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I am trying to make some house rules but i need some ideas so, ¿can you put your house rules so i can get some ideas?
my players gain free connection points during character creation in height of their charisma attribut.
Question for the OP.

Why are you "trying" to make house rules? Most house rules are organic, forming from play of the people in the game. You start with the rules as written, and when things come up in play that you and your players don't like, you alter the rules.

The point of a house rule is to help tailor the game to the group playing it. There is little difference between the RAW and a set of house rules if you're implementing them before the group even gets together.

House rules come from experience with the game. If you're not sure of any house rules you want to apply, chances are you need to play the game as written a bit more first, and then come up with your own house rules. I suspect that's why they're called "house rules" and not "Dumpshock rules."
Well, we use the following:

Charisma x 2 free contact points. It's used by many and is pretty cool, overall.

The final attribute point costs 20 rather than 25, for reasons of nice, even math in multiples of 10. No other reason, actually.

No availability limit at Chargen. Reason: To us, the Availability rules get odd. Some stuff is allowed while some isn't, and because some stuff allowed is actually more powerful/better than some of the stuff that isn't, as well as some things that are forbidden being able to be purchased, while other perfectly legal things can't, just makes us dislike it. Some of the numbers don't make sense to us. In addition, we are firm believers in ''Make what you want, just be cool about it,'' so we don't like to put harsh limits. Finally, it's how we were introduced to Shadowrun back in 2e, so we stuck with it. We never had the limits put on us, so we don't put it on others.

We have another houserule of ''If you want something that's not covered in the book, bring it up with us. We are usually more than willing to help work on it with you to see if we can work it into the game.''
Character Creation and Advancement

Karma Does Not Exist
When your character succeeds and gets bling, it will come in the form of extra Build Points. These are spent at exactly the same rate as when you begin play. Exceptions:
  • You cannot purchase ¥ with post-character generation BP, nor can you sell ¥ for BP later on.
  • Contacts are acquired in-game and not with BP once the game has begun.
Skills are Half Price
  • Skills cost 2 BP
  • Skill Groups cost 5 BP
  • Specializations cost 1 BP
  • Knowledge Skills cost 1 BP
    Merry Christmas.
Starting maximums are still one 6 or two 5s. You can commute raising a Skill Group, meaning that if you purchase up one skill out of a Skill group you can raise the rest of them up one for 3 BP. If you raise two Skills out of the group, you can raise the remaining skills for just 1 BP – exactly as if you had just purchased the whole group at once.

Eventually characters can raise their skills to 7 for double cost. The augmented maximum of your skill is always skill +3 rather than Skill x 1.5.

Attributes are Not
Attributes still cost 10 BP per point and you can still throw down up to 200 BP into your Mental and Physical Attributes. Edge and Magic are, of course, Special Attributes and don't apply to that limit.

We are using a less painful methodology for raising attributes. Your natural maximum in Magic only ever costs 10 BP. Raising any other attributes to the natural maximum costs 20 BP. Characters can raise their attributes past the normal maximum for 20 points each. This also raises their personal natural maximum and augmented maximum accordingly.

Varying Costs of Other Things
Contacts: A contact costs a number of “contact points? equal to its Loyalty times its Connections. You get 3 Contact points for a BP at character generation. This means that a 6/6 Contact still costs 12 actual BP, but a 3/3 Contact only costs 3 BP. This is to encourage people to know more less impressive people.

¥ Nuyen ¥: If we're playing at 400 BP starting, characters can get 7000¥ for 1 BP (cap is still 50 BP). If we are playing at 350, the exchange rate is still 5000¥ per BP.

Qualities and Races

You can take up to 35 BP of negative qualities, and up to 35 BP of positive qualities at character generation. You can purchase qualities later on with permission, but there has to be a reason. As normal.

