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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. |