lockpicking out as you can see by looking at the Errata for page 90. So, I consolidated a lot of the weak Skills or pushed them into Knowledges were many of them belonged anyway. The other major change is the introduction of Concentrations. Many of the Skills should be grouped together for someone who is really good at one thing is very likely to be good at the other. A master gymnast is likely to be an excellent swimmer if she was properly trained and it wouldn’t take nearly as long for her to be trained as it would someone starting athletics from scratch. This system uses my Character Advancement rules. With the consolidation of so many skills into a single skill there are no longer Skill Groups in this system. There are two additional Knowledge categories: Wilderness and Science & Technology. Wilderness works much like Street but deals with life outside of the urban environment. Science & Technology represents practical, theoretical, and applied knowledge within the sciences and technology fields.

Concentrations: Each Skill has three or more concentrations listed with it. With purchase of the skill comes one Concentration for free and each additional Concentration must be purchased in order to access that part of the skill.

Defaulting: The penalty for defaulting when having the Skill but not the needed Concentration is -5. Without the Skill it defaults to Attribute -3 though certain ubiquitous and simple abilities may get a -1.

Character Creation: Skills Priority Table: A: 40 skill points/ 20 Concentration or Specialization points, B: 30/15, C: 25/10, D: 20/10, E: 15/10. Max Skill or Knowledge Rating during Character Creation: 10.

Knowledges keep the free 2(Int + Log) points as in the base rules but in addition to that everyone gets 10 free points they can spend only on Knowledges in the Interests Category.

Character Skill Group Conversion: Any character with a Skill Group can be converted to a Skill with +2 extra Concentrations. So, an Athletics Skill Group of 4 would become an Athletics of 4 with three Concentrations.

Skills:

Performance: Singing, Per Instrument, Dancing,  Comedy, Dramatic Acting, Official Presentations, and more disciplines that involve captivating an audience by using your body or mind and its actions as the medium while Artisan deals with influencing an audience via a created work of art.

Artisan: Cooking, Sculpting, Drawing, Painting, Calligraphy, Runic Inscriptions, Metalwork, Jewelry, Carpentry, Scrimshaw, Glasswork, Ceramics, Matrix Graphic Design, Fashion Design, and other disciplines involving creating an objet d’art as the medium.

Gunnery: Artillery, Ballistic, Energy, Guided Missile, and Rocket.

Piloting: Deep space, Launch craft, Semi-ballistic, suborbital, Fixed Wing, Lighter than air, Rotary wing, Tiltwing, Vectored thrust, Walker, Exotic Vehicle, Bike, Hovercraft, Tracked, Wheeled, Modern Watercraft, Archaic Watercraft, Submarine, and Remote Operation. *A Rigger would need Remote Operation and Bike Concentrations to rig a bike from a distance.

B/R Hardware: Deep space, Launch craft, Semi-ballistic, suborbital, Fixed Wing, Lighter than air, Rotary wing, Tiltwing, Vectored thrust, Walker, Exotic Vehicle, Bike, Hovercraft, Tracked, Wheeled, Modern Watercraft, Archaic Watercraft, Submarine, Bioware Repair, Vat Repair, Commlinks, Smartguns, Cyberdecks, Matrix Host Servers, Robotics, Hydraulics, Structural Engineering, Electrical Power Systems, Bodyware, Cyberlimbs, Headware, Armor, Artillery, Explosives, Firearms, Melee Weapons, Heavy Weapons, Weapon Accessories, Biodrones, Nanomanufacturing Devices, Genetank Repair, Nanoware, Rigging equipment, Exotic Weapons, and Exotic Hardware.

Programming: Software, Computing, Cybercombat, Complex Forms, Compiling, and Decompiling.

Cracking: Encryption, Electronic Warfare, Registering, and Hacking.

Close Combat: Blades, Clubs, Throwing, Cyber, Exotic Melee Weapon, and Unarmed. “X” Martial Art may be taken as a Specialization.

Ranged Combat: Archery, Cyber, Pistols, Longarms, Automatics, Heavy Weapons, and Exotic Ranged Weapon.

Athletics: Free fall, Diving, Gymnastics, Running, and Swimming.

Grifting: Forgery, Con, Escape Artist, Gambling, and Palming.

Awareness: Assensing, Matrix Perception, Social, Bodyguarding, and Combat.

Infiltration: Impersonation, Locksmith, Disguise, and Sneaking.

Influence: Etiquette, Instruction, Intimidation, and Leadership.

Sorcery: Spellcasting, Ritual Sorcery, and Counterspelling.

Conjuration: Summoning, Binding, and Banishing.

Enchanting: Artificing, Alchemy, and Disenchanting.

