House Rulings
First and foremost, rule of cool triumphs all. If it's loosely possible within the rules, but is Stylish and Creative, then you get a shot at it. If it also just makes common sense, but isn't defined within the rules as possible, we can work something out.
- Critical rolls have no end to exploding on either end.
- Critical rolls on an Attack roll give an extra damage die per critical. A 2d6 Medium Pistol shot becomes a 4d6 on two successive crits, etc.
- If Ambushing with a non-silenced weapon, it automatically alerts others within the room/area as appropriate.
- As deemed by the Referee, appropriate and explained skills may have half their Base applied to a different skill check, upon a seperate roll.
- Tech Inventions are able to be powerful, but are limited by resources and time. Do not be surprised if a 10,000eb item takes a month or two of setup to get close to finishing.
- Speculation with mechanics is fine, but metagaming is strictly prohibited. You may have the most borked setup possible, but getting those tools and realizing their potential are not immediate things.
- NPC Fixers, Techs, and Medtechs will be limited to specializations. For more exotic or high-power items, you're either paying out the nose, risking your life, or waiting to catch it in the Night Market.
- Light Armorjack and above are visible above clothing. You will be stopped and searched by law and security officials, should you be wearing these or carrying anything higher caliber than a Heavy Pistol, as well as any outwardly-offensive cyberware.
"Whaaat, c'mon, that gonk Vampyre had Flak! And he was wearin' a helmet! You expect me t'wait for ages, pokin' holes and flankin' like some clown? Lissen, it was either him, me, or that shiny ARCH 1S. And my SDF says it was him and his buddies! C'mere, I'll show ya the bite marks - cleeeear Self Defense! Now, if that all, I got a baby to take care of, and I- license? What license?"
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