The cost for initiation has been reconfigured in the SR4.3H mechanics to fully reflect and incorporate the attribute adjustments. This was done after comparing the karma costs for advancement as found in SR3 in direct correspondence with SR4 mechanics. Using the following mechanics; with the initiation improvement, the magic attribute point is also obtained during the process.
Karma Cost Formulation
|Base (Unadjusted) Cost||15 + (Grade x3)|
|with Group||15 + (Grade x2)|
|with Ordeal||10 + (Grade x3)|
|with Group and Ordeal||10 + (Grade x2)|
The time for Initiation has been decided in the SR4.3H mechanics to be an Extended test of Charisma + Willpower (Unadjusted Karma Cost) (1 Day). So if Banshee (C8/W6) were to advance from Grade 4 to 5 with these mechanics, and she is part of a standing initiatory group but doesn't have the time for an ordeal she would be spending 25 points of Karma with an extended test using 14 dice (30).
After the release of the 20th Anniversary Edition, and the changes to Karma Cost for Attribute Increase, the preceding rule(s) for Initiation have been put forth.
Karma Cost Formulation
|Base (Unadjusted) Cost||10 + (Grade x3) + (Attrib x 5)|
|with Group||10 + (Grade x2) + (Attrib x 5)|
|with Ordeal||10 + (Grade x3) + (Attrib x 4)|
|with Group and Ordeal||10 + (Grade x2) + (Attrib x 4)|
Advancement times for Initiation are now measured as an extended test with Intuition + Magic and a threshold equal to the Karma Cost (total, after adjustments for Group/Ordeal) with an interval of Hours. So if Taos the Mage were to go from Grade 3-4 and a Magic Attribute of 6-7, he would have a Karma Cost (Base) of 10 + 12 + 35 (67 Total). *IF* a magician (or adept) is wishing to increase his/her Grade, but NOT their Magic Attribute, then they do not spend karma or adjust the time threshold (0 x *anything* is 0). Other games, including the SR4 base stuff would likely have an interval of Days instead of Hours.
This area is an entire rules expansion and clarification of the Quests that may undertaken and some of the mechanics to utilize accordingly. Some of these were drawn upon inspiration from earlier editions of games while others are entirely new considerations.
Centering - It is possible for the initiate to utilize their centering abilities to directly augment their magical tests. To do so, the initiate must make a centering test with successful Hits adding dice directly to the immediately following magical action test. Centering tests of this nature may be used with regards to any form of active magical action including Astral Combat and Assensing. In order for an initiate to perform this kind of centering test, they must spend 5 points of karma and learn to do so (Forces (5) 1 Day).
Flexible Signature - It is possible for the initiate to adjust an astral signature of another object using this metatalent. With regards to non-living objects, make an opposed (Forces + Grade) vs. (Object Resistance) test. With regards to living beings, make an opposed (Forces + Grade) vs. (Charisma + Willpower) test. Every Hit generated by the initiate allows them to adjust some value of the apparent astral signature. This includes such qualities as living vs. non-living, initiate vs. uninitiated (grade no greater than initiate performing the action), race, sex, magical vs. mundane and health condition. Magicians with Masking or Flexible Signature metatalents may attempt to penetrate this ruse, with a threshold equal to the Hits generated by the altering initiate. The duration of the change may be sustained by the initiate (with appropriate action pool adjustments) or for a number of minutes equal to their own GoI.
The following serves as a listing of all known and/or expanded metatalents found in the SR4.3H universe. It is by no means the ultimate listing of all abilities that may be out there. The listing also does not include Shapeshifter talents.
|Anchoring||Parapsionic Crafting||Improved Scanning|
|Array||Passive Assensing||Passive Shields|
Metatalents in Yellow are purely Psionic in nature. Those in Italics are learnable by a Psion or a Magician.
Almost an absolute disagreement with regards to the foci bonding costs per category. Furthermore, the time to Bond any foci is treated as an Extended Test. The test is Magic + Artificing (Enchanting Skill Group) with a threshold (Karma Bond Cost) and an interval of 1 Turn. If a magician does not possess the Artificing Skill Group, they may substitute an appropriate skill as related to the Foci or just their magic attribute. The cost for Bonding is adjusted for the SR4.3H games as found below:
|Foci Type||Bonding/Karma Cost|
|Spellcasting (Category Type)||3 x Force|
|Spellcasting (General)||4 x Force|
|Counterspelling (General)||3 x Force|
|Counterspelling (Category)||2 x Force|
|Karma (Special)||8 x Force|
|Sustaining (General)||3 x Force|
|Sustaining (Category)||2 x Force|
|Summoning (General)||5 x Force|
|Summoning (Type)||4 x Force|
|Banishing (General)||4 x Force|
|Banshing (Type)||3 x Force|
|Binding (General)||4 x Force|
|Binding (Type)||3 x Force|
|Weapon Foci||No Change|
|Power Foci||No Change|
Direct Combat Spells when cast against vehicles use a threshold (object resistance rating) equal to 4 + one-half the armor value (rounded up) of the vehicle. So a vehicle of Body 8 and Armor 6 would require 8 or more hits to effect the vehicle, which would roll 8 dice to resist the damage with.
Here's where we discuss additional information such as Background Count and Wild Magic.