rcuhljr
Member
Welcome, stuff will be posted here. Character sheets go where they should, I'll be copying over stuff sometime this weekend I think.
We have a dice roller!
http://invisiblecastle.com/roller/
I'd suggest using the campaign "mfaip" to roll against. for great victory.
*house rules from the old forum*
Magic
-Initiation (page 189) - I am not currently allowing magical characters to start as initiated magic users (possessing a magical grade).
Equipment
-Legality (page 303)-Characters may purchase items up to 12R without the consent of the GM at character creation. Items like earbuds with low/no base availability issues but with add-ons that would raise them over 12 are allowed at creation, as long as none of the add ons has an R or F tag. Fake SIN's are the exception to the no F items rule.
-Drugs - Prices will be per dose..
* Bliss - 10
* Cram - 25
* Deepweed - 10
* Jazz - 15
* Kamikaze - 50
* Long Haul - 8
* Nitro - 35
* Novacoke - 20
* Psyche - 35
* Zen - 5
Contacts
-Background (278) - Contact purchasing is done as described in the character creation schedule, but if you provide a fitting and reasonable backstory for how you know a contact you can have one free level of loyalty or connection at your discretion. (2-4 sentences should do in most cases, as long as it's interesting and relevant) (This works for each contact)
Initiation
-As indicated in Street Magic, Initiation can be done individually or as a member of a group. In either case you are actually initiating into your tradition. As part of a group you have greater resources and some useful powers, the downside is following the groups strictures and dealing with violations, even to the point of possibly having to spend karma to sever ties with a group.
Foci
-Here's the system we're going to roll with for the bonding of new foci, unless otherwise specified all existing rules stay the same (max foci power, etc.)
Binding a focus costs the amount of Karma listed in the book. When you spend karma to bind a focus you are permanently expanding your ability to access the powers contained in Foci. This manifests itself when you go to replace one Foci with another. Instead of paying the full bonding cost, you pay 2 Karma to transfer this link to a new foci (A Foci being destroyed does not remove this link, although an identical type/power focus can be rebonded for free). In addition you pay the cost difference in Karma between the two foci bonding cost, to a minimum of 0.
Example. Joe has a sustaining 3 (6K) and Power 2 (16K) foci, he purchases a sustaining 5 (10k) foci to replace his old one. He spends 2 Karma to transfer the bonding, giving him 6 karma worth of bonding, so he pays 2 + 4 = 6 karma in total to bind the new focus.
Downgrading a foci will cost you your previous investment as the unused ability atrophies, so I'd suggest avoiding it.
Example. Joe suffered a head injury and decided to replace his power focus with a banishing focus of force 3 (9K). He spends 2 Karma and pays 0 additional Karma to bond the new foci, however the excess 7K from the power foci is now lost.
Spirit Allies
-Improving allies happens as in the book, however raising force is 8 per instead of 16.
We have a dice roller!
http://invisiblecastle.com/roller/
I'd suggest using the campaign "mfaip" to roll against. for great victory.
*house rules from the old forum*
Magic
-Initiation (page 189) - I am not currently allowing magical characters to start as initiated magic users (possessing a magical grade).
Equipment
-Legality (page 303)-Characters may purchase items up to 12R without the consent of the GM at character creation. Items like earbuds with low/no base availability issues but with add-ons that would raise them over 12 are allowed at creation, as long as none of the add ons has an R or F tag. Fake SIN's are the exception to the no F items rule.
-Drugs - Prices will be per dose..
* Bliss - 10
* Cram - 25
* Deepweed - 10
* Jazz - 15
* Kamikaze - 50
* Long Haul - 8
* Nitro - 35
* Novacoke - 20
* Psyche - 35
* Zen - 5
Contacts
-Background (278) - Contact purchasing is done as described in the character creation schedule, but if you provide a fitting and reasonable backstory for how you know a contact you can have one free level of loyalty or connection at your discretion. (2-4 sentences should do in most cases, as long as it's interesting and relevant) (This works for each contact)
Initiation
-As indicated in Street Magic, Initiation can be done individually or as a member of a group. In either case you are actually initiating into your tradition. As part of a group you have greater resources and some useful powers, the downside is following the groups strictures and dealing with violations, even to the point of possibly having to spend karma to sever ties with a group.
Foci
-Here's the system we're going to roll with for the bonding of new foci, unless otherwise specified all existing rules stay the same (max foci power, etc.)
Binding a focus costs the amount of Karma listed in the book. When you spend karma to bind a focus you are permanently expanding your ability to access the powers contained in Foci. This manifests itself when you go to replace one Foci with another. Instead of paying the full bonding cost, you pay 2 Karma to transfer this link to a new foci (A Foci being destroyed does not remove this link, although an identical type/power focus can be rebonded for free). In addition you pay the cost difference in Karma between the two foci bonding cost, to a minimum of 0.
Example. Joe has a sustaining 3 (6K) and Power 2 (16K) foci, he purchases a sustaining 5 (10k) foci to replace his old one. He spends 2 Karma to transfer the bonding, giving him 6 karma worth of bonding, so he pays 2 + 4 = 6 karma in total to bind the new focus.
Downgrading a foci will cost you your previous investment as the unused ability atrophies, so I'd suggest avoiding it.
Example. Joe suffered a head injury and decided to replace his power focus with a banishing focus of force 3 (9K). He spends 2 Karma and pays 0 additional Karma to bond the new foci, however the excess 7K from the power foci is now lost.
Spirit Allies
-Improving allies happens as in the book, however raising force is 8 per instead of 16.