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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.

 

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Shadowrun Overhaul: Magical Dueling


There are several ways that the ancient tradition of dueling as re-entered society as we go deeper into the Sixth World. Dueling pervades all strata of society and takes many forms from taking credit for an idea to get promoted over your rival at the office to a little amateur urban brawl action so your bike chummers think you’re chill to outright blazing guns and headless enemies. One of the most common forms of dueling is through proxies in which the rich and powerful pit their chosen against each other sometimes with challenges and sometimes in gladiator style combat.

The first is the basic duel in which the magicians choose a melee weapon and can use magic but nothing prepared beforehand and can only wear obvious armor if agreed to before the duel starts. This is more common for Adepts but the occasional magician or mystical adept has dueled in this way. The problem with this form of dueling is that it tends to be injurious to both duelists and possibly even deadly. Even with each duelist having a second to protect bystanders and their charges from errant magic it is just too easy for things to go wrong.

The second involves combat in the Astral realm which is evolving very rapidly as it becomes more popular. Hidden Arenas in Domains linked to the Battle metaplace have spread like wildfire in the past two years with the arrival of tempo and the rising popularity of spirit vs spirit combat. It is rumored that a cabal of free spirits has inordinate influence on the dueling scene one of whom takes the form of an older african male with wild and crazy hair.

With the introduction of the first martial art form created for Awakened Orks and by Awakened Orks: Hez Errit’grumrutra has changed the landscape for magical duels. Masters of this new martial art have dominated the metahuman combat leagues while sparking interest in Astral Combat official competitions and the magical society Egran’den Er’rek Wejoto has profited greatly despite suffering from half a dozen deadly attacks on its Jrikrek or school building by unknown but powerful magical assailants. The Egran’den are made up of an unique blend of ex-military or mercenary Orks with extensive Awakened combat experience and street shamans with a bent towards social justice. Many of the new outer circle members are former gang toughs who are being rehabilitated with tough love from the military crowd and a little wise gentleness from the street shamans.

The third involves direct magic to magic battle extreme. There are two methods by which this duel takes place. The first involves the duelists channeling their power and essence into a centerpoint until it gels into a form and a duelists dominates it. The second option involves a Ritual which is cast by a neutral third party that has evolved into the popular collegiate game Astral Total War.

The Arcane Duel

 Traditionally the two duelists face off with their seconds watching for treachery and their thirds creating mana barriers up to prevent accidental harm to bystanders. Each bows towards each other and stand within 10 meters of each other. Now both cast the Arcane Duel spell targeting the area between them. The Force of the spell acts as a limit to most Tests between the Duelists and the spellcaster can pick whatever Force they want but they have to handle the Drain from the spell which is quite demanding so they risk gaining penalties from before the actual duel for higher potentials. The spellcasters decide whether the duel shall use Sorcery, Conjury, or Enchanting.

The two duelists continue to pour power and weave threads into the center of the dueling area which slowly takes on an appearance based on the personalities of the duelists, the Skills involved in the duel, whatever mentor spirits they might have, and their Tradition.

In battles between master conjurers the audience can watch two pseudo-elementals slug it out for their amusement while another might involve a single elemental that both conjurers are trying to control. A duel between two Chinese sorcerers may play out visually as a game of go played by two elaborately designed Shen. It was once common amongst Hermetics familiar with the Old Matrix sculpting for their duels to take on the clear lines and geometric shapes of the Old Matrix protocols but that has become rarer in the modern day.

There is a moment when the spell gels and combat can begin usually sometime after the combined total of the two spell’s Force x 3 Seconds but can happen earlier or later depending on how difficult it is for the spell to find an appropriate venue. The better duelist at Assensing tends to win first action which is a big advantage as from then on the duel goes back and forth between the duelists until the victory conditions are met.

The duelists trade blows or moves back and forth until victory is achieved. For the vindictive they prefer to deal several light to medium blows to weaken the mage before hitting them hard so as to “Scorch” their opponent and possibly cause permanent damage to a magical faculty or mental facility.

Victory conditions can be the collapse of the opponent or first blood or first to five damage boxes dealt.

Weapon Foci bonded to a duelist provide an increase in DV by the rating of the Focus. Power or Spell/Spirit/Enchanting Foci add to the Attack or Defense Totals by choice of the duelist at the beginning of combat. For a duelist with two Foci one could be applied to Attack while another to Defense or both to Attack or both to Defense.

 

Initiative: Intuition + Assensing Opposed Test (only rolled once at the beginning of the duel; after that it goes back and forth)

Attack: Logic + (Spellcasting/Summoning/Alchemy) + (Power Focus or appropriate Focus such as a Spell Focus for a Sorcery duel) [Force]

Defense: Intuition + (Counterspelling/Banishing/Disenchanting) (Power Focus or appropriate Focus) [Force]

Damage Value: Charisma + Net Hits on Attack + Weapon Focus Rating + (Ritual Spellcasting/Binding/Artificing)

Resistance: Willpower + Arcana

Boxes of damage: Magic Rating x 2 (If damages overflows and is greater than Willpower then the mage is knocked unconscious (Stun Damage) and her astral form is disrupted which can cause permanent psychological or magical problems and is called Scorching your opponent.)

Edge: The Special Attribute of Edge is replaced by the Mage’s Grade. A non-initiate has a Grade of 0 and thus would act as if they had no Edge throughout the duel. “Edge” spent on the duel has no impact on the Edge Special Attribute.

-Don’t forget Wound penalties from before and during the duel.

-Reagents can’t be spent during the duel itself to alter Limits.

Arcane Duel Technique:

This arcane technique costs no karma to learn and can be taught in an hour or two with a good instructor. The Arcane Duel doesn’t conform to the standard categorizations of spells and rituals as it involves parts of all five spell categories and some of the steps of a ritual. Both duelists must have this Quality for the Duel to work. Some of the principles of Attunement are used as well as the anchoring technique of Ritual Spellcasting. Rumor has it that this technique involves elements of ancient and foreign magics.

Both duelists must be within 10 meters of each other. Both duelists expend Reagents equal to the Force of they choose for themselves at the same time which creates a temporary magical lodge just for the purposes of this duel in a sphere surrounding the two duelists. The initial prep time can usually takes about a minute. Each attack takes a full minute after which the other duelist begins their attack which lasts a full minute.

Drain is handled normally for your tradition as if casting a spell with a Drain Code of Force and Centering can be used.

 

Shadowrun Overhaul: Astral Total War


Today on Magicknet!

