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Author Topic: House Rules for Mike's game  (Read 2536 times)

agustaaquila

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House Rules for Mike's game
« on: February 04, 2012, 03:05:17 PM »

Important house rules

1)  Books--anything goes, except War! and Unwired.  New books become available 1 month after their release, and even then its a good idea to ask me about something specific.

2)  Dice pool-- nothing right now should be above 18.  This will grow as the game does

3)  Extended tests will use the optional rule that each successive test gets a -1 dice pool.  This does not apply to writing your own software.

4) 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.

5)  discuss anything else you want with me,  I will match the power of the game to the PCs.
« Last Edit: February 04, 2012, 03:13:53 PM by agustaaquila »
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agustaaquila

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Re: House Rules for Mike's game
« Reply #1 on: February 04, 2012, 03:11:20 PM »

A quick primer on Denver

Denver, The Treaty City, Ghostwalker's fief.  All three accurately describe Denver, commonly called the Front Range Free Zone (FRFZ).  Each of these titles have important consequences that have gameplay effects, as listed below:

Denver border Crossing  (copied from SR Missions season 2)

To quickly simulate a border crossing, have all characters make a quick test of Fake SIN Rating + Charisma + Etiquette. Threshold on the test is TR/2 (round-up). On a failure, the PC will need to pay a 300Â¥ bribe to get across safely. If the PC glitches, the passage ends up taking longer than intended, and the character needs to spend 300Â¥ on a bribe. On a critical glitch, the PC loses one piece of forbidden or restricted gear, and must spend 500Â¥ on a bribe. If the whole party is attempting to cross as a group, use a Teamwork test for the border crossing. In the event of a glitch or critical glitch, all players will suffer the previously mentioned consequences.

GhostWalker's Curfew
Ghostwalker has decreed that a curfew is in effect from 2300 to 600.  Licenses to be out after curfew can be arranged through your local consulate office, and are given for any reason.  There are two types of licenses: temporary and permanent.  Temp license last for a duration of less than 6 months, and are not renewable.  Permanent are just that.  Temp licenses have no cost, Permanent licenses cost 25% of the usual cost due to the ease they can be created. 
« Last Edit: February 04, 2012, 04:03:16 PM by agustaaquila »
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