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[SR6] House Rules

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MercilessMing

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« Reply #45 on: <11-30-21/1025:47> »

Spell Amps
That should have been in Street Wyrd

Subtle Casting    +1DV 
+1 Threshold to tests to notice casting.
Combine this with a reduced normal threshold to notice casting, because the CRB rule is crazy high

Reckless Casting   +1DV
+1 Wild Die to spellcasting tests.  Spells cast recklessly are always obvious.

Finstersang

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« Reply #46 on: <11-30-21/1719:37> »

Spell Amps
That should have been in Street Wyrd

Subtle Casting    +1DV 
+1 Threshold to tests to notice casting.
Combine this with a reduced normal threshold to notice casting, because the CRB rule is crazy high

Reckless Casting   +1DV
+1 Wild Die to spellcasting tests.  Spells cast recklessly are always obvious.

Coincidentally, I had already implemented the exact same houserule for the Wild Die option, just with a different name ;D. An Amp to go stealthy didnīt occur to me, though.

Absolutely loving it and yes indeed: These should have been in Street Wyrd (along with an overhaul to the existing Amps for Combat spells...)
« Last Edit: <11-30-21/1721:47> by Finstersang »

MercilessMing

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« Reply #47 on: <06-02-22/0856:59> »
Qualities

Negative
Essence Hole
At some point in the past, you had one or more pieces of ware removed.  Maybe it was defective, maybe you needed the cash, or maybe it was removed without your consent.  In any case, you're left with all the drawbacks of ware without the benefits.

  • Game Effect: Each level of Essence Hole reduces your Essence by .2, creating an Essence Hole of a corresponding amount.  This hole can be reduced or eliminated with augmentations as normal (see Essence Holes, pg. 146, Sixth World Companion).  It cannot be bought off with karma. 
  • Bonus: 1 Karma per level (max 10 levels)