So I've been thinking about Initiation in Shadowrun Anarchy and come up with the following (apologies if it is a bit rough, this is a first draft). Anyone care to comment?
InitiationInitiation is a path to higher understanding of the mysteries of magic and the metaplanes. Each Amp level is referred to as a Grade so, for example, a mage with Initiate Amp Level 3 is referred to as a Grade 3 Initiate. The upper limit for initiates is grade 7.
A character can only advance one initiate grade between contract briefs unless the GM and players decide otherwise.
Initiation (Amp Level 1): This is the “gateway” amp for initiation and must be taken before any higher levels. The character gains access to the Metaplanes when astrally projecting and can mask their magical appearance making themselves look weaker, more powerful or mundane (Masking).
Initiation (Amp Levels 2+): Each time a character increases his initiation he gains one of the following metamagics:
- Centering (Amp Level +1): the character may ignore 1 penalty die when spell casting.
- Quickening (Amp Level +1): may quicken one spell per contract brief for the cost of 1 Plot Point, the spell counts as sustained but does not count against the character’s limit.
- Spell Shaping (Amp Level + 1): may exclude up to Willpower beings from the effect of an area effect spell e.g. a mage could drop a Fireball at his own feet and exclude himself and his runner companions from the effect.
- Shielding (Amp Level +1 per level): each level of Shielding may be applied to up to Willpower beings who each gain +1 die to resist spells per level of shielding.
E.g. Rodice the ex-wage mage has a bunch of Karma to spend and wants to increase her magical skills and flexibility so decided to initiate. She initiates gaining access to the Metaplanes and Masking costing her 1 Karma. After her next run Rodice increases her initiate grade to 2 and gains Shielding (1) costing her 2 Karma. After a lot more contracts Rodice buys her final (7th) initiate grade giving her the following:
Grade Total Karma Ability
Cost1 1 Metaplane access, Masking
2 3 Shielding (1)
3 6 Quickening
4 10 Shielding (2)
5 16 Centering
6 21 Spell Shaping
7 28 Shielding (3)