Pen and Paper RPG House Rules

Making our favorite games even better

Tag Archives: spells

D&D 5e House Rules: Combat Overhaul using the OODA Loop


929px-ooda-boyd-svg
Featured image of OODA Loop By Patrick Edwin Moran – Own work, CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=3904554

<Edit> I just found a really unique to me house rule called Variant Shared Turn Combat on Reddit on the Unearthed Arcana subreddit and I’m amazed at the production value and quality ideas.</Edit>

The above diagram is a depiction of the OODA Loop which is a tool for understanding how people make decisions. Many of the ideas I will be presenting use this framework and come from my homebrew game I’ve been designing and redesigning for years that works very well when transferred to D&D 5e.

With the OODA Loop you have four steps: Observe, Orient, Decide and Act.

The general structure of combat in the PHB 5e on page 189 is as follows:

  1. Determine Surprise
  2. Establish Positions
  3. Roll Initiative
  4. Take turns
  5. Begin the next round.

There are many ways the DM can handle showing combat whether with miniatures, physical or virtual maps or overlays, or purely via imagination and description.

I prefer if possible to use the fog of war during the initial setup and not let players know things they can’t perceive if possible. Having a second map or description available just to the DM can make it easier to show the movement of NPC’s in the fog of war for the DM that the PC’s do not know about. It can be fun to flank the PC’s and get the PC’s to think about flanking especially with mounts or vehicles in play.

I also would like to say that D&D is not supposed to be simulationist and works just fine as is. I offer my system to people who like a little more complexity and options in their battles and to add a bit of tactical confusion and surprise. There are some changes that can make things very different in your game as it shifts priority away from Dexterity towards Wisdom but I think that is actually more balanced.

I have not playtested this at all with D&D so if you’re interested in trying it out and letting me know what you think that would be awesome. Please just leave a comment about your experience. If I forgot something obvious please let me know as well. It is easy to make mistakes on this kind of thing.

 

My System:

  1. Determine Surprise (Keep in mind the fog of war for step 2)
  2. Observe (Explain what each PC perceives and Establish Positions)
  3. Orient (Roll Initiative)
  4. Decide (Based on Initiative and what the PC/NPC perceives then declare actions)
  5. Act (Take Turns.)
  6. Next Round

1. Determine Surprise:

Nothing changed in this step.

2. Observe:

It is important at this point to go over what each PC perceives prior to Initiative so that they can form an idea of what is going on based on their personal perspective not that of a Player who can see much more. So, if an ooze is slinking behind the wizard and the wizard doesn’t know they obviously won’t be casting a spell at it. This encourages a bit of roleplaying so the very perceptive Rogue who sees the ooze approaching his ally can take a free action to yell “Behind you Mage!” after stabbing the Orc in front of her which might confuse the Orc while alerting the wizard so they may change their mind and cast burning hands in front of them rather in front.

The DM also needs to keep in mind what the NPC’s perceive and how they react. Experienced soldiers used to working in tandem with each other are going to be much more difficult to deal with than expert duelists used to working one on one or a mob of amateurs.

3. Orient:

Here things start to depart from the PHB 5e rules.

A big change here is that in my system Initiative is how well you observe your environment and process information rather than in the PHB which focuses on how fast you can move your body. After all, why would Dexterity have anything to do with how fast and well you can observe a combat, make a decision, and say “Shazaam!”? It makes a lot more sense to use Wisdom here to represent a combination of perception, common sense decision making, intuition, and actions and reactions especially those actions that don’t have any real physical component.

D20 + (Wisdom Modifier) + Proficiency Modifier/Die

For diceless Initiative just use the PC/NPC’s Proficiency Modifier and have an automatic 20 for the roll. For more variable Initiative use the optional rule for Proficiency Dice in the DMG on Page 263 which replaces, for example, the +2 Proficiency Modifier with a +1D4.

One could even use both in a game depending on the situation. Use the variable Initiative when surprise, “boss” battles, or unusual combat is happening and for the more normal lineup of good guys here and bad guys here just use the diceless version instead.

The reasoning behind using Wisdom here instead of Dexterity I provided above and my reasoning for using the proficiency bonus is that handling and reacting to combat is a matter of experience.

