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Misc House Rules |
The following rules are modifications to the Shadowrun Second Edition. They were created and playtested by Craig Sanchez, Dave Hoops, Walt Schellin, John Jacobson, Josh Karabin, and Linda Naughton. MOVING THROUGH THE SHADOWSThis rule provides an alternate way for treating movement during a combat turn. The existing rule states that a character may move a number of meters per phase equal to his Quickness multiplied by his running modifier. Under this rule, a character may move a number of meters per phase equal to the Quickness times his running modifier divided by 10. In other words, the character's movement per action is equal to his Quickness times his running multiplier, and is divided evenly all the phases between the characters current action phase and his next action.Keep in mind that running is not an exact science. GMs should feel free to round off when calculating meters per phase (to avoid dealing with numbers like 1.2 meters per phase.)
EXTENDED RUNNINGNo one can run forever. Usually this comment is heard in relation to megacorps hunting down an unfortunate shadowrunner. However, it also applies to, literally, running.A character can sprint for a number of turns equal to half his Body before he begins to lose steam. After the base time has passed, the character begins taking "fatigue" wounds. The base damage is a 4L (stun), and may be staged using the Athletics skill (or the Running concentration). Each time a character makes the skill roll (successfully or not) he is able to run for an additional number of turns equal to half his Body. Once that time has passed, he takes another light fatigue wound (which he may attempt to stage down using Athletics), but this time the power is 2 higher than the previous roll. The cycle continues in that manner, with the power level increasing by 2 every time the character runs a number of turns equal to half his Body. Eventually, the runner will take enough stun damage to convince him to stop running, or he will reach Deadly on the stun condition monitor and will collapse from exhaustion. He's not unconscious, simply unable to continue any sort of strenuous activity. Fatigue wounds are effectively the same as stun damage, but they reflect exhaustion and aching muscles more than actual damage. Fatigue should not contribute in any way to a character's unconsciousness due to other stun damage, and especially not to his death. Fatigue damage is healed just like normal stun damage. If a character is not sprinting, but is merely running or jogging, the GM should increase the base time he's able to move before he begins taking fatigue damage.
DEADLIER OVERDAMAGEIt takes a lot of doing to kill a character with one shot, especially a character with a high body. Unless the GM steps outside the rules, it is quite possible to shoot a troll square in the head with a Panther assault cannon, and still have it take him over an hour to die from the wound. Of course, the gunman can avoid that by simply shooting the troll again, but logic dictates that the first shot should have done the trick.If the GM wishes to add an extra level of lethality to his game, he can invoke a variant on the Overdamage rule stated in Fields of Fire. Instead of a weapon doing overdamage when its power is greater than twice the target's Body, the variant is to use 1.5 times their Body (round down). For an even deadlier game, use the character's Body (un-multiplied). Example: GoldenEyes has a Body of 5. Under the old overdamage rule, it would take a weapon with a power level of 10 to invoke the overdamage rule (making it impossible to kill her in one shot instantly with anything less than a heavy machine-gun or a shotgun.) With the new system, a weapon with a power of 7 or higher would have a chance of killing her in one shot.
STAGINGIt is possible to do more than a deadly wound with a weapon, using the overdamage rule in Fields of Fire. However, it is also possible for the base damage code of the weapon to be higher than Deadly. This can occur either through staging due to autofire, or due to called shots when the base damage code is already Deadly.The easiest way to treat this is to name the damage levels above Deadly as "Deadly Plus 1", "Deadly Plus 2", etc. The "Plus" numbers refer to the number of damage overflow boxes that will be marked off if the damage is not staged down at all. It takes two successes to stage the damage levels which are above deadly, just as it does normally. Note that this rule is independent of the overdamage rule. If a weapon's damage is brought up to "Deadly Plus 2" due to autofire, it doesn't matter if the power is high enough to invoke the overdamage rule. If the character doesn't resist the damage, he takes a Deadly wound plus two boxes of damage overflow, regardless of his Body and the power of the weapon. Yes, the Sixth World just got a little scarier. Example: If a weapon did a base damage of Deadly, and fires a three round burst, the power would be increased by 3 and the damage code would become "Deadly Plus 1". It would take the target 2 successes to stage the damage down to merely Deadly, then another 2 after that to stage it down to Serious.
