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Shadowrun Overhaul: Astral Reputation replacing Spirit Index


I really dislike the way that the Spirit Index is setup in Street Grimoire. My main problem is that it doesn’t allow for a positive reputation among spirits. There should be a difference between a mage who has just atoned for bad behavior and a mage who is new to the spirit game. It basically just seems to be a mechanic introduced to punish player characters.

Anyway, it seems weird to make up a brand new system of reputation when there is a perfectly good system sitting there for the GM to use towards runners. So, Astral Rep will replace Spirit Index and represents how spirits, awakened critters, faeries, and even magicians might know and respect about each other. Remember what an astral denizen might consider noteworthy is going to be different from how a runner or the public might see things.

Astral Reputation Game Mechanics:

Spirit Cred is equal to the magician’s Grade. It provides a positive or null Social Limit Modifier and Astral Limit Modifier with the awakened, astral denizens, and spirits for social interactions and conjurations. The greater the cred the more the spirit world responds. Man-Of-Many-Names can achieve more from a whisper in the ear of the right spirit than some conjurers can with a half dozen great form spirits.

Astral Notoriety is influenced by some Qualities at character generation such as Spirit Bane, Mentor Spirit, or Spirit Champion by raising or lowering your Astral Notoriety by one. For most characters it starts off at 0. It represents various non-private actions that could be conceivably spread around about the PC that are primarily focused on the negative though it can be positive. It provides a dice pool modifier for social and conjury tests with spirits or astral denizens and especially those who respect or worship spirits. It is compatible with Spirit Cred in that an Initiate may have their Social Limit increased and have a negative dice pool penalty at the same time.

A Positive Notoriety could be earned by always banishing opposing spirits rather than disrupting them or by a habit of providing extra reagents when binding or a reputation for mentoring lost cubs and getting them on their feet. This should be used sparingly.

Notoriety can be bought off via the “Setting things right” methods in Street Grimoire or by burning off a point of Spirit Cred.

How much is bought off by an act of contrition is up to the GM but a point of Street Cred should buy off at least 5 points worth. Be generous but consistent. It might help to categorize spirit apologies by minor, major, and grand and provide a framework like 1 to 3, 3 to 5, and 6+ depending on the type of act.

The listing for Spirit Index on page 206 of the Street Grimoire would all be things that could increase Notoriety. Astral Notoriety can quickly grow and impact a conjurer’s effectiveness.

Categorize each transgression as a minor, major, and grand.

Minor transgressions like disrupting spirits would slowly build up steam and eventually increase Notoriety by 1 with a maximum of 3 for that type of transgression. Basically after disrupting a hundred spirits your reputation isn’t going to be hit any worse by 101 and 110.

Major transgressions usually impact your Notoriety after only one to three actions of that type. They start at 1 and go to 3.

Grand transgressions impact your Notoriety immediately and repeated transgressions keep adding up with no limit.

Decide with your players what constitutes a transgression and apology and what type it might be so they aren’t too surprised by it happening. Maybe make a news sheet about a recent treatise on spirits and how reputation in the spirit world is starting to impact conjury. Maybe a mentor mentions that spirits are starting to organize and punish those who abuse them. In other words introduce it gradually and don’t be a jerk about it.

Spirit Awareness represents how likely a spirit or another mage may have heard of you without having time to research about you. It starts off equal to your Spirit Cred plus your Astral Notoriety and doesn’t go down. In game it goes up whenever your Spirit Cred or Astral Notoriety goes up and whenever there might be an event that astral denizens might care about that you participated in. The key about Spirit Awareness vs Public Awareness is that the Astral Realm cares about far different things than the mundane world. Things that increase Spirit Awareness may be the same things that increase Notoriety or could be influenced because you invented a neat new spell or told a funny joke to a domovoi during downtime hiding in a safehouse in Russia. It is built by actions that impact spirits. Participating in killing an insect spirit hive or successfully sending a Master Shedim back where they came from or creating an ally spirit are all things that increase your Spirit Awareness. Maybe you’re a magical musical composer and spirits really dig your concerts or you made a pact with a free spirit. The main thing to remember with Spirit Awareness is that it is neither positive or negative as it is simply the likelihood of an astral denizen or magician knowing information about you on the spot.

Spirit Awareness table

0 to 6: Who?

6 to 10: Spirits from the metaplane you visited on your initiation ordeal or magicians in your Tradition in your neighborhood may have vaguely heard of you. Shamans with their ears to the spirit world in your area may know a little more.

11 to 20: Most Spirits and most magicians in your Tradition in your neighborhood/suburb/county know something about you without having to do research.

21 to 50: Most astral denizens or magicians living in your city knows your name/pseudonym and rep. They may even know more about you especially if you have the Distinctive Style Quality or less for Blandness. Most outside of your niche have heard your name and maybe something you did.

51 to 100: Almost every astral denizen or trained magician in your circles knows of you and is likely to recognize you or your name or style if given a moment. You are likely to be influential in your area for better or worse. A spirit summoned by an Initiate of St. Sylvester could nod and intone a respectful greeting upon meeting the magician while a Wiccan with a talent for making trouble might get an “Oh, no. Not you!” from the poor spirit.

