- Advancement (base rules are here)
- The time to improve skills and attributes can be sped up by using more Karma.
- Cost to cut training time in half (/2): +25% extra Karma
- Cost to cut training time in quarter (/4): +75% extra Karma
- Cost to cut training time in eighth (/8): +150% extra Karma
- This stacks with instructor bonuses as normal.
- As in the rest of SR, time should be rounded up to the nearest day and Karma should be rounded up to the nearest point.
- Example 1
- Upgrading a skill from rating 6 to 7 normally costs 14 Karma and 7 weeks (49 days).
- At half speed, it would cost 18 Karma and take 25 days.
- At quarter speed, it would cost 25 Karma and take 13 days.
- At eighth speed, it would take 35 Karma and take 7 days.
- Example 2
- Upgrading a skill from rating 10 to 11 normally costs 22 Karma and takes 22 weeks (154 days).
- Note that the extra training time is because at ratings 9+ training time is doubled from ratings 1-8.
- At half speed, it would cost 28 Karma and take 77 days.
- At quarter speed, it would cost 39 Karma and take 39 days.
- At eighth speed, it would take 55 Karma and take 20 days.
- Why did I put in this rule?
- For plot reasons, my campaign moves "slower" in calendar than I think other tables. People were getting 4-6 Karma per mission but were unable to spend it fast enough. At one point people had 60+ Karma banked! This ruling was to allow them to actually use their Karma without forcing me to change my in-game timelines.
Saturday, August 27, 2016
[SR5] Inertia Team Table Rules
These apply only to house rules for my Shadowrun 5th Edition sessions.
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