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- Shadowrun Houserules:
- Half-Price Skills at chargen (2 for active, 1 for knowledge/language, 5 for groups, 1 for specialties)
- No extra cost to cap characteristics
- Complex Forms Are Spells (Buy for 3 BP/5 Karma, base Rating is equal to Resonance)
- Fading Modification (take Physical fading when adjusting rating to over 1.5*Resonance instead of over resonance)
- Free Contact Points (Equal to 5*Charisma)
- No Technomancer/Hacker Split For Skills (A Technomancer can use a 'link just as well as his brain, it's all intuitive for them)
- Starting Bound Spirits/Registered Sprites cost 1 BP per 2 tasks, max 6 tasks per spirit/sprite
- Non-Retarded Free Spirits, Cyborgs, and Drakes (ask me for the rules if you want)
- Shape Changers Are Not Dual Natured
- Unarmed Adept Powers (aside from killing blow/critical strike) can work with melee weapons
- 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.
- Improved Combat Skill adept power is .25 points per rank.
- Improved Attribute adept powers are .5 points per rank.
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