|
HOUSE RULES
If you want to
add or change something, let me know. If I like your reasoning, I'll
probably do it.
Character Creation
- High strength gives recoil compensation. 5 strength gives 1, 8 gives 2, 11 gives 3, 14 gives 4.
-
Trolls run/walk/swim as quickly as humans.
-
Trolls do physical unarmed damage naturally.
-
PCs start with 2x natural charisma in free contact points.
-
PCs must have at least one fixer.
- PCs must start with either
the medium or low lifestyle.
- PCs must start with at
least one SIN (real, fake, or both)
- Technomancers are not
available to PCs.
- PCs that start with the
software skill automatically have no piracy protection on programs
they start with that are equal to their skill +1 or lower.
Skills
- Grenade launcher add-ons to
assault rifles use the heavy weapons skill.
- The leadership skill does
not exist.
- The influence skill group
gains the intimidation skill.
Cyberware
- Cyberlimbs have no body
rating.
- Cyberlimbs do physical
damage. Full arms do Str/2 + 1 damage.
- Cyberlimbs cannot have
armor, with the exception of cybertorsos and skulls, which apply their
armor’s full rating to damage resistance tests. Armor is capped at 6.
- A cybertorso is not
required for higher cyberlimb attributes.
- Cyberlimb strength is capped at 9 and agility
at 6
- Troll cyberlimbs have 50%
(round up) greater capacity and cost 10% more (most of the cost
involved is the surgery, not the hardware).
***See me before getting any
ideas about twinking cyberlimbs as there are further complications.***
- Reaction enhancers stack with reaction bonuses
from IP enhancers (wired, etc).
- The adrenaline pump bonuses
stack with all other bonuses except drugs and are not limited to the
1.5x augmented maximum.
Grenades and Area
Effects
- Grenades are aimed at a hex
on a grid. Scatter represents a general inaccuracy in the throw or
launch; the word “scatter” is a misnomer as the grenade does not
bounce or roll in the case of grenades that “detonate on impact.”
- Thrown grenades can be set
to detonate on impact just as launched grenades if programmed so ahead
of time.
- Switching the programming
on a grenade is done manually and is a complex action. Programming can
be done wirelessly with a commlink as a simple action if the PC is
willing to risk their grenades being hacked and detonated prematurely.
- Grenades can only be dodged
by taking a full defense action. The character tumbles a number of
meters equal to the total hits scored on a reaction + dodge (or +
gymnastics) test. The character lands prone and uses up his/her next
IP, as well as the movement for the round’s next IP.
- Indirect spells (such as
fireball) can be dodged in the same manner. Direct spells (such as
powerball) cannot be dodged.
Combat
- A round is always divided
into 4 combat turns. Movement is divided evenly; so a human can run 7m
on the first turn, 6m on the second turn, 6m on the third turn, and 6m
on the forth turn, or walk 3m, 3m, 2m, 2m, or any combination of the
two movement speeds. If a character doesn’t have an IP for the combat
turn, s/he can still run or walk. Movement cannot be saved up – if you
don’t move in a turn you don’t move faster the next turn. IPs can be
saved for later turns within the same round.
- Using the run/swim skill is
a non-action that is an optional part of movement. Hits are added to
the total movement speed and apply until the character stops
running/swimming.
- Characters are not limited
to 1 free action per round.
- Bows have a max rating of 6
and range is halved.
- Dodging in water has the
number of hits limited to the swim skill, and double for full defense.
Characters without the swim skill are allowed a maximum of 1 and 2
hits, respectively. Spending edge increases all caps by 2 and 4
respectively, while still adding dice as normal to the dodge test.
- Dodging with a vehicle has
the number of hits limited to the pilot skill +/- the vehicle’s
handling, and double for full defense. Characters without the pilot
skill are allowed a maximum of 1 and 2 hits, respectively; BEFORE
handling is factored (IE an unskilled driver can be completely
ineffective at dodging with an 18 wheeler). Spending edge increases
all caps by 2 and 4 respectively, while still adding dice as normal to
the dodge test.
- Target size is a modifier
for offensive combat rolls and visual perception. (Credit to Apathy
from Dumpshock)
+3 dice - huge target
(blimp, broad side of a barn, etc.)
+2 dice - vehicle size (tank, semi, car, behemoth)
+1 dice - giant meta size (troll, bandersnatch, horse, piasma/bear)
-1 dice - small meta size (dwarf, small child, satyr, large dog,
doberman drone)
-2 dice - football sized target (bat/bird, housecat, corpselight,
small hoverdrone)
-3 dice - insect sized target (mini-grenade, ghede fly)
- Smoke grenade penalties are
not mitigated by low light vision or ultrasound.