Astral Total War college semifinals: MIT&M’s blue doubles team faces UW’s purple doubles team live in the meat world and the astral at Three Crones in Boston at 7 PM East Coast Time tonight! {Buy Meat Tickets} {Buy Astral Tickets} {Watch on high definition Trideo}

How the Fashion spell can make a smelly loser into a winner with the ladies. {Buy Article} {Buy Spell Formula}

Ryan Two Tusks takes on Kamol “The Smasher” in Mixed Martial Adept Arts for the Ork heavyweight Championship next week. {Watch Live} {Buy Tickets}

Can too much magic lead to a radical change of personality? -By Martina Novoliska {Read Opinion Piece}

How to deal with the inherent difficulty of applying micro effects in a wide area. -Essay by Thomas Bonesage {Read Journal}

 

Astral Total War:

Astral Total War is a relatively new and very popular game that has spread like wildfire and has been very quickly codified and organized into various teams on every campus with a major magical program in North America, Japan, Australia, and Northern Europe. The standard freeform or professional game involves five players called pentacle games and a Ritual team that acts as judges, casts the ritual, and prevents outside interference. University play focuses almost entirely on doubles games with many Universities putting out several collegiate teams which compete against each other within the same conferences that they compete in with sports and matrix games.

The Ritual begins by the lead Sorcerer beginning the ritual and using the Attunement Metamagic to link via mana threads to each player and to an item usually a large cup or award at the center that acts as an anchor for the ritual. The players arrange themselves around the cup. The Force of the Ritual is decided with higher Force Rituals giving an advantage to stronger magicians and lower Force Rituals giving an advantage to weaker magicians as the Force of the Ritual acts as a Limit for each player for their magical actions. Once the Force has been decided then the Ritual leader begins the spell and each player begins to astrally craft his or her defenses, offensive forces, and sculpt their terrain which is visible from the Astral but each player is blocked by a Mana Barrier that prevents their observation of what their opponents are doing. From above in the astral a pentacle game looks like a pizza with five pieces with the people playing with miniatures.

The ritual is fully ready when Force x hours are spent with the setup. The moment that happens the Judge orders the mana barriers dropped and combat begins. There are various rules for winning range from having the most astral territory to who has the most Wizard’s Towers to control of the heart or area around the Cup in the center of the players. Some games have a built in time limit while others go until there is only one magician standing. Each player has a Wizard’s Tower which is key to their connection to the Ritual which if an enemy takes makes it impossible for the player to create or craft any new servitors and makes it harder to handle drain on any spells cast into the game.

The audience can watch in the physical realm since part of the ritual is a variation of the Trid Entertainment Illusion which makes an exact co-locational duplicate of the Astral Realm in the play area within the physical realm for those who can’t astrally perceive and for viewers on their commlinks or home trid player. The audience can zoom in and watch a single battle between champions called Tactical View or enjoy a fanned out Strategic view showing a Phalanx of melee troops fighting cavalry units. In pentacle games viewers will have alerts on their commlinks about surprise attacks or treacherous dealings going on. It can be hard to keep up with all the action. In doubles play it tends to be less chaotic then your typical pentacle game.

The kind of troops, defenses, creatures, and spells the Wizard can cast in his Tower depend on his skill set.

 

Ritual: Astral Total War: (Material Link, Spells, Anchored, Leader must have the Attunement Metamagic)

The Ritual Leader casts the Ritual which includes for the initial part a mana barrier in the form of a five fingered starfish for a standard individuals game (pentacle game), quarters for a standard double duel partner’s game, or a single barrier for personal duels and once the ritual is complete the Trid Entertainment spell which reflects the goings on in the Astral Realm so those without Astral Perception can watch the game. The Ritual Leader also has a Material Link for each player and for the cup which binds the players together.

The game concludes based on whatever the rules of the event say is a winning requirement. Standard collegiate rules are that the winner of a pentacle game is a player with three Wizard’s Towers. For a doubles partner game it is when you have both Wizard’s Towers of your opponent.

Rules of the Game:

The force of the Ritual is chosen. High School play is capped at Force 3 to prevent the chance of players passing out from Drain. Collegiate Student play is capped at Force 6. Professional games tend to sit at Force 8 or 9 when the players are all Initiates especially duels between Professors.

Each hour prior to the game is time that the mage uses his magickal skills to the fullest spending time shaping terrain, building units, spy networks, defenses, traps, creating champions, and the infrastructure to support them. The game copies many factors from popular Matrix games like Civilization 23 Orichalcum Edition and Age of the Fourth World: Total Conquest.

Once the prep is done then game play begins with most games lasting one to three hours. Many games involve treachery and social skills especially Leadership for partners games. Often the most powerful magician in University play ends up falling first to more subtle players in pentacle games as they tend to lack the diversity of skills and knowledges the sneakier players tend to master. In doubles play it is extremely common for teams to pair up as a powerful magician and a jack of all trades or a powerful magician and a face.

 

 

Shadowrun Overhaul: Shielding Metamagical Qualities


Shielding Metamagical Qualities:

After character creation and the Initiate learning the Shielding Metamagic she can develop new techniques that improve her ability to Shield herself from magic or develop new enhancements to her Shielding. These Qualities can be taken together and combined for additional effect.

Mass Shielding:

This Quality costs 10 Karma after character creation. The Initiate can protect an area with her Counterspelling equal to her Magic Rating + Grade in meters or a number of individuals within LOS equal to twice her Magic Rating + her Grade. This is a popular Quality amongst military and mercenary magicians.

Absorption:

This Quality costs 10 Karma after character creation. The Initiate gains the ability to absorb magical energy directed at her and channel it into her sorcery. Whenever the magician uses her Shielding/Counterspelling she may add the net hits from that Test up to and equal to her Grade as a dice pool bonus for her Spellcasting and Drain Tests on a single spell cast within that Combat Turn or the next Combat Turn.

State of the Art Shielding:

This Quality costs 10 Karma after character creation. It allows the Initiate to apply her Grade in dice as a defense against any type of magical effect from any source.

Reflection:

This Quality costs 10 Karma after character creation. This Quality allows the magician to use her Counterspelling ability to redirect a Spell back at the original caster. The magician must be aware of the spell, be within LOS of the caster or target or be a target of the spell or within the area of the spell’s effect, and have an Arcana equal or greater than the Force of the spell in order for her to be able to comprehend the spell, unravel control of the spell, and send it back to its original caster. Attempting to Reflect a spell is an Interrupt action at -10.

