The House Rules in Alpine City 2056: Year Of the Rats | World Anvil
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The House Rules

Character Creation

For the 2056 setting, I'm imposing some restrictions / limits / bars on the 2090-based IZ rules

Races :

  • 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 Roll  

Pro 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)

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