450 BP.
No chargen caps on positive/negative qualities.
The last stat point does not cost 25 BP but 10
Skills and stats can all go up to 6 without penalties.
You can spend all your BP's on stats, if you'd like.
Post chargen stat caps are the same as chargen ones, but after chargen, all skill and skill group caps are at 9.
The cap for skills is 9 at chargen with the Aptitude quality for that skill and 12 out of chargen.
At chargen, skills cost 2 BP per point, groups cost 5 BP, and stats cost 10 BP.
After chargen, skills cost the rating you want to raise them to, groups cost twice the rating, and stats cost 3 times the rating.
For cash for Karma, skill karma costs 2,500 :nuyen:, stats cost 5,000 :nuyen:, and you can't buy Edge or Magic with cash for karma.
Orichalcum now allows you to shave 2 karma per unit off of bonding costs. You can buy half a unit.
Creating a focus from scratch, harvesting all the telesma for a focus, designing the formula, and enchanting it using materials you collected and made radical, will reduce the karma multiplier by 2. So power foci will cost 6 times the force instead of 8. But this is only if you do the whole shebang yourself. Otherwise, you get no odd benefits. This means sustaining foci will be completely free if you do this. Of course, "free" means 3 months of designing, harvesting, and enchanting.
Each exotic telesma you integrate into the focus that isn't there to pay off a critical glitch reduces the multiplier by 1. Finding one is an adventure in and of itself.
Complex forms come in at Resonance and level up with Resonance. They cost 3 BP and 5 karma. They balance against hackers because hackers can shoot technomancers in the head.
You get 4 X charisma in contact BP for free.
Plus, you get 7500 :nuyen: per BP.
And no availability limits on equipment.
No limits on spells and complex forms.
Banishing produces no drain, but gives magic loss if the spirit gets net hits. It's infinite utility and high risk this way.
New magical group creation rules:There's a "central" tradition whose centrality to the group will have no bearing on anything outside of group creation. The group has to have at least one magician of the "central" tradition. The negative modifier to creating the group for each extra tradition will be variable based on how much it diverges from the central tradition. For example, if you had a hermetic central tradition and you wanted to admit Gardnerian Wiccans, you'd have no modifiers and they could even join after group creation. Same for chaos mages. Chaos magic will have few traditions with which it would have that lack of a modifier, but it will have at most a -1 modifier with any other tradition. Hermeticism will only have a -1 with Wuxing, and a -2 with hedge witchcraft. And so on, and so forth.
The improved attribute power only costs .5 PP if you aren't maxed out and 1 PP if you are, and the improved skill power gives an extra automatic hit instead of an extra dice.
In fact, I'm using all the adept creation rules that I made in
this thread.Oh, and here are my rules for aspected magicians:
10 BP.
Free initiation grade at chargen.
Can't use summoning, or can't use spellcasting. Choose one.
Other than that, BBB rules.
We'll meet on Saturdays at 12 noon Midwestern American time. My AIM name is NinjaPhilosopher.