UNlike Blood Magics, Necromancy IS open to PC's as well as NPCs, BUT with some heavy restrictions and the caveat that while it may be ALLOWED, it is NOT recommended. The Dead aren't QUITE so destructive as Insect or Toxic Totems, but interacting with them does carry enough drawbacks to balance their added power that Players should think long and hard before deciding to play one. It should be noted that those drawbacks are an ESSENTIAL part of a Necromancers nature, not merely means of grubbing points: if you aren't accurately reflecting the WHOLE nature of the Character, you AREN'T playing the character properly; and you shouldn't PLAY a character type if you aren't willing to REALLY play it. End of sermon.
The first restriction is, perhaps, the largest -- it's a HEAVY point hit. Starting Characters MUST use the Shadowrun Companion's point system (or take 15 pts worth of Flaws, or 15 Skill points worth of allergies, which you can't do unless the GM bends the rules a bit) and spend a total of 35 Build Points (this amount includes either full mage or adepthood of some sort... Necromancers MUST be FULLY Awakened to BECOME Necromancers... thus PhysAd's cannot be Necromancers. Physical Mage's CAN, but MUST purchase Astral Sight as an Adept Power before gaining ANY Necromantic skills or spell-casting ability). Another option might be for the GM to allow a human character to begin play with BOTH A AND C picks going toward Magic. NOTE PLEASE: This portion of the system is as-yet un-play-tested, so take care, and take notes to send along to me, so I can fine tune this. :-) Characters who wish to learn Necromantic magics after creation must spend a full 45 karma JUST for the ability to develop ANY Necromantic Skills.
All spell casting, research, and conjuring are conducted by any necromancer exactly as normal for their non-necromantic tradition, with the exception that ONLY Equivalent-Tradition NECROMANCERS count as being of the "same" tradition for any situation where being of the same/different Traditions is relevant. This means that Hermetic Necromancers use Hermetic Circles, and mega-nuyen and casting time for summoning spirits of the Dead, while Shamans can generally manage with a loud call backed by ectoplasm and the necromantic spell requirements. Such is life...
The second balancing factor is that while any TRADITION can develop Necromantic Magics, there are, indeed, some restrictions and game-effects that vary by Tradition --
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