If I ever run a game I'm thinking of instituting these house rules
my questions:
1. Is this unfair to players, does it pick on any character archetype too much?
2. Is it readable and well writen?
ENHANCEMENTS: IMPLANTS VS. ACCESSORIES
External Accessories are not as effective as implanted biological modifications. Accessories like audio visual enhancement which can be worn as goggles, headphones or helmets do not grant as great a benefit as actual implanted modifications. Aud/Vis enhancements are caped at +1 in external accessories. As an external accessory vision magnification only applies to attacks out to Long Range and cannot reduce modifiers for Extreme Range targeting. (An exception is made for high power Scopes Actually mounted to the weapon.) Vision magnification worn as an external eye accessory does not eliminate Ranged Targeting Modifiers unless it is used with a targeting device such as a Smartlink or Laser sight. (A shooter cannot focus on iron sights while looking through binoculars.)
Neither implanted nor worn external vision modifications apply when using a gun scope. Thermographic, Lowlight, Ultrasound and Vision Magnification must be accessories on the scope when a scope is used for ranged targeting.
TAKE AIM ACTION
Modification to Rule: BBB, pp. 137; (Take Aim)
The number of consecutive Take Aim actions that can be applied to any ranged attack is limited by the attacker’s situation. From a lying or “Rested� position, (the character is resting the weapon on top of a stable object, Bipod, Tripod or the weapon mount of an unmoving vehicle), up to 4 consecutive Take Aim Actions can be applied to the Ranged Attack test. From a seated or kneeling position up to 3 consecutive Take Aim Actions can be applied. From an “Offhand� or standing position only 2 consecutive Take Aim Actions Can be applied to the Ranged Attack Test. Note: that some weapons, such as Bows and man portable launch weapons, cannot be fired from a Rested position. A character may use a Take Aim Action during Running movement (including Vehicular Running, see: Vehicle Combat; BBB, pp. 158) In this case the attackers situation is counted to be Offhand or standing and only 2 consecutive Take Aim Actions may be applied to the Range Attack Test.
ASTRAL SIGNATURE:
[an addition to the magic rule; BBB, pp. 182-183: “ASTRAL SIGNATURES� ]
A signature also effects the Mage who produced it. The mage’s astral form will show a signature that lasts for a number of minutes equal to the magical effect’s force after the effect ends. This Signature may also be erased by taking a number of Complex Actions equal to the force of the signature. Removal of the signature on the astral form may be performed at the same time as removal of the signature at the site if the mage is at the locus of the magical effect.
[note: this is essentially a magical “smoking gun.� Casting a spell then wiping the signature from the site and your astral form is the magical equivalent of shooting someone then wiping the room and gun for prints before dumping the gun. If you don’t clean up the next person to see you will see you holding a smoking gun.]
I'm also kicking around some matrix rules that I haven't writen up yet.
VR grants +1 to matrix perception tests
Active reality filter grants +1 matrix perception tests (and maybe browse tests on the local node only)
Technomancers get the normal +2 to all matrix perception tests (this superseeds and does not stack with the bonus from running in VR but they can gain a bonus from an active Reality Filter CF)
The maximum IP a character can have through trodes or manual input devices is 2 IP.
Thanks for your thoughts