Aspected Magicians

You can use the Aspected Magicians rules that I wrote. Aspected Magician is a positive quality which is taken instead of Magician, Adept, Mystic Adept, or Astral Sight (which is also removed altogether under this system because it is dumb). Aspected Magicians excel in their field of magic, ad this is represented by starting play as a Grade 1 Initiate with a metamagic of their choice. Unless otherwise stated, they are like Magicians. The types are as follows:
  • Aspected Conjurers Cannot learn Sorcery skills, cast spells, or provide Counterspelling. They can astrally perceive but cannot astrally project. They can can use other magic skills (most notably conjuring skills). This quality costs 10 points.
  • Aspected Sorcerers Cannot learn Conjuring skills, summon spirits, or Banish. They can astrally perceive but cannot astrally project. They can can use other magic skills (most notably Sorcery skills). This quality costs 10 points.
  • Path Aspect Must choose 2 categories of Magic and the associated spirits according to their tradition. The character may only cast spells or summon spirits of those two categories/types. They may still use Banishing and Counterspelling against any target. They may still conjure Watchers and Allies. They can astrally perceive but cannot astrally project. This quality costs 10 points.
  • Astral Aspect Cannot cast any spells on Physical Targets, nor can they conjure any spirit that has Possession or Materialization (Watchers are still OK). They can still cast Mana spells on Astral Targets. The threshold for their Assensing tests is reduced by 1. This quality costs 5 points.
Some Qualities Don't Exist

We're looking at you Aptitude, Exceptional Attribute, and Lucky. The rules for exceeding normal caps are much less stringent, so these qualities don't do anything.

Metatypes and Cost

Ork, Elf, or Dwarf: 25 BP
Troll: 35 BP

Ghoul (30 BP):

B: 5/10
A: 1/6
R: 3/8
S: 4/9
C: 1/4
I: 2/7
L: 1/5
W: 3/8
Edg: 1/6
Ess: 5
M: 1/5
Movement: 10/25

Dual Natured, Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: S/2 + 1), Resistance (+3 dice vs. Disease)

Ghouls get the following Negative Qualities and gain no BPs for them (these do not count against the 35 BP limit):
Allergy (Sunlight, Mild), Dark Secret (Ghoul), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind).

In-Game Shenanigans

Matrix Rules

These are fairly long:

Toxic Traditions

Playable ones:
The bad guys will be using this system even if the players are not.

Hardened Armor

Hardened Armor provides automatic damage reduction hits. It is also half the size it appears at in the basic book. That means that a Force 6 Spirit has Immunity to Normal Weapons that provides 6 automatic hits soaking damage. AP still reduces Hardened Armor.

You know, I usually dont end up on the other boards too often, and I think I should, because I missed Franks house rules as well as other house rules.

I must say, Frank, I love these rules. love.gif How did I ever miss these?

I kick myself for not visiting the other boards so often. Im running a two shot now that Im visiting the States for three weeks, and with my old group...and I think I want to use these.

Ive been wanting to get rid of those hard caps on a lot of stuff for a long time, like Attributes. (I had introduced in a way to raise skills past the max, by making them cost more and more per point.)
We used Franks character creation and advancment. It works much better to get us what we wanted.

He has an unstated house rule that allows you to use ritual magic to have mages use teamwork on a spell in normal time, but I can't remember the details. None of us took ritual magic as it's typically completely pointless for PCs.
I use franks rules pretty much out of the box at this point except I don't let people play ghouls because its too hard to fit hem in (how are they supposed to work with the revised matrix? I don't know and I don't really care), and I don't let people play toxics because its too hard.

If I was going to do it all again with a new group, I'd definitely keep what I'm using except maybe the matrix rules. It does require the players to read another 'rulebook', and because it is pervasive, you need actual player uptake and buy in, which can be a bit of a battle, rather than just the hacker who probably thinks its a good idea anyway.

I prefer them, but it is a bit of a fight.
One rule my GM uses that I haven't seen anywhere else is that he lets people parry or block gun attacks in melee (remember, you're parrying the gun, not the bullet).
@Kilahuea: Do you want to house rule something in particular, or do you just want common house rules?

SR4 rules don't need heavy house-ruling to be playable, except for the Matrix rules which need at least some interpretation. Most house-rules will be there to fit a group's playstyle rather than to "fix" problems in the game.
QUOTE (Cthulhudreams @ Jun 1 2008, 11:45 PM) *
how are [ghouls] supposed to work with the revised matrix?

Audio and haptics, same as people with visual impairments in modern times.
We're discussing frank's revised matrix though where basically you need a DNI and a firewall program or you are screwed. And screwed hard.
Ghouls are metahumans, so they could get themselves a firewall just like any other metahuman could. They can specifically use SimSense just fine, one of the JackPoint posters is a Ghoul.

Harder ones are critters who can just barely use the matrix at all - like Centaurs. Wildly different from metahuman brains, they should be highly resistant to Matrix attacks. But they should also have a difficult time using the Matrix at all. I basically just hand wave those guys, giving out arbitrary penalties both ways. And that hasn't bothered me at all, because Centaurs aren't playable and won't be until Runner Companion comes out.

