House Rules 92/5/23 Target Numbers: If the target number is higher than 10 you lower it to 10 and subtract the difference from the skill used for the test. Skills don't reduce below 1. E.g. Skill 6 vs. Target 12 means you roll 4 dice vs. a 10. Skill 6 vs. Target 19 means you roll 1 die vs. a 14. Target numbers below 2 add dice in a similar fashion. Rule of 6+: For every 6 over the target number count another success. E.g. if your target is 4, rolling a 10 counts as 2 successes, a 16 as 3, etc. Everywhere the rules say "auto-success" you should change it to say "Automatic 6." You can only burn 2 karma for an autosuccess *if* you can show why things should happen that way. Dice Pools are refreshed at the beginning of the first combat turn and on each action thereafter. Dice pools may not be used in the first turn if surprised. Initiative: Everyone rolls one die and adds it to Reaction, Rule of 6 does not apply. The unwired act at that number and every decrement of 7 below it, down to 1. Wired characters do not add extra initiative dice, instead their decrement is reduced by 1 per point of essence cost of the wiring. E.g. Wiring 2 adds +4 to your reaction and lets you decrement by 4 instead of 7. When your turn to move comes you should already know what you plan to do and have the necessary dice if any in your hand. State your action and roll the dice. If you're not ready when your turn comes you'll be considered to be holding. Combat: All weapon attacks stage up one wound level per 2 extra successes, and stage down by their listed staging. All unarmed attacks stage up one level per extra success. Armor: Ordinary armor (up through combat jackets) gives 1 auto success and its rating in extra dice. Heavy armor gives 2 auto successes and its rating in extra dice. Helmets don't add. Dice from armor are not affected by any target number modifiers. Half your points of impact armor (rounded up) are subtracted from your dodge pool. Dodge: The target number for Dodge is 4 for most attacks, 5 for things that scatter - grenades, shotguns, autofire bursts, 6 for things like miniguns and dragonbreath. If the dodger has more successes than the attacker, the attack misses entirely; otherwise the dodge successes are subtracted from the attack successes, the attack is staged up, and is then staged down by body and armor. +1 +2 +3 +4 12 11 10 9 8 7 6 5 4 3 2 1 0 D Instead of the conventional damage scale of 10 boxes each for mental and physical damage, you have one track numbered 0 to 12. When you take damage, roll 2d6 for hit location and mark off 1 box for a light wound, 3 boxes for a medium wound, 6 boxes for a serious wound and 10 boxes for a deadly wound, starting at the number rolled and counting down. For stun damage, mark with a /. If the box already had a / change it to an X, if it already had an X skip it. For physical damage, mark with X's and skip any boxes that already have X's. If your lowest mark is at 9 or higher, you have a +1 target penalty. At 6, a +2. At 3, a +3. If stun damage goes past 0 you fall unconscious, and further damage wraps to 12. If physical damage goes past 0 you're "dead" (in quotes, 2041 medical tech being what it is). Healing erases boxes from lowest to highest. Autofire: Firers can allocate their skill dice among as many targets as they like, down to one die per target. Single shot uses 1 round and does the base damage listed. Burst uses 3 rounds and is resolved as one attack with +1 damage code. For example, an HK does 5M3 fired single shot and 5S3 on auto. Recoil penalty is number of bursts fired minus recoil compensation. Dice used from dodge pool count vs. all bullets fired as part of the same action. Magic: Sorcery drain is resisted by magic rating instead of willpower. Spell resistance tests are made vs. the force of the spell, not sorcery. Fetishes & Exclusive only add dice to the spell, they don't change its force. Watchers don't exist. People have intrinsic Spell Defense equal to (6-Magic Rating)/2, e.g. normals have 3 dice. Control spells are one drain level higher, act vs. willpower, and need threshold (net successes) equal to the target's willpower. If the target is aware of it he can resist with willpower. Health spells are run differently. Shamans must use all the services from a spirit when it's called; you can't bind them to keep around like mages can elementals. Elementals cannot be burned for automatic successes; instead, asking an elemental to aid a spell adds the elemental's force in dice to *both* the success roll and the drain roll.