Shadowrun Play > Rules and such
[SR6] House Rules
Antique:
Ok, house rule tweak:
1.Grenades and explosives counts all armor as hardened.
2.Anti armor explosives ignore x points of armor, where x is their adjusted DV.
Effects:
-grenades are dangerous but not portable nukes anymore.
-armor is back to having a use
-anti vehicle rockets is actually usefull.
So 60ish% chance of not falling in a coma to a grenade if wearing a bomb squad suit.
Feels right. Toasty but alive if 5 m from a grenade with a military vest and helmet.
Chunky salsa if not wearing armor 3m from a grenade
Finstersang:
Why are we still here? Only to suffer?
Ok, some miscellaneous houserules to let off some steam:
Medkits: Whoopsie, they still have a rating, but no effect tied to it ::) Why not kill two birds with one stone and use that to fix another common grievance?
Add the following Wireless Effect: When treating a patient that has has lost essence due to Augmentations, you may use the Medkitīs access to various Bodyware Databases to help with the complications. Ignore 0.5 * rating worth of Essence loss due to Augmentations to determine the effective Essence score for the healing test. (Hey, thatīs even something that makes sense for a wireless effect ;D)
Spirit Formulars: Each type of summonable Spirit has its own Formular tied to it that has to be learned for 5 Karma or from the Magic Priority Selection, just like a regular Spell/Formular/Ritual. Of course, aspected summoners can get get up to their Magic Attribute (from the Priority Table) * 2 in "Spirit Formulars" as well.
Increase Attribute (Spell): Each character can only profit from one instance of the Increase Attribute spell.
Armor (Spell): For every 2 Net hits on the Spellcasting test,you get one additional die on tests to resist physical damage. Additional Amp effect: for +1 Drain each, you may convert 1 Point of bonus Armor from this Spell to Hardened Armor. (*Gasp* A buff for a Spell? Seriously, itīs a measured response. Right now, Armor is an almost strictly worse version of Combat Sense.)
Note: I also houseruled Hardened Armor to work as a simple Dice pool bonus on the Soak test.
MercilessMing:
If you think Strength doesn't matter enough in close combat, and unarmed combat damage gets crazy on the high end, try this:
Close Combat Skill
The primary linked attribute for Close Combat is Strength. Agility is a secondary linked attribute
Unarmed Combat Test
Players may choose between either linked attribute when performing an Unarmed Combat test.
Unarmed Damage
The base DV of a unarmed attack is 2(s)
Only the highest augment applies when determining augmented unarmed DV.
Melee Weapons
Melee weapons are individually tagged as linked to Strength, Agility, or Either. Examples:
Strength
-Combat Axe
-Polearm
-Club
-Sap
-Hardening
-Cyberjaw
Agility
-Whips
-Shock Weapons
-Hand Razors
Either
-everything else
Shadowhack:
I couldn't find a rule for used gear in the core book so this is my proposal unless I'm missing something...
The used rule for cyberware affects everything as far as cost goes. But there is a catch. Every time you use the gear to do something any glitch causes something bad to happen to the gear. What happens is up to the GM. This is on top of whatever consequence the glitch would normally have.
Example: Lunatoon has a commlink she bought used. It has a sattelite uplink. She tries to connect to the matrix out in the desert using the uplink. She wants to research the viper she has in her snake bag to see how toxic its venom is. Unfortunately she glitches on her roll and not only gets bad information about the venom but on top of that the commlink shorts out and she can't connect at all anymore. Now she has to bother a snake spirit that isn't very happy with her at the moment. Bad day for Lunatoon.
This rule would not affect cyberware purchased used because you are already paying extra essence for that on purchase.
GuardDuty:
Good thing she didn't buy a used snake bag instead. :o
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