Method
Standard Priority generation as per SR3
core: five Priorities, A–E, maximum Availability 8 (but see below).
Edges and Flaws
Edges and Flaws (from Shadowrun Companion) are allowed, up
to 10 points, balanced — the same point value in both Edge and Flaw
— but I want specific prior approval of all of them.
No Day Job; don't bother asking. That's not to say that you can't have a
day job — work out the details with me if you want one — but you
won't be getting build points for it on top of the free money.
Bonus Attribute is not allowed to raise your base attribute before racial
mods above 6, unless you also have Exceptional Attribute in that
attribute.
Don't take Common Sense; I treat all PCs pretty much as if they had it.
Metavariants
No dryads. As described — all-female, smaller than dwarves, all
magically active with tradition and totem restrictions, rules-enforced
environmental restrictions and strict roleplaying restrictions (that
basically mean that they can't be shadowrunners), innate semi-magical powers
— they make absolutely no sense as a metahuman elf variant. They're
some kind of critter, or possibly a forest spirit.
Koborokuro are Priority C, and still get the Distinctive Style Flaw when
operating outside Japan.
Cyclopes receive a +2 TN penalty to melee attacks instead of the standard
+2 TN penalty to ranged attacks. Binocular vision contributes very little
to depth perception beyond about ten meters, and precise ranging matters
very little for ranged combat inside that range. It is, however, very
important for hand-to-hand combat inside arm's reach.
Other metavariants (from Shadowrun Companion) are allowed,
at the same Priority cost as their base metatype. However, they receive the
equivalent of the Distinctive Style Flaw, for no build points, whenever
operating outside the area in which the metavariant is normally found. None
of them are native to the East Coast Sprawl that's my usual campaign
setting.
Note that metavariants are rare, and imply a specific geographical origin
and ethnic background.
Metavariant Origins
- Cyclops (Troll)
- Mediterranean
- Fomori (Troll)
- British Isles
- Giant (Troll)
- Scandinavia, British Isles, Iceland
- Gnome (Dwarf)
- Central Europe, Asia Minor
- Hobgoblin (Ork)
- Middle East
- Koborokuru (Dwarf)
- Japan
- Menehune (Dwarf)
- Pacific Islands
- Minotaur (Troll)
- Mediterranean
- Night One (Elf)
- Central Europe
- Ogre (Ork)
- Continental Europe
- Oni (Ork)
- Japan
- Wakyambi (Elf)
- Sub-Saharan Africa
Other Races and Variants
No shifters, no ghouls, no otaku, no albinos — at least not as starting
characters. It's possible to become a ghoul the hard way after play begins.
This may also be the case for shifters...
Weapon Skills
I've messed with the breakdown of the weapons skills considerably; see below.
B/R Skills
I may be amenable to merging closely related B/R skills together.
Firearms B/R rather than separate Rifles B/R, Pistols B/R, SMGs B/R, etc.,
is an example. If it seems reasonable, ask.
Language Skills
No Sperethiel. I don't have all the Earthdawn-legacy metaplot in my games
(which is not to say that it isn't there in the backstory, but if so,
anything that knows about it is keeping it real quiet, not going around
taking over Oregon, pretending to be historical figures, and teaching people
long-dead languages). Elves who like to pretend that they've actually got a
distinct culture tend to learn Sindarin/Quenya.
Knowledge Skills
Knowledge Skills are fairly free-form, and largely fluff-oriented. They
can be most anything you can come up with, but I've compiled a list of examples that show up in various canon
sources.
New Stuff
All the weapons, armor, cyberware, bioware, vehicles (but see below), deck accessories (but no otaku), and so on
from Cannon Companion, Man and Machine,
Magic in the Shadows, Rigger 3, Matrix
3, Sprawl Survival Guide, SOTA:2063, and SOTA:2064 are available (modulo
normal Availability rules).
Vehicles and Availability
The Availabilities for vehicles are severely broken — far higher than is
reasonable in some cases, and ridiculously low in other cases. There are, in
fact, some vehicles that have lower Availabilities than some of the
equipment they carry ordinarily does. As such, ignore vehicle
Availabilities; if you want anything more complicated than a basic car or
bike, just ask me.
The FAQ
Don't trust the official Shadowrun FAQ. Many of the rulings, particularly FanPro-era, are
nonsensical, game-breaking, clearly wrong by the actual rules, or
self-contradictory. In at least one notable case (the Invisibility ruling),
it manages to be all of those simultaneously. If you've got a question,
frequently asked or otherwise, ask me.
Magic
Initiation (but see below), geasa, new spells,
alternate paths and totems, and so on from Magic in the Shadows
are allowed. I may mess with the orichalcum economy, though.
Martial Arts
Cannon Companion has an alternate martial arts system. We
won't be using it; it's silly (in my professional opinion).
Surgery and Healing
Man and Machine has an alternate healing and surgery system.
We'll be using the healing part, but not the surgery part. It's entirely
too easy to go in for simple cyberware installation and wake up dead because
your incredibly skilled doctor failed one of the series of ridiculously high
TN tests. If anyone has surgery in-game
for whatever reason, I'll just wave my hands and give you a time that you'll
be out of action.
