Initiation Groups

Chicago

The Ash Union

Purpose: The Ash Union is a loose group of magically active individuals, mostly shadowrunners, operating in the Chicago area. They have banded together to help each other grow magically and help combat the numerous magical threats to the city.
Members: 30+
Strictures: Dues, Exclusive Membership, Exclusive Ritual
Dues: 500¥/month
Patron: Lothan the Wise
Description and Customs: The Ash Union is a loose group of largely unaffiliated spellcasters, adepts, and talismongers in Chicago. The Union was originally formed by a magician named Ash who had a talismonger shop in northern Chicago, outside of the Containment Zone erected by Ares. He decided to try helping those displaced by the CZ as well s to
investigate what was going on, and he turned to the remaining shadowrunners in the city for help. Since then the group has become the de factor “runner initiatory group” within the city.
After Ash’s death last year due to age, Lothan assumed leadership and has maintained the group. He’s turned the groups purpose toward investigating whether or not the bugs are truly gone from Chicago, dealing with the many other magical threats that still exist in the area, and finding a way to try and cleanse the local astral plane.
Nine Paths To Enlightenment: You must spend 4 full calendar weeks where your character may do nothing else, including having contacts work on his behalf as all of his focus must be on the Ordeal. You may spend a point of Edge on this roll, but that point is spent for the entire game session.
Deed: Any shadowrun involving Lothan the Wise as a Mr. Johnson may count as a Deed for purposes of Initiation. However, you earn no money for the run (This is given to either Lothan or The Ash Union for their part in the Initiation).
Familiar: Complete this ritual as normal.
Hermit: You must spend 4 full calendar weeks living by yourself in the wasteland of the Containment Zone, scrounging for food and shelter. At the end of the first week you must succeed at an Intuition + Survival (2) [Mental] test. At the end of the second week you must succeed at a Logic + Survival (3) [Mental] test. The third week you must succeed at a Charisma + Survival (4) [Social] test. The fourth week you must succeed at a Body + Survival (5) [Physical] test. These represent the various challenges you will face alone and with no supplies or gear. Edge may be spent on each roll, but that edge is then spent for the entire game session. Failing any of these tests aborts the Ordeal after that week (So failing the third test would only cost three calendar weeks), costs you no karma, and you may try again after your next shadowrun.
Sacrifice: This ritual may be taken as normal.

Initiation Groups

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