I make a few "skill groups" for certain exotic weapons that fit closely togher but unlike groups you can specialis in one of the base parts and the go up to 6/7. I currently on use this for mono whips, bolas and gorotes and including bolas is still on and off.
Another common House Rule changes the cost of Wired Reflexes to 1.0 Essense and 11,000 nuyen per level (up to 3.0 essense and 33,000 for Rating 3).
I`m thinking about establishing a new rule in my group simply because i see some need of "punishment" for the players.

To explain: I´m mastering a group which actually has no moral code. Their best friends are organleggers, they kill who ever stands in their way and they`d probably eat small children if they met some.

I´m not interested in throwing Lone Star or something like that at them, because after all they behave clever when it comes to means of staying in the shadows. So what i was thinking about was some loss of edge. Every time they do something which even the toughest runners would consider amoral they temporarily lose some edge point.

Too cruel?
Losing Edge for being bastardly seems over the top to me.

I'd say jack up their notoriety. A lot. They aren't going to have any friends outside their circle of organleggers. No where to turn if, for instance, something bad happened to their "friends"...
Some hard and fast house rules used in my games....

Karma chargen system (akin to Serbitar's)

aiming for extra damage is at 2 dice per +1 dv

direct combat spells have drain value increased by +1 (powerball, manabolt, etc...)

optional augmentation rules for healing apply (roll only body with modifiers to recover, etc.)

availabilty affects costs by +10% for each 4 availability, "r" and "f" items are considered affected by market restrictions and so are at a +20% and +50% base cost respectively.

Gun dual wielders can benefit from laser sights. Just because.

Stick and shock do not exist


Can't remember many more right now, we have a couple extra rules, which came up "naturally" through gameplay.



Oh! and I forgot about notoriety and P.A.!!

Public Awareness is calculated using a factor of 5, not 3; there's a PA and street cred top, when you reach that (I think it was 10 -I am at work at the moment) you are not hirable anymore and so are as good as dead. Game over.


So far I use the following:

Skill & Character Improvement Related Rules
Skill Groups max out at 6
Individual skills max out at 9. Purchasing skill increases after 6 goes as follows. A 7 costs 21 karma. An 8 costs 32 karma. A 9 costs 45 karma. A 10 is possible with aptitude and costs 50 karma.

Character Improvement
Improvement Karma Cost
New Specialization 2
New Knowledge/Language Skill 3
New Active Skill 4
Improving a Knowledge/Language Skill by 1 New Rating
Improving an Active Skill by 1 New Rating x 2
Improving an Active Skill Group by 1 New Rating x 5
Improving an Attribute by 1 New Rating x 3*
New Positive Quality BP Cost x 2
Removing a Negative Quality BP Cost x 3
New Spell 5
New Complex Form 2
Improving a Complex Form by 1 New Rating

Magic Rules
The maximum level of initiation is Grade 15. This should obviously be difficult to achieve, even more so than a straight karma calculation would indicate. Beyond Grade 10 initiation you are charged for self initiation, and a personal quest is only the beginning of what needs to be done to advance, not to mention many years of study and research between initiations.
Maximum Force of Foci is equal to the casters magic rating.

The above rules keep mages as viable characters with a great deal of growth potential. They do have limits and even the most powerful (i.e. Immortal Elves, Great Dragons) will not be invincible. Lastly the maximum grade is a tip of the hat to Earthdawn.

As you can see I don't mind caps, though I upped the skill cap to increase the range of diversity. Caps make a GM's job easier and if they are lofty enough players don't mind as long as NPC's play by the same rules. I generally prefer a game where anyone can die.
In my campaign I have created a number of house rules:

Armor (Encumbrance)
• A Character may only have a combined (Ballistic and Impact) Armor Value equal to 2 times their Strength and Body. For every 2 full points that the combined armor value has over that number, they suffer a -1 modifier to Agility and Reaction.
o One may purchase custom fit armor at quadruple the cost. Custom Fit means the combined Armor value Armor Value is equal to 3 times Strength and Body. Please note some armor require custom fits to begin with.

Armor (Modifications)
• A character may only put a total amount of armor modifications into armor equal to the combined Ballistic and Impact Rating.

• Bows do (STR/2)+3 Damage
• Collapsible Bows do (STR/2)+2 Damage

Character Creation
• Characters may be created using my optional Character Creation rules.
• Creating a background is very important for your character. Characters may earn up to 10 Karma, the amount determined by the GM, for a fully filled out Character Development form based on the quality and quantity of the answered questions.