For example, take a reasonably healthy and elderly Special Forces combat veteran and mentally they will be able to process a combat situation faster and in a more capable fashion than a novice character with world-class Dexterity. Leveraging that experience to process the OODA Loop is a big part of improving decision making and thus performance in combat be it social, mental, or physical and you can substitute talent only so far when competing against old age and treachery.

Once you have everyone’s Initiative totals you can either post them for all to see or you can keep them to yourself.

The highest Initiative total provides the number of Combat Phases in this Combat Turn.

For example:

Rogue: 30, Ooze: 23, Wizard 22, Orc 22.

Thus, there are 30 Phases in this turn.

If two characters are acting the turn or movement during the same phase both actions take place at the same time. Thus, you can have both characters stab each other in the heart and this happened quite commonly in history or characters charging each other would meet at some point in between the two warriors rather than one warrior charging across the battlefield while the other sits there.

Any action that would take place at 0 Phase or when the combat phase is in the negatives all happen at the same time. Thus, a character who used their entire move before swinging a sword would have their action take place on the 0 phase along with any other characters.

4. Decide:

At this point starting with this highest phase the DM has the characters decide what they are going to do in a descending fashion phase by phase allowing the characters to have started their round and have their action/s take place during or after their phase depending on the type of action.

Each action, maneuver, spell, or movement takes place during or after the round/phase the character scored in the Orient step of Combat.

Remember you still have only the actions you can do just like in the PHB even if you still have leftover Initiative after you attack or cast a spell. If you don’t use it up with actions or movement you lose it. So, if you attack during phase 15 and don’t want to move you don’t get more attacks to do later unless you have the extra attacks feature.

I am going to introduce a term called tempo which has various definitions depending on the martial tradition or master but in this case, tempo means how long it takes to complete an action. Each action has a tempo cost which tells you how much later the action actually takes place in since your Initiative score is simply how fast you were able to process the combat situation not the time it takes to perform an action.

Some martial masters have used the idea of hand, body, foot, and feet to describe combat, reaction, and initiative. This means that the tempo of moving your hand is fast, moving your body is a bit slower, moving one foot is slower than that, and moving both feet is the slowest. In other words, swinging a sword at an opponent in measure is faster than moving your torso/body back to dodge or forward on an attack. Moving a foot forward or back takes even longer and moving both feet is the slowest. In other words, it is faster to thrust a blade with just an arm movement vs an arm movement plus moving the body forward with the arm vs the arm, the body, and a foot forward such as when lunging vs the arm, body, and both feet in a shuffling strike.

To put this in perspective it takes longer for a warrior to walk 30 feet and swing a two-handed warsword than it does for the rogue to move 5 feet and backstab with a sgian dubh knife even if the warrior rolled a higher Initiative score which is how things stand now.

A character can under this system postpone their action or be indecisive. For example, a pikeman could see cavaliers and their horses charging towards him and plant her pike and ready themselves for the charge postponing their attack until the cavalier comes in range. Should the cavalier stop rather than coming into range the pikeman could charge forward instead or drop the pike and draw the loaded crossbow at their side and fire thus allowing more flexibility than the current system at the cost of more complexity for the DM and players to handle.

Actions and their Tempo:

Attacks:

For a second attack, the action takes place after the first one and any movement has subtracted from the initial Initiative. Starting Initiative of 10 and a heavy strike for on phase 7 and a second heavy strike for -3 for an attack on phase 4.

If the character is not Familiar, Proficient, or Expert with the weapon then add +2 to the Initiative Cost.

Heavy and Light Weapons have that trait listed with all others without that trait being regarded as Medium below.

Heavy Weapon Attack (Melee or Ranged): 3 Initiative Cost.

Medium Weapon Attack (Melee or Ranged): 2 Initiative Cost.

Light Weapon Attack (Melee or Ranged: 1 Initiative Cost. (Most Unarmed Strikes)

Loading a Weapon: 5 Initiative Cost.

Magic:

Cantrip: 1 Initiative Cost.

Spells: (1 + Spell level) Initiative Cost.

