House Rules

Quotes from the GM.

## RPC

Sleeping Tiger is banned. It costs less than RPC.

## Cloak Stacking

Every cloak beyond the first counts as +1 armour for the purpose of encumbrance.

## Downtime Posts

Also, considering that these are extra in character posts made between sessions, I'm declaring that all in character actions done in the datahaven count towards downtime posts. As a reminder, every 100 words you write, limited to 400 total, gives you your choice of 1 karma or 2000 nuyen.

From now on, each 100 words of downtime posts, up to a total of 400, can be exchanged for your choice of 1 karma, 2000 nuyen, or 1 week of effective downtime. The effective downtime ***may not*** be used for Working for the Man/People.

## Working for the Man/People

At the cost of one day of downtime, you can convert 2000 nuyen into 1 karma, or 1 karma into 2000 nuyen. You are limited only by your daytime as to how many times you can do this.

## Forgotten Bloodline

Adding a custom quality for future consideration.

```
Forgotten Bloodline (25 karma)
You may take another quality which can normally only be taken during character creation.
```

## Bulk Manufacturing

When creating chemicals or explosives, you can make 1 dose or kilogram at a time when using a Tool Kit, 10 doses or kilograms at a time with a Tool Shop, and 50 doses or kilograms at a time with a facility. When you create multiple doses of chemicals or kilograms of explosives at once, you make a single extended test for the entire batch, as if you were only making 1, and multiply the end result by the amount you are making. This multiplication also applies to the results of a critical glitch on making explosives. These rules also apply to other things that use to Build/Repair table, but the maximum amount you can work on at once may vary depending on size.

When crafting ammo or hand loading, tool kits allow 10 rounds at a time, tool shops allow 100, and facilities 500.

## Banned Qualities

Friends in High Places: Having your cool NPC friend solve your problems for you is not fun.

Borrowed Time: Randomly dying from an arbitrary die roll is not fun.

Pregnant: Obvious reasons.

## Playable Metatypes

You are allowed to play as:

* Metasapients
* Protosapients
* E-ghosts

You are not allowed to play as:

* Xenosapients
* Spirits

## Flashback System

Flashbacks run off of a resource which is calculated similarly to a limit and rounded up:

```
(INT * 2 + AGI + CHA) / 3

```

Refreshes every mission.

## Called Shotguns

I have no idea how called shots with shotguns would work, but as far as I know, there's no rule against it.
Core Shadowrun rules necessitate that any called shots with a shotgun are made with a narrow choke setting.

## Crafting Custom Drugs

Extended test Chemistry+Logic [avail. x2, 8h]. Procuring the materials requires a C5 contact of the appropriate type. Can be used with bulk manufacturing.

## Crafting Ware

Ware can be crafted at half cost if you own a Shop or Facility. Having a Facility would give bonuses. You also need the plans for whatever you intend to make, at the grade you want it. You could buy them, steal them, figure them out from taking apart "donated" ware, or you could design them yourself with a very long extended test.

Designing ware would have the same extended test as making it, but does not require nor benefit from a Shop or Facility.

If you take apart ware to learn how it works, you always treat it as it's original grade. It doesn't become Used until you try to put it back in someone.

The test for making the ware would follow the same rules as drug crafting, but with a longer interval. Avail x2 at 1 Week.

Facility reduces the interval to 1 Day.

If you have the Workshop/Facility lifestyle option, combined with a tool shop, you get +1 dice to relevant tests while working in it. With a facility, you get +2.

When adapting existing plans to a new grade and/or rating, reduce the threshold by (4-difference in grades) and by the rating of the existing plan. Also divide the interval by the same.

Reverse-engineering blueprints from existing tech only has a threshold equal to the availability, with an interval of 1 hour.

*Q: Do you need separate facilities for Bioware and Cyberware?*

You need separate facilities.

## Garage

If you have the Garage lifestyle option, combined with a tool shop, you get +1 dice to relevant tests while working in it. With a facility, you get +2.

## Hand Load

Official ruling on hand load ammo:

You can pay 10% extra and make the test to make the ammo, with the normal bulk crafting rules, or you can pay 25% extra to just buy it.

