SR3 House Rules
So I figured I’d actually write up some of the houserules we run with, in case folks around would be interested.
I’ll even put a note at the end for some stuff for the later editions, though we don’t play them as much.
No Availability Limits at Chargen:
This
is a rule we use in all editions, so I’ll start with it. The first time
we played this game(SR2), with our first GM, we never used these
limits, and it stuck. We simply believe ‘Buy stuff that makes sense for
your character.’ If you’re playing a Former Company Man or a character
with a background that made them loaded(or they simply got a lot of
'ware over time), then get it. Hell, with creativity an unlikely
character can have some cool stuff. In our first game, a buddy of ours
played what was basically a 50-something year old hobo with some hefty
bio and cyberware. Not much in the way of gear(squatter lifestyle, a
couple handguns, scruffy armor, cans of soup, a baseball cap, etc.) He
was ex-Military though, had a lot of knowledge skills(you had to buy
those with regular skill points in SR2), and really you didn’t even
think about he was stuffed to the gills with 'ware(he hated fighting as
well, due to doing so much of it in wars.)
Basically, for us, if
you have a decent story for it, or even attempt to write a decent story
for it, we’re cool. We like to open options, and if that means just
taking off Availability limits, we do it. Even if we’re doing a lower
level game, we just use the honor system, and it works.
Knowledge Skill Points from Cerebral Boosters
Another
one used in any game, our reasoning is this: Unless the character got
the ware like, five minutes before the start of the game or something,
they likely had their Cerebral Booster for awhile, and the nature of
such bioware(it’s cultured), is not something that’s just going to get
removed without, well, probably killing the character or rendering them a
vegetable, if you look at how it works in Shadowtech and how it’s
installed. Thus, unlike an Encephalon and other 'hardwired’ type of
stuff, it’s like, never going to get removed, so you don’t have to worry
about that INT score dropping through those means.
As such, I
felt it made sense to allow Cerebral-Booster boosted Intelligence scores
to count toward Knowledge skills. It’s something that rarely gets
abused, if it’s even abusable. (A player who wants more Knowledge
Skills-like, skills that don’t actively help you shoot things better,
but help you better make your character a character-and goes out of
their way to install an expensive piece of bioware to do it? You don’t
find that often. If at all.) If someone gets one, it’s likely for
character purposes of wanting to be smarter for whatever reason. It’s
worked out pretty well in our games.
Can break Attribute Maximums with cyber/bioware
This
happens rarely, to be honest. Basically, each score has an 'Attribute
Maximum’-which is usually 1.5 times the score. Generally speaking you
can’t augment past this, but I rule with Cyber/Bio you can. It’s
generally pretty hard to do anyway. (To hit, say, a 10 Quickness as a
human, you either need to max the stat and take Level 4 Muscle Toner or
something, or 3 Toner and a Suprathyroid-in any case, fairly nuyen
intensive things. Or you need to get a 5 in the stat and get BOTH +4
from Toner and +1 from a Suprathyroid which is a decent chunk of nuyen
and bio index.)
5th Edition actually has a thing here, where a
stat can be boosted up to +4. This actually allows a human to get a 10
quickness if they max the stat out(or whatever.) It comes up so rarely
that it’s never an issue, and it hasn’t caused any issue when it has
come up, so I just say 'Let it ride, if you pay the nuyen and
Essence/Bio Index, you get the bonus.’
Note you can’t increase an
Attribute naturally past its Maximum still though. (In SR3, you could
increase a stat past it’s Racial Modified Limit by paying 3x its new
stat in Karma instead of 2x. Remember Karma awards trended lighter in
the older days.)
As always, have a plan here. It’s much cooler if you do this for a character reason rather than 'just the numbers.’
Lower Costs for Cyberlimbs
Ahh,
here’s a big one, and it’s for 2nd and 3rd edition specifically. I’ve
mentioned it a few times. I feel cyberlimbs, especially in the 2050s
era(and this might be some of the Cyberpunk in me talking too), are way
too expensive. In my mind, augmentations run something like:
-Bioware: Top of the line. For the more well-off/professional folks.