The first step is to check if the magician succeeds on a Counterspelling + Grade [Magic] v Spellcasting + Magic [Force] Opposed Test (Add +3 Dice to the Counterspelling if the spell was cast recklessly). If she fails she still blunts the attack by subtracting her net hits from the Spellcaster’s net hits and goes on to take a defense test as normal. If she succeeds then the spell is sent back to the caster. The Force of the returning Spell is equal to the Grade of the Initiate with any net hits on the Reflecting Test acting as net hits for the spell. The targets completely evade the original spell and the reflected spell goes off as if it was a normal spell of whatever type the original caster cast. Area effect spells go off but do not harm any of the individuals protected by the Initiate with her Counterspelling which is a number equal to her Magic Rating.

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: Using the Draconis awards to explain Mystic Adepts in 5e


One of the main differences in 4e and 5e is how Mystic Adepts are more powerful and capable now that they can apply their full Magic rating to both Adept powers and Magician skills. In fourth edition a Mystic Adept was forced to divide their abilities between Adept Powers and Magical Skills like Sorcery. Now in 5e they are able to apply their entire Magic Rating to their Magical Skills and develop with Karma expenditure up to their Magic Rating with Power Points.

As I have previously mentioned I love using the Draco Foundation’s awards as a way to introduce new technologies and magics to the player characters. In this case the Draconis Awards give an opportunity to explain or retconn why things are different now and how to explain why and how converted characters from 4e to 5e would gain their new gifts. It also allows for a new beginning for Awakened characters converting from fourth edition to fifth edition. Enjoy the surprise the when the PC’s archvillain who was just a physical adept suddenly drops a manaball on them.

If you used the year of 2074 as a downtime year for conversion to fifth edition then you can just use the time for any Mystic Adepts to take a class or classes and have lifestyle cover any costs and use the story of going to school to explain increasing academic knowledges or skills. Going to the University is a great excuse to pick up new contacts for your runner during conversion. Adepts and Magicians becoming Mystic Adepts can also use 2074 as a downtime year to change their Awakened Qualities but must pay at least the Karma costs.

If playing before this or during this research being released there are many potential run opportunities because of this research. One might ask why this whole idea necessary at all? Well, the better the background the more stories arise. How much you want to bet an early version of the Mystic Adept Enhanced Theory of Magic would be worth to lets say a megacorp or a magical group? Maybe the Black Lodge had it two years before it was released to the public. That would make them really dangerous and give them recruiting power and maybe their rivals want their secret. Maybe another group or organization tried to kill Schwartzkopf to prevent this from going public. The mystic adepts that have this increased power would have a major advantage if the public lacked it. All sorts of run potential. Maybe there is an even better more refined theory that Schwartzkopf is sitting on to give his Benandanti an edge and Lofwyr wants hit for his drakes and elite operatives.

 

2074 Draconis Award for Magical Theory and Application:

The Draconis Award for advances in Magical Theory and Application in 2074 goes to Professor Schwartzkopf the Great Dragon and his research team at Charles University of Prague for their work in applying Professor Schwartzkopf’s Grand Unifying Theory of Magic towards unlocking the full abilities of Adepts and Mystic Adepts. A few decades ago the first Mystic Adepts appeared and until recently they were forced to divide their power between two paths but have now fully Awakened to their power. With these techniques and training around 15% of “normal” Adepts have been found to have the talent to become Mystic Adepts and have begun to learn Magical Skills which by itself would’ve been an advance worthy of a Draconis Award. Some 5% of Magicians have also made the transition to becoming Mystic Adepts by learning how to channel their magic inwards but as of yet none have been able to keep their ability to astrally project as tying their magic to their bodies makes it harder it seems to free the astral body from the physical.

We at the Draco Foundation are amazed and happy to support such magnificent research and applications of research into the real Sixth world we all live in. We are also pleased by the fair and extremely low licensing cost that Professor Schwartzkopf allowed so that magical schools, colleges, and universities all over the world could train their teachers and professors in this advancement and return to their homes and spread this incredibly valuable knowledge to all corners of the globe.

Game Mechanics:

Classes at a magical school or university can range in price and length depending on the training involved and powers that need to be learned. A good lifestyle can alleviate all or part of this cost. A personal instructor can also be hired which will speed the process greatly.

Generally a Mystic Adept/4e can go to an university and in 3 months of 12 hours a week learn how to be a Mystic Adept/5e. The price can range from 5,000 nuyen to 50,000 nuyen. No roll is necessary and missed time can be made up later in the quarter as the pace is slow and explained thoroughly by experts who spend some time one on one with each student. Character must have at least a 2 in Arcana to comprehend the basics of what they are learning. The Mystic Adept must pay the 5 Karma cost for each Power Point he learns. GMs who don’t allow Mystic Adepts to purchase Power Points after character creation should allow 4th to 5th edition converting characters to spend karma for Power Points and should consider allowing karmic debt if the newly converted Mystic Adept has no Karma.

For an Adept of either edition to become a Mystic Adept they must spend 50 Karma and take either four quarters of university or have the personal instruction of a Mystic Adept with at least four in instruction and in all Magical Skills. They must get four training periods with an instructor representing one for basics covering assensing, arcana, and heavy introspection with aural manipulations and three for sorcery, conjury, and enchanting. At the end of training they will need to have at minimum an Arcana 3, Assensing 1 (if the have Astral Perception), Sorcery group 1, Conjury group 1, and Enchanting group 1 to represent the rigorous training and education necessary to overcome the Adept’s previous self-taught limitations and bad habits from learning magic from a flawed theory or cobbled together self taught philosophy.

For a Magician of either edition to become a Mystic Adept requires two quarters of schooling and 25 Karma.

Cost of a personal instructor is between 500 nuyen to 2500 nuyen a day (8 hours) depending on area, contacts, skill of the instructor, and negotiation. The teacher must be a Mystic Adept who has gone through the training process either legally or illegally and as such the price is reflected by that.

Arcana + Intuition [Magical Lodge] Test. The time is equal to 28 days divided by number of successes and is the equivalent of a quarter of education at a school or university. If the full 8 hours is not spent for at least five days in a week or if a roll is failed then Karma is not spent but the training must begin again.

Below is the link for training to learn Power Points for Mystic Adepts as Adepts get their Power Points for free whenever they raise their Magic Rating. A Power Point covers whatever Powers learned equal to that Power Point. If spending 1.5 Power Points simply increase time/costs by 50%.

Training to learn Power Points

Shadowrun Overhaul: Draconis Awards from the Draco Foundation 2075 CE


Whenever I want to introduce new technology or magic into the mainstream of my Shadowrun Campaigns I take advantage of a little blurb I read I believe in Dunkelzahn’s will talking about competitions and awards each year for those who push the boundaries of science and magic.

