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.
   
ArmorMOVE & 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 IntensityDamageDV
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 LevelSell DVItem LevelSell DV
Cheap/Everyday 9 Very Expensive 21
Costly 13 Luxury 24
Premium 15 Super Luxury 29
Expensive 17 - -