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[House Rules] A Fusion of SR5 and Anarchy.

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OliverTheBold

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« on: <07-14-18/0254:04> »
Note: This is my first post on these forums, looking for some feedback of a series of hacks I made to try and balance between SR5 and Anarchy. Granted, I wrote this while highly intoxicated, so readers beware.

With Attributes I divided them up into three categories; Physical, Mental, and Special. Furthermore, each Attribute category contains three Attributes of the subtypes; Power, Control, and Focus. In doing so, I eliminated several Attributes in the process. Power Attributes revolve around causing immediate and direct change to one's physical/social/special environments. Control Attributes revolve acting with precision and direct intent. Focus Attributes are the biggest factor in determining Limits.

The Physical Attributes are Strength (power), Agility (control), and Reaction (focus).
The Mental Attributes are Charisma (power), Logic (control), Willpower (focus).
The Special Attributes are Force* (power), Edge (control), Essence (focus).

*More on this later.

There are also Attribute derived traits and Attribute only rolls. As follows;

Condition - Overflow (Essence), Physical (8 + Willpower/2), Stun (8 + Willpower/2)

Initiative - Physical (Reaction + Edge), Astral (Willpower + Edge)

Physical Limit - ([Reaction x 2] + Strength + Agility)/3, round up

Mental Limit - ([Willpower x 2] + Charisma + Logic)/3, round up

Special Limit - ([Essence x 2] + Edge + Force)/3, round up


Attribute Only Tests

Lifting/Breaking - Strength + Willpower

Defense - Reaction + Edge

Astral Defense - Willpower + Edge

Resisting Physical - Strength + Willpower

Resisting Mental - Charisma + Willpower

Resisting Special - Force + Willpower         (Also used for Drain tests)

Concentration - Logic + Willpower         (Also used for Memory tests)

Judge Intent - Charisma + Logic

Stabilizing - Essence + Edge


Attribute score ranges vary, based on; augmentations, metagenetics, metatype, qualities, etc. However, the Force Attribute require clarification;
Force is a character's Special (power) Attribute. This is calculated differently for characters if they are Augmented, Awakened, or Virtuakinetic.

Augmented characters refer to their Force Attribute as "Augmentation", and it is calculated based on Augmentations (see below).
Awakened characters refer to their Force Attribute as "Magic", and it is calculated; (Essence + Initiation), round down.
Virtuakinetic characters refer to their Force as "Resonance", and it is calculated; (Essence + Submersion), round down.
Augmented characters individuals can temporarily lose Force Attribute rating due to damage, and must be repurchased (ware cost).
Awakened/Virtuakinetics can temporarily lose Force Attribute rating due to Burnout, and must be paid off (10 karma each).
Awakened and Virtuakinetic characters permanently lose their Force Attribute if their permanent Essence fall below 1.

For Awakened and Virtuakinetic individuals, all further rules on Force [Magic] or Force [Resonance] are addressed separately.
Awakened and Virtuakinetic individuals who are Augmented possess two Force Attributes, both [Augmentation] and [Magic]/[Resonance].
For Augmented individuals, their brand of Force [Augmentation] is divided among their Physical and Stun Conditions (Physical then Stun).

A character's Augmentation rating is equal to the total pre-ware and pre-quality Essence cost of their accumulated augmentations, round up.
A Street Samurai at chargen whose ware has a total cost of 5.5 Essence (0.5 Essence; no additional modifications), has an Force [Augmentation] of 6.
Used, Alphaware, Betaware, Gammaware, and Deltaware (as well as Biocompatibility) thus assist in raising a character's Force [Augmentation] rating.
Remember, any Attribute may be subject to the Exceptional Attribute (provided they possess that Attribute), this includes Force [Augmentation].

Example: Samantha the Razorgirl has Essence 3 (6 minus 3 Essence from augmentations), but does not have Force [Augmentation] 3.
This particular individual has all Alphaware, putting their pre-ware Essence "hole" at 3.7. Giving her Force [Augmentation] 4.
Her brother Jim is a Street Samurai with all Betaware and an Essence of 2, a pre-ware Essence hole of 5.71, and Force [Augmentation] 6.
   Both mentored by Hatchetman a prime runner augmented Street Samurai who Biocompatibility [Cyberware] and Exception Attribute [Augmentation].
Hatchetman's Essence is 0.5 with all Deltaware, giving him a pre-ware Essence hole of 13.7, and Force [Augmentation] 15.


