House Rules

Combat

  • Take Cover: A character may use this Simple Action to gain a cover bonus to their defense test, as long as she is not surprised. A character who is surprised may not take cover.
  • Firing a gun while in melee incurs a -3 penalty, the character does not get the point blank bonus.
  • Dodge skill will be dumped in favour of Gymnastics only. No point in having two skills doing the same job!
  • Opposed roll (as 4e) when defending against ranged attack: Roll Reaction
  • New opposed roll when defending against melee attack: Roll Reaction + Intuition

Defensive actions:

Block (–5 initiative score)
A character may choose to use her own unarmed combat skill to block incoming melee attacks as an Interrupt Action. By decreasing her Initiative Score, the defending character can add her Unarmed Combat skill to their defense test.
This is a one-time add, unlike going on Full Defense (below) which lasts for an entire Combat Turn. Bonus die, such as die from a relevant weapon foci, can be added to this test.

Dodge (–5 initiative score)
A character may choose to use her own skill to dodge incoming attacks as an Interrupt Action. By decreasing her Initiative Score, the defending character can add her Gymnastics skill to the
defense test. This is a one-time add, unlike going on Full Defense (below) which lasts for an entire Combat Turn.

Hit the dirt (–5 initiative score)
A character who has already used their Free Action may choose to drop prone when caught by suppressive fire using this action. The defending character doesn’t need to make the Reaction +
Edge test but is considered prone on their next Action Phase. If the suppressive fire continues, the defending character needs to use a Stand Up Simple Action to get back up, risking getting shot, or fight from the ground. If the suppressive fire has stopped the prone character still needs to use a Stand Up Simple Action to get back up.

Intercept (–5 initiative score)
A character may take an Interrupt Action to intercept an opponent who attempts to move past him (within 1 + Reach meter(s)) or break out of melee combat. The Intercept Action allows a character to make a melee attack out of turn. If the character does not have enough Initiative Score left that Action Phase he cannot intercept.

Parry (–5 initiative score)
A character may choose to use his own melee weapon skill to deflect incoming melee attacks as an Interrupt Action. By decreasing his Initiative Score, the defending character can add
his melee weapon skill to their defense test. This is a one-time add, unlike going on Full Defense (below), which lasts for an entire Combat Turn.

Full defense (–10 initiative score)
A character may choose to focus on deliberately avoiding incoming attacks as an Interrupt Action. This action adds the character’s Willpower to their Defense tests for the entire Combat
Turn. Full Defense actions may be taken at any time, even before the character’s Action Phase as an Interrupt Action, as long as the character is not surprised. Characters may only go on Full Defense if they have enough Initiative Score left in that Combat Turn. The bonus gained in this manner is kept until the end of the Combat Turn so a character can choose to fight defensively early in the round by decreasing her Initiative Score to increase her defense. This bonus is also cumulative with other Interrupt Actions.

Initiative

5th edition initiative and the defensive actions possible within it, is going to be used.

This means that some abilities change a bit to match the new system but it’s not a major change. Basically anything in 4e that says “+1 Initiative Pass” is now “+1D6 Initiative Die”. Anything that simply adds to Reaction, Intuition, or Initiative score is the same as usual.

For example, in 4e 2x levels of Boosted Reflexes (2050 book p.186) gives +2 to Initiative and +1 Initiative Pass. In 5e this would translate as +2 Initiative and +1d6 Initiative Die.

Initiative Passes convert to Initiative Dice. So if a character is listed as having 3 Initiative Passes then they simply have 3D6 to roll for initiative.

Initiative

Why is there a screenshot here? Because Obsidian Portal wouldn’t let me format the text properly. Ignore mentions of AR, that’s just a fever dream.

Magic

  • Although mentioned in the 2050 sourcebook, Grounding a spell will not be allowed.

New Initiative Rule Spell Change:

Increase Reflexes
Type: P Range: T Duration: S Drain: F/2 +2
This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is 5D6.

Adept Power Rule Change:

Improved Reflexes
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.

5th ed Counterspelling
Spell Defense
Spell defense is used against hostile spells cast at you or at targets that are within your line of sight (using the same rules as for targeting spells) that you decide to protect with spell defense. Declaring this protection is either a Free Action or, if you don’t have one left, an
Interrupt Action that reduces your Initiative Score by 5. Each Combat Turn, you have a pool of dice for spell defense equal to your Counterspelling skill. When a spell is cast, you may choose to use some or all of your Counterspelling dice to defend against an incoming spell. Against each spell attack, you have to choose how many dice from this pool to allocate for defense,
and you can select how many people (including yourself if you desire) are covered by these defensive dice.
You can protect a number of people at one time equal to your Magic Rating. These dice are then added to the defense tests of everyone you’re covering. The pool refreshes at the beginning of each Combat Turn.

Legwork

If a player wants their character to perform information gathering without using Contacts then this can be achieved via the Etiquette skill (usually combined with Charisma). Knowledge skills and Contacts determine exactly what sources of information the character can discover.

The Matrix

Hoo boy, there’s a whole file on Dropbox about that one. It’s called Cyberdecks 2050.

House Rules

Shadowrun Seattle 2050 - Get Born Again The_Laughing_Man