Pebis

# X-Card and Roleplay Safety Systems

The X-Card and similar roleplay safety systems shall be honored when used and treated with respect and dignity. See The X-Card: A Guide for Farmer's Market GMs and Roleplay Safety Systems for more information.

# Primacy of the Wiki

The Wiki is to be considered as the only official rule source, in addition to the approved books in the appropriate category below. Note that the wiki overrides the books when applicable.

#### So You Want to Change the Rules?

The Farmer's Market strives on being open to the voices of all members. If there is a rule, both within the community, or within the game, that you would like to added, altered and simply removed, there are steps you can take. Go to Community and Rules Votes and follow the steps provided to make a change.

Link to the Google Doc for commentary/clarifications that aren't official yet.

## Sexual Themes

* We as a living community recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.

* To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their "bedroom eyes" quality. Discretion lies with Chargen staff.

* Shifters by dint of what they are, will not be permitted either in backstory or play to explore/RP an intimate relationship with a metahuman. Cursory mention/RP of familial bonds/relationships with their own species is acceptable but should never be sexualized in any manner. As always, discretion lies with Chargen staff.

## Blood Magic Player Agreement

To legalize blood magic, certain expectations need to be agreed upon by prospect players and enforced. The agreement required for taking the Sacrifice metamagic is as follows: "Blood Magic is a highly contentious topic, and is likely to spark interpersonal conflict. No player may make a character with the Sacrifice metamagic as their first character. Any character taking the Sacrifice metamagic is required to consent to CvC interactions. Players taking the Sacrifice metamagic acknowledge that more evil practices of blood magic are prohibited for player characters. Kidnapping and unwilling sacrifice outside of combat is prohibited for play. Any character taking the Sacrifice metamagic is expected to understand they must keep their identity concealed from the community at large. Blood mages are considered to be an abject evil, and characters with the Sacrifice metamagic are expected to understand this, and conceal their identities from those they do not trust."

## Run Rewards

### Negotiation

Player negotiation and actions can cause jobs to exceed the total RVP cost of their allotted difficulty through exceptional RP or clever thinking.

## Edge

### Burning Edge

* On the Farmer's Market, characters shall remain playable after burning edge on most runs, unless otherwise stated. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience that are not overwhelming should they choose to continue to run.
* You can find information here on how burning edge works on Farmer's Market .

### Downtime Edge

* If edge is used during downtime, it can be regained after the start of the next run. (That is, you start with the lost edge but start regaining it with normal rest in play.) At the end of a run, all edge is regained.

### Edge Clarification

Edge spent on Break the Limit (colloquially known as pre-edging) shall only affect 1 roll of an extended test, not all rolls.

# Houserules and Custom Mechanics

## Banned Mechanics

* **Pharmaceutical Drug Grade** (Page 190, Chrome Flesh)
* **Customizing Drugs** (pgs. 190-192 Chrome Flesh)
* **Updated Raw Reagents** (pg. 188, Forbidden Arcana)
* **Refined Reagents Uses** (pg. 188, Forbidden Arcana)
	+ Street Grimoire uses still allowed
* **Radical Reagent Uses** (pg. 188, Forbidden Arcana)
	+ Street Grimoire uses still allowed
* **Group Resources** (Page 43, Data Trails)
	+ The mechanics of the example groups on pages 35 through 43 in Data Trails are also not in use, see the factions page for the rules in play on the Market for those listed factions.
* All content relating to Submersion Groups, Tribes, and Flash Tribes from pages 106 through 117 of Kill Code.
* Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Market (including by GMs).

## Altered Mechanics

### Altered Skills

* Players may roll either diving or swimming whenever either is called for.
* Players may roll either gymnastics or freefall whenever freefall is called for.
* When bypassing Alarms using the Hardware skill, the door/window/etc. will be opened. As long as the Hardware test succeeds, the alarm is bypassed without it going off.
* Characters may default on Palming tests.

#### Exotic Weapon Skill Rules

* Exotic weapon skills will be described by the text and chart detailed in the image to the right.

#### Two-Handed Weapons

* Wielding two-handed weapons with one hand incurs a -2 dicepool penalty unless you are a Troll or Troll metavariant which will suffer a -1 instead.
* Any weapon larger than a sub-machinegun is counted as two-handed.

#### **Missile Parry Action**

* Interrupt Action, -7 Initiative
* If a character is aware of an incoming missile, they may make a relevant weapon skill + reaction test against the opponent's heavy weapons test. If the defender scores more hits, the missile is destroyed and does no damage.