Further Special Attribute clarification; Edge & Essence.
Edge starts at 1 (2 for humans), but can be raised the same as Physical or Mental Attributes.
Essence starts at 6, but can be reduced in a variety of ways (primarily augmentation)

Drain Attribute is Charisma for Shamans, Logic for Magicians. Adepts vary based on Way. (Magician = Charisma or Logic, Beast/Warrior = Strength, Athlete/Invisible = Agility, Artisan/Artist = Logic, Speaker/Spiritual = Charisma, Burnout = Augmentation). By declaring Special Focus as a Free Action (or -5 Initiative Interrupt Action) a character may add their Drain attribute to all Resist Special tests used for Drain for the Combat Turn.


*End Notes: Next post to focus on Active Skills/Skill Groups.
« Last Edit: <07-17-18/0753:30> by OliverTheBold »

OliverTheBold

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« Reply #1 on: <07-14-18/0255:58> »
Consolidated
Skill Groups [Attribute] - Active Skills

Biotech [Logics] - First Aid, Medicine, Surgery
Close Combat [Agility] - Armed Combat, Throwing Weapons, Unarmed Combat
Crafts [Logic] - Armorer, Artisan, Forgery
Deception [Charisma] - Con, Disguise, Performance.
Electronics [Logic] - Computer, Electronic Warfare, Hacking
Engineering [Logic] - Construction, Manufacturing, Mechanics
Exercise [Agility] - Acrobatics, Athletics, Sport
Influence [Cjharisma] - Intimidation, Leadership, Negotiation
Outdoors [Willpower] - Animal Handling, Perception, Survival
Ranged Combat [Agility] - Gunnery, Projectile Weapons, Small Arms
Stealth [Reaction] - Security, Sleight of Hand, Sneaking

Astral [Willpower] - Arcana*, Assensing, Astral Combat
Conjuring [Force] - Banishing, Binding, Conjuring
Enchanting [Force] - Alchemy, Artificing, Disenchanting
Sorcery [Force] - Counterspelling, Ritualcasting, Spellcasting

*(Magicians/Shamans substitute their Drain Attribute)

Tasking [Force] - Compiling, Decompiling, Registering

Total Active Skills   48
Total Skill Groups   16


Optional Consolidated Skills rules

   Skills Added
Acrobatics (replaces Dodge, Free-Fall, Gymnastics)
Athletics (replaces Climbing, Running, Swimming)
Construction (includes Carpentry, Masonry, Metalworking, etc)
Manufacturing (covers any resource extraction, refinement, processing, etc)
Mechanics (replaces all other Mechanic Active Skills)
Melee Weapons (replaces Blades & Clubs; specializations include Blunt Weapons, Edged Weapons, Polearms, Whips/Flails, etc)
Projectile Weapons (covers bows, crossbows, and certain critter attacks)
Security (covers all active measures concerning physical security; specializations include Deterrence, Locksmithing, Surveillance, etc)
Small Arms (replaces Automatics, Longarms, Pistols; specializations include Automatics, Longarms, Sidearms, etc)
Sports (covers any Athletic "Performance" involving equipment; specializations include Air Sport, Ball Games, Boardsport, Winter Sport, etc)
Surgery (covers all surgical procedures; specializations include Cosmetic Surgery, Implant Surgery, Trauma Surgery, etc)

   Skills Removed
Cybercombat (now a specialization of Hacking)
Diving (now a specialization of Athletics)
Escape Artist (now a knowledge skill; Escape Artist tests are handed by Acrobatics or Athletics, at GM's discretion)
Etiquette (now a knowledge skill; Etiquette tests are Resist Mental vs Judge Intent)
Hardware (now a specialization of Computer)
Heavy Weapons (now a specialization of Gunnery)
Impersonation (now a specialization of Performance)
Navigation (now a specialization of Survival)
Software (now a specialization of Computer)
Tracking (now a specialization of Perception)