UNMANNED EXPLOSIVESThe base damage of a grenade is 10S. This does not reflect very well the inherent lethality of grenades, because it assumes that the person throwing the grenade will roll his Throwing skill and stage the damage higher. However, the Throwing roll determines how far away the target is from the grenade. It should not affect the damage any further than that (by determining the distance from the target and therefore the power level.) Instead, the damage should be staged by the effectiveness of the explosive, and not the skill of the person throwing it. This is especially true when the grenade is left laying around somewhere, or set up as a booby-trap of some sort.Instead of using the Throwing roll to stage the damage of a grenade (or even worse, not staging the damage at all... making it impossible to kill anyone with a grenade), the GM should roll half the grenade's power level (round up) against a target number of 4. Successes on this roll are used to stage the damage. This rule can similarly be used for other explosives (C6, C12, etc.). Note that the Demolitions skill does not stage the damage code of the explosives, it simply raises the power level. Example: Fenris has left 6 kilos of C-6 laying around (careless of him, isn't it?) and it inadvertently gets set off with the unfortunate Obsidian standing a few feet from it. Because there was no inherent skill in setting the explosives, the GM decides that the power level will not be affected by Fenris' Demolitions skill. The power is determined by the formula on p.242 of the Shadowrun rules, and is a 15. The damage code is Deadly. To determine what happens to Obsidian, the GM rolls half the power of the explosives, 8 dice, against a TN of 4. He gets 5 successes. Obsidian rolls his Body against a TN of 15, and gets no successes (not surprising). The power of 15 is more than enough to invoke the overdamage rule on poor Obsidian, so he takes a Deadly wound plus 2 boxes of damage overflow. Sadly, due to his low Body, this kills him.
STEALTHSneaking around is probably one of the best options for a shadowrunner. The base target number for a perception check to notice a person when there are no strange conditions is a 2. In other words, it's a check that's nearly impossible to fail. This target number is modified by conditions on the Perception Modifiers Table on p. 185 of the Shadowrun rules. In addition, the perception check is modified by the Stealth skill.A character using Stealth should make a Stealth roll against a target number of 4. This should normally not be modified except by conditions such as wounds and movement (making it harder to sneak while running). Usually the GM should just modify the target number of the person trying to notice the sneaking character. However, for situations such as attempting to move quietly over broken glass or dry leaves, the GM should feel free to impose a target modifier to the Stealth roll. Every success generated on the Stealth check increases the target number by 1 whenever someone is rolling to notice the sneaking character. Note that the Stealth skill is by no means any sort of invisibility. Even if the character gets 10 successes on a Stealth roll, there's just no way to hide in the middle of an empty room from a guard who's looking in the room for you. Logic should always intervene even when dealing with strange target number modifiers.
