Making our favorite games even better
This will be just a quick overview of my reagent house rules. More in depth rules will be covered in my Artificing Overhaul rules. I have added a new type of reagent called Flawless that is the step up from Radical. So instead of 30 Radical reagents being used to make Orichalcum it is 3 Flawless reagents.
For new Foci rules see here: New Foci
A big change is that only a single dram of a reagent can be used to aid a magical test or procedure. More than one reagent may be used in a long extended process by having the process be discrete. Each day of Artificing or building part of a Magical Lodge or each hour of Binding is a separate process for example allowing more than one reagent to be used in those cases.
Also, a reagent can be used by an Adept as long as the test is enhanced by their magic. An Adept with Nimble Fingers could benefit from the use of a reagent on a Palming test.
Each reagent has a Quality and a Grade. See Talismonger’s Guide to Harvesting Reagents for information about a reagent’s Quality. Alchemists use their skills to refine lower grade reagents to higher grade reagents following the rules on pages 210 and 211 of the Street Grimoire. The main changes are that there is one more step before making Orichalcum because of the introduction of Flawless reagents. The other is that during the process of refining reagents the Quality of a given batch is equal to the worst reagent. So, 9 Prime Quality Refined reagents mixed with a Sub par Quality Refined reagent would distill into a Sub par Radical reagent.
Quality of Reagents:
The Quality of any reagent that has undergone refining is determined by the lowest quality of any component dram. This makes accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum and Flawless reagents because of their cost and use in Artificing.
Prime: 100% higher base cost and 50% faster to refine than baseline reagents.
A critical glitch is downgraded to just a glitch and a regularly rolled glitch is treated as a normal roll while the reagent is in use with any magical tests. When using a Refined or Radical reagent the magician has the benefit of spending Edge on a single magical test during the duration of the reagent as well as gaining the benefits of being unlikely to glitch.. This is compatible with the magician actually spending a point of their Edge.
Superior: 50% higher base cost and 25% faster to refine than baseline reagents.
Using a Superior reagent reduces the chance of glitching by ignoring a single rolled 1 from any magical test during the duration of the reagent. When using a Refined or Radical reagent the magician has the benefit of using the rule of 6 on a single magical test while the reagent is in effect.
Baseline: No modifer to base cost or refining time.
Sub par: 25% lower base cost and 25% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.
Inferior: 50% lower base cost and 50% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.
Tainted: 75% lower base cost and 75% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.
Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with any magic test.
Grades of Reagents:
A magical test is any test that is utilizing a magical skill as a component or is being enhanced by magic in some way. An Adept with Improved Con could enjoy the benefits of increased social limit for example.
Raw: A raw reagent raises the limit by 2 for a single magical test taking place in an action phase.
Refined: A Refined reagent raises the limit by 2 for all magical tests for an individual in a Combat Turn (6 seconds). Refined reagents are used as a component of Magical Lodges and Binding spirits. Spirits vastly prefer Refined reagents to Raw reagents. A Refined reagent is also used to craft telesma for the purposes of creating minor Foci and other minor enchantments. A Refined reagent is also used to brew potions by master alchemists, create fetishes, and used to make ink for magical scrolls.
Radical: A radical reagent raises the limit by 2 for all magical tests for a minute. Radical reagents are used to craft telesma for major Foci and other major enchantments. Radical reagents can also be used in place of spending Karma by unweaving the concentrated mana from the reagent and channeling it exactly the way a magician unweaves part of themselves to empower a Quickened spell for example.
Flawless: Flawless reagents are used exclusively in Artificing as the reagent is refined to such a point that the mana can’t be unwoven from its physical matter except with extreme caution via the refining process to create Orichalcum. A Flawless reagent is dual natured and solid in both the physical realm and astral realm. They are used to create telesma for Grand Foci and other masterful enchantments.
Orichalcum: Orichalcum is created by using three flawless reagents and can be used by master artificers to create the mightiest of Foci and Enchantments. It is also dual natured and very obvious in the astral unless covered in some way. Any Focus crafted from Orichalcum allows a magician to bond to the Focus with much greater ease than normal. Each dram used to craft the telesma halves the amount of Karma necessary to bond.
More on Orichalcum and Flawless reagents will be covered with my future Enchanting Overhaul post.
|Raw Grade||20¥ per dram||–|
|Refined Grade||450¥ per dram||6 + 1 per dram|
|Radical Grade||5000¥ per dram||8 +1 per dram|
|Flawless Grade||55,000¥ per dram||10 + 2 per dram|
|Orichalcum||175,000¥ per dram||14 +3 per dram|
|Prime Quality||+100% Base Cost||+2|
|Superior Quality||+50% Base Cost||+1|
|Subpar Quality||-25% Base Cost||-3|
|Inferior Quality||-50% Base Cost||-5|
|Enchanter’s Lab 5th Gen||75,000¥||12|
|Enchanter’s Lab 4th Gen||40,000¥||10|
|Enchanter’s Lab 3rd Gen||25,000¥||10|
|Microlab 5th Gen||100,000¥||12|
|Microlab 4th Gen||60,000¥||10|
|Alchemy Kit 5th Gen||10,000¥||12|
|Alchemy Kit 4th Gen||4000¥||10|
|Alchemy Kit 3rd Gen||1000¥||8|
|Alchemy Kit Enhancements||1000¥ each||+1|
|Minor Foci||(F x 900¥) + (F x OR x 250¥)||(F x 2)|
|Major Foci||(F x 10,000¥) + (F x OR x 250¥)||(F x2) +4|
|Grand Foci||(F x 110,000¥) + (F x OR x 250¥)||(F x 3) + 3|
|Focus Tailoring||(Days x 1000¥) + (3 x Reagent)||+2|
|OR is Object Rating of Telesma||Doesn’t include cost of Telesma|
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.
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.
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.
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).