Innate Spellcasting, Legendary Actions, and Special Abilities: 1 to 5. (DM should quickly decide based on the complexity and potency of the ability or power or the complexity of the situation.)

While the spellcaster is making magic they are vulnerable just as if they are Concentrating on a spell…because they are concentrating on the spell they are casting. This means not only does it take awhile to drop a major spell and thus adds difficulty to the tactical landscape it also means it is even more important to protect the big guns because if they take damage and lose concentration it can be the difference between an easy encounter and a deadly one.

For example, the Cleric has an Initiative of 15 and is casting a 6th level spell so their spell begins on Phase 15 and ends on Phase 8. If they get hit with a barrage of arrows and Magic Missiles they could lose Concentration and have their spell fizzle out. The spellcaster doesn’t lose the spell slot if they lose Concentration because they weren’t able to marshall the magic before getting distracted.

This can give a quick character a chance to use Arcana to recognize the spell the big baddie is casting and yell for the Archer to shoot the Wizard before they drop a Meteor Swarm on them. It also makes Counterspelling a bit more fun which counts as a Reaction below so it only has a 0 IC.

Skills, grappling, and non-combat actions like help, search, ): DM may add or subtract depending on the complexity of the skill use. This represents the simple automatic speed that develops from increased competency at a task. Picking a lock when you’re an expert and under pressure in combat is much faster than if you’re not an expert.

Unfamiliar: 4 Initiative Cost

Familiar: 3 Initiative Cost. (Jack of All Trades, Remarkable Athlete, or my house rule linked above.)

Proficient: 2 Initiative Cost.

Expert: 1 Initiative Cost.

Movement:

Walking (base movement): 3 Initiative Cost per 5 feet

Dash: 2 Initiative Cost per 5 feet.

Sprint: 1 Initiative Cost per 5 feet. (Dash without gear, weapons, or any substantial encumbrance such as dropping everything and running for your life from the greek fire armory that a mage dropped a delayed blast fireball inside.)

Breaking up your move:

Walk 15 feet for a 15 Initiative Cost then cast a spell and use the remaining X (15) feet to get back undercover on the 0 Phase.

Use Object: 1 to 5 Initiative Cost based on the complexity of the object. Opening a stuck door may take longer than pressing a button.

Mounting: 10 – Dexterity Modifier

Dropping Prone: 1 Initiative Cost.

Standing up from “Prone”: 10 – Dexterity Modifier

Disengage: 1 Initiative Cost.

Dodge: 0 Initiative Cost.

Free actions: 1 Initiative Cost.

Quick Look Around: 1 Initiative Cost. Let’s the character get a quick scan of the environment for obvious things that don’t require a roll. Since things change dynamically during the round this can be important.

Reactions like Opportunity Attacks: Usually have a 0 Initiative Cost and take place at effectively the same time as the action that caused the reaction such as a Shield spell blocking an arrow.

Bonus Actions: Can take place before, after, or at the same time. For example, a Shield Master could do a shove before they do their attack or after. A Two-Weapon fighter could thrust forward with both daggers in simultaneously on the same phase or one after the other.

5. Act

Using the earlier example: Rogue: 30, Ooze: 23, Wizard 22, Orc 22. Thus, there are 30 Combat Phases.

Starting with the highest Initiative Score have the highest scorer decide what they want to do. So, the Rogue at Phase 30 would say I am probably moving 5 feet forward to stab the Orc after a quick look around. On Phase 29 the DM would tell the Rogue that an Ooze is slouching towards the Wizard but about 30 feet away. The Rogue has to decide whether to tell the Wizard and alert the orc or move forward and backstab the orc. She decides he should be fine and walks toward the orc and sneak attacks. So, the DM would go through Phase 28, 27, 26 (sneak attack with sgian dubh a light weapon -1 IC) and on Phase 25 rolls for damage and kills the orc. Now on phase 24, she yells at the wizard “Behind you!”.

On phase 23 the Ooze starts sliming up to the Wizard but is 30 feet away. It will have closed five feet by phase 20. The Wizard on phase 22 panics and flings a firebolt cantrip at the Ooze without thinking and hits without killing the ooze. The cantrip had a cost of 1 IC so on phase 21 the Wizard turns and walks toward the Rogue keeping an eye on the ooze. Both the Wizard and Rogue move back to keep their distance from the creepy looking Ooze which decides to Dash on its remaining move to close the distance.

