Bastard - Karmakaze, Bounty Hunter
Gilga - Jaws, Burnout Adept
Jack - Harbinger, Firewatch Sorcerer
My House Rules
[ Spoiler ]
Training and Learning House Rule
Raising Skills and Attributes has no training time anymore. If you have the Karma you can make the purchase.
Learning Spells and Bonding Foci does not require any downtime. If you have the Karma you can make the purchase.
Instruction House Rule
Instructors lower the cost of raising your Skills by 25% (Rounded Down) of the Karma cost of the desired rating
Instructors charge 1000 X Desired Skill Rating Nuyen for their services.
Dark Magic House Rule
The use of Dark Magic is allowed but you cannot learn any at chargen.
Initiation House Rule
You can Initiate at Chargen but you are not allowed to pick an ordeal or any similar Karma reduction option.
Initiation no longer raises the Maximum Magic Cap.
Fixation House Rule
Fixated alchemical preparation now last for 1 month before they start to lose potency.
The number of preparations you can fixate is equal to your initiate grade.
Quickening House Rule
The number of spells you can quicken is equal to your initiate grade.
Invocation House Rule
A magician can use this metamagical technique to instill more power into a bound spirit. The net hits at the completion of this ritual determines the actual effect is has on the spirit. This ritual takes one hour per Force of the spirit and requires (Force x 25) drams of reagents to be used up in the invocation. The test is an Opposed Binding + Magic [Force] v. spirit’s Force x 2, and it inflicts Drain equal to twice the hits (not net hits) on the spirit’s defense test, minimum 2. If the spirit’s Force is greater than your Magic rating, the Drain is Physical; otherwise it’s Stun.
A magician that knows the Art of Sacrifice and Invocation may create a truly frightening entity—a great form blood spirit. During the ritual, a metahuman victim must be killed; this is required to fuel the “ascension” of the Blood Spirit.
Great Form Spirit
HITS/RESULTS
1. Increase Force by 1.
2. Gain Banishing Resistance power (p. 194, SG)
3. Gain an additional optional power (see powers listed by spirit type p. 394, SR5)
4. Gain greater spirit power appropriate to the spirit type (p. 137, SG)
5. Gain Astral Gateway power (p. 194, SG)
6. Gain Endowment power (p. 195, SG)
Spirit House Rule
All spirits gain the following bonus powers Immunity (Age, Pathogens, Toxins). All spirits gain Immunity to their respective element. All non-toxic spirits gain the weaknesses Allergy (Pollutants, Severe) and Allergy (Radiation, Severe).
Air - Electricity
Earth - Acid
Fire - Fire
Water - Cold
Barren - Pollutants
Noxious - Pollutants
Nuclear - Radiation
Sludge - Pollutants
Raising Skills and Attributes has no training time anymore. If you have the Karma you can make the purchase.
Learning Spells and Bonding Foci does not require any downtime. If you have the Karma you can make the purchase.
Instruction House Rule
Instructors lower the cost of raising your Skills by 25% (Rounded Down) of the Karma cost of the desired rating
Instructors charge 1000 X Desired Skill Rating Nuyen for their services.
Dark Magic House Rule
The use of Dark Magic is allowed but you cannot learn any at chargen.
Initiation House Rule
You can Initiate at Chargen but you are not allowed to pick an ordeal or any similar Karma reduction option.
Initiation no longer raises the Maximum Magic Cap.
Fixation House Rule
Fixated alchemical preparation now last for 1 month before they start to lose potency.
The number of preparations you can fixate is equal to your initiate grade.
Quickening House Rule
The number of spells you can quicken is equal to your initiate grade.
Invocation House Rule
A magician can use this metamagical technique to instill more power into a bound spirit. The net hits at the completion of this ritual determines the actual effect is has on the spirit. This ritual takes one hour per Force of the spirit and requires (Force x 25) drams of reagents to be used up in the invocation. The test is an Opposed Binding + Magic [Force] v. spirit’s Force x 2, and it inflicts Drain equal to twice the hits (not net hits) on the spirit’s defense test, minimum 2. If the spirit’s Force is greater than your Magic rating, the Drain is Physical; otherwise it’s Stun.
A magician that knows the Art of Sacrifice and Invocation may create a truly frightening entity—a great form blood spirit. During the ritual, a metahuman victim must be killed; this is required to fuel the “ascension” of the Blood Spirit.
Great Form Spirit
HITS/RESULTS
1. Increase Force by 1.
2. Gain Banishing Resistance power (p. 194, SG)
3. Gain an additional optional power (see powers listed by spirit type p. 394, SR5)
4. Gain greater spirit power appropriate to the spirit type (p. 137, SG)
5. Gain Astral Gateway power (p. 194, SG)
6. Gain Endowment power (p. 195, SG)
Spirit House Rule
All spirits gain the following bonus powers Immunity (Age, Pathogens, Toxins). All spirits gain Immunity to their respective element. All non-toxic spirits gain the weaknesses Allergy (Pollutants, Severe) and Allergy (Radiation, Severe).
Air - Electricity
Earth - Acid
Fire - Fire
Water - Cold
Barren - Pollutants
Noxious - Pollutants
Nuclear - Radiation
Sludge - Pollutants
If you don't mind can you make your first post your charsheet. That way we'll have everyone on the first page and I won't have to hunt you all down later in case I forget something.