Called Shots
• Characters may only use the rule of Targeting a vital location (-1 to -4 Dice for +1 to +4 Damage) when in a surprise situation.
• In normal combat only the called shot to avoid armor or hit a particular location/object may be used.

Combat Turn
• A combat turn is exactly 4 seconds in length. Each phase is worth 1 second of time.

• Cover of a target is no longer applied as an offensive penalty. Instead it is used inversely as a defensive bonus to resist both spells and to dodge attacks.

Cyber limbs (Armor)
• Cyberlimb Armor adds half its value to a characters natural armor (round down), which in turn is added to any outer armor.
• Cyberlimb Armor adds half its value (round up) to Damage Resistance tests.
• To calculate the characters overall Armor value per limb use the following method (retaining fractions):
o Full Cyberlimbs and Skulls add their Armor Rating.
o Partial Limbs add 1/2 their Armor Rating.
o Hands/Feet add 1/4 their Armor Rating.
o Torsos add 2 times their Armor Rating.

Cyberlimbs (Attributes)
• Cyberskulls do not have Stats and can only accept Armor mods. The Armor mods use Rating x 1 Capacity.
• Cybertorso Enhancements and Armor only take up half their listed Capacity.

Cyberlimbs (Damage)
• When leading with a Cyberlimb in Melee, you do Physical Damage as listed below.
• Obvious Cyber Hands/Feet do (STR/2)-1 Physical Damage.
• Obvious Lower Cyberlimbs do (STR/2) Physical Damage.
• Obvious Full Cyberlimbs do (STR/2)+1 Physical Damage.
• Synthetic Cyber Hands/Feet do (STR/2)-2 Physical Damage.
• Synthetic Lower Cyberlimbs do (STR/2)-1 Physical Damage.
• Synthetic Full Cyberlimbs do (STR/2) Physical Damage.

Dying (Body Overflow)
• When in an overflow situation, you take 1 box per (Body) Minutes.

Edge (Spellcasting)
• When using edge to cast a spell your net hits available are capped at Force x 2 rather than Force.

Extended Tests
• Not all extended tests can be accomplished if one isn’t skilled enough. To represent that, you may only attempt a number of extended tests equal your skill +2.
• If you cannot succeed at completing the extended test during that timeframe of rolls, you may never complete that task unless your modifiers improve and you start over.

Extended Tests (Matrix Actions with Programs)
• A Hacker’s abilities during an extended test when using programs is limited to their Logic + 2.
• If you cannot succeed at completing the extended test during that timeframe of rolls, you may never complete that task unless your modifiers improve and you start over.

Firearms (Sniper Rifles)
• Sniper rifles due to their unwieldy nature need to be braced. If this action isn’t taken the sniper incurs a –2 Dice penalty to shooting.
• Bracing in this nature requires a simple action and counts as a ‘Take Aim’ action. Use the rules for ‘take aim’ for restrictions.

Full Defense (Ranged Weapons in Melee)
• When an attacker targets you in melee combat with a ranged weapon you may use your appropriate melee skill in place of Dodge or Gymnastics to fend off the attack.

Healing (Extended Tests)
• When making a healing test, you must factor in all your wound penalties to the test. Do not forget its -1 per 3 boxes of damage (including overflow).
o Yes, this means someone severely injured and knocked out may not ever wake up without medical attention.

Initiation (Learning Metamagic)
• It costs 15 Karma to learn a metamagic technique outside of initiation. The maximum number of metamagic techniques that may be learned is equal to the character’s Magic + initiation grade.

Initiate Powers (Lengthening)
• Lengthening is the Initiates’ version of Sustaining a spell for an extended duration.
• A character may take a sustained spell and lengthen it by making a Magic + Ritual Sorcery + Initiate Grade test. This is a complex action.
• The Net Hits times the casters Magic Rating determines the length of time in minutes that the spell will sustain without concentration. The caster may chose to use less than the hits rolled.
• The caster may regain control of the spell at any time by spending a free action.
• When Lengthening a spell the caster takes drain equal to half the force plus the net hits used.
• The GM may invoke the following optional initiative rules at any time to speed up game play.
• Initiative is only rolled once per encounter, with the GM keeping track of when people go.
• Characters may use a simple action to ‘reassess the situation’ which allows them to re-roll their initiative.
• If a characters initiative passes change at any time during the combat, initiative must be re-rolled for that character.
• May use the following optional speed charts at the end of these rules to balance out the phases.
• Characters may move during every phase.

