Creation and Advancement- There is no "Magic" or "Metatype" Category for Priority.
- There is no Priority E or D. Note that you can adjust the powerlevel of your game by selecting which priorities are no longer available.
- You have 6 points to spend among the following traits.
- Essence
- Metatype (Human = 0, Elf = 1, Dwarf = 1, Ork = 2, Troll = 3)
- Spellcasting [You also gain 2 Spells known per point invested]
- Resonance [You also gain 2 Complex Forms known per point invested]
- Power Points
- Your "Magic" Attribute is equal to your Spellcasting + Power Points.
- There is no penalty for being at Essence 0.
- If you select Resonance, you may not also select Spellcasting and/or Power Points. If you select Spellcasting and/or Power Points, then you may not also select Resonance.
- You can increase Special Attributes (Essence, Spellcasting, Power Points or Resonance) at a rate of 30 Karma per point. You may only purchase a Non-Essence trait you have at 0 with ST permission.
- Initiation / Submersion does not increase your current or maximum Magic / Spellcasting / Power Points/ Resonance / Essence. You may purchase Magic, Resonance, and Essence indefinitely.
Edge- Characters begin each play session with 3 Edge.
- Characters who begin with a higher than normal Edge (such as Humans) instead have +1 Edge Point.
- Any other reference to Edge as an Attribute instead refers to Essence.
Magic- Every character with at least a single point in Spellcasting may cast spells.
- Every character capable of casting spells has a number of "Charges" equal to their Spellcasting Attribute.
- Every time a character casts a spell or summons a Spirit, it consumes 1 Charge.
- Charges spent on a Sustained Spell or a Summoned Spirit (including a Bound Spirit) may not be recovered until that spell ends or the spirit is no longer under the Mage's control.
- Sustained Spells do not impose a cumulative -2 Penalty.
- Spells and Summoning have no Drain.
- As a Complex Action, a Mage may "Refocus." They take 6P damage that may be soaked with Magic + (Attribute dependent on the Mage's Tradition, i.e. Logic for Hermetic or Charisma for Shamanistic), but regain all of their Charges.
- Spells are automatically cast at a Force so that their Drain would normally equal 3 + Grade.
- Use (3 + Grade) in place of Magic for skill rolls that normally use Magic.
- A Mage with Alchemy may prepare up to (Alchemy)/2, rounded up Spells in advance, using the normal rules for Alchemy. These spells do not consume Charges, may not be Overcast (see below), and are not subject to Counterspelling.
- Reckless Casting is removed.
- Summoned and/or Bound Spirits do not have their own Initiative Score. Instead, once per Combat
Turn, on the Spellcaster's Initiative, they may have a Spirit take an action as though it was turn during an Initiative Pass. This is in addition to the Mage's normal action. The Spirit's action may take place before or after the Spellcaster.
- Summoned Spirits may not have access to Spells that the Mage does not have, and may not use Sustained or Permanent Duration Spells.
- Summoned Spirits may have a Force up to 3 + Grade.
- A Mage may "Overcast" when casting a spells or summoning a spirits. By taking 2P damage or consuming +2 Charges when casing a spell or summoning/binding a Spirit, they may increase the maximum Force of that action by 2 or their Grade, whichever is higher. A Mage do this multiple times, increasing the Force of their Spells and Spirits as high as they want so long as they are willing to accept the cost. Mages may not Overcast Permanent or Sustained Spells.
- A Mage who Refocuses or Overcasts may not be healed by any means until they are allowed to rest for the equivalent of a full night. Any effect that would heal them still stabilizes them as though they were healed.
Resonance- Technomancers have a number of "Charges" equal to their Resonance Attribute.
- Every time a character threads a Complex Form, it consumes 1 Charge.
- Charges spent on a Sustained Complex Form or a Compiled Sprite (including Registered Sprites) may not be recovered until that complex form ends or the sprite is no longer under the Technomancer's control.
- Sustained Complex Forms do not impose a cumulative -2 Penalty.
- Complex Forms have no Drain.
- As a Complex Action, a Technomancer may "Refocus." They take 6P damage that may be soaked only with Resonance + Willpower, but regain all of their Charges.
- Complex Forms are automatically cast at a Level so that their Drain would normally equal 5 + Grade.
- Use (3 + Grade) in place of Resonance for skill rolls that normally use Resonance.
- Compiled and/or Registered Sprites do not have their own Initiative Score. Instead, once per Combat
Turn per controlled entity, on the controlling Technomancer's Initiative, they may have a Sprite take an action as though it was turn during an Initiative Pass. This is in addition to the Technomancer's normal action.
- Sprites may not have access to Complex Forms that the Technomancer does not have, and may not use Sustained or Permanent Duration Complex Forms.
- Compiled Sprites may have a Level up to 3 + Grade.
- A Technomancer may "Overcast" Complex Forms and Sprites. By taking 2P damage or consuming +2 Charges when Threading a Complex Form or Compiling a Sprite, they may increase the Level of that action by 2 or their Grade, whichever is higher. A Technomancer may do this multiple times, increasing the Level of their Complex Forms and Sprites as high as they want so long as they are willing to accept the cost. Technomancers may not Overcast Permanent or Sustained Complex Forms.
- A Technomancer who Refocuses or Overcasts may not be healed by any means until they are allowed to rest for the equivalent of a full night. Any effect that would heal them still stabilizes them as though they were healed.