#### **Improvised Throwing Weapons**

* The baseline is an item approximately baseball sized with the density of a stone. This weapon has Accuracy 3 and has baseline DV of (str)S and AP -.
* Improvised throwing weapons have range categories equivalent to 1+(|Concealment|/2) length each.
* GMs can modify these stats as they see fit based on the shape, size and weight of the object (bear in mind, strength is already part of the range calculation).
* Improvised throwing weapons have unique interactions with the Missile Mastery adept power (see Altered Awakened Content).

### Addiction Rules

* Each time you take an addictive substance, you will immediately make an addiction test.
	+ For psychologically addicting drugs, the test will be Logic+Willpower+(11 - Drug's Effective Addiction Rating)+(other modifiers.)
	+ For physiologically addicting drugs, the test will be Body+Willpower+(11 - Drug's Effective Addiction Rating)+(other modifiers.)
	+ For drugs that are "Both", the test will be the worse of your two dicepools for the above.
* If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.

### BTL and Drug Stacking

* BTLs do not stack with drugs, cause drug interactions like drugs, and overdose like drugs.
* Drugs stack with other drugs that affect the same attribute, although not with the same drug. (i.e. Novacoke will stack with Jazz to give +2 REA, but two doses of Novacoke won't stack with each other.) Note that this invokes overdose rules and the associated damage.

## Critter Rules

#### Critter Tricks

* All animals are able to learn LOGx2 tricks, with domesticated animals able to learn LOGx3.

#### Techno-Critters

* Techno-critters, being almost impossible to train, shall remain in use as NPCs only. While it's possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.

#### Warformed Critters

* Paracritters cost an additional 25k to warform.
* Warform modifications and expenses should be applied before chimeric modifications.
* The Warform modification costs 50k to apply to a creature.

### Melee attacks and Immunity to Normal Weapons

* Immunity to normal weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks

## New Critters

### Ghost Hound (Page 186, Howling Shadows)

* As dog (Page 402, Core Rulebook), with the following changes:
* Has Magic Sense SURGE quality (Page 116, Run Faster).
* Has a price of 500 nuyen and an availability of 6.
* Cannot be chimeric or warform.
* Will lose all non-baseline abilities if any essence is lost.

### Rare Ghost Hound (Page 186, Howling Shadows)

* As Ghost Hound, with the following changes:
* Can use Astral Perception. This ability is useable even though the creature does not have a magic score.
* Starts with 1 skill rank in the Assensing skill.
* Has a price of 1000 nuyen and an availability of 12

## Altered Martial Arts

* **Grasping Vines** shall be accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles respectively.
* **Mana Strike** (Page 102, Forbidden Arcana)
	+ Mundanes/Magicians cannot use One Trick Pony to Mana Strike.
* **Mana Choke** (Page 102, Forbidden Arcana)
	+ Mundanes/Magicians cannot use One Trick Pony to Mana Choke.
	+ Damage is resisted as drain. Body + Willpower for Adepts and Mundanes, Willpower + Drain Attribute for Magicians and Mystic Adepts. This damage cannot be healed by anything other than rest.

## Other Altered Mechanics

* **Dive Attack** (Page 190, Howling Shadows) when taking the Dive Attack action you also take damage equal to the number of meters fallen, as appropriate. This rule will apply to GMs as well.

* **Feint** (Page 111, Run & Gun) shall be clarified such that exclusively INT is used to defend against it.

* The **Observant** quality (Page 129, Street Lethal) shall be assumed to be possessed by all characters, free of charge, changing observe in detail from a simple action to a free action. There is no need to notate this on your sheet. That's not a joke, we're serious. The game works better that way.

* Stationary vehicles cannot dodge attacks made against them.

#### **Exponential diminishing returns for Multiple Simultaneous Explosions**

* The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc., until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.

#### Noise

* All wireless bonuses are disabled when noise exceeds device rating and ability to connect to matrix is unaffected by noise.

#### **Optional Rules In Effect**

* Mentor's Mask (Forbidden Arcana, Page 182). See clarification in the Altered Mechanics section.
* Drone Modification rules (Rigger 5.0, Page 122)
* Care Under Fire (Bullets & Bandages, Page 14)
* Spirit Leashing (Forbidden Arcana, Page 182). See clarification in the Altered Mechanics section.