The DM would map out the movement as the phases would drop one by one. Any remaining movement would be used during Phase 0 for all three creatures.

Next Round:

The next round would start with either a new roll if the DM thinks the situation is very different like new creatures enter the combat arena or dynamically in a different “scene” or if the situation is relatively static just reuse the same totals from the previous rounds.

Hope this gives you some ideas on how to spice up your combat! Keep in mind that this system does penalize movement and powerful spellcasting the most. It does encourage more active protection of your spellcasters when they are casting spells and makes it a bit harder to unleash the big guns when not protected by the tanks/front line.

 

D&D House Rules:

Combat Overhaul

Shields

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

 

 

 

Advertisements

Shadowrun Overhaul: New Focus Types and Enchanting Equipment


Enchanter’s Equipment:

An Enchanter’s Lab is usually part of an Enchanter’s Magical Lodge and allows a Mage to create Enchantments with ease and style. The original Labs were very basic and for Hermetics were often little better than a chemistry lab but as time has gone on there have been many advances in Enchanting allowing feats impossible or difficult just a decade ago to be achieved today. 4th Generation Enchanting equipment was the norm in 2075 but in the wake of the Dragon Civil War and the loss of so many Talismongers and Enchanters who dealt with Draconic reagents and telesma created an huge lack of supply at the same time that demand increased via new Enchanting abilities. This spurred an aggressive burst of pure research and new manatech allowing yesterday’s apprentices to try and compete with yesterday’s lost masters.

5th Gen Lab provides a bonus situational die to all Enchanting Tests including Drain. Additional bonuses can be gained with the Forge artifact component of a Magical Lodge if the lab is within such a location.

The Lab cuts down the time to refine reagents to a mere 8 hour workday and will often speed up other Enchanting processes as if the calculated Force was 1 less. For example an Enchanting process that normally takes Force days with a Force of 4 would only take 3 days instead.

The key enhancement of the Fifth Generation Laboratory is that Alchemists with the Fixation Metamagic are able to bypass the need to learn the Advanced Alchemy Metamagic and are able to create Magical Compounds, Charms, Potions, Scrolls and other advanced alchemical preparations.

4th Gen Lab is the standard Lab as described in the rules. It takes a 10 hour workday to refine reagents. These have been basically the same for the past decade barring a few minor improvements.

3rd Gen Lab doesn’t usually have any penalties as anything really backward was probably updated but they can make certain Enchanting processes take longer to do especially refining reagents which takes a full 12 hour workday. Most shamans haven’t updated from these as the new 4th and 5th gen Labs really focus more on Hermetics and Wuxing Traditions. Most are twenty to thirty years old.

Microlabs allow the Enchanter to take their lab with them when they travel. They don’t provide a bonus die for all Enchanting Tests. A microlab cannot make a batch greater than one when brewing potions, alcohol, and other magical compounds because of space constraints. A 5th gen microlab gives the same access to Advanced Alchemy and Magical Compounds, Charms, Potions, and Scrolls. Microlabs weren’t produced during the time period of 3rd Generation Enchanting manatechnology.

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

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

Ties in with this post about Talismongering.

Astral Signatures and Foci:

If a sentient being is slain with any test directly aided by the use of a Focus than an Astral Signature is created that lasts Force hours.

When a Charm Focus is used for over a minute it creates an Astral Signature. The duration of the signature has a limit of the Focus’s Force and grows by 1 per minute of use of the Focus. This astral signature would look similar to an influence spell when assensed astrally. Thus, a Charm with a Force of 4 used for 3 minutes would create a Force 3 Astral Signature. If used for 5 minutes would create a Force 4 Astral Signature.

Any time a Focus contributes to a magical test then it adds its Force to the strength of the Astral Signature. A focus that provides four dice to a manabolt of Force 4 would have a total strength of 8.