   Skills Modified
Astral Combat (covers disrupting astral forms; such as dual natured beings, mana barriers, spirits, astral constructs, astral signatures)
Biotechnology (now a Knowledge Skill)
Chemistry (now a Knowledge Skill; Inorganic is a Specialization of Manufacturing, Organic is a Specialization of Medicine)
Computer (includes Hardware, Software; covers building, maintaining, and using computers)
Cybertechnology (now a Knowledge Skill)
Gunnery (now a Combat Skill; also replaces Heavy Weapons)
Hacking (covers creating, exploiting, and manipulating computer code)
Medicine (covers diagnosing and treating illness/injury over the long-term; specializations include Magical Health, Mental Health, Pharmaceuticals, etc)
Pilot (four skills; Air, Ground, Water [Space with GM permission]; covers vehicles that are not self-powered)
Throwing Weapons (includes all ranged attacks with Melee-type weapons)

   Skill Groups Modified
Athletics (renamed Exercise; includes Acrobatics, Athletics, Sports [Flight with GM permission])
Biotech (includes First Aid, Medicine, Surgery)
Close Combat (includes Melee Weapons, Throwing Weapons, Unarmed Combat)
Crafts (includes Armorer, Artisan, Forgery)
Deception (Con, Disguise, Performance)
Electronics (includes Computer, Electronic Warfare, Hacking)
Engineering (includes Construction, Demolitions, Manufacturing, Mechanics)
Influence (includes Intimidation, Leadership, Negotiation)
Outdoors (includes Animal Handling, Perception, Survival)
Ranged Combat (includes Gunnery, Projectile Weapons, Small Arms)
Stealth (includes Security, Sleight of Hand, Sneaking)


Astral (includes Arcana, Assensing, Astral Combat)
Conjuring (includes Summoning, Binding, Banishing)
Enchanting (includes Alchemy, Artificing, Disenchanting)
Sorcery (includes Spellcasting, Ritualcasting, Counterspelling)

Tasking (includes Compiling, Registering, Decompiling)

« Last Edit: <07-17-18/0757:27> by OliverTheBold »

Spooky

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« Reply #2 on: <07-16-18/1521:11> »
Note: This is my first post on these forums, looking for some feedback of a series of hacks I made to try and balance between SR5 and Anarchy. Granted, I wrote this while highly intoxicated, so readers beware.

With Attributes I divided them up into three categories; Physical, Mental, and Special. Furthermore, each Attribute category contains three Attributes of the subtypes; Power, Control, and Focus. In doing so, I eliminated several Attributes in the process. Power Attributes revolve around causing immediate and direct change to one's physical/social/special environments. Control Attributes revolve acting with precision and direct intent. Focus Attributes are the biggest factor in determining Limits.

The Physical Attributes are Strength (power), Agility (control), and Reaction (focus).
The Mental Attributes are Charisma (power), Logic (control), Willpower (focus).
The Special Attributes are Force* (power), Edge (control), Essence (focus).

*More on this later.

There are also Attribute derived traits and Attribute only rolls. As follows;

Condition - Overflow (Essence), Physical (8 + Willpower/2), Stun (8 + Willpower/2)

Initiative - Physical (Reaction + Edge), Astral (Willpower + Edge)

Physical Limit - ([Reaction x 2] + Strength + Agility)/3, round up

Mental Limit - ([Willpower x 2] + Charisma + Logic)/3, round up

Special Limit - ([Essence x 2] + Edge + Force)/3, round up


Attribute Only Tests

Lifting/Breaking - Strength + Willpower

Defense - Reaction + Edge

Astral Defense - Willpower + Edge

Resisting Physical - Strength + Willpower

Resisting Mental - Charisma + Willpower

Resisting Special - Force + Willpower         (Also used for Drain tests)

Concentration - Logic + Willpower         (Also used for Memory tests)

Judge Intent - Charisma + Logic

Stabilizing - Essence + Edge



Attribute score ranges vary, based on; augmentations, metagenetics, metatype, qualities, etc. However, the Force Attribute require clarification;
Force is a character's Special (power) Attribute. This is calculated differently for characters if they are Augmented, Awakened, or Virtuakinetic.