#### **Numinous Perception**

* Numinous perception is not a discrete sense - it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants, or that there's a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.

## **Initiative Stacking**

The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.

### Edge

Edge to Seize the Initiative or Blitz will function with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5d6 initiative dice. These also work in the Astral and Matrix.

### Qualities

The Seize effect from Adrenaline Surge will only function on the meat (and consequently AR matrix initiative.)

The initiative from Pain is Gain applies only to matrix initiative.

The initiative from Lightning Reflexes will stack with drugs, adept powers, spells, cyberware, bioware, and generware. The defense die stacks normally. Lightning Reflexes will, uniquely, work in the Astral, but not Matrix VR.

The initiative from Poor Self Control (Thrill-Seeker) will stack with all other sources.

### Spells

The Increase Reflexes spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.

The Vampiric Speed spell shall not stack with drugs, other spells, adept powers, cyberware, bioware, or geneware.

### Adept Powers

The Adrenaline Boost power shall stack with drugs, but not with spells, other adept powers, cyberware, bioware, or geneware.

The Improved Reflexes power shall not stack with drugs, spells, other adept powers, cyberware, bioware, or geneware.

### Other Magic

The initiative bonus from Channeling shall not stack with drugs, spells, adept powers, cyberware, bioware, or generware.

### Cyberware

Wired Reflexes will stack with drugs, but not with spells, adept powers, other cyberware, bioware, or geneware.

Move-by-Wire systems will not stack with drugs, spells, adept powers, other cyberware, bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.

### Bioware

Synaptic Boosters will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware. The sole exception is Accelerator, which will stack with it normally. Note the downsides for Accelerator.

Boosted Reflexes will stack with drugs. They will not stack with spells, adept powers, cyberware, other bioware, or geneware.

### Geneware

Synaptic Acceleration will stack with drugs. It will not stack with spells, adept powers, cyberware, other bioware, or geneware.

Reaction Optimization, the poor thing, will not stack with drugs, spells, adept powers, cyberware, other bioware, or geneware.

As a reminder, drugs will not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.

### Final Notes

Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.

Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, matrix initiative, hotsim, or coldsim.

Matrix and Rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim, or coldsim.

Additional base dice, like those possessed by all shapeshifters and certain HMHVV Infected, are just that - base dice. They functionally stack with everything.

# Custom Mechanics

## Public Awareness Mechanics

Use the following chart to determine if someone might recognize the runner. They then make a memory test with a threshold of (10-PA). On recognizing them, they will take an appropriate reaction, which will vary on the situation and is determined by the GM. It could be (but is not limited to) just clearing themselves out of the area, asking for an autograph, or instigating a security response (think the "I've been made, we're on a timer guys!" kinda deal).

PA does not necessarily link Runner and Personal identity. Thus, a runner might accumulate PA but only when in full gear. A value should be added to the wiki pages of PCs that signifies if the Runner and Personal identity have been linked. Sources of Public Awareness should be noted on the wiki of the character. GMs may feel free to say that a source does not count against them, counts extra against them in a particular case, and may even be used as a boon if the situation is right.

PA can be burned for a cost of 2 SC. A runner and personal identity can be reseperated for a cost of 2 SC.

Public Awareness
 3-4
 5-6
 7-8
 9+

## Notoriety Mechanics

When you need a favor done by a contact and have notoriety, they roll a d6 and add loyalty with a threshold of your Notoriety (for example, if I have 3 Notoriety, I roll a d6 and get 2. I have a loyalty of 3 with this person for a total of 5. This breasts the threshold of 3).

Success means they help you.  Failure means they don't want to get "mixed up with your brand today" or something similar.

It also inflicts a negative dicepool on the contact's rolls equal to your notoriety.

On the other hand, a blackmailed contact is actuslly more likely to help you. They do not make the Notoriety test, and your Noto acts as a dicepool bonus to their actions, as they are more inclined to help you.

Sources of Notoriety should be noted on the wiki of the character. GMs may feel free to say that a source does not count against them, counts extra against them in a particular case, and may even be used as a boon if the situation is right.

# Contacts

Farmer's Market uses a custom contact system you can read about here.

# Acknowledgement

The development of these house rules benefited from discussions with and content generated by the staffs and members of ShadowHaven, EmeraldGrid, Runnerhub, Adem Koebel's Mathsquad Community and ShadowNET. Further insight was gained by referring to the Shadowrun Missions rules.