Movement (Movement Rate)
• Characters may move in every pass, regardless of if they have an action. Their movement takes place during their initiative value.
o Walking
 Dwarfs 2m
 Humans, Elves, Orks 3m
 Trolls 4m
o Running
 Dwarfs 4m
 Humans, Elves, Orks 6m
 Trolls 8m

Movement (Movement Rate, Athletics)
• When running a character must choose how much effort they are putting into the run.
o With a Simple Action, you can make a Running test, each hit equates to 1 extra meter of running for that pass.
o With a Complex Action, a character can do an all out run. Make a Running test, each hit equates to 2 extra meters of movement for that pass.
 When using the Complex Action to Run, this speed can be maintained until your next pass where you have an action.

Skills (Automatics)
• The Automatics skill is broken into the following specializations: Machine Pistol, Submachine Gun, Carbine, and Assault Rifle.

Skills (Long Arms)
• The Long Arms skill is broken into the following specializations: Sport Rifle, Sniper Rifle, Heavy Sniper Rifle, and Shotgun.

Skills (Pistols)
• The Pistols group is broken into the following specializations: Hold Out, Light Pistol, Medium Pistol, Heavy Pistol, and Tasers.

Spells (Direct Combat, Stun)
• All Direct Combat Stun spells have +1 Drain added to their listed drain.
o Modified as such, here is the new drain for: Knockout (F/2) –2; Stunbolt (F/2); Stunball (F/2) +2

Spells (Increase Reflexes)
• Increase Reflexes now has a threshold equal to 2 times the number of passes (to a max of +3)

Spells (Indirect Combat)
• Indirect Combat spells are not limited to Force in hits for the purposes of hitting the target due to the extra dodge and then resistance tests the targets can make.

Spells (Over Casting)
• To represent the difficulty in knowingly hurting oneself, you must make a Composure (Drain/2) Test in order to overcast. Failure represents an inability to overcast and the spell is then cast at Magic Rating.

Spirits (Bound Spirit Sustaining)
• Bound Spirits may sustain a spell or spells up to their force at a duration of Spirit Force +1 – Combined Spell Force in hours.
• A Spirit may hold only one spell over their force at it can only be held at their Force in combat turns.

Spirits (Over Summon)
• To represent the difficulty in knowingly hurting oneself, you must make a Composure (Spirits Force/2) Test in order to summon a spirit over your Magic rating. Failure represents an inability to summon a spirit that strong and the spirit is then summoned at Magic Rating.

Vehicles (Recoil Compensation)
• Vehicles provide a Recoil Compensation Bonus equal to their Body for any weapon fired that are mounted on the vehicle.

Weapons (Firearms)
• Please use the SR4 Firearms V2 for all weapons, ammo, ranges, and accessories. Any weapons not on the list or in conflict then please see the GM for resolution.

Speed Chart

1 Acts On Pass 1
2 Acts on Pass 1 and 3
3 Acts on Pass 1, 2, and 3
4 Acts on all 4 Passese

All the below are for SR4!

HOUSE RULE 1: Initiative Randomness Tweak

I tweaked Initiative to allow a bit more random, echoing SR3:

You roll your Initiative as normal. Then, compare the number of hits (ie. 5's and 6's) you had on the roll to the below chart:

  • 2 hits , you get your 2nd pass (if you have the appropriate gear/spells for it)
  • 3 hits you get your 3rd and 4th pass(if you have the appropriate gear/spells for them)
  • 4+ hits on your test, you gain a second pass (only if you are unwired/unspelled.)

A non-wired guy is probably tossing around 6-7 dice on average for Init so 4+ hits won't come up that often, but when it does, it will give them that nice lucky shot. And he is still only picking up a second pass.

A wired guy is probably tossing around 8-11 dice so he is more than likely to always make his threshold for secondary and tertiary passes... but sometimes not.

My group found that they enjoyed it and it adds no extra hassle or time to the game, nor does it change "mechanics" What it does do is create some spice. You should never take anything for granted.


HOUSE RULE 2: Shapechanging and Foci

I allow foci to remain with a person that is "shapechanged" by the spell of the same name. My take is that since they are bonded to you, you somehow "absorb" the foci into your body while changed. It's not "usable" (Ie. a character shapechanged into a chimp can't use his Katana +2, nor can the the boa constrictor use his improved invisibility sustaining foci broach) but it's there waiting to be used when you change back.


HOUSE RULE 3: Complentary Knowledge Skills

I allow characters to use the old "complentary" Knowledge skill concept from SR3.

Example: a detective is trying to work a crime scene to gain clues. First I have him roll his Forensics knowledge skill and then for every two successes he gets, he adds a die to their Perception roll.