Focus Addiction House Rule

Foci:

There are three major categories of Foci and they are Grand, Major, and Minor. Any Artifacts or other magical creations of Artificing fit into these three categories. So, if you invent something new for your game like using Artificing to create Legendary Critters or Chimera for the purpose of making a physical familiar or more powerful homunculi such as a Golem you can use these categories as a guide.

Grand Foci are Power, Shield, Battle, Charm, Genius, Muse, Stalwart, and Sublime Weapon. Karma to bond equal to F x 8.

Major Foci are Weapon, Combat, Detection, Health, Illusion, Manipulation, Invocation, and Initiate. Karma to bond equal to F x 4.

Minor Foci are Qi, Enchanting (helps with Alchemy and Disenchanting), Metamagic, Spell and Spirit Foci as described on SR5 p 320. Karma to bond equal to F x 2.

Descriptions of New Foci:

A Shield Focus provides equal to its Force a number of dice that can be used to help with passive defense, active defense, Counterspelling, defense against Critter and Spirit Powers, and defense against Alchemical Preparations. It provides half its Force rounded up as a bonus dice for surprise tests as well. Often has design that brings to mind shields, pentacles, pentagrams, defense runes, and the seal of solomon and usually takes the form of badges, amulets, decorative pins, earrings, and belt buckles.

Developed in Tir Tairngire to protect the Princes from rebels this Focus is a popular one for those in positions of power under threat of assassination. Organized crime has very much taken to producing and using this Focus.

A Battle Focus provides a dice pool up to its Force that can be used with any personal Combat Skill Test including using a personal sized weapon and has at least a Skill Rating equal to twice the Force of the Focus. Often has martial designs and takes many different forms like a gauntlet, ring, crown, armband, or torque.

Developed by an open source metamagical project by magicians involved with the Desert Wars to enhance Adepts without using Qi Foci. Afterall a Qi Foci can’t be used by a second adept. This way mercenary companies could boost their adepts without losing the benefits later when the adept dies or retires. The focus refines what is already there and is not a replacement for skill.

A Charm Focus temporarily increases your effective Charisma rating for the purposes of any tests involving Charisma. For instance it would not effect a conjurer’s number of spirits they can bind as that is not a test even though it is limited by Charisma. The maximum Force of this Focus is three at the moment though millions of nuyen are being spent to improve this limit.

Charm Foci take the form of flashy jewelry, earrings, vests, hats, glasses, and even things like a platinum tooth or a tongue piercing. The telesma is always a noticeable and memorable item and has a distinctive style per the negative quality. If it is hidden from view it does nothing to aid the owner.

The invention of the Charm Focus was a factor behind the meteoric rise of Horizon to megacorporate AAA status. Already the Charm Focus has become a very popular sign of status among the extremely wealthy with magical talent especially those involved in politics be it corporate or government. Megastars and wannabe megastars with the bare minimum of magical talent required to bond with a focus from trid stars to news anchors are liquidating their fortunes to get themselves in the long line of buyers.

A Genius Focus temporarily increases your effective Logic rating for the purposes of any tests involving Logic. The maximum Force of this Focus is three. This focus overrides the benefits of Cerebral Boosters so whichever rating is higher is the only one that applies.

Invented by the Great Dragon Schwartzkopf at the Charles University of Prague. The research team compared before and after astral photographs of magicians before they received cultured bioware enhancements. By mimicking how the astral form changes to match the new physical form the team were able to make the physical form match the astral and achieve the same goal. At the moment because Cerebral Boosters are limited to just Rating 3 the researchers haven’t been able to surpass this as they don’t have any material to reverse engineer.

The focus often takes on draconic, air/winds, and lightning imagery whether it is a scarf, torque, or a headband and is normally worn near the head.

A Muse Focus temporarily increases your effective Intuition rating for the purposes of any tests involving Intuition. The maximum Force of this Focus is three. The focus overrides the benefits of Cerebellum Booster so whichever rating is higher is the only one that applies.

Invented by a professor of art history in her garage; Doctor Alkonis was searching for the nature or origin of creativity and may have found it via magical stimulation of the astral form’s cerebellum much like scientists discovered with boosting processing in the cerebellum via cultured bioware.

