Shadowrun House Rules

  • UWB Radar as a Visual Enhancement: Ultrawideband Radar is a Visual Enhancement, not a Sensor. It takes 3 Slots.
  • Custom Cyberweapons: [Cyber-Implant Weapons] are not unique weapons. Instead a character can buy a [Cyber-Implant Mount] which is specific to a classification of weapon (E.g. Battle Rifles, Heavy Pistols, Specific Melee Weapons, and Specific Exotic Weapons), each specific classification of weapon costs essence or capacity based on the relative power/size of weapon. Further inorder to be mounted to the [Cyber-Implant Mount] the weapon in question needs a 2 slot mod called “Cyberweapon.”
  • Better of Armor Mods: Armor has Capacity of 1.5x its highest armor rating. Each capacity slot allows for one Armor modification of any rating.
  • Post Consumer Armor Mods: There should be rules for adding Armor Mods after purchase. They should be similar to the weapon modifications rules.
  • Easily Modified Weapons: Weapons that mention being “Easy to Mod” in their description should have 2 more slots.
  • Manual Override Weapon: Any weapon without Electronic Firing has “Manual Override” which is to say the gun can always be fired (so long as it’s loaded). Electronic Firing is vulnerable to hacking and spoofing, but only costs 1 slot.
  • Favor and Favors: At start of play, a Contact’s Loyalty represents a number of favors owed, and also the maximum number of favors a Contact will rack up in debt. Loyalty is also rolled if the contact could benefit from selling out or betraying the shadowrunner in question. A single hit prevents the Contact from selling out. Contacts never buy hits.
  • Armor Degradation: A Glitch in an Armor check results in Superficially Damaged armor, very apparent (+1 to perception tests to see character if Chameleon/camouflaged per, up to +0). A Critical Glitch deals 1 point of damage to the Armor’s Ballistic & Impact armor breaks a chemical seal, and reduces most other mods by 1 Rating. It requires a threshold 4 (1 hour) Armorer test to repair 1 point of superficial damage, and threshold 6 (2 hours) to repair 1 point of Ballistic & Impact damage to armor, and costs 5% of the (armor + mods) in raw materials. Upon repairing 1 point, a chemical seal is fixed.
  • Helmet Modifications: Clarify what can and cannot be modded into helmets.
  • Less Lethal Healing: Spell Heal’s Drain Value is equal to [(Boxes Healed) – 2].
  • Off the Rack Slot Discount: If a weapon, vehicle, or armor comes with an “Off the Rack” modification, that modification can be upgraded to a similar mod without paying the full Mod slots for the new mod. (Example: Improving an Off The Rack Ceramic/Plasteel components R2 to R3 does not cost a new slot, or Improving a Drone’s Weapon Mount from….)
  • Weapon Watcher Sensor-Soft: +1 Die to Surprise Tests and Dodge/Gymnasitc Dodge Tests (Not Passive Reaction), and +2 to find Concealed Weapons…
  • Defaulting on Hacking: A character defaulting on any skill that rolls Skill + Program, just rolls Program -1.
  • Defaulting on Magic: Awakened characters can default on Magic skills.
  • Contact Points: Characters start with a number of free contact points to spend based on their Charisma + Intuition x 2.
  • Stick & Shock: Does not deal 6S(e) damage, but rather changes the damage of the weapon to S(e) damage, and ignores half impact armor.
  • Stacking Special Damage: When firing capsule rounds in narrow bursts, the Power Rating of the Compound inside is treated as +1 for short bursts, and +2 for long bursts.
  • Essence Fallacy: Essence is a result of the dreaming collective, a collected subconscious. There should be an Echo and magic equivalent of ignore -.5 essence loss for Magic/Resonance.
  • Seraphim Merit: Member of the Seraphim Watch-boards. At each job there is a specific target, if they live gain a 10% bonus to mission pay as a commission for their safety. Gain 20% bonus if they are unharmed.
  • Sanguine Merit: Member of the Sanguine Forum. At each job there is a specific target, if they are killed gain a 10% bonus to mission pay as a commission for their safety. Gain 20% bonus if they are killed in a specific and difficult manner.

Shadowrun House Rules

Shadowrun VIII Vivika