
Though I probably am ...

Well, nevermind.

Here we go ... as I originally registered here to discuss some of the stuff I'd written down (or yet have to) in the process of tweaking SR4 to what I want it to be. So here is another one, more or less randomly selected.
The fluff parts of SR (a.k.a. the parts I like most

Thus, I changed/extended the rules to better have them represent this. Feel free to comment ... Feedback welcome, that is.
Yes, I know, it's a little bit harder on the characters as RAW is, but I think it helps with Balance™, too.
Bound Spirits and Registered Sprites (Optional Rule)
To encourage characters to treat their Spirits/Sprites like allies and friends and not temporary servants or slaves, a few changes are in order.
With this rule in force, expect Spirits and Sprites to develop nicknames and personalities soon

Rule Change :
A Spirit/Sprite stays bound/registered (from now on : Entity/bonded) even if its services run out. The character may ‘refill’ these services any time using the same way the Entity was originally bonded. The new bonding Roll may be subject to a Dice Pool Modifier depending on how the character treated the Entity – from +6 (Unquestioning Friendship) to -6 (Boundless Hatred). Note that any Entity with a negative relationship to the character and/or a rating higher than the character’s Magic/Essence will probably use Edge to resist and break free.
If the character scores at least one net hit, the Entity now owes the character a number of services equal to the number of net hits or any remaining services owed from earlier bonding, whatever is more. Characters can then buy additional services at one Karma each. An Entity can never owe more services than its rating.
In addition, the character can try to ‘upgrade’ the Entity. This requires a the same procedure as a normal bonding attempt, and Karma equal to the new rating of the Entity. The character rolls as normal, the Entity can only resist but not help the process (it rolls up to its rating additional dice and might use Edge).
If the character achieves at least one net hit, he spends the Karma and the Entity is upgraded one rating. If it would gain any additional powers at its new rating, it will do so, at the character’s choice. Upgrading an Entity should normally result in an improvement in relation with the Entity, too.
If no net hits are scored, the process failed and nothing happens. Of course no Karma is spent in this case.
To get rid of an Entity and free up the Charisma Slot again, the character has to go through the whole process again as if originally bonding the Entity. The Entity can only help but not resist this process (it can withhold up to its rating dice).
If the character scores at least one net hit, the Entity is banished back to where it was originally summoned from.
Attempting to get rid of a bonded Entity will forfeit any remaining services with the Entity whether it is successful or not.