This focus often seems innocuous and could be a cameo locket necklace of a loved one which inspires or an armband with musical bells that hit the right tone with the right movement to put a dancer or a painter in the right frame of mind to create.

A Stalwart Focus temporarily increases your effective Body and Strength for the purposes of any tests involving those attributes. The maximum Force of this Focus is three. This focus is compatible with other means of enhancements and is of course limited to the +4 Augmentation maximum rule. As this just increases Body for the purposes of tests it doesn’t increase any derived component of body like additional boxes on the physical damage track.

Most often taking the form of gauntlets, belts, feather headdresses, armbands, and helmets this focus can take any form.

A popular focus for the elite Sioux special forces the “Wildcats” and even apocalyptic cults from Norway. Rumors say both groups ended up inventing this in parallel. Few are found outside of the two organizations though they are a sign of high status among the trolls of the Black Forest Kingdom.

A Sublime Weapon Focus provides its Force as a dice pool bonus with melee attack tests using the weapon. It also enhances Accuracy and AP by its Force/2 rounded up. There are currently three types of Sublime Weapon Foci. Whatever the type this focus when active is very noticeable in the physical and astral realms as it is wreathed in an aura appropriate for the type of focus.

An Elemental Weapon Focus adds to the Weapon an Elemental Effect (SR5 p 170).

There are two main types of Elemental Effects which are penetrative and impact. A Water or Blast effect may knockdown a target easier and cause additional stun damage. A penetrative effect increases physical damage by various methods like having a flaming sword or an electric trident.

Impact elemental effects like Water and Blast are put on blunt weapons and add twice their Force to the DV for the purpose of the Knock down called shot and add their Force to determine Knockdown on a normal attack in addition to having an Elemental Effect. The weapon adds its Force to the DV if the target is knocked down.

Penetrative elemental effects like Fire and Acid are put on slashing or piercing weapons. If the modified damage value of an attack causing physical damage is greater than AP modified armor rating then add the Force to the DV minus the appropriate specialized protection. (Ignore this if the DV is less than the specialized protection)

Depending on the elemental type the weapon may have secondary effects when penetrating armor or even just when hitting armor as in the case of Acid. The Artificer must know a spell of that Elemental type to create the Focus.

A Bane Weapon Focus adds to the Weapon a Slay/Slaughter Effect in addition to the standard Sublime Weapon bonuses. When used against the species or type targeted by the Bane Focus directly in combat add twice the Force of the Bane to the weapon’s DV.

Additionally add the Bane’s Force as additional situational bonus dice for any opposed Tests targeting the Bane category when the Focus is active. A Bane focus in the hands of an expert in Intimidation can be especially terrifying to the target.

The Artificer must know the specific Slay or Slaughter spell targeting a type for death.

Rumors are common with this type of rare focus. It is known that many megacorps and governments have Insect Spirit Bane Foci for their elite best of the best HTR teams and that developing this manatechnology was a major goal of Ares.

There is a tale about an artificer who crafted many of these Bane’s against Shedim after discovering a payload of naturally occurring orichalcum in his backyard. He had discovered his child had been possessed by a Master Shedim and wanted to make sure people had weapons to defend themselves. At least half a dozen artifacts were made before the Shedim found out and the artificer disappeared. These were mailed to different parts of the world with crafting instructions.

People who are initially neutral emotionally toward the Bane type tend to over time grow more and more inimical toward their Bane. For those already negatively charged against the Bane’s type the process towards antipathy is much quicker. The character wielding a Bane facing focus addiction can easily become irrational and quickly develop a Prejudice against the Bane type and receive no karma for the negative quality.

A Toxic Greater Weapon Focus adds to the Weapon an attack that corrupts the body and astral form of anyone who isn’t aligned with Toxic energies. The Artificer must be a toxic magician to craft this focus. Anyone who binds to this Focus will inevitably have their essence altered until their magic becomes as Toxic as the Focus. Taking a physical wound from a Toxic focus will require a Test resisting anaphylactic shock if it is a Pollutant or resist Radiation per rules on page 105 of the Street Grimoire.