Arcana: Astral Combat, Spell/Ritual Design, Spirit Formula Design, and Preparation/Focus Design.

 

Knowledges:

Examples of Knowledges in each Knowledge Category.

Wilderness Knowledge Category: “Area” Survival, “Area” Navigation, Hunting, Gathering, Archaic Farming, Tracking, Trapping, Curing, Butchering, Fishing, Herding, Riding, Camping, Gardening, Outdoors Cooking, Leather working, Animal Handling, “Exotic” Animal Handling, Talislegging, Tribal Culture, and Herbalism.

Area: Desert, Forest, Ocean, Jungle, Freshwater, Urban Barrens, Polar, and Plains. “Exotic” could be a difficult to handle and rare non-awakened Beast or a paranormal animal of some sort. Each paranormal animal requires a different Knowledge unless it is very closely related.

Science & Technology: Computers, Software Design, Graphic Design, Host Design, Grid Design, Demolitions, Matrix Design, Chemistry, Pharmaceutical Design, Neuroscience, Physics, Biology, Psychology, Sociology, Anthropology, Botany, Bioinformatics, Bioware Design, Cyberware Design, Weapon Design, Medicine, Surgery, Prosthetics, Nanotechnology, First Aid, Robotic Design, “Specific type” Vehicle Design (See Piloting Concentrations), Manufacturing, Engineering Principles, Maglock Design, Spider Security Techniques, Matrix Defenses, Counter-Infiltration Security Technology, Grid Design, Host Design, Cyberdeck Design, Commlink Security, Vat Farming, Rigging Technology, Spider Technology, Remote Operation Technology, Skillwire Design, Hardware cannibalizing, Drone design, Food Science, Nano forge facilities, Genetech, Desktop Nanoforges, Nanofaxes, Nanoneurology, Nanoware Design, Bioware Culturing, and 3D Home Printing.

Academic: Criminology, Literature, Geomasonic Landscaping, History, Corporate Politics, Magic Groups, Magic Theory, Philosophy, Government Politics, Music Theory, Parabotany, Parazoology, Corporate Security, Economics, Black Markets, Gray Markets, Free Markets, Astral Topology, Shadowrunning Theory, “Area/City” Knowledge, Magic Threats, Dragons, Neo-Anarchic Philosophy and Practices, X corporation, and Architecture.

Street: Organized Crime, Magic Groups, Corporate Politics, Gang Identification, Smuggling, Vices, Urban Navigation, Urban Survival, Thrift stores, Fences, Corporate Security, Smugglers, Black Market Pipelines, Urban Critters, Runner Hangouts, Mr. Johnsons, Fixers, Riggers, Counter-Infiltration Security Techniques, Grifting history, Grifting lingo, “Area/City” Knowledge, Dragons, Law Enforcement Tactics, Street Gang Politics, Street Drug Dealers, Street Clinics, BTL dealers, Deckers, Local Technomancers, Neo-Anarchists, Cracked Software Dealers, Small Unit Tactics, Law Enforcement, Safe houses, Infiltration techniques, Building Layouts, Corporate Security Systems, Magical Community (City/Area), Police Procedures, Sprawl Life, Critters, Gang X, Area Squats, Area Black Markets, Gang culture, Local chop shops, Backstreets, Area waterways, Street drugs, and BTL chips.

Professional: Journalist, Professor, Lawyer, Doctor, Security, Military Professional, Mercenary, Business, “Nation/City X” Area Knowledge, “Nation X” Military Regulations, Matrix Security Measures, Spider Security Techniques, Military Strategy, Small Unit Tactics, “Nation X” Best Business Practices, “Nation X” Business Regulations, “Nation X” Laws and Legalities, Bioware Implantation, Cybernetic Implantation, Medical Procedures, Law Enforcement, Corporate Security Systems, Magical Community (City/Area), Magical Forensics, Detective Techniques, Police Procedures, Business, Weapon manufacturers, Cosmetic Surgery, Trauma Surgery, Implant Surgery, Gene Therapy, Border Security and Forensic Accounting.

Interests: Current Simsense Movies, Matrix Surfing, Something Terrible Forums, Victorian clothing, Quilting, Popular Trids, 20th century trivia, Poetry, Great Restaurants, Elven Wine, Troll Grog, Dwarven Mead, Urban Brawl, Microbrewing, Baking, Cooking, Stand up comedians, yoga, taxidermy, Graffiti, Combat Biking, Pop Music, Orxploitation Films, Martial Arts, Martial Art Movies, Extreme Sports, Sprawl dive bars, Floral Arrangements, Parkour, skiing, ice skating, rollerskating, Eating competitions, Opera, Broadway Plays, Horizon’s latest new thing, juggling, drinking competitions, homebrewing, Religion X, Sports, High Fashion, Detective novels, Egyptian Ceramics, SF movies, X Music, AR LARPing, dogs, cats, Matrix Games, Vintage X collecting, Nutrisoy “cooking”, and Jet Black conspiracy theories.

