Magical Foci and Charms in Shadowrun: Genesys | World Anvil
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Magical Foci and Charms

Magic users may have as many foci bound to them as they have ranks in their magic skill. For Mystical Adepts, this equals their Primal or Arcana skill, plus one (the additional one must be a Qi Focus).

 

You may only benefit from one implement at a time. When casting a spell, choose which focus to use.

 

Charms can be worn by anybody. You may only wear one Charm at a time.

   
Spending a, s, and t on crafting Foci
 
Result Sample Effect
a Clever Design: Add a to any check to determine the item’s true purpose.
a Insight: Gain insight into crafting. Gain b on your next Enchanting attempt within 24 hours.
aa Invigoration Charm: When the user uses the Charm, they regain 1 Strain.
aa Receptive Components: You were able to craft this item with fewer materials. Retain 25% of the material components and reagents used.
aa Conduit: Once per encounter, when using the Focus, you can cast with suffering only 1 strain.
aaa More Power: If this Focus grants additional damage using Attack spells, increase that value by 1.
aaa Clever Crafter: You find a shortcut and create two charms instead of one.
aaaa Blueprint: You thoroughly document the process and create a blueprint. You are able to reduce the difficulty when making this particular focus or charm by 1 (to a minimum of Simple(~) ).
t Any of the above.
t Crafter Guidance: If the focus has a GM determine an effect, you as the crafter can choose instead.
tt Empowered: For charms with the Once per Session qualifier, may use two times per session.
tt Residual Magic: If the focus includes decreasing the difficulty, decrease by an additional, to a minimum of Simple(~).
       
Spending h, f, and d on Crafting Foci
   
Result Sample Effect
h Suffer 1 strain.
h Odd Design: Increase the Encumbrance of the item by 1.
h Noticeable: It is more obvious this focus or charm is magical. Add b to checks to determine its’ true purpose.
hh Bad Juju: User suffers 2 unsoakable Strain when using the charm..
hh Bad equation: Underestimated the reagents required. Increase the cost requirement to 75% from 50%.
hh Draining: Casting a spell through this focus suffers 3 strain instead of 2.
hhh Hard to Control: The user must perform a Hard(ddd) Discipline check to activate the talisman. This is an Incidental action.
hhh Damper: If this Focus grants additional damage using Attack spells, decrease that value by 1.
hhhh Cursed: Using this Focus or Charm for the first time causes the user to suffer 8 unsoakable strain.
hhhh Useless Blueprint: If you used a Blueprint during this check, it is proven useless and it resets back to the base difficulty..
d Any of the above.
dd Twisted Fates: User must spend a Story Point to activate the charm or gain benefit of the Focus.
dd Failure to Activate: Item seems cursed. When the user wants to use the Talisman or Focus, the GM may spend 2 Story Points to cause it to fail to work.
 

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