QUOTE (N4M3Z @ Mar 12 2010, 06:33 PM)

@Valashar: I am interested in your mage/techno Shadowrun house rules. Can you provide them here? I think others might benefit from it as well. Overall, I think that for example Chaos Magic is very comfortable with technology and it is hard for me to grasp the idea of mutual exclusivity of man and machine. After all, I am studying under Kevin Warwick ...
Btw, how is the entity of which you speak involved in Matrix? As an AI?
The bad guy acts in the Matrix as a free sprite. So it has all the normal Living Persona stats, complex forms, and powers according to its force. Something I didn't note before but which makes this guy a bit more of a pain in our collective asses is that each time it acts it gets either 4 simple or 2 complex actions (if it uses 2 complex, they can't both occur in the same realm). What we've learned this to mean is that he's got a spare action that he can use for reactive full defense. Like I said in the other post... we're hitting this guy for nickles and dimes while he can hit us for full bank rolls.
For our Magic/Matrix rules, we've approached it in two ways. First run, which has subsequently been phased out because of story related inconsistencies, was to simply allow a character to be both Emergent and Awakened at the same time, but not both could be active at creation (my character, the crash test dummy for these rules tweaks, started as a TM with the Latent Awakening quality which was triggered about halfway into our first 'season'). This has the benefit of being very straightforward, requiring very few adjustments. Some of the things we ran into during play was dealing with astral perception and a TM's fairly constant awareness of AR. We decided to expand on the existing rule that an character perceiving astrally takes a penalty to actions in the physical. So an Awakened TM that is perceiving astrally and perceiving AR takes a -2 penalty to actions taken in the physical realm and a -4 to any Matrix perception tests that might be called for (this already takes into account the TM's +2 to Matrix perception). If the TM wants to take any Matrix actions in AR, they are at a -6 total penalty. Matrix actions in VR aren't possible while perceiving astrally. Going VR automatically removes you from the Astral and astral projection naturally cuts off any contact with or input from the Matrix.
When such a character decides on their Tradition/Stream, it is strongly recommended the off-stat for drain/fading be the same (in the case of my character, both used charisma as the off-stat). This is primarily to keep the need to remember multiple different dice pools to a minimum. When dealing with the character's total allowed bound spirits/registered sprites, we have them in the same pool instead of having two separate pools. This is both to keep mechanical headaches and bookkeeping to the minimum and to act as a check against those who would, for example, think that their charisma 7 elf could have 7 bound spirits and 7 registered sprites. Nope, it's 7 total.
The above method is most probably the easiest to implement in a campaign, but ended up not having the correct flavor for our particular Shadowrun brew (because we brought the campaign to Shadowrun rather than starting with Shadowrun and making our campaign). Because of the various peculiarities of the Shadow Kingdom setting, we decided to drop the 'can have both an Emergent and Awakened quality' to starting with a third state that combines both as well as bringing in its own drawbacks as well.
