Traditions and Spirits
All traditions may summon any spirit within their tradition for any task. Use the restriction table to determine if a given spirit can help with learning or casting a spell.
Excerpt from Street Grimoire Page 41: Common magic traditions of the Sixth World are presented below. The outlines of how to use traditions in Shadowrun are presented on p. 279, SR5. Each tradition presented below includes preferred spells and/or adept powers for that tradition. There are no benefits in game mechanics for choosing those spells; they are there so that players can give their characters the flavor of that tradition. The descriptions also include the type of spirits each tradition uses to perform particular functions, as well as the attributes they use for Drain. Mages of that particular tradition may only summon the spirits listed with the tradition, and they are restricted in the tasks they can assign them. Assigning tasks outside the general area of their tradition will not receive a response from the spirit (for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is a Combat spirit in that tradition, while the Health spirit is earth). Descriptions also include notable teachers in each tradition who can be used in games to help characters advance in a particular tradition. Note that when a tradition is described as a possession tradition, replace the spirit power of Materialization in any spirits summoned by conjurers of that tradition with Possession (p. 197).
OK! So that looks like it means that you need to use spirits from your tradition for specific tasks. Meaning that a Shaman needs to use Fire spirits for Combat and Man spirits for "Manipulation" (whatever that means).
That tradition (asking a air spirit to heal him) definitely makes it looks like it's 100% intended to be that you had to use a spirit for specific kind of action. Which completely garbages up how spirits have traditionally been used.
There's discourse on the internet (now, I am sure you're shocked, so I'll give you a moment to calm down) that says that this section actually is only talking about aiding spellcasting and teaching spellcasting - which doesn't work with the example - but also doesn't make the game inconsistent with other editions - and doesn't screw up Josh's build. So my suggestion we use the rules that way.
Green magic tradition
Gets Cleansing metamagic for free at first initation in addition to the usual metamagic, instead of requiring it be taken.
Cleansing is of niche and moderate utility as is and requiring it be taken is a heavy karma and downtime tax. Other traditions get similarly scoped metamagics for free.
Basically, some extra dice, see the full article
Street Cred tests
Community Scale Social tests
When rolling a social test to interact with a community, replace Charisma with Street Cred. For example, planting false rumours would be Street Cred + Con, easing tensions might be Street Cred + Ettiquette, and inciting action or calling a rally could be Street Cred + Leadership. Limit is still intrinsic Social limit. Street Cred bonus does not apply since it's already part of the roll, but all other social modifiers (from the table or personal modifiers) relevant to the action apply.
At GM discretion, this may be an extended test.
When trying to find information through your network of contacts, make a Legwork test; this applies both for active searches, and for passive searches, e.g. being informed of new rumours. Roll (Street Cred) + (number of relevant contacts); the limit for this test is the highest Loyalty+Connection for any individual relevant contact.
At GM discretion, this may be an extended test.
Note: There is actually something for this in the book: RF p.177 says you need to make a Leadership + Charisma [Social] test to determine how many Contacts you can muster, and then the contacts are avaliable to use in a teamwork test. You must pay each contact individually. — Revàn(Talk) 11:46, 30 November 2020 (EST)
We don't currently have rules for actions at this scale and I liked them the couple times we have used them in the Magic Mike run so far.
Machinist Can Slave Drones
Machinists can slave Drones *and only drones* without the quality that allows PANs.
RAW Machinist Riggers get the benefits of an RCC but can't form a PAN. Meaning none of the RCC benefits apply.
Do I Know You? Thresholds for Distance
As mentioned, this is changed to a Street Cred Roll. I would like to propose the following thresholds:
1 - City Neighbourhood 2 - City District 3 - Local City 4 - Neighbouring Metropolisis and Environs 6 - Country + Neighbouring Countries 8 - Continent 10 - World
Rationale: Connection 5 in the book (SR5, p. 387) is "city councilman" and they get 9 Street Cred dice. At buying hits, they get two hits and have an averege of three, and I think it makes sense that on average people who live locally would know the local city councilman. 6 is "county + neighbouring countries" because I don't think it's more likely that someone from Boston would know about someone based in Seattle than someone based in Cara'sir (Vancouver I would argue counts as "Neighbouring Metropolis and Environs"). ((Alternative proposal: I would also be OK if Seattle counted as Salish for the purposes of "country", and we change 6 to "country")) — Revàn(Talk) 22:17, 7 December 2020 (EST)
Merging Pilots & Agents
Pilots & Agents are now known as Knowbots, and are the same thing. Though knowbot packages are called Agent or Pilot based on suites and role.