101+ : You are a legend wherever you go in the astral and among the awakened.

Shadowrun Overhaul: Ways and new Enhancements


The bonus Power Points provided by Ways is a needlessly complex and confusing system that encourages min/maxing when the purpose of the Ways should be to provide some aid mechanics-wise but mainly to provide roleplaying opportunities. As the Quality has a static cost the benefit should also be static and have the same value across characters in my opinion. The Magician’s Way doesn’t really add anything useful and I think was just carried over from the previous edition via inertia and is basically the equivalent of an “Undecided Way”. Ways should be mainly earned in game barring the really dedicated at character generation as it seems to me that a Way would be something learned after Initiating. Thus, no increased Karma cost when learned in game however the Way must be taught by an Instructor and Initiated Adepts aren’t cheap to hire. In game time it should take about three months of training or a season.

Now, a Way provides 1 Power Point that can be spent on the Powers listed under each Way. For every Grade the Adept gains the Quality provides .25 Power Points that can only be spent on the listed Powers. This bonus can be postponed to purchase more expensive Powers. (This allows for the Quality to provide benefits down the road like the existing rules would allow for increasing the adept’s Magic Rating by 2. A min/maxed character in standard rules with a Magic Rating of 6 could gain 1.5 Power Points at character generation through a Way so my option is a little weaker but allows for more freedom in choice of Powers and equal benefit to all Adepts.)

The Magician’s Way really serves no purpose that I can see. The enhancements for the Way can be folded into the Undecided list and the Way itself should be discarded. Digital Celerity really fits better with the Invisible Way thematically. This gives the Adept who doesn’t purchase a Way some Enhancements they could learn.

New Enhancements:

“Domain of the Spiritual” and “Domain of the Warrior” are reworked and balanced as Enhancements instead of Metamagics as their value even improved as I have done is simply not equal to Centering, Masking, or gaining an additional Power Point. Each Way will get their own new Domain that will instead of acclimating an Adept to a flavor of background count actually aligns the Adept to the BC.

An acclimated Adept takes no penalties from a positive BC of the Domain’s type; while an aligned Adept would gain benefits from the positive BC as they are in tune with the mana in the area. It basically provides the Adept with the same benefits a magician would have from their magical Tradition.

Each way has an unique “Domain” Enhancement that they can learn that applies to their expertise.

The Athlete’s Way provides an Enhancement “Domain of the Game” which grants alignment to BC created at sporting events, gyms, and competitions of any type. The emotions running through the mana are close enough at an Urban Brawl match to a tennis match to a poker match.

The Artist’s Way provides an Enhancement “Domain of the Show” which grants alignment to BC created at artistic, dance, plays, concerts, and performance events of any type. It also provides acclimation of up to 1 + Grade to any BC at any type of showcase for the arts even if there is no performance such as a museum, art collection, library, or art gallery.

The Beast’s Way provides an Enhancement “Domain of the Totem” which grants alignment to BC found in the favored habitat of her totem. “Desert, Forest, Jungle, Mountain, Polar, Urban, or other terrain.” This can be dangerous to the Adept for if the terrain has been polluted or irradiated than the distorted mana flowing through them can start the Adept on the toxic path and play havoc with their emotions making it more difficult over time to relax, sleep, and not be a curmudgeon.

The Burnout’s Way provides an Enhancement “Domain of the Tech Geek” which grants alignment to BC found in places of high technology and scientific advancement. A cyberdoc’s surgery room, a corporate research facility, a garage filled with prototype vehicles, a server farm, or an inventor’s lab all have a similar feel in the astral.

The Spiritual Way provides an Enhancement “Domain of the Spiritual” which grants alignment to BC found in places of worship and sacred locales regardless of Tradition, religion, or philosophy. Any complex with a chapel or holy place makes it easier for the Adept to adapt to different aspects of local mana allowing for acclimation of up to 1 + Grade of BC throughout the location. This could be as small as a small hospital or as large as an entire Arcology as long as the complex is a single “entity”.

The Invisible Way provides an Enhancement “Scouting the Joint” which grants a sped up acclimation period for the adept when studying an area’s mana. The Adept must be able to Assense the Astral Realm. Each day spent studying the target area allows the Adept to acclimate to one point of BC with a maximum over a period of days of up to 1 + their Grade or their Assensing Rating whichever is lower.

The Speaker’s Way provides an Enhancement “Domain of the fae” which grants alignment to the BC found in fae touched areas and those created by magicians of the Path of the Wheel Tradition which is particularly useful in Tir Nan Og. They are also acclimated to up to 1 + Grade of BC aligned to Druidism, Wicca, and other nature based Traditions. It also provides a situational bonus dice equal to their Grade to use with social interactions with the faerie and other fey touched beings like other Adepts of the Speaker’s Way or magicians following an “Elven Path”.

The Warrior’s Way provides an Enhancement “Domain of War” which grants alignment to the BC found in areas where blood has been spilled in combat or about to be. It acclimates the adept to 1 + Grade of BC for the emotions of Hate, Anger, Fear, and Despair.