After a few of these happening the players realized they had hit the big time when they figured out that the run they were on was to ruin an university’s research project that was sure to win this year’s competition. I imagine the Draconis Awards (the awards weren’t named in the source material and I thought that Draconis would be perfect as their name) as to be on par with the Nobel Prize in overall importance but for Shadowrunners they would be very important both as a source for runs but also as a resource to gain access to for character improvement.

Draconis Awards from the Draco Foundation 2075 CE:

 

Astral Projection:

MIT&M wins a Draconis Award for creating a new technique that applies Schwartzkopf’s Grand Unifying Theory of Magic towards the limitation that Mystic Adepts and Adepts have in Astral Projection. So far they haven’t succeeded with helping Aspected Magicians astrally project.

Gene Optimization:

Universal Omnitech wins a Draconis Award after successful clinical trials with its Gene Optimization line of products. The cognitive line fails to be predictable in which areas it enhances because of epigenetics and the complexity of the brain’s neural network but the physical line has made a full success with one treatment enhancing your potential physical performance traits.

Metagene DNA Astral Shadows Assaying:

Celedyr’s personal research team at Neonet has recently uncovered how to detect metagenes for a sizeable portion of the population and give a probability of likelihood of a phenotype expressing its latent metatraits be it Goblinization or Awakening. The test only works on fresh samples so the team and their equipment need to be onsite and old samples can’t be tested because Astral Shadows fade fairly quickly within an hour or two of when the sample is taken.

Game Mechanics:

Astral Projection:

An Adept or Mystic Adept with the Astral Perception Power may Initiate and learn the Metamagic Astral Protrusion to project for Magic Rating + Grade minutes. After learning this the Initiate may purchase the Astral Projection Power for 1 Power Point.

Gene Optimization:

Physical Genetic Optimization: Raises your natural limit by one in Body, Agility, Reaction, and Strength. Compatible with Exceptional Attribute. Further Optimization has no effect.

Treatment time: 6 weeks.

Essence Cost: .5.

Availability: 9

Cost: 150,000 nuyen.

Mental Genetic Optimization: Raises one mental Attribute’s natural limit by one. Usually it is the highest rated attribute but it is somewhat random because of a limited understanding of the brain and variations amongst the neurotypical and the neuro-atypical. A GM can let the player roll a d6 with the highest getting 3 numbers and the other 3 getting 1 number.

Treatment time: 8 weeks.

Essence Cost: .2.

Availabililty: 10

Cost: 50,000 nuyen.

DNA assaying:

Neonet’s technology for magical talent works for around 50% of the human metatype population with a success rate of 95%. For other metatypes it works for about 25% with a success rate of 80%. The remaining half of humans and three quarters of other metatypes can’t be accurately mapped because of certain metagene variants and alleles confusing the issue. What this means is that about half of humans can know with a good sense of security whether they have a latent magical gift that could be awakened. As time goes on it is inevitable that it will become more accurate and rumors say that Neonet is trying to find out how to unmask the riddle of technomancy and if it is genetic or epigenetic as well.

Neonet’s technology for detecting possible Goblinization or Surge related metagenes can detect the likelihood of an human goblinizing or developing SURGE like metatraits works for about 75% of the population with 97% accuracy. So, if you’re an Ork parent wondering if the human baby you have is likely to goblinize in puberty you can find out with reasonable certainty with a DNA test.

It is unknown which Neonet subsidiaries will be carrying the test but rumors of prices suggest under 5000 nuyen for both upon introduction of the product.

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.

 

 

My Shadowrun Fiction


I will keep an updated collection on the My Shadowrun Fiction Page. Otherwise this is all the stories that are at least done with the rough drafts. As I polish them and add more I will make individual posts and add it to the above collection.

 

Magic Staff

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 have an excuse to take his staff with him without having to worry about the shamans teasing him. During his last year of college while he designed the ritual for his thesis he carried the staff everywhere just in case he had an eureka moment. Plus, it really did help with the attunement connection by developing that kind of familiarity. The staff had been sitting in a corner since last year’s Halloween gathering dust despite being his greatest magical creation. Leaving the south side elevator he started walking to his parked Eurocar Westwind 3000i when he noticed four suspicious looking riff raff wearing what looked like biker’s leathers standing next to a beat up van that really shouldn’t belong to anyone living in this neighborhood.

Without warning and with blinding speed the Anglo Ork quick draws a gun from his holster and fires at a woman stepping out of the west side elevator.

“Oh, Tawa what’s going on!” Black Eagle exclaimed in shock.

“Keep out of this Gandalf and you’ll live.” snarled an Anglo human with a mohawk standing next to the Ork with the gun. His accent was barely comprehensible between the growl and Nipponese style Cityspeak of someone from a bad trid or from a Japanese ghetto in San Francisco not a sane and safe place like Sante Fe.

The two asian humans with face tattoos ran to the woman who was now collapsed outside of the elevator.

“The narcojet worked she’s out!”

“Grab her and move, I want this extraction done and done in fifteen.” snarled the Anglo Ork with the gun.

The two street trash were dragging the woman towards the van. She was dressed to the nines in a faux Elven costume including a filigreed bow.

“She must be going to the same party I am going to.” muttered Black Eagle.

“I have to do something for her.”

Gathering up his courage and channeling his fear and anger into his center Black Eagle raised his staff and pointed it at the two gangers and shouted “Crear Fuego!”  Flames leapt from the tip of his staff engulfing the two men causing them to drop the woman and roll on the ground to try and 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 go grab the girl and get her in the van while I geek the mage.”

The ork tossed his gun through the window of the van and turned to Black Eagle with a snarl. With a burst of inhuman speed the thug sprinted directly toward Black Eagle while his hands began to glow with the tell-tale aura of an Adept using the power of Killing Hands which would make his hands as deadly as sword blades. Adepts are martial artists whose magic wove through their bodies allowing for impossible feats of physical prowess.

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

Panicked Black Eagle realized that he had no chance of hitting him with a flame bolt or fire ball. The only other spell that might be useful was a touch sleep spell he last used as a prank during hazing week in college. There was no way Black Eagle could lay an hand on the adept but maybe he could get the ork to the hard work for him.

Black Eagle thrust the staff at the ganger 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 just as Black Eagle put him to sleep with a single whispered “Crear Sueno.” The Adept could feel the magic flow into him through the staff and ground through his psyche 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 of the street thugs and brought up his staff menacingly. The man blanched and ran. Bringing up his AR GUI from his ‘link Black Eagle called Knight Errant and alerted them to the situation with the lady and her location along with the two dead, one escaped, and one sleeping ganger. 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.”