Languages: English, Japanese, German, Sperethiel, Salish, Or’zet, Swahili, Lakota, Mandarin, Russian, French, Italian, Aztlaner Spanish, Traditional Spanish, Dakota, and Dine (Navajo).

Shadowrun Overhaul: Magic: Focus Creation


The current rules for Focus creation from ability to make and the costs of the goods don’t make much sense to me. For one thing there would be an huge proliferation of low force foci and there is really no reason to create from an economic standpoint or from a magician’s standpoint most of the foci or to even use most foci other than Power and Weapon. By changing the costs and formula equations there is now a difference in how difficult it is to design and create different Foci. I also added more options and levels to Foci giving more choices plus options for beginning artificers to actually make low level foci and survive.

In another post I covered putting a limit on Magical Lodges equal to the magician’s Arcana + Magic.

In another post I will elaborate on Telesma rules but for the purposes here assume a normal mundane item has a Telesma Rating of 0.

Telesma size:
Size 0 a ring, earring, amulet or small medicine bag. An item with a Concealibility of -6 to -4.
Size 1: a wand, rod, elaborate necklace or small weapon with a reach of 0. An item with a Concealibility of -2 to +2.
Size 2: a crown or a weapon with a reach of 1. An item with a Concealibility of +4 to +6.
Size 3: a weapon with a reach of 2, full body armor, or a tower shield. An item with a Concealibility of greater than +8.

Focus Multiplier is the “Cost in Karma” depicted on page 318. For example a Qi Focus is Force x 2 in karma thus the multiplier would be 2.

Focus Formulas:

It is assumed that a Formula has a narrow depiction of the Telesma and that most that available on the market are generic lik ring or an Horizon Rapier or a Evo Combat Axe. Thus a weapon focus formula with a Force of 3 using a MCT Katana would need to be retooled to use an awakened Telesma made from a dragon’s talon into a dagger.

Create Original Formula: Arcana + Magic [Astral] (Force x Focus Multiplier + Telesma Rating, 1 day) Extended test.

Retool Formula for different Telesma: Arcana + Magic [Astral] (Force + Telesma Rating, 1 day) Extended test.

Retool Formula for different Tradition: Arcana + Magic [Astral] (Force, 1 day) Extended test.

Formula for upgrading an existing Focus: Arcana + Magic [Astral] (Change of Force + Telesma Rating, 1 day)

Formula for stacking a Focus:  Arcana + Magic [Astral] 2(Original Formula for effect 1 + Original Formula for effect 2…, 1 day)

 

Step 5: Task equation changed.

Artificing + Magic + Telesma Rating + Telesma Size [Lodge] v Focus Multiplier + Object Rating (OR)

Step 6: No change.

Step 7: Determine status of Focus.

Net hits must equal or surpass the Focus Formula’s Force Rating or the Focus is flawed or can fail completely in which case the telesma is ruined for any further artificing. For upgrading the net hits must equal or surpass the change in Force and Karma spent is the difference in cost between the original and the new + 1 Force. So a Qi Focus upgrading from 2 to 5 would have a change of 3 Force +1 for upgrading x 2 for the Focus Multiplier with a total of 8 Karma being spent.

Missing by 1 hit drops the Focus down 1 level of sophistication or has a minor flaw like not working in complete darkness. Missing by two drops the Focus by 2 levels of sophistication or has a major flaw like not working at night.

For Weapon and Qi Foci failure to reach the required net hits either results in failure or the focus has a flaw.

Types of Foci: (-represents a loss of one level of sophistication, — two levels and so on)

Qi x2

Weapon x4

Power x6

-Enchanting x3

–By Skill x2

—By Specialization x1

—By Specific Preparation or Formula x1

-Sorcery x5

–By Skill x3

–By Spell Category x2

–By Specialization x2

—By Specific Spell x1

-Conjuring x4

–By Skill x3

–By Spirit Category x2

–By Specialization x2

—By Specific type of Spirit

-Metamagic x3

–By Specific Metamagic x1

 

Cost of a Focus: (1 + Force^2) x Focus Multiplier x Object Rating of Telesma x 200 + cost of Telesma

Availability of a Focus: 2(Force) + Focus Multiplier.