Augmented characters refer to their Force Attribute as "Augmentation", and it is calculated; (6 - Essence), round up.
Awakened characters refer to their Force Attribute as "Magic", and it is calculated; (Essence + Initiation), round down.
Virtuakinetic characters refer to their Force as "Resonance", and it is calculated; (Essence + Submersion), round down.
Augmented characters individuals can temporarily lose Force Attribute rating due to damage, and must be repurchased (ware cost).
Awakened/Virtuakinetics can temporarily lose Force Attribute rating due to Burnout, and must be paid off (10 karma each).
Awakened and Virtuakinetic characters permanently lose their Force Attribute if their permanent Essence fall below 1.

For Awakened and Virtuakinetic individuals, all further rules on Force [Magic] or Force [Resonance] are addressed separately.
Awakened and Virtuakinetic individuals who are Augmented possess two Force Attributes, both [Augmentation] and [Magic]/[Resonance].
For Augmented individuals, their brand of Force [Augmentation] is divided among their Physical and Stun Conditions (Physical then Stun).

Used, Alphaware, Betaware, Gammaware, and Deltaware (as well as Biocompatibility) assist in raising a character's Force [Augmentation] rating.
Always factor the Augmented individuals Force based on their total pre-ware Essence costs, not their ware modified Essence.
Remember, any Attribute may be subject to the Exceptional Attribute (provided they possess that Attribute), this includes Force [Augmentation].

Example: Samantha the Razorgirl has Essence 3 (6 minus 3 Essence from augmentations), but does not have Force [Augmentation] 3.
This particular individual has all Alphaware, putting their pre-ware Essence "hole" at 3.7. Giving her Force [Augmentation] 4.
Her brother Jim is a Street Samurai with all Betaware and an Essence of 2, a pre-ware Essence hole of 5.71, and Force [Augmentation] 6.
   Both mentored by Hatchetman a prime runner augmented Street Samurai who Biocompatibility [Cyberware] and Exception Attribute [Augmentation].
Hatchetman's Essence is 0.5 with all Deltaware, giving him a pre-ware Essence hole of 13.7, and Force [Augmentation] 15.


Further Special Attribute clarification; Edge & Essence.
Edge starts at 1 (2 for humans), but can be raised the same as Physical or Mental Attributes.
Essence starts at 6, but can be reduced in a variety of ways (primarily augmentation)

Drain Attribute is Charisma for Shamans, Logic for Magicians. Adepts vary based on Way. (Magician = Charisma or Logic, Beast/Warrior = Strength, Athlete/Invisible = Agility, Artisan/Artist = Logic, Speaker/Spiritual = Charisma, Burnout = Augmentation). By declaring Special Focus as a Free Action (or -5 Initiative Interrupt Action) a character may add their Drain attribute to all Resist Special tests used for Drain for the Combat Turn.


*End Notes: Next post to focus on Active Skills/Skill Groups.

Interesting idea. You do realize that your formula for Augmentation means that Tech based characters are encouraged not to take augments? And your examples with the math seem off. Specifically, take the Hatchetman example. How does 6-13.7 equal 15? I get a result of -7.7, for a rounded total of -7, which means to me that I should not take augments, thus make all characters magic based. Kinda drastically changes a game about how far your character will go to get an edge on life....
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

OliverTheBold

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« Reply #3 on: <07-17-18/0807:59> »
Thanks for the response, Spooky.

I have made corrections to the Force [Augmentation] rules and added a few Skills. The material from the posts above was copy-pasta'd from several .txt files and mistakes in editing were made. In Hatchetman's case it would be 13.7, rounded up (+1) for 15 total.

The intent is for the Force [Augmentation] to increase as you are not only augmented, but increase the grade of your augmentations. To to express the conditions on mundane characters being forced to augment themselves in order to compete, reinforcing the consequences of disparity, both economic and social.

The Force [Augmentaiton] rating should be comparable to Force [Magic] or Force [Resonance]; ~6 at character creation (for dedicated augmentation enthusiasts) ranging up to 12+ for Prime Runner characters. My mathematics skills are rusty as a sunken WWI battleship, my apologies for any confusion caused. If you have a better formula to express this intent, I would appreciate it. Indeed, any help would be appreciated.
« Last Edit: <07-17-18/0809:42> by OliverTheBold »