 

Ephemera

The copycat killer grinned at the litter of ork babies screaming as the new Mayan Cutter went to work on their mother and father with the many surgical blades and lasers that were part of his trade as a professional interrogator.

“Tell me where and when Project Freedom is having an inner circle meeting.” He spoke slowly and carefully as he had during the entire process with never an hint of hurry or worry.

“Frag you!” Whimpered the once strong frame of the ex linebacker and minor hero of the ork rights movement and prop 23 known as Ryan Two-Tusks.

“Tsk-tsk now I suppose removing your eyes by laser after the dental surgery Mr No-Tusks means you won’t be able to see what will happen to this creature you call a baby.” The copycat killer reached down and grabbed the ankle of a few week old baby girl dressed in a purple onesie emblazoned with UW representing the University of Washington one of the first universities to allow in goblinized people to the school and where Ryan had been a star.

“Nooorrrarrw!” Came a roar from Ursa Two-Tusks as all the rage she had felt at watching a former government torturer mutilate her husband merged with the fear for her children and the flood of emotion awakened within her a latent gift for Sorcery that had slumbered since her tribe had cast her out at the age of eight to fend for herself. A vaguely bear-like and hazy mask began to shimmer around her face.

Glancing over at the ork mother the killer smirked on seeing a shaman’s mask appear on her.

“Hmm…that definitely wasn’t in the file. Oh, well. There is nothing you can do little cub. The astral pollution I have created here interrogating and cleansing the world of your filth over the past year will block any attempt to save you and renders even experienced spellcasters helpless…”

Reaching deep down Ursa remembered the training the tribe shaman had given to her all those ages ago before she committed the crime of goblinizing. Calling out to the spirit world and Mother Bear with all her heart and all of the sudden the swirling chaos of fear, terror and pain stopped and a dozen children and a great she-Bear appeared in her mind’s eye.

“Mother Bear is here my daughter. I have quieted the Astral Maelstrom and brought these cubs who have suffered so much at this monster’s hands.”

A dozen children rushed toward her and entered her mouth and were transformed with her gift into a spell that charged like an enraged bear from her soul into the copycat killer’s mind.

“Geeeeeaaaooogghhhhcht.” The torturer fell to his knees his mind teetering over the abyss as the agony experienced by each of the children splashed at once into his psyche.

Little Tara chose this moment to free herself and place her newly erupted tusks into his wrist.

Ryan saw everything that had happened in the astral with his Adept powers but instead of Mother Bear he saw the wisened warrior form of his old football coach telling him this terrible ordeal had initiated him to the inner mysteries giving him increased physical strength and that the chains holding him suspended were no barrier to the prepared and thoughtful player who remembered his lessons.

Ryan used his great ork strength bolstered with his newly improved Adept strength and rocked back and forth with tremendous force causing the bolt in the ceiling to give way dropping him ingloriously onto the concrete of the basement floor.

Using his astral sight he saw his wife exhausted from her first spell and the copycat killer’s aura starting to become ordered again.

Dragging his body up Ryan wrapped the chains that had once imprisoned him around the shaking form of the copycat killer’s neck and began to squeeze.

 

Whitestaff and Blaze

Sergeant Carson was readying his drones laden with nanites designed to find and bond with pollutants and render them safe by altering their chemical makeup as the two mages walked by arguing.

“It really seems unnecessary for this operation to have someone of your limited skill set here,” said the man in a British accent with artfully silvering hair at his temples and dressed fashionably in an Armanté suit under a Mortimer of London Argentum great coat.

“Geezers like you put us all in danger during an operation as delicate as this one. Just because I am an aspected magician doesn’t mean I am not more competent and battle experienced than a wannabe druid who goes to war in a tailored Italian suit.”

“You’re what 14 girl?”

“My name is Blaze just like your name is Whitestaff. I am a chaos magician like my father and his father before him and I spent two years in bug city cleansing out insect based astral pollution, re-aspecting a dozen power sites using advanced memetics to reprogram their genius loci spirits, and dealing with astral fallout from Ares’s nuke so chummer shut the frag up.”

Major Matthew Grayson appeared out of the shadows then. “Now that you’re done bickering I need the two of you with me as we go over the battle plans.

Four hours later a team of four physical adepts in full ruthenium stealth suits entered the swamp from the north while two squads of Knight Errant’s Tactical Division entered in the south with the two mages, Carson and his combat and nannite laden drones.

“I have made contact to the ley line Captain.”

“Thank you Magus Blaze. Lt Foxrunner you are to follow orders and maintain defenses here and protect Blaze at all costs while she performs her Cleansing Ritual. I dont care if four of those horned gators rush you nothing breaks her circle.”

“Yessir,” said the young Sioux shaman before he started ordering a perimeter and began singing to the spirits to lull them to sleep.

“Good luck kid.”
“Same to you geezer.”

Three hours later the team had finally penetrated to the heart of the swamp leaving a trail of dead toxic and mutated creatures and arrived the old dumping ground from the 19th and 20th century with a pond laden with centuries of lead and decades of toxic waste disposal by cost cutting corporations.

“Ready the last of the delivery drones Sarge.”

“Yes sir”

“Are you ready Whitestaff?

“Yes, just give me cover until I get to the nexus point and can access the power site.”

“Team 1 you’re the ram; team 2 you’re the net…let’s go!”

Whitestaff strode forward cloaked with finest enchantments of protection and astral stealth making him invisible to spirits and most dual natured critters but not to a starved looking woman whose gaunt face had seen too much as her hair had fallen out except for a few stubborn patches barely clad in an grungy ‘Terrafirst!’ camo shirt much too large for her body but clutching a State of the Art Heckler & Koch assault rifle who aimed unsteadily at him as she pulled the trigger.

Whitestaff had managed to evade the sudden melee by falling into the toxic pond as toxic critters poured in from all directions and ecoterrorists took badly targeted shots at the Knight Errant forces.

Shuddering Whitestaff realized that the nexus was at the bottom of the pond so he pulled out a golden egg from his soaked great coat and began twisting it until the shell collapsed into a vaguely pyramid shaped device that evoked Babbage’s difference engine or a retro steam punk table weight.

Breathing deep he dove and swam to the nexus and activated his creation which began to send sonic vibrations throughout the land and water by the time he made it back to the surface. Climbing through the mud he saw that the team had mostly survived the initial onslaught and had left a pile of dead beasts and ecoterrorists.

An old man wearing a shirt emblazoned with a biohazard symbol cried out “enough!” Raising his hands above his head a swarm of toxic water spirits and a tsunami wave of acid dove towards the team. Whitestaff attempted to counter the area effect spell but the toxic shaman was far too powerful for his attempt to do much more than blunt the spell so no one died but many screamed as their armor bubbled before they could strip it off.

