Orion Corridor — 2277 · GURPS 4e · Khesret system
House Rules
Crossover procedures for magic, The Lattice (netrunning), meatspace, and the Astral track. Everyone at the table reads the same docs — no secret player-facing hacks.
The Net on this site is public news and records. The Lattice is cyberspace — hosts, ICE, dives. Keep the names straight.
Magic & Astral
Khesret Magic System
GURPS + Shadowrun hybrid — mana zones, high preserves, Verdigris garden pool, Strain, Astral Court, three-track astral.
Read →Enchantment Gadgeteer
House advantage [25]/[50] — Quick and Dirty Enchantment with compressed time only; Strain, registration, Fast-Bound.
Read →Life-Cells (Mana Batteries)
GURPS Powerstone economy — Sim vs real, tier caps, seed crystal copy costs, recharge by zone, registration law.
Read →Magical Null
Four levels (I–IV) — Ivan is Grounding Null (II); shut-off vs burn-out (3d); Null bleed; touch, bubbles, astral, garden.
Read →Shaman — Elemental Control
Bonded element FP costs — move, purify, create water; range, speed, zones; astral sight; Talyra checklist.
Read →