Posts in 2021

  • Contacts

    Sunday, September 12, 2021 in Blog

    Added some more detailed houserules for using NPC contacts that move the game a little closer to those offered by Shadowrun.

  • Power trappings

    Thursday, August 05, 2021 in Blog

    Add a draft set of combat magic elemental effect trappings. These rules are only for discussion at this time and are not currently canon.

    Also add insulative armour to Vehicle Mods. And clarify that weapon turret mods no longer come with free weapons (this aligns these rules with Foundry.)

  • Using Bennies to Influence The Story

    Monday, August 02, 2021 in Blog

    Added some formal houserule ideas to describe how players can use Bennies during the game for flashbacks. Also condensed game mechanics for legwork and even whole heists using light modifications to SWADE’s Dramatic Tasks.

  • Reduce Mod God Edge requirements

    Saturday, April 24, 2021 in Blog

    Reduce the requirement on the Mod God edge from “Repair d10+” to “Repair d8+”. The latter was a bit too high for a secondary skill.

  • Guns & the Matrix

    Wednesday, April 21, 2021 in Blog

    Add some setting notes clarifying what a “modern” firearm is, in the context of our campaign. Also defined rules for “throwback” guns - ones that have no on-board processing at all, so are unhackable and undetectable on the Matrix, but cost more to acquire and cannot use some accessories.

  • Streamline Matrix networks

    Tuesday, April 20, 2021 in Blog

    • Dropped PAN/s-PAN/WAN terminology. They’re all just “networks” now. No rules changes from this, it’s just a wording change.
    • Changed rule to allow sleaze Hacking versus a network being run by a cyberdeck or dronedeck. However, the owner of the ‘deck can oppose the Hacking roll with Notice; if they get a success, they realise the hack occurred.
    • Tiny change to Denial of Service attack modifiers; it’s now the same -2 if the target is in any kind of network, regardless of if that network is controlled by a commlink, cyberdeck, or host.
    • Changed tacnet rules. Dropped the “Bennie pool” they used to give, instead:
      • at start of combat, one character on the tacnet rolls a Battle test
      • Success grants an anti-Bennie
      • this can be used to force a re-roll on the opponent’s dice

  • Magic

    Monday, April 19, 2021 in Blog

    Lots of changes to magic:

  • Languages

    Sunday, April 18, 2021 in Blog

    Tiny tweak to the languages and multi-lingual characters; now, “partial” command of the language gives you the language skill at a rating equal to your Smarts die. It used to be Smarts, minus one step. On reflection, the “minus one step” bit feels needlessly fiddly.

  • Human attributes

    Sunday, April 18, 2021 in Blog

    Change human racial traits to remove the “free extra Bennie” trait and replace it with “one free attribute starts at d6” trait instead. (I have stolen this from Savage Worlds Pathfinder, and it seems as reasonable a way to make humans at +4 racial bonus as any other option.)

  • Languages

    Friday, April 02, 2021 in Blog

    Added some houserules and setting information for languages and multi-lingual characters.

    The goal is try and keep some flavour of a multi-linguistic, multi-cultural urban sprawl, and encourage face characters to distinguish themsleves through language skills, while keeping the skill point cost to do so under control.