Additional Rules

Magic

Initiation (pg 189)

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.

Initiation

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).

Initiate Powers (Metatalents) (pg 189-190)

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.

Initiate Powers (New Metatalents)

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.

Absorption Metamancy Tower
Anchoring Parapsionic Crafting Improved Scanning
Array Passive Assensing Passive Shields
Awakening Possessing Passive Scanning
Catalyst Psychometry Triggering
Centering Quickening  
Channeling Reflecting  
Cleansing Projecting  
Communing Sacrificing  
Dismantle Scanning ("Echo")  
Divining Sending  
Dominance Sensing  
Filtering Shielding  
Geomancy Spellwar Earth Fire
Grounding Storm  
Invoking Summoning  
Ladder Sympathetic Ritual  
Linking Tattoo  
Mark Theurgy Threading
Masking Whirlwind  
Metacrafting Windscapes  

Metatalents in Yellow are purely Psionic in nature.  Those in Italics are learnable by a Psion or a Magician.

Foci (pg 190-192)

(Edited 01/17/07)

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

Combat Spells (pg 195 - 197)

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.

    Additional Magical Topics

Here's where we discuss additional information such as Background Count and Wild Magic.