The House Rules
Character Creation
For the 2056 setting, I'm imposing some restrictions / limits / bars on the 2090-based IZ rulesRaces :
- Androids : are part of IZ/2056, unavailable for PCs at this time. Really just advanced droids.
- Bioroids: do not exist / unavailable for PCs
- Cyborg (full conversion): are part of IZ/2056, unavailable for PCs at this time. look up "Chrome Fever".
- Humans: Well Known / Available to Play
- Humans 2.0: Well Known / Available to Play
- Simulcra (AKA "Replicants") are part of IZ/2056, and call them "Rumor-Yes, Exotic-Rare"; unavailable for PCs.
- Hybrids (AKA "Chimera") do not exist; unavailable for PCs.
Archetypes:
- Agents: part of IZ/2056, and call them "Rumor-Yes, Exotic-Rare"; unavailable for PCs.
- Bounty Hunters: Well Known / Available to Play
- Cybermonks: part of IZ/2056, and call them "Rumor-Yes, Exotic-Rare"; unavailable for PCs.
- Drone Jockeys: Well Known / Available to Play
- Ganger: Well Known / Available to Play
- Grifter: Well Known / Available to Play
- Hacker: Well Known / Available to Play
- Idol: Well Known / Available to Play
- Investigative Journalist: Well Known / Available to Play
- Patch Man: Well Known / Available to Play
- Ronin: Well Known / Available to Play
- Sector Cop: Well Known / Unvailable to Play
- Smuggler: Well Known / Available to Play
- Ex-Solder: Well Known / Available to Play
- Street-Rat: Well Known / Available to Play
- Zeeks (AKA "Psychers") are part of IZ/2056, and call them "Rumor-Yes, Exotic-Rare"; unavailable for PCs.
Other Rules
Chrome Fever
According to IZ/2090, the Strain you take from installing Cyberwear targets your Vigor stat. This means that enough Chrome on the body will literally kill you, if your rolls are bad. In IZ/2056, the "Chrome Fever" mechanic allows the player to opt to use their Spirit stat instead. "Lethal Fatigue" is replaced with symptoms of Chrome Fever ; paranoia, megalomania, narcissism, excessive violence, etc. Essentially, every time you get stressed out / in combat, whatever, you make a Spirit roll. You fail the roll, you've got to do something way out of proportion to the situation.Critical Fail? I decide what happens, and who it happens to.
Skill Specialization
Specialization is "OFF" by default. All characters roll skills normally. Characters can declare a skill to have a specialization at no cost; they cannot change it after that point. Specialization gives an Environmental bonus of +1 to all rolls related to the specialty.Occupations
Pro Card Shark
Per Advance: 250CR X Smarts + 200CR x 1d4 winnings Perk: Roll Gambling Skill in any scene that starts in a bar with a card table. Successful, they gain 250CR or +1 on a single Trait RollPro Mechanic
Per Advance: 3500CR + 200CR x 1d4 custom work Perk: Your character has a garage or workshop. +2 Repair to rolls on work done in your shop by you. In any scene that involves a vehicle leaving the Garage, a Raise on a Repair Skill roll gives the vehicle 1 Bennie to affect any single roll related to the vehicle.City Trappings
INDUSTRIAL ZONE
+1 For Outgoing Netrunning Difficulty +2 For Incoming Netrunning Difficulty +1 For Outgoing Tracking-Urban Difficulty +2 For Incoming Tracking-Urban Difficulty -2 For Streetwise Rolls unless Survival(Urban)Remove these ads. Join the Worldbuilders Guild
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