You need not craft hand loads from scratch. You can also pay the additional 10% to upgrade existing ammo.

The 4R avail for should be added to the base when buying at +25%

## Submersion (Clarification)

Submersion is effectively the same thing, but without the research requirement. It doesn't really make a lot of sense, but neither do a lot of things in the system.

*Submersion does not have a time requirement. - Magil*

## Glitches

When the results of half of the dice pool (*rounded up),* or more, are 1s, the roll has glitched.

## Noizquito Drones

Noizquito Drones impose their standard -2 (or -1, depending on gear) penalty, with each additional drone granting -1, up to a maximum of three drones in total, for a maximum possible penalty of -4.

 Strobes
 Speakers (with sound damper)
 Strobes (with flare comp.)

## Vehicle Speeds

Movement speeds for vehicles are strictly relative to each other. A normal car has a speed of 3, and there's a page in core somewhere that lists speed limits for various types of vehicles. An average vehicle is able to go the speed limit, and other speeds are relative to that.

Each point of Speed and a ground based vehicle is 40kph, or 33 meters per Combat Turn. For a rotorcraft, each point of speed is 73kph or 60 meters per Combat Turn. For aircraft, each Speed is worth 267kph or 222 meters per Combat Turn. Watercraft are weird and variable, but I'm going to say that each Speed on them is worth 22kph or 6 meters per Combat Turn.

These numbers are technically semi-official as of R5.

## Installing Glitter Bombs on Drones

It would take up one mod slot, require a re-flavored paint grenade, and need an extended mechanic test. *(interval: 1 hour)* Which one you use depends on the drone. Using existing mods as a reference, threshold is 6 and it requires a Tool Shop.

## Life after Death

*If one of us dies, do we come back as a new character with the standard level or would it be something different?*

GM: I'll figure that out when it happens. Most likely just Prime level sum to 12.

*We were Standard Runners, sum to 10, right?*

GM: Yes. Keyword there being "were."

## Availability without Negotiation

*Characters may obtain any item up to and including Availability 8 without making a Negotiation check. - Magil*

## Drone Pilots

Drone pilot programs can be interpreted to either cost mod points or not to. Ruling is they do not.

*I don't see a reason to house rule a mod slot cost onto them.* - Fuse

## Bicycles

Based on the text there, and some quick math, I am officially ruling bicycles as moving at double your normal movement rate and classifying them as vehicles. For anything that requires Speed or Handling as a limit, substitute your Physical Limit. I am aware that this creates some weird rules interactions, and I welcome them.

### 🚲💨

Cheap bicycles have a Body of 1, while good bicycles have a Body of 2. Both of them may be modded.

## Jammer Stacking

They do stack, but I'm ruling that they don't. Otherwise it's way too easy to just blanket turn off all opposing devices on both ends.

## Crashing Damage

If a vehicle crashes, it takes damage proportional to the BOD/structure of the thing it crashes into instead of its own BOD.

## One-handing shotguns

To one-hand a two handed firearm, you must have Strength equal to half the base damage code, rounded up. For each point you are under that threshold, the recoil compensation is reduced by one. For every two points, the accuracy is also reduced by one. If the recoil compensation is negative, you must make a Strength + Body roll with a threshold equal to the negative recoil and a penalty equal to one less than the number of shots fired every time you attempt to fire the weapon. Failing on that roll causes the weapon to scatter a number of meters equal to the difference.

## Eyewear in Helmets

*Which classes of wearable optical devices (contacts, glasses, goggles, etc.) are usable with full body helmets, if any, or do you have to put the smartlink and flare comp on the helmet itself?*

> Contacts, or put them in the helmet.
>
>

## Sensors in Body Armor (that comes with a helmet)

*Can capacity on body armor be used for sensors that can be accessed through its respective helmet?*

> Sure
>
>

## Armor Mods

Chem seal needs to be on the armor. The helmet is just a requirement to get it. The capacities for both are independent and do not stack. If you have two helmets on, you should probably take one off.

If you have rating 6 fire resist on your helmet, you have rating 6 fire resist. If you have rating 3 fire resist on your armor and on your helmet, you have rating 3 fire resist.

Swapping armor pieces is perfectly fine.