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Dec 20th, 2017
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  1. Shadowrun Houserules:
  2. Half-Price Skills at chargen (2 for active, 1 for knowledge/language, 5 for groups, 1 for specialties)
  3. No extra cost to cap characteristics
  4. Complex Forms Are Spells (Buy for 3 BP/5 Karma, base Rating is equal to Resonance)
  5. Fading Modification (take Physical fading when adjusting rating to over 1.5*Resonance instead of over resonance)
  6. Free Contact Points (Equal to 5*Charisma)
  7. No Technomancer/Hacker Split For Skills (A Technomancer can use a 'link just as well as his brain, it's all intuitive for them)
  8. Starting Bound Spirits/Registered Sprites cost 1 BP per 2 tasks, max 6 tasks per spirit/sprite
  9. Non-Retarded Free Spirits, Cyborgs, and Drakes (ask me for the rules if you want)
  10. Shape Changers Are Not Dual Natured
  11. Unarmed Adept Powers (aside from killing blow/critical strike) can work with melee weapons
  12. players may produce an item or a set of similarly-typed items that'd fit in his pocket at any time for spending 1 Edge. Limited it with reasonably sized items no more expensive than 500Y 12F.
  13. Improved Combat Skill adept power is .25 points per rank.
  14. Improved Attribute adept powers are .5 points per rank.
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