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Author Topic: Shadowrun Campaign: In-use House Rules Thread  (Read 2124 times)

Darrian Wolffe

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Shadowrun Campaign: In-use House Rules Thread
« on: December 02, 2010, 08:40:03 PM »

For posting of House Rules ONLY.  Discussion or questions go in the Discussion Thread - this is a reference thread only.
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Darrian Wolffe

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Re: Shadowrun Campaign: In-use House Rules Thread
« Reply #1 on: December 27, 2010, 05:48:01 PM »

CHARACTER CREATION

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Darrian Wolffe

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Re: Shadowrun Campaign: In-use House Rules Thread
« Reply #2 on: December 27, 2010, 05:48:21 PM »

SOURCEBOOKS, SKILLS AND EQUIPMENT

Augmentation: The only things from this book in play are Bioware and Cyberware.  All cosmetic bioware is in play at Game On, and additional bioware will come online as the story progresses.  All cosmetic Cyberware is in play at Game on, and additional Cyberware will come online as the story progresses.  If a particular type of cyber has not yet been introduced, and you want it after play has started, ask the GM.

Arsenal: Most of this book will be introduced through gameplay.  All equipment from pgs 51-67 is in play at Game On, with the following exceptions: all armor (anything with a Ballistic or Impact Rating) except for Chain Mail, Military Armor, and Armor Suits, Leech Constructs and all related products, Biofabrics, Emotitoys, EMP Grenades, HERF Guns, Briefcase Rockets, AMP, Esprit Grenades, GloWands, Lucifer Lamps, Magesight Fiber Optic Systems, PocketMage Library, Wyrd Mantis Essence

Unwired: Aside from occasional equipment introductions, or fluff regarding "how stuff works", this book will not be in play.

Street Magic:



EQUIPMENT RULES
1) Smartlink Goggles/Glasses give a +1 Dice Pool modifier, instead of a +2.

2) Stick N Shock ammo may not stage the damage upward as a result of net hits, but are instead fixed at the basic damage code (the internal capacitors only have so much charge in them).  The are still resisted by Body+Impact Armor/2.  If the damage is staged to zero, there is no "drop-n-twitch" effect, but if even a single point DOES get through, then the normal Stick-n-Shock tests and penalties apply.

3) All Hackable Devices, including cyberware, drones, and commlinks, have a Rating 2 Firewall (Yay Windows Defender!) as standard-issue, unless the specific equipment text says otherwise.  Alphaware has Rating 3.  Betaware has Rating 4 and Deltaware has Rating 5.

4) All Hackable Devices, including cyberware, drones, and commlinks, are by default equipped to automatically cut the connection (cut to signal 0 and enter Hidden Mode during the next available IP - reverting to autosofts if necessary in the case of Drones if there is an Access ID conflict) if they detect unauthorized access, at a minimum.  Higher grades of cyberware can and do come equipped with IC.  Note that this does NOT mean that cyberware or commlinks ceases to function for their users - they're still connected to the PAN.  They just lock down temporarily and force the attacker to start over again.

5) Stacking Armor, is changed.  You can wear or stack physical, external Armor up to your Strength+4 rating or your Body Rating+4, whichever is higher.  However, every point of Ballistic armor above this rating imposes a -1 penalty on Agility and Reaction, and you additionally lose one Initiative Pass for every four points (or portion thereof) of Ballistic armor above the used Attribute.  If either Agility or Reaction is reduced to 0, the character may not take actions.  All body armor is cumulative if listed as such in its description, however, all externally-worn armor that says it does not count for stacking purposes instead stacks at 1/2 its Ballistic Armor Rating (so Form-fitting Body Armor with rating 6 Ballistic protection counts as Ballistic 3 for purposes of stacking).
« Last Edit: January 31, 2011, 11:56:05 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Shadowrun Campaign: In-use House Rules Thread
« Reply #3 on: December 27, 2010, 05:48:40 PM »

DECKING AND RIGGING

1) Limiting Hacking Hits.  The total, not net, hits generated when making hacking rolls is limited by your Logic + Intuition, much like hits on spell-casting rolls are limited by the force of the spell.

« Last Edit: December 27, 2010, 07:54:00 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Shadowrun Campaign: In-use House Rules Thread
« Reply #4 on: December 27, 2010, 05:58:41 PM »

MAGIC AND THE AWAKENED

1) The Force Value for spells is NOT cut in half when figuring Drain.  Example: The Drain Value of the Knockout Spell was previously figured as, "(F/2)-3".  It is now figured as "F-3".

2) New Metamagic Ability, Spellmastery.  Upon reaching a new level of initiation, a character may choose to master a number of spells, significantly reducing their Drain.  The metamagic ability may be selected multiple times.  Each time this ability is selected, the mage may choose a number of spells he or she knows equal to (Magic/2)-1, with a minimum of 1.  When casting those spells, their Force Value is cut in half when figuring Drain Values.  Example: The Drain Value on the Knockout Spell is "F-3".  A Mage who has Spellmastery (Knockout) would figure the spell's Drain Value at "(F/2)-3".

3) All magical skills are defaultable for magically active characters.  Otherwise PCs without Aura Reading can't assense even the simplest of things, and astrally projecting characters who didn't buy Astral Combat are utterly helpless against astral attacks.
« Last Edit: December 27, 2010, 06:44:28 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Shadowrun Campaign: In-use House Rules Thread
« Reply #5 on: December 27, 2010, 06:19:59 PM »

GENERAL RULES

1) Cool over Rules.

2) Knockdown.  When a character takes damage greater than his Body attribute, he must make a Knockdown test to avoid falling.  This test is a Body+Will (threshold: damage dealt) roll.

3) Spending and Burning Edge can have significantly more effects than those listed in the SR core book.  Examples include buying a "virtual" rank of a skill for one roll only, or having the Lone Star cop who just arrested you to recognize you from high school and let you off with a warning.  However, Edge costs may vary depending on what is asked for and the quality of snacks provided.

4) Called Shots to target vital areas to increase damage are changed.  The negative dice pool modifier is double the DV bonus (so +4DV causes -8 to the dice pool). Max DV bonus remains +4.

5) The dice cap is currently at 16 dice.  No more than 16 dice may be rolled on any one check, for any reason.  The cap is applied before situational modifiers.
« Last Edit: January 31, 2011, 11:50:35 PM by Darrian Wolffe »
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