A backhand from the old man sent a telekinetic strike at Whitestaff that sent him flying more than the length of an football field.

“At least the shield held.” Whitestaff muttered to himself after extracting himself from a twisted tree rubbing his neck which probably had whiplash.

Suddenly a materialized astral face appeared before him looking like a small not as bright version of Blaze. “Master wants Geezer to know the moment is nigh or whatever you Brits say.”

Whitestaff pulled out a small stick from his belt and planted the strangely beautiful wood and channeled his magic into it and the device willing a change in mana flow and the stick became a tree pulling mana from the device which was causing a mini earthquake disrupting the toxic shaman’s domain and purifying it while creating a new power site with Blaze’s ley line.

An howl of rage and it’s echoes filled the swamp and a swamp thing monster that had once been a man concerned about the environment who investigated the wrong locale came barreling towards Whitestaff and the rapidly growing tree as four ghosts or vague shapes like in that old 2d movie predators began rendering the swamp creature into mulch.

“We did it.” Whimpered Sergeant Carson who was clinging to his last aerial drone a few feet above the ground.

 

The Smoky Mirror’s Shield

The light of the noonday sun bored into Javier’s uncovered head causing rivulets of sweat to pore down his face and his stylishly designed airmask designed to filter out the deadly particulates in Tenochtitlan’s smog and also provide ample space for his tusks to move comfortably while talking.

Javier stood at the top of the temple of the sun listening to the chanting in Nahuatl preparing for the ritual ‘Aegis of the Protector’ that would be the key to furthering his career as one of the best bodyguards employed by Aztechnology. The Nahuali priest magicians had moved around him like serpents around an egg since dawn while he stood still without water or food.

“I hope this ends soon” he subvocalized into his commlink which again showed no response to his query about the ritual’s length. “I should become an amigo to a mage so I can know more about this kind of stuff or at least find the answers.”

Shortly after thinking this a young blue haired and eyed girl with pale strangely reflective skin approached him and took his hands.

“You shall be my Shield against my enemies.” She said in a sweet voice in flawless English.

“I am Zyana Annabelle Rivera Citlalmina and you are Javier Padilla Chimalli now and forever.”

With the last syllable the sun came straight down upon the two far different people standing in the exact center of the great pyramid of Tenochitlan burning away their differences in a flash as exact noon struck. All around them Nahuali wonder workers employed blood magic upon enemies of Aztlan and the great corporation that funded the temple removing enemies while strengthening the people.

Javier could now feel the direction and distance of Zyana and her general emotional state and health as if she was him. He was of the Chimalli. The shield of the people. He had arrived to the pinnacle of his profession.

 

Dreamtime Weaving

Maker-of-Death grimaced in distaste causing his Maori face tattoos to ripple. The dwarf shaman a few paces away let go another undulating scream into the cool night air blanketing the desert. The music earlier had relaxed him to sleep for the first time in weeks but the multi tonal screeching put him on edge and seemed to strike at his bowels.

“I should never have taken that fraggin mask. I knew it was unprofessional,” Maker-of-Death whispered to Crimson his long time mate in the Australian shadows.
“Well, who would’ve guessed Maker that…well now I’ve seen everything!”

The ancient samurai mask floated in the air surrounded by a nimbus of neon purple as Crimson saw into the astral for the first time revealing the form of a deadly Japanese warrior whose form bubbled with dozens or maybe hundreds of tiny faces mutely screaming their pain and terror before dropping back into main body of the samurai to be absorbed in a constant flux of suffering.

The dwarven shaman turns to the pair. “You want to unweave the artifact’s hold on you then you must make a better story.”

“What do you mean Allambee?” Said Crimson as his cyber spur popped out.

“Defeat the artifact by overcoming your fear and your friend is free and I can begin the next stage of disenchanting it.”

Maker-of-Death freed his damascene sabre and Ares Predator in a smooth motion firing his pistol as the mana flowed into his mind and body speeding up his motion to a blur and the orichalcum in the sabre began to glow red in the night as it began arcing towards the wispy neck of the samurai and clanged upon an opaque katana blocking the blow while the mask spun and drop kicked Crimson before his cyberspur could strike beginning the melee and a new chapter of the legend of the cursed japanese artifact or a new chapter of the Legend of Maker-of-Death and Crimson…

The battle raged and Allambee told the battle and fear aspected spirits gathered by the hundreds around the Song pool. “We get good entertainment tonight and a new story to share with the Dreamtime no matter who wins.”

 

An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory

Dr. Joseph Mentem Professor of Ritual Spellcasting at Charles University of Prague.

Mana is the energy that allows those entities capable of using it to perform work by an understanding of memetics or neoplatonic thought, controlled concentration, imagination, force of personality, and training alone. A mage has no need of a tool or physical exertion to harness the power of mana to change the world around him.

Mana flows and ebbs from the Metaplanes though it seems to be influenced by activities in our universe as shown by the increase of mana during Haley’s comet. Mana flows through our physical realm of existence and through our astral realm of existence. There is some feedback between physical realm mana and astral realm mana but as it is today it is minor and slow to transfer and it places certain limitations on how mana can be used to effect change in a Realm the mage is not currently inhabiting. An astrally projected spellcaster cannot cast a spell on an entity or target that is wholly in the physical plane because of the feeble flow of mana from one realm to the other. Decades ago it was possible for an astrally projecting mage to ground a spell through an active focus so it would be released into the physical realm but that is no longer the case though we do not know why precisely however it is theorized that it involves an emergent property of the physical/astral barrier when mana saturation reaches a certain point on the scale.

Mana flows through the astral and physical realms and sometimes forms what could be considered through a metaphor as rivers and lakes. These locations have an abundance of mana and are called power sites and the mana rivers are most often called ley lines. Usually if a ley line exists in one Realm the contiguous area in the parallel Realm has one as well with the same going for Power Sites though the degree of flow may differ.

It is known that aspected mana tends to attract like and repel the dissimilar as a rule thus on occasion a new Power Site will emerge in an area and exert a “pull” on a nearby Domain thus encouraging a ley line to flow between them. Geomancers and Geomasons specialize in encouraging this especially for a megacorporation’s new magical research lab. This can sometimes lead to a war in the shadows as various organizations try to create Power Sites or Domains to alter and weaken the other’s mana network.

