House Rules
The following are the house rules agreed upon for our SR3 game so far.
Bonuses
- Instead of "Reroll 6's, add 6" we are using "Reroll 5/6's, add 4". This makes higher TN's easier to get.
- All Wound modifiers have been reduced by 1. This means 0 for light wounds, 1 for moderate, etc ...
- Players may "burn" karma to produce effects similar to "spending" it if they are out of spendable karma.
- Players acquire "Save your sorry ass" points at a rate of 1/100 karma earned. They can use these however they like.
- The Reaction Enhancer cyberware adds 2 points of reaction per level, not 1.
- The Reaction Enhancer cyberware is compatible with boosted reflexes.
- Rule of 1 has been changed. If a player rolls all '1's on a single roll they must reroll the same number of dice and score a single '1' for it to be considered catastrophic failure. In exchange karma cannot be spent to prevent or reduce a rule of 1 failure.
- Players can elect to use a default attribute instead of a skill if they so desire, though they do suffer the penalties.
- Firearms have been reduced to three active skills. Pistols/SMGs, LongArms, Heavy Weapons.
- The karma cost to change a spell in a sustaining Foci is only 1 karma regardless of the rating of the foci or spell.
Nerfs
- Enhanced articulation costs 6 times the price listed in "Man and the Machine"
- Dikote costs 10 times the price listed in "Man and the Machine"
- Form Fitting body armor no longer layers for free with other armors. It's Street Index has been reduced to 1.0
- Synaptic Accelerator rating 2 can only be combined with rating 1 boosted reflexes.
- The spell Mana Static does not exist.
Neutral Changes
- Hardened, Vehicle, and Spirit armor now add half their value to soak dice. They do not completely stop low-power attacks in exchange.