I find this makes knowledge skills important again and usable. Characters now more careful in choosing their knowledge skills. I make sure the players know that I do not automatically allow them to do these rolls; it must be approved specifically in every instance.


I know I may have a few more lurking around, but they are probably more jsut "rules of thumb"/shortcuts I have developed over the years of gaming.

The only one we use is tweaking the wound modifiers rules to increase the threshold of actions rather than removing dice. We ran into the situation of 15 dice becoming 13 dice due to wound penalties just not being enough of a penalty to really effect anything. .02 nuyen.gif
I think nobody mention this one: Matrix tests are Logic + Skill limited to raw hits (not net hits) of the Program rating. (just like magic spells)

besides this one we use some others and some others are in beta mode test nyahnyah.gif

Its cool u ask for this cause its always helpful too see what more experienced ppl have come with along the time they have been played, but I must say I agree with Aaron, house rules are intended to fit in a group more than patching something that should work differently, and always appear when facing a given situation more than once, which can only happen by playing it raw at first. So my best advice, try it as it is, if you find here some rule that u consider in advance might be interesting to try out at the beginning do it, but try to keep most if the rules as written on book at first, then decide if something should be changed for some reason.

QUOTE (Nefacio @ Jun 9 2008, 10:06 PM) *
I think nobody mention this one: Matrix tests are Logic + Skill limited to raw hits (not net hits) of the Program rating. (just like magic spells)

Everyone mentioning Frank's Matrix Rules mentioned that.
QUOTE (Muspellsheimr @ Jun 10 2008, 02:08 AM) *
Everyone mentioning Frank's Matrix Rules mentioned that.

you are right, my apologise after I post I was reading frank rules and ofc this one came up, was not mentined directly like most though, and this one in particular is one of the most used so wasnt so bad to point it out xd
Although a lot of us use Logic + Skill for hacking, but don't use Frank's more controversial ideas.
Scarlet Spider
Still testing this one out... will try and get back to people once I have more in-game occurances.

Eldritch Aim (Simple Action) €“ Only usable by magic users. Player declares a Spell and a Target. Only able to be done Once per Initiative Pass, each Eldritch Aim action confers a +1 bonus to the Spellcasting test for the declared task, up to a maximum bonus of half the Spellcasting Skill. Bonus is canceled if the Eldritch Aim action is not taken in a consecutive Initiative Pass AND/OR Line of Sight is broken for 1 full Combat Turn.

Designed to represent a gaining of focus and clarity in a more instinctual way than Centering.
Below are 2 house rules I've used for a while in previous versions and have updated for 4th.

Recoil modifiers are cumulative throughout the entire round. So, if you have 3 IP and are shooting nonstop the recoil keeps adding up. However, one simple action can be used to negate all previously incurred recoil as you re-aim and settle your firearm back down.

Once upon a time in SR if you had multiple actions in a round, your extra actions were front-loaded (you got them before people without extra actions got to act). And then there were Initiative Passes (3rd Edition I believe) which back-loaded the extra actions so that everyone got to act first before you got multiple actions. At the time, the only real way (other than spells) to get extra actions was Wired Reflexes. In order to balance the high essence costs with play balance and fairness I created a hybrid initiative that spread extra actions around based on how high your score was so that you could possibly get some extra actions early and others later. With the major system overhaul of 4th it took me a while to figure out what to do for initiative, but I liked the hybrid I'd used before so I finally came up with something that my players and I are happy with. In 4th edition I simply mix up the order of Initiative passes. There are still only 4 IP per round, but I don't go 1 2 3 4. Instead we use 4 1 3 2 in order to better balance things.
The house rules that I've been working with in my group revolve around penalties, and threshold. We have decided for a grittier game, where bad circumstances matter a bit more.

Wound penalties, and range modifiers count as adding threshold instead of taking out dice. This includes vehicle, commlink, or drone damage penalties.
Most ranged combat penalties we take down to half value and use that number as threshold.
Background count works as ranged combat mod, 1/2 value = threshold penalty, and the drain mod stays the same.

We also put in stunt dice. +1 die for describing what you're doing with any real detail. +2 for a very detailed and cinematic description that is made out of awesome. And +3 for the coolest and most awesome descriptions ever (once per month max).

And I think that's as far as we went with that . . . but as all games are the rules are in flux.

Hope it helped.

My house rules(for any game that I run):

Rule# 1: Don't argue with the GM.
Rule# 2: See rule #1.