 

Domains are Power Sites that when Named and invested with a genius loci become aspected which means that it helps and hinders different types of magic or uses of magic. With this abundance of mana it should be obvious that it can allow magic wielders to attempt more powerful or difficult work than would ordinarily be possible. Most commonly newly created Domains are aspected towards certain traditions of magic, magical societies or individuals of great power or Influence such as Dragons as well as military, political, and corporate leaders. The Domain provides enhanced mana towards those who serve the Individual or to those who share a certain mindset about how magic works and are in line with the genius loci of the domain.  Emergent Domains tend to provide enhancement towards certain magical activities and the genius loci tend to have more personality and variety as every emergent domain is different and usually oriented more towards either the astral realm or the physical realm as well as more vulnerable to changes in Background Count of feeder ley lines than a created domain which tends to be very stable and balanced evenly between the astral and the physical.

For example a minor power site near the university is on land owned by SK and was Named to be aspected to Lofwyr the great dragon. As a consequence those who are either Named Lofwyr or serve him can tap into the greater mana at the site while those opposed would find the power site working against them once the genius loci of the site became aware of them otherwise neutral spellcasters would find themselves unaffected and unable to use the extra mana around them. The genius loci of the site is no surprise in the form of a dracoform. There are rumors of metamagical skills or rituals that allow the renaming of a power site or grant the ability to ‘spoof’ the genius loci into thinking that you are Named by altering the aura of the spellcaster to match the weave of the site and thus gain approval of the genius loci.

Geomancers and Geomasons claim to have the ability to manipulate mana flows as to create domains called Power Sites (analogous to a lake) and Ley Lines (analogous to a river) through manipulation of astral energies in the case of Geomancers and through manipulation of physical energies for Geomasons who often sculpt and modify a physical environment to promote certain aspects onto the mana in the domain. In Europe skilled practitioners are often Freemasons or caretakers of the cathedrals, mosques, and temples while in Asia they are often students of Feng shui. There are specialized “types” of mana described by experts in mana manipulation as being very similar to each other but lending themselves to certain magical activities and derived from different sources as varied as places of worship to tectonic plates. As a consequence of the increased effectiveness of magic to do work at certain locales these power sites tend to be highly prized by magical societies, governments, dragons, and megacorporations.

(The types are known as Song grooves and pools, Dragon Paths and Nests, and are differentiated by the dominance of either astral or physical mana flow compared to a balanced flow between both realms found in what are traditionally called ley lines and power sites. -Editor)

As the pre-eminent scholar of power sites and the ley lines that connect them in Europe the Great Dragon Schwarzkopf has developed the ‘Schwarzkopf Scale of Ambient Mana’ which is most often used when rating a power site and goes from -10 to 10 with 0 being the current world norm. So far no location has been rated above 5 on a permanent basis and above 8 on a temporary basis. However a -10 is found in the void of space representing the extreme sparseness of life, emotion, and mind in outer space. During the year of the comet many regions saw a temporary rise of one or two points and it was a time of power for many mages who achieved effects that they normally would not be capable of doing.

Not all changes in the mana flow of an area are good for the practitioner. Mana can be distorted by powerful emotions or experiences in the astral realm and by environmental damage in the physical. When this happens the mana becomes harder to work with leading to what magicians call Ephemeral Background Count and it is rated based on degree of distortion using the Schwarzkopf Scale to provide an estimate of degree of difficulty in mana manipulation compared to a lack of mana. It is common for there to be bleed-through from one plane to the next in these cases and if there are causes for mana pollution in both realms sometimes that can start a feedback loop leading to more permanent damage to the mana flow in the area known as Persistent Background Count which can lead to regional problems. Certain twisted and deviant traditions can actually reinforce this feedback loop creating near permanent areas and by rumor can use the Background Count as a normal magician would use a power site.  We know some mages are capable of creating domains that match their tradition out of the background count if it is aspected appropriately .

The Filtering Metamagic is known to allow Initiate’s to bypass some of the problems involved in using mana for magic in an area with a Background Count. However despite an area having a similar rating on the Schwarzkopf scale they behave differently as an area with a -2 on the Schwarzkopf scale that has a background count typically has a normal amount of mana it is just polluted to make it harder to use while an area with a lowered mana level simply has less mana to use. Since mana pollution is commonly stronger in one realm than the other knowledge of the state of the local mana in both realms can be really useful in helping a wise mage in spell choice as a physical realm background count without a mana realm background count would naturally lend itself to mana based spells.

If the damage is temporary then the background count is what theorists call ‘ephemeral background count’. A series of traumatic events or a long term and powerful experience can all provide greater difficulty in mana manipulation. What makes this type of mana distortion ephemeral is that as soon as the aggravating element is removed the mana flow returns to normal.

Longer lasting Background Count would be such as the Cermak blast site. In this case the combination of massive defensive magics on the part of the insect spirits, nuclear detonation, and loss of life was enough to disrupt the mana in the area to prevent all but the most skilled Initiate’s from making mana work in the vicinity. This is an example of Persistent Background Count and without the constant presence of Knight Errant and periodic Cleansing Rituals it would be inevitable for a vulnerable shaman to be influenced into becoming an insect shaman should they spend too much time around the Cermak area as it is known to have some sort of astral connection or bridge to the metaplanes of the insect spirits.

Depending on tradition of the mage there are many ways that mana is imprinted on in order to be effected by the mage into having a real world effect. The key to magic involves perception of the nature of something and the ability to rewrite the song of that secret nature. Some call it “Renaming” while others use basket weaving analogies or storytelling metaphors and even religious contexts. But, in effect we all end up reweaving the narrative of whatever it is we are seeking to manipulate with our magic. The pattern of our reweaving varies depending on the spell, ritual, conjuration, or enchantment we are attempting as well as the Name of the target we are attempting to create or alter.

An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory


Dr. Joseph Mentem Professor of Ritual Spellcasting at Charles University of Prague.

Mana is the energy that allows those entities capable of using it to perform work by an understanding of memetics or neoplatonic thought, controlled concentration, imagination, force of personality, and training alone. A mage has no need of a tool or physical exertion to harness the power of mana to change the world around him.

Mana flows and ebbs from the Metaplanes though it seems to be influenced by activities in our universe as shown by the increase of mana during Haley’s comet. Mana flows through our physical realm of existence and through our astral realm of existence. There is some feedback between physical realm mana and astral realm mana but as it is today it is minor and slow to transfer and it places certain limitations on how mana can be used to effect change in a Realm the mage is not currently inhabiting. An astrally projected spellcaster cannot cast a spell on an entity or target that is wholly in the physical plane because of the feeble flow of mana from one realm to the other. Decades ago it was possible for an astrally projecting mage to ground a spell through an active focus so it would be released into the physical realm but that is no longer the case though we do not know why precisely however it is theorized that it involves an emergent property of the physical/astral barrier when mana saturation reaches a certain point on the scale.

