Infos/Homebrew/Regeln
▶ Knowing the limits
• It is very difficult to own a personal vehicle in this setting.• BorgWare is easily identifiable by sight alone and makes others cautious around you.
• Light Armorjack and up is always easy identifiable where as Light armorjack can be concealed • Remotes and Drones are very disappointing in this setting.
• A player character cannot own a company without approval.
• A player character cannot become a real estate baron.
• A player's characters cannot help each other. (multiple Characters of the same Person)
▶ Character Creation
• Use Complete Package to create a character. Use standard 62 STAT points [PG. 78].• Cargo Container and Kibble are the default. These are free for the first month.
• During the Lifepath, players may choose to have up to 3 Friends and/or up to 3 Enemies [PG. 51] instead of rolling. Friend/Enemy may be chosen from the table instead of rolling, rolling is fun though.
▶ Multiclassing
Each character can have no more than 3 Roles.
▶ Advancing Stats
Stats can be improved at the same cost of Role Ranks using IP.
▶ Luck
• Luck points are replenished at the beginning of each game.
• Luck points are replenished at the start of each month if Lifestyle and Housing are paid.
• Unused Luck can be used after a game during downtime.
• Luck points can be used after making a Skill Check.
Note: The GM can roll in secret, and is not obligated to share the result of their roll.
▶ Armor Penalties
Armor doesn’t penalize DEX or REF. It instead penalizes MOVE and certain Skills. These are: Contortionist, Dance, Evasion and Stealth. Ranged Attacks cannot be dodged if wearing Flak or Metal Gear, no matter how high the REF is.
Armor | MOVE & Skill Penalty |
---|---|
Medium Armorjack | -2 |
Heavy Armorjack | -2 |
Flak | -4 |
Metal Gear | -4 |
▶ Homebrew of Core Book items
• Expansive Ammunition: On dealing a Critical Injury using this ammo, it automatically inflicts the Foreign Object Critical Injury in addition to any other critical injury rolled. This additional injury does not deal additional damage.
• All Flamethrowers: Targets hit by a flamethrower are set on fire. If a flamethrower would inflict a Critical Injury, it instead deals 5 bonus damage directly to their target’s HP and is set on Deadly Fire.
• Malorian Arms 3516: As long as it's clearly visible, a person is more easily recognizable by their reputations. It is up to the GM to decide by how much.
• Slice ‘N Dice: If a character has this cyberware installed in both hands, they may be used together to resolve attacks as RoF 2 and 3d6 damage.
• Tsunami Arms Helix: It consumes 10 bullets per attack (not 20) and has a magazine capacity of 100.
• Smoke Grenades: These grenades immediately discharge their chalky smoke payload when they are resolved. A character cannot simply attach one to their chest and walk around as a ‘smoke monster’ with permanent cloud cover.
• Midnight Arms SDF-45: This weapon is banned.
• Vampyres: This cyberware can dispense any liquid, not just poisons.
• Speed Boats: Speed boats are eligible for the Nomad Housing Upgrade.
• Jet Skis: May now have the Enhanced Interface Plug Integration Nomad Upgrade
• Clothing is changed into complete Sets.
▶ Fire Damage
Each time a character is set on fire they must make a Concentration Check vs a DV. On a failure, they are Under Extreme Stress (-2 to all Checks) until that fire is extinguished. Fire Effects do not stack and the most dangerous fire replaces other Fire Effects.
Fire Intensity | Damage | DV |
---|---|---|
Mild | 2 | 13 |
Strong | 4 | 15 |
Deadly | 6 | 17 |
▶ Poisons
Poisons [PG. 181] inflict half their damage (but no other effect) on a successful Resist Torture/Drugs Check.▶ Critical Injuries
Critical injuries persist until fixed [PG. 225]. Alternatively, a Medtech character can attempt to cure critical injuries of others either on table or as a service. If a Medtech character fails, the critical injury can only be fixed by going to a hospital.▶ Healing
Characters are automatically stabilized and can begin healing after a game.Players may spend 1 DTD (described in the Downtime and Services section) to immediately heal their BODY stat per DTD spent. This can be improved by seeking a Cryotank or Antibiotics.
▶ Trauma Team
Since the need for more affordable Trauma Team Subscriptions arose Trauma Team Innsbruck now probides 4 different Packages Bronze: 250€/month (10) Silver: 500€/month (12) Gold: 1000€/month (13) Platinum: 2500€/month (15) Trauma Team members have a Combat Number of 12 and the Doctor has a Medscanner.▶ Repair
• Armor (SP) and Shields are fully repaired for free after every job.• Drones and Vehicles are also fully repaired after each job unless they are destroyed. If destroyed, they must be repaired using the Vehicle Repair rules [PG. 140]. Each day of repair in the rules is 1DTD that must be spent.
• Nomads may still pay 500ebs to have their vehicle repaired.
▶ Selling Goods
Items can be sold without a roll for 20% of their base value. Any player character may attempt to sell any item at a table before or after a job with a COOL + Trading Skill against a DV in the table below. If selling multiple items, use the highest applicable DV and roll once. If successful, the item is sold for 30% of its price. Fixers can also use their Haggle ability [PG. 159] against the following DV for an additional amount.Item Level | Sell DV | Item Level | Sell DV |
---|---|---|---|
Cheap/Everyday | 9 | Very Expensive | 21 |
Costly | 13 | Luxury | 24 |
Premium | 15 | Super Luxury | 29 |
Expensive | 17 | - | - |