Watching Complex Action and they did a show about interrupt action. Let’s put one more idea out there based on that!
Last Ditch Effort
Cost: 10 Karma
You always come through in a clutch. When you take an interrupt action and it reduces your initiative below 0 before you normal action in an initiative pass, you may still take your normal action at your pre-interrupt action initiative. You may not take any interrupt actions after your initiative has been reduced to zero. If you’ve already acted in an initiative pass and your initiative is reduced to zero by an interrupt action, you do not get an action in the next pass.
Played some Shadowrun over the weekend, and the players encountered some spirits. How about being ready to handle the 6th world in all it’s glory!
In the 6th World
Cost: 10 karma
You don’t need to be welcomed to the 6th world, you’ve lived here all you life! You’re ready for what is about to be thrown at you. When you resist a power from a creature or person, and the power isn’t a magic spell, attack in the physical roll, or hacking attempt, you gain a +2 bonus on the resistance roll.
You learn spells by spending 5 karma. Let’s play with that!
Cost: 5 karma
You’re a quick study. Either from a book or from a spirit, you learn quick, not wasting time dallying between runs. When you want to learn a new spell, you only spend 3 karma to do so.
Who else rolls paychecks to stay off the Streets? Let’s do that for Shadowrun.
Peter and Paul
Cost: 10 karma
Sometimes you have to rob Peter to pay Paul. When you’re on the streets, this might be literal, but sometimes it’s from your future self. When you switch from hot/cold Sim to AR or the otherway, or you switch from Astral to physical or from physical to Astral, you may do so as a simple action. If you do so decrease you initiative by 10.