Detailed Lifestyle
Sprawl Survival Guide contains more elaborate rules for
Lifestyle. These are available for anyone who wants to use them (they work
out identical to the basic rules in SR3
core if you don't do anything fancy with them, but allow a lot more
flexibility), but work out the details with me.
Weapon Skills
Melee skills
Melee combat skills are re-divided as so:
- Unarmed Combat (Reaction)
- Unarmed, includes cyber-implants and natural weapons
- Knives (Reaction)
- Knives, daggers, other Reach 0 stabbing or slicing weapons.
Includes the sai.
- One-Handed Weapons (Reaction)
- Swords, axes, maces, clubs, other Reach 1 weapons that don't fit
elsewhere.
- Two-Handed Weapons (Reaction)
- Pole arms, claymores, quarterstaves, spears, and other
two-handed, usually Reach 2+, weapons.
- Whips (Quickness)
- Whips, monofiliment and otherwise.
- Chain Weapons (Reaction)
- Flails, morning stars, nunchaku, heavy chains, other jointed
weapons.
- Shields (Strength)
- Shields and similar primarily defensive blocking implements.
All of these skills except for Whips and Shields form a default
group.
Hand-and-a-Half Weapons
Hand-and-a-half weapons, like katanas and combat axes, can be wielded
either two-handed, using the Two-Handed Weapons skill, or one-handed, using
the One-Handed Weapons skill. They get a +1 Power bonus when wielded
two-handed, as per the standard rules. This bonus is presumed to already be
figured into the katana's damage code.
Two-Weapon Combat
There are no restrictions on what can be a primary weapon and what can be
a secondary weapon, other than the combatant's ability to wield said weapon
one-handed.
Wielding a secondary weapon requires an appropriate Off-Hand (Weapon)
skill, probably Off-Hand (Knives) or Off-Hand (Single-Hand). Two-weapon
combatants gain half of their Off-Hand skill's dice in melee combat tests.
These dice should be kept distinct from other dice used in the combat test.
If successes scored on the secondary weapon dice make the difference between
winning and losing the success contest, the attack does damage as per the
secondary weapon's Damage Code rather than the primary weapon's.
Shields
Shields are treated like secondary weapons, with a few exceptions. In
Full Defense, shields provide the full dice rating of the Off-Hand (Shields)
skill rather than the normal half.
Firearms Skills
Firearms skills are consolidated and re-divided as so:
- Pistols (Quickness)
- Most pistols.
- Light Automatics (Quickness)
- SMGs, any pistol with a BF or FA
setting.
- Rifles (Quickness)
- Rifles — Sport, Sniper, or Assault.
- Shotguns (Quickness)
- Shotguns. Pistols that fire shotgun rounds, like the Remington
Roomsweeper, can use Shotguns or Pistols at the user's option.
- Laser Weapons (Quickness)
- Laser weapons.
- Heavy Weapons (Quickness)
- Machine guns and assault cannons.
- Spray Weapons (Quickness)
- Flamethrowers, spray guns, firehoses, and the like.
- Launch Weapons (Intelligence)
- Rocket, missile, and grenade launchers. Launchers mounted on other
weapons, such as the under-barrel grenade launcher on an AK-98, can use that weapon's skill.
- Gunnery (Intelligence)
- Anything mounted on a vehicle.
Pistols, Light Automatics, Rifles, Shotguns, and Heavy Weapons form a
default group.
Launch Weapons and Gunnery form a default group.
Encumbrance
Shadowrun's encumbrance system is ridiculously broken, as are many of the
equipment weights. We'll be using the common sense method.
Initiation
I require an ordeal for the first initiation — this is largely for
roleplaying purposes. I invite creativity here, and will cooperate to any
reasonable extent to make your ideas work mechanically.
Gear
Combat Axe
The combat axe is a Reach 1 hand-and-a-half weapon. It can be wielded
with one hand, using One-Handed Weapons and doing (Str)S damage, or
with two hands, using Two-Handed Weapons and doing (Str+1)S damage.
Katana
The katana is a hand-and-a-half weapon. It can be wielded with one hand,
using One-Handed Weapons and doing (Str+2)M damage, or
with two hands, using Two-Handed Weapons and doing (Str+3)M damage.
Bo Staff
The bo staff does (Str+2)M Stun damage, just like staves that don't come
from Japan.
Laser Crescent Axe
The laser crescent axe is not only just plain goofy, it's far, far too
heavy. The weight, therefore, is reduced from the listed 5.2 kg (almost twelve pounds) to a heavy but
managable 2 kg. The laser crescent axe is a
hand-and-a-half weapon, doing (Str)S damage when wielded one-handed and (Str+1)S when
wielded two-handed. The damage level is reduced to M if the weapon is knocked out of alignment, but
the Power doesn't change.
Rattan Stick
Rattan stick base damage is reduced to L
against armored targets and M against
unarmored. Seriously, I get hit with these things repeatedly every week.
If they were M/S damage, even with armor, I'd be getting beaten
unconscious every fighter practice.
