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> New B/R rules, Because I need them.
The Jopp
post Dec 8 2006, 12:38 PM
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BUILD & REPAIR RULES – RULES CHANGE

I've been a bit peeved about the fact that there are no good rules for creating already existing items or bulding something new so I hammered together a new version of the rules and changed tools a bit.

Toolkits have been changed to be more like medkits and more modifiers have been added to B/R tests to even things out. Use toolkits like Medkits when using Toolkits to repair vehicles/drones - the reason for this is that repairing a vehicle is basically the same thing - although the base time for repairing a vehicle is a bit longer than just "healing" someone.

Toolkit Availability Cost
Toolkit (Rating 1-6) - Rating x 100Y
Toolkit Supplies - 50Y

Toolkit supplies must be changed every time one of the following situations apply:

After Each Standard Test: Roll a D6 and a dice roll of 1 = Switch Refill
Boxes repaired more than toolkit rating = Switch Refill
Extended test rolls more than toolkit rating = Switch Refill
Whenever an item has been built = Switch Refill

REPAIRING ITEMS AND VEHICLES

Damage / Device Damage / Treshold
Simple / Malfunction -1 / 2
Basic / Easy Fix -2 / 4
Complex / Common Repair -3 / 8
Intricate / Serious Damage -4 / 12
Exotic / Broken Beyond Repair -5 / 16
Device Rating (Maglocks etc) - / See Rules

Working Conditions Dice Pool
Distracting (Indoor / Poor lighting / Stressed) –1
Poor (Street or Wilderness) –2
Bad (Combat, Bad Weather, Swamp) –3
Terrible (Fire, Severe Storm) –4
Superior (Garage, Calm Situation, Good light) +1

Tools and/or Parts Are: Dice Pool
Inadequate (Toolkit with no refills) –2
Unavailable or not allowed (No Tools available, Parts are Missing) –4
Superior or more (Working Toolkit) +Toolkit Rating

Plans or Reference Material: Dice Pool:
Available +1
Augmented Reality Enhanced +2

Working From Memory: Dice Pool
Superior Intellect 7+ +1
Logic 5+ +0
Logic 1–4 – (5 – Logic)

BUILD & REPAIR RULES – CREATING ITEMS

In order to create gear, weapons and armor from scratch one need tools, time and base materials. Obtaining the parts is a separate test that defines the cost of the parts needed.

Make a B/R test against a chosen threshold depending on the availability. The cost of the needed parts are equal to [Item Base Cost / Net Successes+1] Round Up. Base time to find the needed parts are equal to [Item Availability/2] (this can easily be modified by the GM depending on location, the rarity of the needed parts or how much time the character actually has to look for them).

Availability Treshold
1-4 1
5-8 2
9-12 3
13+ 4

BUILDING NEW ITEMS

A few slight differences have been added when building items, especially regarding Shops and Facilities.

Shops are designed to create batches of items and Facilities are designed to create large quantities while the regular toolkit can be used to repair single items or have enough items to create one object.

Toolkit: Each Net Success: No more than 1 item total
Workshop: Each Net Success: +1 Item
Facility: Each Net Success: +10 Items

Note: You can never create more items than you have parts.

Device Type Base Time Treshold
Electronics 1H Device Rating X2
Melee Weapons / Thrown (Sword, Club) 1H 10+Damage Bonus
Melee Weapons (Hi-Tech, Monowhips) 6H 10+Damage Code
Projectile Weapons 6H 10+Damage Code
Firearms, Standard (Gunpowder, tazers) 6H 10+Damage Code
Firearms (Grenades, Rockets) 6H 10+Damage Code
Firearms, Hi-Tech (Pain inducers etc) 12H 10+Damage Code
Explosives 1H Desired Rating X2
Armour 6H Armour Rating X2

Working Conditions Dice Pool
Distracting (Indoor / Poor lighting / Stressed) -1
Poor (Street or Wilderness) -2
Bad (Combat, Bad Weather, Swamp) -3
Terrible (Fire, Severe Storm) -4
Superior (Workbench, Laboratory, Good light) +1

Tools and/or Parts Are… (Modifiers Stack) Dice Pool
Inadequate (Toolkit with no refills) -2
Unavailable or not allowed (No Tools available / Missing Parts) -4
Dangerous (Corrosive Chemicals, Acid etc) -2
Superior or more (Working Toolkit) +Toolkit Rating
Workshop (Fully stocked Workshop/Garage) +1
Facility (Small production plant) +2
Employees (Facility Only – Teamwork Test) +1 to +6

[u/]Building Material Modifier (Modifiers Stack) Base Time Change[/u]
Creating from scratch (Creating parts from scratch) +5
Pre-Fabricated Materials (Scrounged for parts etc) -
Contains Hi-Tech Parts (Plutonium, Microwave, Laser Rifle) +5

Plans or Reference Material: Dice Pool
Available +1
Augmented Reality Enhanced +2

Working From Memory: Dice Pool
Superior Intellect 7+ +1
Logic 5+ +0
Logic 1–4 – (5 – Logic)


Crap, that didn't look right
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Balcon13
post Dec 8 2006, 01:59 PM
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This is not the first time that this has come up on the boards if you do a search for "Vehicle repair" you sould find another discussion on the topic that might help you refine your B/R skill set-up since as it is its a lot to go through just to change the oil and hammer out a few dents. Sorry I'm not sure how to create a link to the actual discussion or I would my search-fu is stronger program-fu.
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Jaid
post Dec 8 2006, 05:52 PM
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to make a link, just click on the http:// button above the text window. copy/paste the target URL into the first dialogue box that opens up, type the text that you want the link to say in the second dialogu box, and you're good to go.

alternately, the format is: (URL=address_of_target_page]text for the link to say(/URL)

only instead of () you use []

on a side note, i'm not convinced there's anything wrong with the current B/R rules that a few more simple examples of what thresholds should be used and such would fix. i anticipate this will be in arsenal.
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