Generally this applies to during the game, if you have an issue with a GM call bring it up after the game.
QUOTE (FrankTrollman @ Jun 2 2008, 08:23 AM) *
... one of the JackPoint posters is a Ghoul.

Hanibelle. Play on Annabelle and Hannible (Whoever, Silence of the Lambs guy).

EDIT: That aside, a house rule I'm kicking around is this, designed to make Dual Wielding a little more... Not crappy:

When Dual Wielding firearms, split your dicepool as normal, then add modifiers from Smartlink and Laser sight, individual to each weapon. Ex. Human Desperado has Smartlinked Ruger Warhawk in left hand, Laser Sighted Cavalier Deputy in right hand, and Ambidexterity. Agility 4 + Pistols 4 + Even Split Dicepools = 6 dice with the left, 5 dice with the right. If no Ambidexterity and left hand dominant (southpaw), final dicepools would be 6 dice in left, 3 in right.
I limit Extended Tests to 4 rolls.

4 having been mathematically determined to be a nice cush number between too hard and too easy.
The house rules I use are as follows:

The logic+skill for hacking.
Technomancer complex forms can have varied ratings (just like spells)
Armor is reduced permantly by 1 every time the PC resist damage (does not apply to vehicles).

I never offered this up to TSS, but feel free to use it if you wish...

This is straight out of the house rules booklet I wrote called "Character Background and Creation 101". Perhaps one day it'll see the light of day. Sorry it's so lengthy, but it IS part of a booklet after all.

Step 4: Contacts

Contact Skills and Attributes
Any given contact will have skills and attributes based on his or her profession. You will note that I have not listed any Archetypes on these charts… and for good reason. Any one of these could be a shadowrunner. As GM, it is your job to determine if a contact has potential or history… or not. In general, however, contacts will have a bare minimum of skill to get their job done.
The average professional will have a skill of 4 in any skills applicable to his or her specific job. A skill of 3 would be below par, and 5 would make him or her one of the best in a district, 6 being the best in a city, 7 is best in a region, and 8 the best in a nation. Contacts should not have professional skills below 3… otherwise what good are they?

Optional: Acquisition Skill
For any Contact expected to acquire goods or services for a PC, an Acquisition skill should be used. The Acquisition skill should range from 6 (professional) to 1 (clerk or wage slave). This skill is rolled against the Availability of the item or service needed once per the Availability time period. Most Acquisitions people will expect some cash up front (usually Acquisition Skill x 100¥ or 10% of the cost of the item or service, whichever is greater), with the remainder of the Street Indexed value of the item or service payable on delivery.
This option is especially useful for GMs who wish to limit or otherwise prevent a PC from acquiring over-powerful items. Example: a PC completes a run and is suddenly infused with THOUSANDS of nuyen. Wishing to get a Panther Cannon and Thunderbird, he or she approaches a nearby Fence… The GM is suddenly faced with a difficult problem. How to keep players from unbalancing the game? First of all, he or she can make the PC wait as long as he or she wishes before that Panther or Thunderbird become available. By then, the PC may not have the cash to get it or will have to take out a loan from a shark, etc… realistic role-playing. This option exists as a way of codifying and justifying such a claim (for all those rules lawyers out there ? ).

Optional: Availability Rating
This option gives an alternative to using the ‘level’ system for how much of a friend the contact is. This optional rating represents how available the contact will be to the character. Whether the contact is otherwise busy or is just ignoring the character is up to the GM.
The rating is a target number, against which the character rolls (Charisma) dice. Treat this target as a social skill number, applying all modifiers from edges and flaws that the character possesses. Anything the GM deems that the contact would not particularly care about should not be counted. Do not add Charisma dice from cyberware, but any dice added by Adept powers can be included at the GM’s discretion.
Improving this rating is much like improving a skill, but since it is a target number, the character wants it low. Subtract the rating from 6 and add one to the result to determine the ‘skill’ level, treating it as a Charisma-based Active skill. Apply Karma (or convert nuyen to Karma) carefully but skillfully.