A Combat, Detection, Health, Illusion, and Manipulation Focus grants bonus dice equal to its Force for any Tests involving its Category of Spells. Spellcasting, Ritual Spellcasting, and Counterspelling and also assists Conjuring Tests involving the type of Spirit related to that category of magic that their Tradition can summon. It can also sustain a spell of its type up to the Force of the Focus.

An Initiate Focus adds its Force to the mage’s Grade for the determining of effects for any Metamagics that she might know.

An Invocation Focus acts by increasing the character’s effective Magic Rating with most types of Conjuring tests and when using the Invocation Ritual to buff their Spirits to Great Form. For Banishing it raises the Limit by the Force of the Focus instead of adding dice.

Prices:

Add +1 Availability and 20% to the prices of Magical Compounds in published materials because of the heightened demand and low supply following the devastation to the Talismonger industry during the Dragon Civil War. Loss of all draconic reagents and telesma plus the loss of hundreds of top tier Enchanters, Talismongers, and Talisleggers who used or dealt with draconic reagents has had a staggering effect on the enchanting economy.

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

For example:

A minor Force 4 Focus with a telesma of a gold wedding ring with a sapphire setting an OR of 5 and a value of 1,400¥ might retail for 10,000¥ at a Talismonger’s shop.

From Sendaz on the dumpshock Forum:

“For the more bashful shapeshifter (one raised among humans perhaps?) tired of the ‘where’s my pants’ game, might we suggest the Wear & Wolf Line from Talbot & Chaney Fashions Ltd which features a new line of shapeshifter friendly apparel.

Using sustainably sourced shapechanger fur specially enchanted and woven into tasteful Apparel Foci designed to be bonded to it’s owner, these pieces transform along with the busy shapeshifter on the go (often taking the form of a collar or otherwise woven among their fur/feather/etc in their primal form…).

These outfits have no intrinsic armor value beyond normal clothing themselves (Armor 1-2 tops at GM discretion) and start at Force 3 rating so as to avoid embarrassing wardrobe malfunctions in some of the wilder areas like Chicago and similar.

Rumours abound of a projected ‘War Wolf’ Line, utilizing shifter bone and shells(presumably from a weretortoise or similar) to increase the armor potential of the range, however this still remains on the drawing boards at present as well as being very controversial due to sourcing issues.”

Shadowrun Overhaul: 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 Rules: Karma and Character Advancement


As the rules stand in SR5 there is really very little to prevent characters from all basically looking the same within an archetype after sufficient Karma is received. There is very little incentive to raise skills past 6 as it makes more sense to buy as many specializations in your key skills as possible, raise any attribute, and expand your character’s secondary and tertiary abilities. What’s the point of opening up Skills to 13 if few characters will ever improve past 7 or 8 even after achieving ridiculous amounts of Karma?

From a cognitive science point of view the game seems to think that adding completely new knowledge and skills or improving abyssmal attributes is extremely easy while mastering something is incredibly hard and unlikely. Gaining the fluency in a language equivalent of an year of high school or college in 21 languages is apparently the same as gaining professional fluency in one language which in an university environment would take four or five years. It also punishes the metahuman with greater than normal attributes from being able to achieve the same spot on the bell curve as an human. An Ork with a Body of 6 is the equivalent of an human with a Body of 3 but the human would only spend 20 Karma vs 35 to improve his Body as the rules currently stand despite being in the same statistical situation.

The other problem is that the system really encourages min/maxing which discourages people from actually making the characters they want to make and love or punishes them for doing so.

Also, after character creation for the most part you are assumed to be an adult. Adults improve upon crystallized knowledge extremely well but have difficulty with novelty and learning new things. The min/maxing discourages making a character with a dozen knowledges at 1 representing a normal person’s amount of dabbling but instead rewards characters that have high skill levels in a few knowledges and pick up all the 1 and 2 rating knowledges and skills for that matter in game play.

Also, for example in “real life” improving one’s Charisma from 1 to 2 should be extremely hard as an adult just as reaching your full potential would be for an human to go from 5 to 6 just as it is harder for an adult to learn the basics of a completely new field than it is to slightly refine their ability.

