House Rules

Medical Related

House Rule #1: Roll only Body rather than Body x 2 for Physical Damage Healing Tests (p. 253- of Anniversary Edition Main Book).

Explanation & Reasoning: The default rules opt for fast recovery times from injury in the interest of getting characters back in the game. The above house rule adds a more realistic approach. Note that this house rule will result in characters being down for much longer periods of time and makes timely intervention with first aid and magical healing into a major concern rather than a short-term benefit.

House Rule #2: The character’s standard damage modifiers for his current wound level to the Stun and Physical Damage Healing Tests (p. 242, sR4). If the character’s dice pool is reduced to zero, he will be unable to heal without medical assistance (see Using Medicine, p. 242, and Medkits and autodocs, p.243, SR4).

House Rule #3 (As per p. 23 of Augmentation): The Medicine Skill is now a Skill Group. If a player wishes to purchase a skill within this skill group that player will need to consult with the GM so as to work out which particular medical skill is to be purchased.

House Rule #4: To reflect the ability of cosmetic surgeons to beautify metahumanity, any net hits above the threshold on a Cosmetic Surgery Test may grant a +1 increase to Charisma. The maximum bonus obtainable from cosmetic surgery is +3.

House Rule #5: Certain forms of trauma may inflict negative qualities upon the character, such as Infirm, Weak Immune System, or others of the gamemaster’s devising.

General Combat Related

House Rule #6: Hardened armor acts as normal armor in all respects except it will instead give “free hits” equal to half its value (rounded up), in addition all dice are to be rolled as normal (Body 5 armor 5 roll 10 dice and in addition to the hits rolled you receive 3 additional hits). Negative AP modifiers still subtract dice as normal but the full armor value is added for the purposes of “stun” damage.

House Rule #7: Armor Degradation- Modern body armor is designed to stop damaging attacks, but this often means the armor itself is damaged in the process. Any time an attack that causes Physical damage penetrates a character’s armor (i.e., the damage is not downgraded to Stun damage, per the rules on p. 148, SR4), reduce the appropriate armor rating (Ballistic or Impact) by 1. Repairing damaged armor usually requires the Armorer skill and the rules for Using Technical Skills to Build or Repair (see p. 125, SR4). The threshold for the test is determined by the gamemaster, based on the kind of armor that has to be repaired and the amount of damage it suffered. Repairing certain kinds of sophisticated armor (especially full body armors) may require an additional Hardware or Industrial Mechanic test if electronic components, power systems, or hydraulics have been damaged.

House Rule #8: Maximum Armor Modifications- Each piece of armor or clothing can only accept a total number of modification rating points equal to 6 or the highest number of its armor ratings (Ballistic or Impact) x 1.5 (round up), which- ever is higher. Unrated armor modifications (for example, the gel pack modification) take up 1 point.

House Rule #9: Armor Suit Capacity- Similar to the maximum armor modifications rule, the number of gadgets and sensory enhancements you can cram into an armor suit (such as full body armor, p. 316, SR4, or the SWAT, milspec, and similar outfits described in this book) is also finite.
Under this rule, every armor suit type has a Capacity rat- ing (just like cyberlimbs) that indicates what accessories it can take. These Capacity ratings are noted in the appropriate armor tables. Each modification or add-on takes up Capacity (noted as a number in brackets), also noted in the appropriate tables. Note that these specifically represent gear that is built into the suit; additional worn or carried items are accounted for as normal. For the purposes of this rule, the full body armor described on p. 316, SR4, has a Capacity of 8; its accompanying helmet has a Capacity of 7. The Urban Explorer Jumpsuit has a Capacity of 6; its helmet has a capacity of 5.

House Rule #10: The Martial Arts Positive Quality is allowable as are all the Advanced Combat and Hazardous Environments Rules as per pp.156-171 of Arsenal

House Rule #11 – Gas vents, whether integral or after market addition, are modular and can be removed and added at any time.

House Rule 12 – Gas Vent IV is available.

Magic Related

House Rule #13: Magic Loss may occur when an awakened character glitches while resisting Physical damage, the character commits a glitch while under the influence
of a stim patch or another character providing medical treatment glitches during the Success Test. A character may voluntarily take a geas to prevent Magic Loss from occurring in these situations.

House Rule #14: Aspected magicians are treated as ones who excel in one area at the expense of others. In this case, aspected magicians receive a +3 dice pool modifier when exercising magic according to their aspect, but suffer a heftier –6 dice pool modifier for all other uses of magic.

Edge Related

House (Optional) Rule 15- When Edge is spent for extra dice, you only get dice equal to your current unspent Edge points rather than your full Edge attribute (so if your Edge is a 4 but you have already spent Edge twice that session, you only get to add 2 extra dice.)

Explanation & Reasoning: This is to help the game to be more challenging and harder, tinged with an element of desperation (as per Anniversary Edition Main Book p. 75)

House Rules

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