- Physical bullet wounds
larger than 2 boxes (before platelet factories) must first be treated
with magic or medical attention to remove the bullet before they can
be healed with rest.
- Drone ranged weapons can
use smartlinks and airburst links.
- The ArmTechMGL-12 is SS and
costs 1000Y.
- The Mitsubishi Yakusoku MRL
is SS, 16F, and costs 8000Y.
- Guns are not very effective
with water. When submerged, the first bullet fires, and every bullet
afterwards has a 50% chance of jamming the gun. Explosive rounds fired
underwater ruin the gun on the first shot and the shooter must resist
4P with half impact, and the target is unharmed. APDS rounds ruin the
gun on the first shot but do not harm the shooter or the target. Gel
rounds have a range of 2m short, 4m medium, 6m long, and 8m extreme
and do half damage round up. Regular rounds have half of the gun’s
range. Stick’n’shock fires as regular rounds, but the shooter must
resist 6e, and the target takes half the gun’s damage if hit. (credit
to many dumpshock posters)
Magic
- Spirits cannot be summoned
with overcastting.
- Watcher spirits have a +4
bonus to perception (for a total of 6 dice naturally).
- Illusions are NOT
automatically beaten by whomever the caster chooses (however a
combination of AR and the right sensors can roughly point out
teammates on a map overlay). Counterspelling can be used to attempt
beating a caster’s own illusions once per casting, per person.
Drugs and Addiction
- Bonuses from drugs stack
with all other forms of bonuses except other drugs and the adrenaline
pump. These bonuses can surpass the 1.5x augmented maximum.
- Drug prices per 10 doses,
type, and availability are as follows:
Bliss: 10Y/narcotic/4R
Cram: 70Y/stimulant/4F
Deepweed:
150Y/hallucinogenic/4R
Jazz: 150Y/stimulant/6R
Kamikaze: 500Y/narcotic/8F
Long Haul: 50Y/stimulant/0
Nitro: 500Y/narcotic/8F
Novacoke: 300Y/stimulant/4F
Psyche: 750Y/stimulant/8R
Zen: 10Y/hallucinogenic/4R
- A “hit” takes 1 dose for
anyone with no or mild addiction. It takes 5 doses for moderate
addiction, and 10 doses for severe or burnout. Taking a hit, no matter
the dose size is a complex action (though preparation can increase
this time, such as filling a syringe).
- PCs with mild addiction
must take a hit every 7 days. Moderate addiction every day, and severe
and burnout twice a day. Failure to meet this deadline or pass a
craving test results in a persistent penalty to all tasks equal to the
drug’s addiction threshold on page 248 until a hit is taken. Craving
tests use body + willpower against a threshold equal to the type of
drug; mild addicts make this test with a -1 modifier, moderate at -2,
and severe and burnout at -3. You may not buy successes. Passing a
craving test allows the PC to wait another interval before taking a
hit or passing another craving test.
- PCs must roll their body +
willpower (0 penalty) every time they take a hit. You may not buy
successes. Failure to score 1 hit increases the addiction of the PC.
- Drugs of the same level or
higher on the addiction threshold table may be substituted to satisfy
addiction.
- Addiction is
semi-permanent. In order to become a recovering addict, the PC must
pass a consecutive number of craving tests equal to the drug’s
addiction threshold x5. Recovering addicts must make a craving test (0
penalty) every month or whenever in the presence of their addiction.
Failure to pass this test results in placing a persistent penalty to
all tests equal to the drug’s addiction threshold until a hit is taken
or the PC passes the next month’s craving test. Once a hit is taken,
the PC returns to the addiction level s/he was formally at.
- Because addiction is
semi-permanent, karma is not required to remove addiction like other
flaws.
- Active enrollment in a
rehab program gives the PC a +4 modifier to all craving tests. Rehab
programs cost 2500Y per month and are considered the low lifestyle.
- Active enrollment in a once
a day support group gives the PC a +2 modifier to all craving tests.
Rehab and support group bonuses do not stack.
- Focus, VR, and BTL
addiction works the same way as drug addiction, but addiction tests
are made every willpower + 1D6 hours of consecutive use (the GM rolls
the 1D6 in secret). To satisfy a craving, mild addicts must spend 1
hour, moderate addicts must spend 4 hours, and severe/burnout addicts
must spend 8 hours, which must be spent consecutively. Short
bathroom/food breaks are allowed, but should often be neglected by
addicts.
- Foci and VR have addiction
thresholds of 2.
- Focus addiction tests must
be made for each focus.
Matrix
- Only 1 IP can be spent on
AR hacking per round.
- Reference
SGM
|
|