CYBERWARE EFFECTSOne thing that can be interesting to bring up in a campaign is the everyday effects of cyberware. Oftentimes this gets overlooked in favor of the more dramatic shadowruns, but it can be fun to deal with on occasion. Some crazy things are possible with cyberware, especially when a character has recently gotten the augmentation. Even after the cyberware has become second-nature, there are still numerous problems can arise trying to fit into the real world.It's not difficult to accidentally pull your bedroom door off its hinges when you're getting used to your new Muscle-Augmentation 4. What do the neighbors think when they see you running around at five times normal human speed? How do they react when they notice you lifting up your car when you've dropped your keys under it? How many pairs of shoes does the average street sam go through when he's consistently running at 30 miles per hour....Air Cyber: the latest in our popular line of shoes for the cyber-conscious. It's not a pretty sight when that same street sam running full tilt trips and falls. In addition, there's the problem of cyberware maintenance. For most characters, this can logically be included as part of their lifestyle costs, but it can become a consideration when the characters have a very low lifestyle. Not all cyberware requires monthly maintenance. Things like headware memory and other items which don't get much wear and tear should not be subject to these costs. Bioware never requires upkeep, since it becomes effectively part of the body. Most cyberware is powered by internal batteries. The average life of a cyberware battery is a few years, due to their efficiency and the ability to self-recharge to some degree. However, they do eventually run low and then need replaced or fully recharged. The recharging of the batteries is included in the general upkeep cost of the cyberware. In general, the normal cyberware upkeep cost is equal to its base cost of the cyberware divided by 1000. For example, Wired Reflexes 3 would cost 500¥ per month in general maintenance. If the monthly maintenance cost is consistently not paid for some reason, the cyberware has a chance of failing when used. Every month the GM should roll a number of dice against a target number equal to the 2 + the time (in months) that the maintenance has gone unpaid. If a fumble is rolled, the system has failed catastrophically. If no successes are rolled, the cyberware degrades. At first it begins functioning erratically and eventually it ceases functioning completely. The number of dice rolled in this test is determined by the quality of the cyberware, beginning with 3 dice for normal grade and adding a die for each improvement in grade (Alpha, Beta, Delta.)
TRAGICALLY UNHIPJust as decking programs and equipment degrades over time without constant upkeep, some skills tend to do the same. This is usually only the case with dynamic fields, especially dealing with technology, where it's easy to fall behind the times.One type of skill which suffers in this way is an Etiquette skill. A person who loses contact with a certain social circle for any length of time will become out of touch with the members of that community. They will no longer be up on current happenings, and may even lose some of their sources of information. This is especially true when there are long periods of time involved. Like Etiquette skills, most Theory skills (Magic, Computer, etc.) also tend to be constantly changing, as new ideas are put forth in journals and posted on the Matrix. It's important for a character to keep up with new developments. If a GM feels that a character is losing the "state of the art" in one of his skills, he may reduce the character's skill level to reflect the fact that he is no longer familiar with the current trends. However, the character doesn't actually lose any of the knowledge he already has. To reflect this, the character keeps his old skill rating, but as a specialization in "old tech", or "old trends" of whatever skill is being used.
RULE OF ONE WHEN DEFAULTINGWhen a character is defaulting, it is easier for him to fail disastrously than it would be if he actually had a rating in the skill. A little knowledge is dangerous, or so they say. Every dot passed on the skill web when defaulting reduces the characters effective skill by two for the purposes of the Rule of One. Every half dot passed on the skill web reduces the effective skill by one.Example: Scarecrow is defaulting and using Computer Theory in place of Cybertechnology, passing two dots on the skill web. His Computer Theory is a 6, so he rolls 6 dice with a +4 target modifier. However, since he has passed two dots, his effective skill is reduced to a 2 for the purposes of the Rule of One. This means that if two or more of his dice come up ones on the skill roll, he has failed miserably. If the character is using the partial defaulting rule, reduce the average skill that is being rolled by one for every dot passed on the skill web. This is the added advantage of partially defaulting instead of defaulting normally. Example: Fenris is once again partially defaulting with Quickness and Athletics (he does this a lot). His Quickness is still a 10 and Athletics a 2. He rolls the average of those two dice, a 6. He passes one dot going from Quickness to Athletics, so this reduces his effective skill rating by one for the Rule of One. So if he rolls 5 ones, he will fumble the roll. |
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All content copyright 1996-2002 by Linda Naughton O'Meara unless otherwise noted. Shadowrun is a copyright and trademark of WizKids, LLC. Earthdawn is a copyright and trademark of FASA Corporation. Crimson Skies is a copyright and trademark of Microsoft Corporation. Babylon 5 is a copyright and trademark of Time Warner Entertainment. Battlestar Galactica is a copyright of Sci Fi / Universal. Any use of characters, names, places, etc. from these systems is done with the greatest respect for their creators, and is not intended as a challenge to any copyrights or trademarks. Last Modified: Sunday, 26-Oct-2008 12:21:12 MST
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