 

 

Shadowrun Overhaul: Ritual Sorcery: The Magic Staff Ritual


Black Eagle was proud of his wizard costume for the big Halloween party and was admiring it in the polished chrome of the elevator walls leading from his condo to the parking lot below. It was nice to be able to take his staff with him as the other mages and shamans had been teasing him the entire time of his thesis when he took the staff with him everywhere. It had been sitting in a corner since last year’s Halloween gathering dust despite being his greatest magical creation. Leaving the elevator he started walking to his parked Eurocar Westwind 3000i when he noticed four suspicious looking riff raff Anglos and Japanese standing next to a beat up van that really shouldn’t belong to anyone in his condo. One of them a white skinned Ork pulled out a gun and shoots the woman who just came out of the elevator behind him in a blinding flash of movement.

“Oh, my creator what’s going on?” Black Eagle said in shock having never personally seen violence outside of the gym or an Urban Brawl match on the trid.

“Keep out of this Gandalf and you’ll live but mess with us and you’re a geeked.” snarled an Anglo human in heavily accented Nipponese style Cityspeak like someone from San Francisco or a Japanese ghetto in Seattle not a sane and safe place like Sante Fe.

Two of the men ran to the woman just outside the elevator and one of them shouted “The narcojet worked she’s out!”

“Grab her and move, I want this extraction done and done in fifteen.” snarled the Anglo Ork who must be the leader.

The two street trash were dragging the woman dressed to the nines in faux Elven costume including a fine looking bow. “She must be going to the same party I am going to!”

Screwing up his courage Black Eagle raised his staff and pointing it at the two gangers or whatever they are and said “Crear Fuego!” thus casting his first spell in combat. Flames leapt from the tip of his staff engulfing the two men carrying their victim causing them to drop her and run and roll on the ground trying to stop the burning.

The Anglo Ork spun and fired two shots at him striking his chest. Black Eagle looked down expecting to see holes in his chest but instead saw two small darts trapped in the folds of his wizard’s robes.

“Drek! Marty grab the girl and get her in the van I’ll geek the mage.” The ork tossed his gun through the window of the van and turned to Black Eagle and started sprinting while his hands started to glow.

“Crear Fuego!” Black Eagle screamed at the ork as the flames poured into the space he had been a second before as he weaved back and forth zig zagging until he was suddenly only a few feet away untouched by the flames.

Panicked Black Eagle realized that he had no chance of hitting him with a flame bolt but the only other spell that might be useful was Sleeptouch and there was no way he…wait I attuned this Staff so I could channel that old spell I used to put my brother and sister to sleep when I was a kid through the staff he’d just need to touch him with it.

Black Eagle thrust the staff at the Ork who dodged the blow with ease and moved in to strike when Black Eagle awkwardly turned the thrust into a push and the Ork automatically grabbed the staff between Black Eagle’s hands which would ordinarily allow the Ork to overwhelm quickly his opponent only this time it let Black Eagle put him to sleep with a single whispered “Crear Sueno.” The Ork could feel the magic flow into him through the staff as he had just enough time for his eyes to glaze over and his face to turn slightly puzzled looking as he slumped to the ground.

Black Eagle turned to the last man and brought up his staff and the last man ran. Bringing up his AR GUI from his ‘link he called Knight Errant and alerted them to the situation with the lady and her location along with the two dead and one sleeping gangers. After getting his first close look at her he realized she was Holly MacMann the network reporter who had had several major successful stories in the news about corruption in the Pueblo Corporate Council and had done a piece on racism against Anglos and Utes with their glass ceiling in the upper echelon corporate and government positions most of which are held by Hopis and Zunis.

“Whoa.”

 

Magic Staff Ritual:

[Metamagic: Attunement and Ceremonial Magic, Spell]

This metamagical Ritual allows the mage to “enchant” or more properly ensorcel a staff (or other item) to become an extension of the magician. This allows the initiate to cast touch spells through the staff as if the mage is touching the target and also allows the casting of elemental spells onto the item. This adds that type of elemental damage for as long as the combat spell is sustained. If the staff successfully damages an opponent when used normally as a melee weapon the elemental spell channeled into the staff provides its Secondary Effect. Only one spell at a time can be channeled through the staff or on the staff so if an elemental spell is active then it can’t be used to channel touch spells until the elemental spell is no longer sustained.

The item is attuned by spending time in meditation with the item in a Magical Lodge with a Force equal or greater to the Ritual. The force of any spell cast through or on the newly magical staff is limited by the Force of the Ritual. The Ritual cannot have teamwork as the Initiate mage is working alone and others can’t help him or her make the attunement. The ritual takes as many hours equal to Force to cast and lasts as many days equal to hits on the Ritual Sorcery test against the Object Rating of the item limited by the Force of the Ritual. The Initiate may spend Karma equal to the Force to make the attunement permanent immediately after handling Drain.