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Andreievitch

Shadowrun - Paul M N Haakonsen

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My house rules for magic which are working very well so far.

Magic:
Magic Skill ranks may not exceed Knowledge ranks.
Casting a spell or summoning a spirit costs 2 drain and costs no strain.
Drain differs from strain in that while it still draws from the same resource pool, Drain counts upwards from zero, and strain counts downwards from your maximum strain threshold.
Should your drain ever exceed your current strain, you fall unconscious.
Drain can only be healed by a long rest or at a rate of 1 drain per hour rested.
Example: Wizzo the mage is at current strain of 7/12 and has cast 3 spells for a total of 6 drain, should he cast one more spell before healing any strain, his drain would increase to 8, which exceeds his current strain therefore he falls unconscious.
Difficulty dice is considered Force of the spell. 
Casting a spell that exceed the number of difficulty dice over the casters magic skill shall be X wounds as well as the 2 drain cost. X being the difference between force and magic skill. Wounds like this can be healed by normal means but not magical means.


Spirit summoning:
Both Hermetic mages and Shamans may summon spirit. But on shamans may use the full conjuring magic spell type. (Consider Summon spirits its own unique spell type)
The basic spirits in adversary section are considered Force 1 and cost 2 difficulty dice to summon.
To summon a higher rank spirit add the addition number difficulty dice as the spirit force difference to force 1. Add the same number to all characteristics of the summoned spirit.
I.e. Force 3 spirit increases the difficulty of the summon by 2 steps to 4 difficulty dice, however should the shaman succeed the spirit would have +2 to all characteristics.
 

 

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and Finally, i can't find my actual notes on Adepts, but this was the general idea. Luckily the player i thought going adept went Cybermonk instead :D

Adepts:
Not a player option as not ready to implement. Currently brainstorming: Ki magic skill. Initiate tier talents for Power points. Adept archetype (Ki, Discipline, Knowledge, Brawl) initiate level can not exceed the Ki skill ranks. Essense lose impacts power points.

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one more snippet from my house rules: some gear additions and a revision to Bliss it was way OP and all my players wnated to become Bliss addicts after session 1.

Matrix:

Attack Dongle: 
This commlink attachment allows a standard commlink the ability to perform attack matrix actions. Only one dongle may be attached to a commlink. Cost 3000 Nuyen.

Sleaze Dongle:
This commlink attachment allows a standard commlink the ability to perform Sleeze matrix actions. Only one dongle may be attached to a commlink. Cost 3000 Nuyen.

Magic:
Lodge. A mage summoning a spirit or casting a ritual while inside his lodge suffers no drain. Rating equals the mana barrier strength. Cost 1000 Nuyen per rating (Max 5) 

Reagents: reagent may add 1 boost dice to any magic test. Cost 100 Nuyen

Revised Gear:
Drug: Bliss = 2 Failure initiative, +2 wound threshold, +2 strain threshold, +1 advantage on all presence checks.. 
 

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hopefully will be posting some of changes to Paul's set of conversion notes like i am converting the qualities over and maybe getting rid ofbhis merits/flaw system and looking into the priority system to see if it can be used in Genesys, so check here time to time for updates

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Just found out I am at 97% to post the good qualities, so either I need to figure out how to get rid of some attachments under my profile or I need to get my google drive back up and running again. I will post my link when I get fix my little problem.

 go to this link to download my good Qualities for shadowrun:https://drive.google.com/file/d/1f41P4bSt1PklYnvEeQD6cP5ZCxcO4cQo/view?usp=sharing

Edited by gilbur
added link

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Just got approval from Paul even though I don't think he uses to much of the 5th edition stuff. So I am counting on the community here to see what everyone here thinks of them. I am working on the Negative Qualities and should have them done within the week or two

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