Mana flows through the astral and physical realms and sometimes forms what could be considered through a metaphor as rivers and lakes. These locations have an abundance of mana and are called power sites and the mana rivers are most often called ley lines. Usually if a ley line exists in one Realm the contiguous area in the parallel Realm has one as well with the same going for Power Sites though the degree of flow may differ.

It is known that aspected mana tends to attract like and repel the dissimilar as a rule thus on occasion a new Power Site will emerge in an area and exert a “pull” on a nearby Domain thus encouraging a ley line to flow between them. Geomancers and Geomasons specialize in encouraging this especially for a megacorporation’s new magical research lab. This can sometimes lead to a war in the shadows as various organizations try to create Power Sites or Domains to alter and weaken the other’s mana network.

 

Domains are Power Sites that when Named and invested with a genius loci become aspected which means that it helps and hinders different types of magic or uses of magic. With this abundance of mana it should be obvious that it can allow magic wielders to attempt more powerful or difficult work than would ordinarily be possible. Most commonly newly created Domains are aspected towards certain traditions of magic, magical societies or individuals of great power or Influence such as Dragons as well as military, political, and corporate leaders. The Domain provides enhanced mana towards those who serve the Individual or to those who share a certain mindset about how magic works and are in line with the genius loci of the domain.  Emergent Domains tend to provide enhancement towards certain magical activities and the genius loci tend to have more personality and variety as every emergent domain is different and usually oriented more towards either the astral realm or the physical realm as well as more vulnerable to changes in Background Count of feeder ley lines than a created domain which tends to be very stable and balanced evenly between the astral and the physical.

For example a minor power site near the university is on land owned by SK and was Named to be aspected to Lofwyr the great dragon. As a consequence those who are either Named Lofwyr or serve him can tap into the greater mana at the site while those opposed would find the power site working against them once the genius loci of the site became aware of them otherwise neutral spellcasters would find themselves unaffected and unable to use the extra mana around them. The genius loci of the site is no surprise in the form of a dracoform. There are rumors of metamagical skills or rituals that allow the renaming of a power site or grant the ability to ‘spoof’ the genius loci into thinking that you are Named by altering the aura of the spellcaster to match the weave of the site and thus gain approval of the genius loci.

Geomancers and Geomasons claim to have the ability to manipulate mana flows as to create domains called Power Sites (analogous to a lake) and Ley Lines (analogous to a river) through manipulation of astral energies in the case of Geomancers and through manipulation of physical energies for Geomasons who often sculpt and modify a physical environment to promote certain aspects onto the mana in the domain. In Europe skilled practitioners are often Freemasons or caretakers of the cathedrals, mosques, and temples while in Asia they are often students of Feng shui. There are specialized “types” of mana described by experts in mana manipulation as being very similar to each other but lending themselves to certain magical activities and derived from different sources as varied as places of worship to tectonic plates. As a consequence of the increased effectiveness of magic to do work at certain locales these power sites tend to be highly prized by magical societies, governments, dragons, and megacorporations.

(The types are known as Song grooves and pools, Dragon Paths and Nests, and are differentiated by the dominance of either astral or physical mana flow compared to a balanced flow between both realms found in what are traditionally called ley lines and power sites. -Editor)

As the pre-eminent scholar of power sites and the ley lines that connect them in Europe the Great Dragon Schwarzkopf has developed the ‘Schwarzkopf Scale of Ambient Mana’ which is most often used when rating a power site and goes from -10 to 10 with 0 being the current world norm. So far no location has been rated above 5 on a permanent basis and above 8 on a temporary basis. However a -10 is found in the void of space representing the extreme sparseness of life, emotion, and mind in outer space. During the year of the comet many regions saw a temporary rise of one or two points and it was a time of power for many mages who achieved effects that they normally would not be capable of doing.

Not all changes in the mana flow of an area are good for the practitioner. Mana can be distorted by powerful emotions or experiences in the astral realm and by environmental damage in the physical. When this happens the mana becomes harder to work with leading to what magicians call Ephemeral Background Count and it is rated based on degree of distortion using the Schwarzkopf Scale to provide an estimate of degree of difficulty in mana manipulation compared to a lack of mana. It is common for there to be bleed-through from one plane to the next in these cases and if there are causes for mana pollution in both realms sometimes that can start a feedback loop leading to more permanent damage to the mana flow in the area known as Persistent Background Count which can lead to regional problems. Certain twisted and deviant traditions can actually reinforce this feedback loop creating near permanent areas and by rumor can use the Background Count as a normal magician would use a power site.  We know some mages are capable of creating domains that match their tradition out of the background count if it is aspected appropriately .

The Filtering Metamagic is known to allow Initiate’s to bypass some of the problems involved in using mana for magic in an area with a Background Count. However despite an area having a similar rating on the Schwarzkopf scale they behave differently as an area with a -2 on the Schwarzkopf scale that has a background count typically has a normal amount of mana it is just polluted to make it harder to use while an area with a lowered mana level simply has less mana to use. Since mana pollution is commonly stronger in one realm than the other knowledge of the state of the local mana in both realms can be really useful in helping a wise mage in spell choice as a physical realm background count without a mana realm background count would naturally lend itself to mana based spells.

If the damage is temporary then the background count is what theorists call ‘ephemeral background count’. A series of traumatic events or a long term and powerful experience can all provide greater difficulty in mana manipulation. What makes this type of mana distortion ephemeral is that as soon as the aggravating element is removed the mana flow returns to normal.

Longer lasting Background Count would be such as the Cermak blast site. In this case the combination of massive defensive magics on the part of the insect spirits, nuclear detonation, and loss of life was enough to disrupt the mana in the area to prevent all but the most skilled Initiate’s from making mana work in the vicinity. This is an example of Persistent Background Count and without the constant presence of Knight Errant and periodic Cleansing Rituals it would be inevitable for a vulnerable shaman to be influenced into becoming an insect shaman should they spend too much time around the Cermak area as it is known to have some sort of astral connection or bridge to the metaplanes of the insect spirits.

Depending on tradition of the mage there are many ways that mana is imprinted on in order to be effected by the mage into having a real world effect. The key to magic involves perception of the nature of something and the ability to rewrite the song of that secret nature. Some call it “Renaming” while others use basket weaving analogies or storytelling metaphors and even religious contexts. But, in effect we all end up reweaving the narrative of whatever it is we are seeking to manipulate with our magic. The pattern of our reweaving varies depending on the spell, ritual, conjuration, or enchantment we are attempting as well as the Name of the target we are attempting to create or alter.