Optional: Contact Relationship (1d6)
Not so much how your character met the Contact, but more likely the reason and mood of the continuing relationship. Roll once for reason and then once each for mood and tenor. Results are vague and somewhat ambiguous to accommodate all possible outcomes, regardless of the gender of either party. The writer is not responsible for troubling your relationships with your contacts. Parental discretion is advised. In the absence of a parent, consult your neighbor’s babysitter’s therapist… freak.
1 Common Interest: The character and Contact share a hobby or special interest, such as an Interest (Know) Skill, and met in pursuit of this interest.
2 Family: The Contact is a relative of one sort or another. It is entirely possible that the Contact has married into the character’s family.
3 Professional: Either you worked together or one of you worked for the other. Two scientists who meet at a conference would fit into this category.
4 Common Friend: The two of you share a Contact or friend, who was the impetus behind your current relationship.
5 Childhood: Whether at the military academy, teen gang, or just public school, the two of you have known each other since you were children… or the older knew the younger as a child. The two of you may have been separated for a long time.
6 Neighborhood: You live in proximity to each other and are neighbors in some way, or you hang with the same crowd in one venue or another (clubbing, Matrix gaming, book-of-the-Month, etc…)
Mood (Can also be used to determine starting Rating for Optional Availability rules.)
1 Best Friend: Either because of amorous love or strong mutual admiration, the two of you often indulge in quality time.
2 Mutual Admiration: You do not indulge constant interaction, but your relationship remains strong through a mutual admiration of each other’s strengths.
3 Friendly: You see each other at irregular, but frequent times… often to share family or week’s events or to compare notes.
4 Strictly Business: You rarely see each other unless one or the other wants or needs something, at which time you are cordial.
5 Infrequent/Distant: Christmas cards, perhaps a visit every few years… your relationship is mostly written or on the phone.
6 Troubled: Either from unrequited admiration or from lack of time and attention, the two of you have grown apart.
Tenor (Remember that tenor may be different on each side of a relationship.)
1 Parental: One of you sees the other as someone who needs protection or shelter. Often the ‘parent’ figure offers advice or help… which may or may not be annoying. Alternatively, one may solicit advice and help as if the other were a guardian.
2 Mentor-Student: Either the Contact or the character has a talent or skill that the other admires. The Student may or may not feel in awe of the Mentor or be aware of flaws.
3 Attraction: Your relationship is mostly based on influential, material, or physical attraction. Placation or flirting is often involved when you are together.
4-5 Fraternal: You share (or shared) an aspect of your lives… and that means something.
6 Rivalry: Regardless of the mood of your relationship, it always boils down to one-upmanship

Optional Step 4: Level 0 Contacts
Call them Level 0 Contacts. Everyone has them though, so SR characters should be no different. Roll for a number of friends roughly equivalent to half the character’s age. Determine race, age, gender, and description as above. To find out when the character met this friend, roll age a second time. The larger roll is the friend’s age, the smaller roll is the friend’s age when he or she met the character. Use the Contact chart or the Family Business chart (modified by the character’s Family Wealth roll) to determine what the friend does for a living.
Remember that these are free level 0 contacts. They will not betray their employers, go out on a limb, or risk their necks for the character. What they are for is window dressing and potential level 1 (or higher) contacts.
QUOTE (Neraph @ Dec 3 2008, 04:01 AM) *
When Dual Wielding firearms, split your dicepool as normal, then add modifiers ...

This in itself is not a house rule. The bit about Smartlinks and Laser Sights is though.
After talking to some players for the new game I'm starting here is a new house rule we came up with.

I like the idea of a few free BP worth of contacts at character creation, and I know there is already a commonly used house rule for this (Cha * 2 if I recall). However, we came up with a new system that isn't defendant on your Cha, thus making it more balanced for all characters.

My rule is that characters in my games will get base BP * .02 in free contact points to be used on 2 ore more contacts. This means that a standard 400 bp character has 8 bp on contacts. With the requirement that these points be used on at least 2 contacts a 6-point contact is the most you get for free under this system, or conversely you could have 4 2-point contacts.
I think that high charisma characters *should* get more free contacts, as these characters are more outspoken, and should have more 'friends'.

But that rule seems to fit your group, so I'm happy for you smile.gif
I've already mentioned my Tempo system a few times, but here goes again:

1. All Combat Turns are 1 second long.
2. All players have an Action Pool that caps at 5 Action Points (AP).
3. When joining combat, a player rolls Initiative to determine their starting Action Points.
4. A Complex Action costs 4 AP, a Simple Action costs 2 AP, and a Free Action costs 1 AP.
5. At the end of each second, players gain a number of Action Points into their Pool equal to their Reflexes (Initiative Passes) trait.
6. If two or more players each try to go during the same second, the one with the higher initial AP always goes first. On a tie, compare base Initiative attributes. On a tie, they go simultaneously.
7. Movement rates, weapon rate-of-fire, and the like are adjusted accordingly to account for the 1-second turns.
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