Pilot programs & agents both get a free personality. Changing it costs 100¥ & avail 4, or a Logic + Software [ratingx1.5] (hour) test.
Knowbots can, usually, use skills linked to Logic and Intuition. They can only roll skills they have, they are not fully intelligent (if you want that, see AI). However, whenever they are using attributes they have, they roll their rating in place of the Attribute.
Knowbot Prices: (2^R)x100 Avail: Rx4 Capacity: Rx3
|Drone Pilot suite:||Rx2000||Rx2||[R]||1 day||Rx3|
|Vehicle Pilot suite:||Rx2500||Rx3||[Rx2]||1 day||Rx4|
|Skill Package:||Rx500||10||||Rating Hours||Rx2|
|Innate Autosoft:||Rx500||Rx2||||2 hours||10|
|Additional Attribute:||Rx1000||Rx2||[R/2]||4 hours||Rx2|
Drone/Vehicle Pilot Suite: This allows the Knowbot to act as the Pilot program for a specific vehicle or drone. A Pilot could also have multiple pilot skills. Beyond being able to control the chassis, this also gives the Pilot a Reaction attribute
Pilot Suites over Rating 3 are Resitricted.
Skill Package: This allows a Knowbot to use a skill linked to the attributes that it has. It gains the skill at the rating purchased, though that can be increased later. The maximum skill rank a Knowbot can have is its own rating.
Valid skills are:
- Knowledge Skill (any)
- Chemistry (Restricted)
- First Aid
- Lockpicking (Restricted)
- Mechanic (Any)
- Medicine (Restricted)
- Any skill in the Close Combat Skill Group (Must pick a weapon)
- Performance (Must pick a specialty, cannot roll outside the specialty without taking this option more than once)
- Professional Knowledge
- Any Skill in the Electronics Skill Group
- Any Skill in the Cracking Skill Group (Restricted)
- Ettiquette (Must pick a specialty, cannot roll outisde the specialty without taking this option more than once)
Innate Autosoft: This allows the Knowbot to gain an Autosoft. In order to gain the Autosoft, the Knowbot must contain a Pilot program for that chassis. For autosofts like Maneouvering, the Knowbot must have a specific version of the Autosoft for each chassis, if the Knowbot is a pilot for multiple chassis, it must have innate autosofts for each of them.
Additional Attribute: Knowbots can only use Skill Packages which are linked to their Attributes. By default, all have Logic and Intuition, and anything with a Pilot Suite has reaction. Adding Charisma is common for receptionist drones, and also just to liven up the home. Adding Willpower is rare, but does make an Agent capable of making some basic Matrix defenses (though it cannot substitute its own willpower when running a PAN). Some people have been known to add Agility to drones, especially Anthrodrones, though mostly to allow them to use blades. Knowbots cannot have a Strength score, using the chassis' Body if another option can't be found.
A Knowbot's initiative is equal to its Intuition+Reaction (if it has reaction) +4d6. They are always in Hot Sim.
When upgrading a Knowbot, once you've purchased the libraries (the set of instructions and software packages required to create the custom upgrade), you must then install them. To do so you must make an Extended software test, with a Threshold listed on the chart, and it takes time equal to the time listed on the chart for each test. For items labelled in days, the character is assumed to be working on nothing else for 8 hours, but still eating and sleeping normally.
- Specialized 'Connection Chips' exist
- Same mechanics as Loyalty Chips, but obtained through narrative/runs that improve the contacts standing instead of their relationship with you.
- When spending Connection Chips, may increase Loyalty in addition to Connection
- Referral cost: Cost to your contact to find an avaliable instructor (using contact service/favour rules on SR5 p 389)
- Fixed cost: Cost for the instructor to show up and reduce the training time by 25% on your schedule, equal to instructor knowledge pool x ¥100 in the knowledge of the skill being trained (which needs to be at least as high as the new rating of what is being trained)
- Variable cost: Following up by the instructor checking up on your progress as you go though the material across the training period, equal to [Instruction Die Pool / 4 round up] * ¥150 per day of training.
Buncha Rules Stuff
|5th Edition Lists|
|Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures|