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[quote="Tarinaky"]I'm not sure if this section of the forum is suitable for this, however at no point does it mention this is for custom stuff for D20 so I figure I'll stick some stuff here for fun. Firstly, here is a rundown of some of the houserules me and Remmon tend to use: [b]Even Deadlier Deadlier Overdamage[/b] -All- weapons can stage above Deadly. These excessive damage conditions are called D+X where X is the number of stages above Deadly (e.g. L/M/S/A/D/D+1/D+2/D+3/D+4...). The number of stages above Deadly is the number of additional boxes of damage dealt. [b]Overdamage Plastique[/b] Since all the damages listed in the books are caped at D (a level which we now allow to be exceeded) larger quantities of Plastic explosives no longer deal an appropriate level of damage. Not only does the Power increase with every Kg of Plastique, every 3 points of Power above 3 stages the Base Damage Level up by one, likewise every 3 Power the blast attenuates by due to range the Damage Level drops by 1. As an example, 1 Kg of commercial explosives is 3D within 1m and deals no damage beyond that. 2 Kg of commercial explosives is 6D+1 within 1m, 3D within 2m and no damage beyond that. 3 Kg of Compound IV is 18D+5 within 1m, 12D+3 within 2m, 6D+1 within 3m. [b]Personal Spell Defence On The Fly[i] (Tarinaky only)[/i][/b] RAW you must assign Spell Defence dice from your Spell Pool at the start of the turn shortly after Initiative is rolled. In my games you may assign Spell Pool to Spell Defence against spells that effect you. If you want to provide cover for your allies however you must assign dice to them during Initiative as normal. [b]Grenades are not special [i](Tarinaky only)[/i][/b] RAW Grenades are handled differently to other weapons. I cannot be bothered to do this. You roll to hit and roll to dodge as normal. On a Hit every 2 net successes stage the damage up against whatever you hit like any other weapon. As long as you get at least -ONE- success (not net success) you hit the 'general area' and anyone in that area is still hit by the blast, even if they dodged the grenade itself. Dodge successes stage the damage down as normal (as you quickly throw yourself behind whatever little cover there is, hit the dirt or are just plain lucky). If you miss completely the grenade scatters 1d6 meters in a random direction. If you Rule Of 1s the GM dictates as normal. [b]Shallow Matrix [i](Tarinaky only)[/i][/b] My knowledge of the Matrix rules is shakey, particularly as I never found a Deadtree copy of the 3e Matrix book. As such it's quite likely there's something similar to this RAW in the supplements. By disengaging the RAS Override of their Cyberdeck they may continue to operate using their meatbod and remain aware of their normal surroundings as well as controlling their Persona. In order to benefit from a Response Increase you -must- have an RAS Override engaged. You take a -2 penalty to both Matrix and Physical actions if your RAS Override is disengaged (this is the same penalty as a Mage Perceivine on both planes at once). This allows a -damn good- Decker to behave in a manner similar to that of a 4e Hacker, however you need to be careful you don't get caught between a Trace IC and a Hard Place. [b]Simpler Suprise[/b] Rather than using the Suprise rules in the Big Black Book we use a simpler system. When someone declares a hostile action everyone else gets to roll either Reaction or Perception (GM's choice based on the situation) against the declaring character's Reaction or their Open Stealth result (Reaction vs Reaction, Perception vs Stealth). Anyone with at least 1 success has half their Combat Pool (round up). [i]Example, a bunch of Go-Gangbangers (Reaction 6) leap out of the Shadows trying to Mug a Face (Reaction 5) who's turned up to a meet overdressed. If the Face scores any successes they receive half their Combat Pool to Dodge, Soak or Parry any actions made during the Suprise round. Assuming the Face isn't dropped Initiative will be rolled as normal. [i]Example, a Sniper is hidden in cover (Open Stealth roll of 8). They open fire on the Mage (Int 6) as soon as they enter line of sight. The Mage gets to make an Int check against TN8. If the Mage gets any successes they may roll up to half their Combat Pool to Dodge or Soak the Sniper's attack. Regardless the Sniper's cover is now blown and initiative is rolled as normal.[/i] If Remmon would like to remind me on any alterations or incorrections I've made as it's been a year since I sat on 'that side of the screen'. I will now move on to the 'New stuff'. I'm offering the following for review (the majority of the above came about because we found them easier to play or remember than the 'real' rules and as such we're very happy with them). I'm trying to get to grips with the Matrix rules so I've started working on this.[/quote]
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Tarinaky
Posted: Fri Jun 27, 2008 4:23 pm
Post subject:
Fixer, Seattle RLD, 'Van'
Operating out of a seedy bar that doesn't even bother giving itself a name he has drawn a certain amount of questioning from Runners over the years. He typically conducts buisness in an office just off the Basement floor itself a center for illegal fighting. He is always careful to position himself in shade, wears large black sunglasses (common knowledge is that he's blind)
Quote:
(Post#3234)Anon:
My ar
se. He can see just fine. A while back me and some chummers were doing a little recon for the competition and things go a little ape shit midway through. I know she didn't make a single sound, hell I got the whole damn catalogue and he ain't got squat. He fu
cking saw us!
and thick suits, coats, jackets... anything that covers up as much of him as possible. When not wearing a hat his head is bald with tufts of hair remaining haphazardly. His complexion is pale and most beleive he suffers from some sort of terminal illness or sickness. Despite his obvious illness and blindness he does not have any form of Cyber or Bio implants.
Quote:
(Post#3250)Anon:
Yeah, we had a group meet with him. Our Shaman said he'd taken a serious hit to his Mojo. Must be that illness.
(Post#3254)FlyingMan:
Pfft, I think it's obvious enough. Pale skin, blindness, hair falling out... These are all symptoms of Kreiger Strain HMHVV. Your Fixer there's a ghoul. Check his fridge, maybe that's where the last runner team he fragged is.
(Post#3256)Anon:
Nah. I know ghouls, they ain't like that. They nasty fu
ckers. Animals. Not calculating like he was.
(Post#3259)Anon:
[3254]I'll have to try that, afterall you're the expert on fragging Runners over C.
Likely due to his disabilities he's never far from his Minotaur Bodyguard. Present at all meets he's there to be Van's eyes and muscle.
(Note: Threat Rating is an optional rule for GMs. The idea is rather than tracking Combat Pool for NPCs you can simply assign them a 'Threat Value' which is added to any Check that Combat Pool would apply. I also list Combat Pool if you prefere to track it.)
Minotaur Bodyguard
B 10(13) / S 9(12) / Q 5(8) / I 5 / W 4 / C 2 - Pro 6/4 - Threat 2/CP 8
Thermographics, +1 Reach, Dermal Armour, R:2 Wired /w Trigger, Ceramic Lacing; Smartlink-2;Suprathyroid;R:2 Muscle Enhc.; R:2 Muscle Tone
Init 1d6+6/3d6+10
TrollSize Sleeping Tiger Shirt+Slacks (1B/2I)
TrollSize Secure Jacket (5B/3I)
TrollSize FFBA, Fullsuit (4B/1I)
Armour 7B/4I
TrollSize Savlette Guardian /w Smartlink-2 /w ~2 ExEx Clips, ~3 Regular Clips
Tarinaky
Posted: Fri Jun 27, 2008 3:14 pm
Post subject: Shadowrun 3e Houserule thread
I'm not sure if this section of the forum is suitable for this, however at no point does it mention this is for custom stuff for D20 so I figure I'll stick some stuff here for fun.
Firstly, here is a rundown of some of the houserules me and Remmon tend to use:
Even Deadlier Deadlier Overdamage
-All- weapons can stage above Deadly. These excessive damage conditions are called D+X where X is the number of stages above Deadly (e.g. L/M/S/A/D/D+1/D+2/D+3/D+4...). The number of stages above Deadly is the number of additional boxes of damage dealt.
Overdamage Plastique
Since all the damages listed in the books are caped at D (a level which we now allow to be exceeded) larger quantities of Plastic explosives no longer deal an appropriate level of damage. Not only does the Power increase with every Kg of Plastique, every 3 points of Power above 3 stages the Base Damage Level up by one, likewise every 3 Power the blast attenuates by due to range the Damage Level drops by 1. As an example, 1 Kg of commercial explosives is 3D within 1m and deals no damage beyond that. 2 Kg of commercial explosives is 6D+1 within 1m, 3D within 2m and no damage beyond that. 3 Kg of Compound IV is 18D+5 within 1m, 12D+3 within 2m, 6D+1 within 3m.
Personal Spell Defence On The Fly
(Tarinaky only)
RAW you must assign Spell Defence dice from your Spell Pool at the start of the turn shortly after Initiative is rolled. In my games you may assign Spell Pool to Spell Defence against spells that effect you. If you want to provide cover for your allies however you must assign dice to them during Initiative as normal.
Grenades are not special
(Tarinaky only)
RAW Grenades are handled differently to other weapons. I cannot be bothered to do this. You roll to hit and roll to dodge as normal. On a Hit every 2 net successes stage the damage up against whatever you hit like any other weapon. As long as you get at least -ONE- success (not net success) you hit the 'general area' and anyone in that area is still hit by the blast, even if they dodged the grenade itself. Dodge successes stage the damage down as normal (as you quickly throw yourself behind whatever little cover there is, hit the dirt or are just plain lucky). If you miss completely the grenade scatters 1d6 meters in a random direction. If you Rule Of 1s the GM dictates as normal.
Shallow Matrix
(Tarinaky only)
My knowledge of the Matrix rules is shakey, particularly as I never found a Deadtree copy of the 3e Matrix book. As such it's quite likely there's something similar to this RAW in the supplements.
By disengaging the RAS Override of their Cyberdeck they may continue to operate using their meatbod and remain aware of their normal surroundings as well as controlling their Persona. In order to benefit from a Response Increase you -must- have an RAS Override engaged. You take a -2 penalty to both Matrix and Physical actions if your RAS Override is disengaged (this is the same penalty as a Mage Perceivine on both planes at once). This allows a -damn good- Decker to behave in a manner similar to that of a 4e Hacker, however you need to be careful you don't get caught between a Trace IC and a Hard Place.
Simpler Suprise
Rather than using the Suprise rules in the Big Black Book we use a simpler system. When someone declares a hostile action everyone else gets to roll either Reaction or Perception (GM's choice based on the situation) against the declaring character's Reaction or their Open Stealth result (Reaction vs Reaction, Perception vs Stealth). Anyone with at least 1 success has half their Combat Pool (round up).
Example, a bunch of Go-Gangbangers (Reaction 6) leap out of the Shadows trying to Mug a Face (Reaction 5) who's turned up to a meet overdressed. If the Face scores any successes they receive half their Combat Pool to Dodge, Soak or Parry any actions made during the Suprise round. Assuming the Face isn't dropped Initiative will be rolled as normal.
[i]Example, a Sniper is hidden in cover (Open Stealth roll of 8). They open fire on the Mage (Int 6) as soon as they enter line of sight. The Mage gets to make an Int check against TN8. If the Mage gets any successes they may roll up to half their Combat Pool to Dodge or Soak the Sniper's attack. Regardless the Sniper's cover is now blown and initiative is rolled as normal.
If Remmon would like to remind me on any alterations or incorrections I've made as it's been a year since I sat on 'that side of the screen'.
I will now move on to the 'New stuff'. I'm offering the following for review (the majority of the above came about because we found them easier to play or remember than the 'real' rules and as such we're very happy with them). I'm trying to get to grips with the Matrix rules so I've started working on this.
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