Showing posts with label Anarchy. Show all posts
Showing posts with label Anarchy. Show all posts
Wednesday, December 27, 2017
Shadowrun Anarchy game prep: house rules, and new Shadow Amps.
My first house rules is armor. Rules as written is quick but requires gaining or sacrificing a skill which can get messy if players change armor mid game.
My fix is still a skill tax but more organic.
Medium armor gives a -2 die penalty to Agility in combat when fighting in medium armor. Heavy armor gives a -4 to Agility in combat when fighting in heavy armor.
A new skill is available called 'Trained in armor'. This skill negates 2 points of penalty for fighting in armor. Now the option to fight in any armor type is there with consequences and skill tax is also a thing but without gaining or losing skills for changing armor.
A few options that count as gear Shadow Amps will be available, but probably not common place. Here are a few examples.
Shadow weave: +2 to stealth in darkness.
Runed: +2 resist/defense dice against spells.
Fae Weave: +2 dice to Con.
Hardened: (heavy armor only) hardened armor always takes one less damage than is assigned to it.
Monday, October 10, 2016
Spell drain for Shadowrun Anarchy
One thing about magic, it's dangerous. Not just for those targeted with it, but also those who wield it. Especially when magic is pushed to the limit of its casters power.
I want to add that level of danger back into anarchy from its roots in the core rules.
When casting a spell players may roll up to three push dice. The push dice should either be rolled separately or a different color than the other dice.
Each 5 or 6 adds an additional success. Each 1 rolled on a push dice does one point of stun damage to the caster. If the spell casting roll fails then the damage is physical rather than stun.
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