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[SR6] House Rules

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MercilessMing

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« Reply #45 on: <11-30-21/1025:47> »

Spell Amps
That should have been in Street Wyrd

Subtle Casting    +1DV 
+1 Threshold to tests to notice casting.
Combine this with a reduced normal threshold to notice casting, because the CRB rule is crazy high

Reckless Casting   +1DV
+1 Wild Die to spellcasting tests.  Spells cast recklessly are always obvious.

Finstersang

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« Reply #46 on: <11-30-21/1719:37> »

Spell Amps
That should have been in Street Wyrd

Subtle Casting    +1DV 
+1 Threshold to tests to notice casting.
Combine this with a reduced normal threshold to notice casting, because the CRB rule is crazy high

Reckless Casting   +1DV
+1 Wild Die to spellcasting tests.  Spells cast recklessly are always obvious.

Coincidentally, I had already implemented the exact same houserule for the Wild Die option, just with a different name ;D. An Amp to go stealthy didnīt occur to me, though.

Absolutely loving it and yes indeed: These should have been in Street Wyrd (along with an overhaul to the existing Amps for Combat spells...)
« Last Edit: <11-30-21/1721:47> by Finstersang »

MercilessMing

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« Reply #47 on: <06-02-22/0856:59> »
Qualities

Negative
Essence Hole
At some point in the past, you had one or more pieces of ware removed.  Maybe it was defective, maybe you needed the cash, or maybe it was removed without your consent.  In any case, you're left with all the drawbacks of ware without the benefits.

  • Game Effect: Each level of Essence Hole reduces your Essence by .2, creating an Essence Hole of a corresponding amount.  This hole can be reduced or eliminated with augmentations as normal (see Essence Holes, pg. 146, Sixth World Companion).  It cannot be bought off with karma. 
  • Bonus: 1 Karma per level (max 10 levels)

draxdeveloper

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« Reply #48 on: <10-11-22/2146:38> »
Knowledge House Rule

This house rule take in consideration how much specialized a skill is and apply it in the Legwork table from Contacts (page 50)

I don't know if I can copy the table here so I will not. But level 0 and 1 don't represent someone with a real knowledge in the subject, so we will start with level 2. In the same way levels 9 and 10 are far above the expected info you would get with a knowledge skill, so we have 7 levels, most skills fall in level 2 or 3 (rating 3 and 4 in legwork results).
I can't add a table with examples now but it would be something like:
Level 1: Generalist level (Trideo)
Level 2/3: Regular level (most examples of knowledge skills)
level 4/5: Specific level (A specific genre of Trideo Series)
level 6: Really Specific level (A specific Trideo Series)
level 7: Obscure level (Characters of a specific Trideo Series)

Not the best examples but I hope I could make the concept clear, anyway...

You can get the quality of the info based on the specificity knowledge level, so if your knowledge is level 5 you would know "secrets and hidden information" , if it's level 1 you would know just "a few nuggets of information" and if it's level 7 "some deep secrets".

You can access information for a higher level making a memory roll, the threshold 2 + the difference of the levels. So if you have a knowledge level 3 and want something level 7 the threshold would be 6.

Language House Rule

This one is easier, the levels are almost the same but each level have some definitions, also the basic level now is named accented and you can buy a level above expert (master or something like that) that it's almost as native level.

Language (Accented): You can read and write with no issues, but you have a heavy accent. Add one to the threshold of a con test if you are trying to disguise as a native of the language. Roll if the target is speaking somewhat faster, in a low level or if there is a lot of noise. In other words anything that would force you to focus in what the target is speaking
Language (Specialist): You got ridden of the accent or can easily disguise it. Roll if the target is speaking really fast, whispering or using a lot of slangs.
Language (Expert): You just need to roll if worst conditions or if your mental status is really affect (confused or similar)
Language (Master): You almost work as a native. You need two extreme conditions to need to roll, also you have a bonus of 4 (all the bonus are the same as the book)
All the tests are to know if the player understand the language. If the player need to roll a perception test they it's must be a separated test and must be made before the language test (if you didn't hear anything there is no need to know if you would understand it)