-Some
Cyberware: Middle of the road; stuff like muscle replacement isn’t as
top of the line, but it works(though it’s heavy on the essence.) Decent
cost to performance ratio. (Wired reflexes and stuff are nice.)
-Cyberlimbs: High essence cost, low performance. You only get 1 limb at a time and need to juice each one up separately.
Because of this, I feel something inherently wrong with a single cyberlimb with the following:
Str+3
Quickness +2
…and
that’s it, costs 1 essence, 75k for the limb, 50k for each level of
Strength and 30k each level of Quickness. 285,000 Nuyen. Mind you you
can get Level 4 Muscle Augmentation/Toner for 180k and 3.2 Bio
Index(leaving your Essence at 6.) That’s +4 to your own Strength and
Quickness.
Hell, if you have a decent score in each(5’s in each
lets say), 1 level of Muscle Replacement is 1 essence, 20k, and gives +1
to each.
Basically, cyberlimbs being so expensive makes them
this sort of high-end thing which I feel takes away the 'feel’ of
cyberpunk; the gangs who have a cyberlimb or two thrown around, and so
on. Hell, I always imagine cyberlimbs being the choice of a middle class
person over some sort of expensive type 0 clonal replacement(though
maybe if they have a good Docwagon contract that’s not so bad.)
So
after some fiddling, I decided to vastly lower the costs of cyberlimbs
and their augmentations. it took some time, but I discovered a pretty
decent setup I feel.
For base obvious limbs(which still have a Strength and Quickness rating of Racial Average + 1 base):
Obvious Cyberarm: 20,000
Obvious Cyberleg: 30,000 (Kid Stealth variants are 50,000 each)
Obvious Torso: 35,000
Skull: 10,000
Strength and Quickness/Level: 10,000: 1-3 points
4+ points: 20,000/level and .2 Essence per point
Which
is all considerably cheaper. It’s still not *cheap*, but given how
nuyen works in Shadowrun(and how much you can get), they had to have a
LITTLE bit of a cost. That, and they’re fairly affordable in their BASE
variant(which I feel is an important thing.)
So here, a human
could get 2 Obvious Cyberarms, with Strength and Quickness +3 each(for
7’s in each), for a grand total of 160,000 nuyen and 2 Essence. Yes, you
can still get Muscle Augmentation/Toner 4 for barely more, but at least
with this you can make a somewhat comparable setup. Cyberlimbs are
still not optimized(and I don’t need them to be), but they’re at least
something that you can see some more people running around with. If you
want to play a lean samurai optimized machine, you’ll definitely still
want to go with a cyberware/bioware mix, but this method at least keeps
limbs more reasonable for how UN-optimized they actually are.
Also,
built-in devices do not cost 4x the cost. They simply cost as they do
as if you were installing it into your meat, nuyen wise. You already
paid an essence for the arm, I don’t see why you have to double up.
Can trade your 2 free Level 1 Contacts for 1 free Level 2
Pretty simple, we’re cool with you doing this if you see it fit your character.
Essence Hole
If you remove a piece of 'ware, you keep the 'hole', and can get a new piece, making up the difference. This rule came a little later in SR's lifetime, but had popped up in supplements I recall(I actually would have to see the exact time it arrived), but I use it.
Can get Internal Smartlink(-2 TN) bonuses with a Datajack/Smartshades and Goggles
Generally speaking the external smartlink would give a -1 to the TN, with the internal/implanted a -2; we have decided that hooking smart shades into a datajack allows for 'internal' bonuses. Keep in mind that it's not necessarily a 'free .2 Essence', as you still need to A. Have the gun smartlinked at the cost, B. Have the smart goggles and shades at the cost, and C. have a datajack implanted to do this, and Cyberware smartlinks have the benefit of being overall less expensive in nuyen, and you can't get them taken away/lose them(normally, heh.)
But if you're playing a character who you can't really see with a full on smartlink but can see with a datajack that might want the bonus sometime, the option is there.
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