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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: A Talismonger’s Guide to Hunting and Gathering Reagents


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

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

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

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

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

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

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

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

Game Mechanics:

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

Hunting:

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

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

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

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

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

The Specimen:

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

Potency:

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

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

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

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

Spirit’s Potency:

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

Of Different Tradition: Baseline Quality with Force reagents.

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

Hunting Techniques:

Best Practices: No Modifier

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

Poor Practices: Quality -1

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

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

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

Harvesting Modifiers:

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

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

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

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

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

Ancient or High Status Critter: Raises Quality by 1

Final Potency and Quality of the Specimen:

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

Harvesting the Reagents:

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

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

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

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

Gathering:

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

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

Source:

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

The Abundancy of the Source:

Potent: 3d6 base reagents.

Baseline: 1d6 base reagents.

Poor: no base reagents.

The Purity of the Source:

Pristine: Raise Quality by 1.

Typical: No Modifier.

Poor: Lower Quality by 1.

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

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

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

Harvesting the Reagents:

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

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

Final Potency and Quality of the Source:

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

Glitch Prone:

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

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

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

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

Quality of Reagents:

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

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

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

Baseline: No modifer to base cost or refining time.

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

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

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

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

Equipment:

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

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

Prices:                                                                                                       

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

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

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


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

Campaign Style:

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

125 BP +13 Karma

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

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

150 BP +25 Karma

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

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

175 BP +35 Karma

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

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

200 BP +50 Karma

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

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

Purchase Costs:

Metatype:

Human: 0

Elf: 7

Dwarf: 10

Ork: 11

Troll: 16

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

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

Skills: 1 BP per +1 Rating.

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

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

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

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

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

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

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

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

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

Special Talents:

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

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

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

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

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

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

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

1 BP = +5,000 nuyen

5 BP = +30,000 nuyen

10 BP = +75,000 nuyen

15 BP = +140,000 nuyen

25 BP = +275,000 nuyen

35 BP = +450,000 nuyen

45 BP = +600,000 nuyen

55 BP = + 800,000 nuyen

65 BP = +1,100,000 nuyen

 

Archetypes:

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

 

Street Samurai:

Standard PC: 150 BP

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

(11) Ork

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

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

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

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

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

 

Face:

Standard PC: 150 BP

(15 BP) 140,000 nuyen in gear.

(7 BP) Elf

(10 BP) Adept

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

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

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

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

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

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

 

Combat Sorceror:

Standard PC: 150 BP

Hermetic Tradition

(10 BP) 75,000 nuyen in gear.

(16 BP) Troll

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

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

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

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

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

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

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