The Wrong Side of Heaven
Chuckwagon House Rules
Using Care under Fire (B&B 14). Anytime your character takes 5 or more damage in a single shot attack, they begin bleeding. Bleeding occurs at a rate of 1 damage per Body combat turns. Bleeding continues until the character is stabilized.
Using Care under Fire (B&B 14). Complex Action. To stabilize an injured runner, the character rendering aid must succeed on a First Aid + Logic (variable, Complex Action) Extended Test. The threshold for this test is the total number of boxes of physical damage the injured character has accumulated. This includes any damage from prior injuries, as well as any progressive damage added while the Stabilization Test is underway. Apply any dice pool modifiers from the Healing Modifiers Table (p. 208, SR5).
Using Care under Fire (B&B 14). Magicians can choose to treat damage using a Heal spell in the usual fashion or stabilize progressive damage using the Stabilize spell. This requires some modifications of the Stabilize spell (p. 289, SR5). First, the spell’s Force must equal or exceed the total number of boxes the injured character has accrued by Damage Progression and Overflow when the spell starts. Drain is resisted after casting in the usual fashion, but any damage added while the spell is being sustained adds to the Drain and the length of time the spell must be sustained before it becomes permanent. The Drain Value of the spell is equal to (Progressive Damage + Overflow Damage) / 2, rounded up. In effect this means that the spell must be sustained a number of turns equal to the total boxes of Progressive Damage and Overflow Damage being stabilized. If successfully cast, the spell prevents the injured character from taking any further damage from Progression or Overflow. Net hits on the casting test reduce the time required by 1 Combat Turn each. The Resist Pain spell can be used to reduce Damage Modifiers without modification.
Rules as normal per SR5.
Improving a skill is an extended test. The test varies based on current skill rating. In addition, there is a cost to the supplies needed to perform the test as you learn new skills. The cost of supplies is shown in the section on training materials.
|1-4||Current Skill Rating + Intuition (New Skill Karma Cost, 1 Day)|
|5-8||Current Skill Rating + Intuition (New Skill Karma Cost, 1 Week)|
|9-13||Current Skill Rating + Intuition (New Skill Karma Cost, 2 Weeks)|
Skill Group Improvement
Improving skill groups is similar to improving a skill in that it is an extended test. The threshold is the karma cost of the skill group divided by two, rounded up. In addition, there is a cost to the supplies needed to perform the test as you learn new skills. The cost of supplies is shown in the section on training materials.
|1-4||Current Skill Rating + Intuition (Karma Cost / 2, 1 Week)|
|5-13||Current Skill Rating + Intuition (Karma Cost / 2, 2 Weeks)|
Adding a new specialization is an extended test. Base Skill Rating + Intuition (7, 2 week). The cost is 7 karma. Use of an instructor allows for a teamwork test. Increase the availability of the instructor by 2 to find an instructor with the specialization the character is looking for.
Between practice rounds for firearms, replacement dummies for close combat, and the various other materials that you go through when training, this covers it all. This eliminates the need to pay for the materials to train a skill of the appropriate level.
|Level||Points||Monthly Cost||Minimum Lifestyle|
As a service, this can be selected only for the months where it is needed. Using the additional lifestyle rules presented in Run Faster, the Costs can be waived by living at the appropriate Minimum Lifestyle level and spending the appropriate number of Entertainment Points. If you live below the Minimum Lifestyle, it costs both the points as well as the Monthly Cost. In addition, per the extra rules clarification from Hard Targets, those living at or above the minimum lifestyle that do not have any leftover entertainment points can still purchase options by paying the monthly cost.
Instruction and Instructors
Characters that have the Instruction skill can teach others skills. Those characters must have the skill they wish to teach at rating 4 or higher as well as it being higher than the student’s new skill rating. Over the period of the extended test for learning the skill, the teaching character rolls Instruction + Charisma as part of a teamwork test with the student who rolls his Current Skill Rating + Intuition. During the time of the test, the teacher is spending 8 hours per day on instruction, limiting the learning or other activities that they can do during the time period. Teaching Softs are the same as what is in the Shadowrun rulebook (SR5 pg. 442).
Instructors or Teaching Softs can be found through a negotiation check. The availability of the Instructor or Teaching Soft is equal to the New Skill Rating plus a modifier based on the instructor’s skill. Net hits on the negotiation test reduce the cost by 25 Nuyen per net hit. The instructor must be paid for each of the tests they perform.
|Instructor Skill Level||Instruction Dice Pool||Cost of Instructor||Instructor Availability|
|Basic||9||New Skill Rating * 25 Nuyen||Skill Rating|
|Journeyman||15||New Skill Rating * 50 Nuyen||Skill Rating + 2|
|Master||20||New Skill Rating * 100 Nuyen||Skill Rating + 4|
|Teaching Soft||Rating * 2||Rating * 400 Nuyen||Rating|
Connections and Loyalty
Contacts in Shadowrun can provide you with access to special gear and treatments. They also can have the information that you need to complete your missions or nuyen for information that you need. In order to raise the connection rating of a contact, a character may permanently sacrifice any combination of 10 points of Karma or Street Cred to increase the Connection rating of one of their contacts by 1 point. The character must already have a Loyalty Rating of at least 3 with the contact to use Karma/Street Cred in this way. Additionally, characters cannot increase the Connection Rating of any contact in this way more than once. (See Better than Bad pg. 164)
Loyalty is purchased through the use of favors. Favors come in different sizes. If you do a mission for an NPC, they will grant you a small favor. If this is something personal or meaningful, it could count as a medium or large favor. For the sake of mechanics, a medium favor is worth 2 small favors and a large favor is work 3 small favors. Favors can be spent with an NPC to acquire goods or complete specific actions. The amount of nuyen a favor is worth is TK. Favors are also spent to increase loyalty with a contact. The cost to increase loyalty with a contact is favor points equal to the new loyalty rating up to rating 5. Rating 6 loyalty requires a special mission or task.
Massive Physical Trauma
Optional rule up for ratification.
When a player takes damage in excess of TK, they lose a body part or take such a traumatic damage that they they take a penalty to actions or they gain cyberware/bioware to make up for the loss.