By having Initial and Terminal Karma costs higher it encourages more realistic distribution of Attribute Ratings by players. As it stands it makes more sense from a meta pov to have a character freshly made with a 5 in one attribute and a 1 in another than it is to have 3 in both even though it is much more likely statistically for the latter to be true. It also meshes well with the idea of there being greater cost for Qualities after character creation.

It also encourages characters from really wanting to improve their Knowledges without thinking they are wasting their Karma.

Plus, this system is very simple and doesn’t require the player to look at a table in the book and try and figure out the best thing to do after an adventure.

Game Mechanics:

Definitions:

Initial Rating: Learning a new Skill or Knowledge by getting a 1 Rating in it or spending Karma to improve an Attribute at its minimum for that metahuman type. For example an human improving Edge from 2 to 3 would be improving her Initial Rating in that Attribute and if she learned the basics of Sperethiel and gained a 1 in the Language she would be gaining an Initial Rating and paying the higher Karma Cost.

Terminal Rating: Achieving the pinnacle of ability in a Skill or Knowledge or achieving the maximum possible for your metahuman type in an Attribute. For example an human raising their Edge to 7 would be achieving the greatest amount of luck they can achieve without magic or a Quality and if she raised her Blades skill to 12 she would be the finest swordswoman a normal human would be without being born with a special talent or aptitude in which case her Terminal Rating would be 13.

Karma Cost: The first number is the Initial or Terminal Karma Cost for improving or adding a new Rating. The second is for everything in between.

Attributes: 30/+15

Active Skills: 10/+5

Active Skill Group: 25/+12

Knowledge Skills: 3/+2

Language Skills: 5/+1

New Specializations or Martial Art Style: 7

New Martial Art Manuevers: 5

New Concentrations: (this is a “new” category) 7

New Positive Quality: 2 x Character Creation Karma Cost

Remove Negative Quality: 2 x Character Creation Bonus Karma

New Complex Form: 4

New Initiate Level: 10 + (Grade +3)

Spells, Preparations, Rituals, and new Power Points up to Magic Rating: 5

 

Shadowrun Overhaul: Ritual Sorcery: The Magic Staff Ritual


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

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

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

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

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

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

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

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

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

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

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

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

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

“Whoa.”

 

Magic Staff Ritual:

[Metamagic: Attunement and Ceremonial Magic, Spell]

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

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

Cantrips


A cantrip is “on the fly” spontaneous use of divine power. It is usually a minor in game effect. If of more than momentary duration they require concentration to maintain. It can add no more than half the amount of dots the Scion has in Purview or Talent used by the cantrip as a complimentary effect or negative effect.

As with all uses of Power the Scion at the Hero level needs to have access to the Purview or Talent along with a Tradition or Technique of manipulating reality. These usually involve foci that must have prepared before hand. A rune carved months earlier or a minute of meditation, chanting, or musical creation are just a few possibilities of foci for different magical traditions.

Cantrips don’t require rolls instead they modify rolls or provide dramatic effect.

A fire cantrip would be something like lighting a cigarette or starting a fire in the fireplace while a health cantrip might cause a temporary flash of good feeling or a momentary pall of sickness while the scion touches the target. A sun cantrip might cause a crystal to glow while you concentrate or a rune to act as a flashlight. As a PC grows in power in the Purview the rune flashlight focus for a Sun cantrip might grow from barely allowing you to find your keys in the dark to a floodlight and eventually as a God might seem like a miniature sun.

The bonus must make sense such as using the War Purview to coordinate assaults, gain insight on your opponent’s strategy, or increase Morale and Leadership with a rousing speech or Psychopomp could provide a bonus to navigation et cetera.

A scientifically minded Scion can take advantage of the placebo or nocebo effect by cunning use of cantrips. A physician might use his Tradition of “Modern Medicine” and his focus of a stethoscope to calm down an overactive heart while touching the stethoscope to the patient’s chest.

Cantrips don’t cost legend points to use and don’t require rolls to invent formulas or cast. They usually are speed 5. Concentration and use of a focus cause a -2 to DV penalty which can be ameliorated by certain Knacks or Relics.

Too many uses of Cantrips in an area can make it very difficult to cast cantrips as the flow of Legend becomes murky and messy. Such use can often Fatebound a location.