Vehicle Ramming
When one vehicle attempts to ram another, both vehicles must make
Handling Checks. If the defender wins, the attack misses. If the attacker
wins, both vehicles must resist damage based on their relative sizes and
speeds, with net successes on the attack roll staging damage to the defender
(but not the attacker) up as per a normal attack.
Vehicles with Body 0 are automatically Destroyed if the ramming attempt
is successful, and do not damage vehicles with higher Body.
Otherwise, base damage for the attack, for both vehicles, has a Power
equal to the other vehicle's Body, and Damage Level M. Each two points of difference between the
attacker's Body and the defender's Body stages the damage to the larger
vehicle down by 1 Damage Level, and the damage to the smaller vehicle up by
1 Damage Level, to a minimum of L and a
maximum of D. Each 10 meters/turn
difference between their relative speeds increases the Power of the damage
to both vehicles by 1.
If either vehicle fails to soak any of the damage, it must then make a
Handling Check or crash.
When a vehicle attempts to ram a metahuman, the metahuman can attempt to
avoid the attack with Dodge rather than a Handling Check. For purposes of
damage calculation, trolls (and troll metavariants) are treated as if they
had a Body of 2, and other metahumans as if they had a Body of 1. The final
Damage Level against metahumans is staged up 1 Level, and the final Power of
the attack is doubled. The damage is resisted with Impact Armor.
For example, if a GMC
4201 (Body 6) were to ram a Harley-Davidson Electroglide (Body 2), at a net
collision speed of 30 meters/turn, the truck would have to resist 5L damage (the Harley's Body 2 + 30÷10 net
speed; M staged down twice, to a minimum
L, by the 2-6 = -4 difference between Body
ratings), while the bike would have to resist 9D
(the GMC's Body 6 +
30÷10 net speed; M staged up twice
by the 6-2 = 4 difference between Body ratings), staged up by the truck
driver's net successes on the attack.
Damage and Vehicles
This is not exactly a house rule, just a clarification, because the rules
as written are completely incoherent:
When a vehicle takes damage from an ordinary, non-anti-vehicular source,
the Power of the attack is halved, and the Damage Level of the attack is
reduced by 1 (D→S, S→M, M→L, L→nothing).
If the modified Power of the attack does not exceed the vehicle's Armor
Rating, or if the Damage Level is reduced below L, the vehicle does not have to make a soak test; it simply
takes no damage from the attack. Power increases from burst or full auto
fire, or Damage Level increases from staging by successes on the attack roll
do not apply to this check.
For example, a ganger is trying desperately to kill a Steel Lynx Ground
Combat Drone (2 Body, 9 Armor) with his AK-97 assault rifle (8M base damage). In hopes of doing some kind of
damage, he lights it up with a 10-round full auto burst, which does 18D damage against his usual defenseless metahuman
targets. Through some miracle, he manages to roll a success on the attack,
despite the +10 TN penalty he's taking
from firing full-auto with no recoil compensation.
The Steel Lynx is a vehicle, and regular assault rifle ammo is not
anti-vehicular, so the base Damage Level of the attack is reduced from M to L, and the
base Power of the attack is halved, from 8 to 4. The modified 4 Power of
the attack does not exceed the Steel Lynx's 9 Armor, and the +10 Power
increase from autofire doesn't apply to this check, so the attack bounces
without the Steel Lynx even having to make a soak roll.
Attacks specified as anti-vehicular do not have their Damage Level or
Power reduced. Instead, the vehicle's Armor Rating is halved, and the base
Power of the attack (again, not including Power increases from autofire or
the like) is compared to the vehicle's modified Armor Rating. If the
attack's Power does not exceed twice the modified Armor Rating, the
attack bounces. (This is not how the book explains it; it's a simpler but
mathematically equivalent explanation.)
Finding autofire ineffective, the ganger swaps magazines to use AV ammo instead. The AV ammo is specifically anti-vehicular, so the
AK-97 retains its full 8M base damage against the Steel Lynx, and the
Steel Lynx's 9 Armor is reduced to 4 (rounded down, as everything is unless
otherwise specified). However, the AK-97's base Power of 8 only
equals twice the Steel Lynx's modified Armor Rating of 4; it
doesn't exceed it, so the attack still bounces.
The increasingly frustrated ganger tosses aside his useless assault
rifle, and instead pulls out a Great Dragon ATGM launcher and shoots the Steel
Lynx with a fraggin' anti-tank missile. The Great Dragon does 20D AV damage.
Because it's anti-vehicular, the Great Dragon's Power and Damage Level are
not reduced; it gets its full 20D against
the Steel Lynx. The Steel Lynx's Armor Rating is halved, to 4, and the
Great Dragon's 20 Power easily exceeds twice the 4 Armor Rating. That means
the Steel Lynx has to try to soak that 20D.
That's reduced to 16D by the Steel Lynx's
halved Armor, but since it only has 2 Body dice, it's still looking at an
awfully difficult soak test. If it doesn't have a really good rigger
operating it, it's probably dead.
But then, so is pretty much everything else in the Great Dragon's blast
radius.