NEWS
    1/17/07 - Jimmy's PC added
    1/9/07 - Fixer's Repository born
   
  CAMPAIGN
   
  RUNNERS
    Character Sheets
    20 Questions
    Father Baxter (Jimmy)
   
  HOUSE RULES
   
  SURVIVAL GUIDES
   
  LINKS
    FanPro (official site)
   
  CONTACT GM
    svenard@yahoo.com
   
   

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