In Shadow Kingdom, people who are both Emergent and Awakened are referred to as Elysians. It is believed that there are no more than 35 Elysians in the world. They are NOT the same as the three-realm bad guys we're currently fighting one of (who are refered to as Nephylum and are a whole different kettle of past-toxic nasty). The Elysian positive quality costs 20 points. It includes the Magician and Technomancer positive qualities as well as the Astral Beacon and Resonance Beacon negative qualities (Resonance Beacon is mechanically identical to Astral Beacon). As an additional effect beyond the long-lasting signature effects of the two beacon drawbacks, Elysians aren't as able to conceal themselves with spells or complex forms (all tests to Assense, E-sense, Astral track, Matrix track, or Analyze the character are at a +2 bonus). An Elysian starts play with a Magic of 1 and a Resonance of 1. If at any time their Magic and Resonance are not equal, they take a dice pool penalty equal to the difference to ALL Magic and Resonance linked tests (so having a Magic of 3 and a Resonance of 1 would be a -2 to all such tests). When an Elysian initiates/submerges, they must do both at the same time. Because of this, it is currently thought to be impossible for an Elysian to gain any cost reduction from group initiation/submersion and certain tasks related to same would be problematic if not impossible (hard to do both a Resonance Realm and an Astral quest at the same time, neh?). [[NOTE: It is known to us as players/GM that it will be possible for Elysians to get together for group initiation/submersion, but at present the knowledge of this state is too new and none of them have gotten coordinated for such.]] When an Elysian initiates/submerges, they get the standard benefits. However, they can choose to NOT gain a free metamagic and echo in order to gain a modified form of an adept power (at present we are working on a list of adept powers that can translate over, and there will be required minimum initiation/submersion grades based roughly on their power point cost... the Elysian version will often be not as efficient or provide a lower equivalent bonus than the normal adept power, and we're looking at what already has a metamagic/echo equivalent... we figure that about a third of the adept power from the core book, street magic, and digital grimoire will be available in equivalent or lesser forms). [[NOTE: While our campaign uses the optional rule that allows metamagic/echoes to be purchased outside of initiation/submersion, these adept analogs would either not be available in this manner or would have a cost of 30 karma. Needless to say, it wouldn't be something the low grade initiate would want to burn karma to attain]]
All of the above mentioned rules about perception/actions across realms for a so-called 'standard' Awakened TM/Emergent Mage also apply to Elysians.
Because Elysians are considered to be a single form of ability and not a person being both Awakened and Emergent, the standard traditions/streams are unavailable to them in Shadow Kingdom. They are also unable to work with those of other traditions in relation to ritual spellcasting, and suffer double normal penalties when teaching/being taught by someone of a different tradition. At present there is only one joint tradition/stream (I'll just use tradition from here on for simplicity) for Elysians. It is named, creatively enough, the Elysian Stream. It uses Magic + Resonance as its drain pool (which it is important to note also suffers from the above mentioned pool penalty if the two stats aren't equal). Spirits/Sprites available to them are as follows... Combat: Guardian/Tank... Detection: Guidance/Sleuth... Health: Fire/Paladin... Illusion: Man/Crack... Manipulation: Task/Tutor (while sprites aren't usually categorized in this way, it helps me to list them side-by-side for thematic purposes). The perceived relationship between the Elysian and their spirits/sprites is that of bound parallel consciousness. Spirits and sprites are viewed as a kind of 'path not traveled' reflection of the Elysian themselves. As such, they invariably appear to be stylized 'perfect forms' of the Elysian character. The Elysian Stream is a possession tradition, however it is important to note that at present there is no existing possession equivalent for sprites (we ARE working on it, but what we've come up with thus far has either been unworkable or pure munchkinism... any help from the Dumpshock folks on this matter would be appreciated). When an Elysian is possessed by any spirit, they lose all access to the Matrix. If the Elysian has the Channeling metamagic, then they are capable of perceiving AR as noted above but are unable to take any actions in the Matrix.
There is one Paragon Spirit (combo Mentor Spirit/Paragon, natch) currently known to be available to Elysians. It is currently unknown what it calls itself. My character calls it her 'Avatar' because it appeared to her as a being she had seen in visions as an otaku (via info sortiledge): "And my resolve/A higher being/With wings of ash/And eyes of fire" (part of her background... and also lyrics from a band whose music helped shape most of the brainstorming sessions for this stuff). The current working Paragon Spirit bonus is a +1 bonus to working with any spirit/sprite and with any spell/complex form. The current working Paragon Spirit drawback is that it takes 3 Edge points to buy off a glitch or downgrade a critical glitch (these are modified from the existing mechanics for the Zero-One (01) Paragon and the Sun Mentor Spirit and the GM has made it known that they may be subject to change).
That's all I can think to put up at the moment. It's less coherent than I'd like due to a lack of caffeine and the need to copy over from notes in three people's handwriting. If anyone would like me to provide a better run-through later, I can.
EDIT: Added in the forgotten bit about adept power analogs in regards to Elysian initiation/submersion.