House Rules (Shadowrun)

From Reydala

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A page for the house rules (outside of the changes done to races)
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*'''Campaign Fluff'''
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Hooo boy, is this page going to be getting some filling up soonLook forward to it!?
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Please ignore all the fluff from the corebook.  This is for your own good.  (Any questions related to fluff can be asked at any time.  I will try to compile all of the setting information in the coming days/weeks.)
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*'''[[:Races_(Shadowrun)|Metatypes]]'''
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Attempted to make Metatypes feel more worth while, potentially disrupted their entire balance.  Some BP values were changed, some new metatypes added.  Some left there as prospects that may or may not get used or worked on.
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*'''Character Creation'''
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During character creation, players are allowed to "break out" skills from skill groups.
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By the standard rules, skill groups are allowed to a maximum of 4.  Players are allowed to raise individual skills so that they have two at 5 or one at 6.  By "breaking out" skills, players are allowed to put 4 points in a skill group, then should they wish to have even more expertise in one of the skills, raise the skill up as though it were not part of the skill group.
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To give an example, a character takes 4 ranks in the Firearms skill group (Containing Automatics, Longarms, and Pistols) for 40 BPWhile the character is competent in all firearms, they excel in the use of pistols.  Therefore, they could "break out" pistols of the skill group, raising it to rank 6 for an additional 8 BP.
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*'''Melee Combat'''
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A Melee attack is considered a simple action.
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*'''Wound Modifiers'''
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At the time of this update, we are not using the wound modifier system.  That may change.
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*'''Gear'''
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Maybe not a house rule proper, but with the recent addition of another person joining the support crew, more time can be invested in equipment oriented research.  If there's a type of item you want to see your character have, or an upgraded version of a preexisting item, get a contact of me and it can be worked out.

Revision as of 19:18, 13 June 2012

  • Campaign Fluff

Please ignore all the fluff from the corebook. This is for your own good. (Any questions related to fluff can be asked at any time. I will try to compile all of the setting information in the coming days/weeks.)


Attempted to make Metatypes feel more worth while, potentially disrupted their entire balance. Some BP values were changed, some new metatypes added. Some left there as prospects that may or may not get used or worked on.


  • Character Creation

During character creation, players are allowed to "break out" skills from skill groups.

By the standard rules, skill groups are allowed to a maximum of 4. Players are allowed to raise individual skills so that they have two at 5 or one at 6. By "breaking out" skills, players are allowed to put 4 points in a skill group, then should they wish to have even more expertise in one of the skills, raise the skill up as though it were not part of the skill group.

To give an example, a character takes 4 ranks in the Firearms skill group (Containing Automatics, Longarms, and Pistols) for 40 BP. While the character is competent in all firearms, they excel in the use of pistols. Therefore, they could "break out" pistols of the skill group, raising it to rank 6 for an additional 8 BP.


  • Melee Combat

A Melee attack is considered a simple action.


  • Wound Modifiers

At the time of this update, we are not using the wound modifier system. That may change.


  • Gear

Maybe not a house rule proper, but with the recent addition of another person joining the support crew, more time can be invested in equipment oriented research. If there's a type of item you want to see your character have, or an upgraded version of a preexisting item, get a contact of me and it can be worked out.

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