House Rules

Healing – Rules on handling healing in the sixth world.

1. Healing Rules

Characters with the First Aid skill may immediately help reduce the trauma of wounds (Stun or Physical). First Aid can only be used if you have a medkit (even if you do not currently have supplies for it), and it may only be applied within 1 hour of when the damage was taken. Roll a First Aid + Logic [Mental] (2) Test, applying appropriate modifiers from the Healing Modifiers table. (Characters using First Aid on themselves or others must also apply their wound modifiers to the test.) Each net hit over the threshold removes 1 box of damage; divide the net effect in half (rounded up) if the victim being treated is wearing any kind of full-body armor in order to represent the difficulty of treating the patient through armor.

A critical glitch on a First Aid Test increases the damage by 1D3 (1D6 ÷ 2) boxes. The maximum damage healable with the First Aid skill is equal to the skill’s rating. First Aid may only be applied to a character once for that set of wounds, and it may not be applied if the character has been magically healed.

Using the First Aid skill in combat requires a Complex Action and takes a number of Combat Turns equal to the number of boxes of damage the character is healing. This means the character applying First Aid must spend one Complex Action per Combat Turn providing care but may spend the rest of their Action Phases however they would like.

First Aid may also be used to simply diagnose a character’s health, the extent of wounds taken, or the effect of other ailments. The gamemaster sets the threshold as appropriate to the character’s health or affliction, and awards information appropriate to the net hits scored.

Note- Conventional and Magical Healing: How They Work Together:
Magical healing, first aid, medicine, and all other forms of wound treatment work in very different ways and often do not work well together. First Aid and the Heal spell directly heal injuries in the form of recovered damage boxes and can only be applied once to any single set of injuries. Also, First Aid cannot be applied once the Heal spell has been used, though Heal can be used after First Aid.

Medicine does not heal injuries but instead provides bonuses on Recovery Tests.
In terms of maximizing efforts a magically skilled DocWagon team will apply their efforts according to their Standard Operating Procedures (SOP). First Aid and then a Heal spell in the field, followed by a Medicine-skilled doctor working at an extended care facility. This regimen has proven highly effective in helping even the most grievously injured clients recover with remarkable alacrity.

Stun and Physical damage both heal naturally, though at different rates. Medical attention can help hasten the process. In both cases, healing is handled as an Extend- ed Test. Hits from each test should be recorded separately in case an interruption occurs at some point in the healing process so the character and gamemaster know how much damage would have been healed up to that point.

Natural Recovery can be bolstered by the use of medkits or autodoc drones.

Make a Body + Willpower (1 hour) Extended Test. The character must rest for the entire hour for it to count (forced naps and unconsciousness also count). Each hit heals 1 box of Stun damage.

Make a Body (2 days) Extended Test. The character must rest for the entire day for it to count (forced naps and unconsciousness also count). Each hit heals 1 box of Physical damage. Physical damage cannot be healed through rest if the character also has Stun damage; the Stun damage must be healed first.

SEVERE WOUNDS (Taken / Modified from SR4 Augmentation)
Shadowrun opts for an abstract approach to injury. If someone is injured, it can be assumed that they are bleeding, bludgeoned, or burned as appropriate, and that in some way they are physically impeded and hurting. Still, sometimes it may seem appropriate to have a character lose more than a liter or two of blood when repeatedly cleaved with a monowhip. After all, not every cut and wound can be shrugged off, and not all damage can be healed by time alone. Sometimes bones get broken, organs get shredded, and muscles torn beyond medical or magical repair. The following rules allows gamemasters to introduce such drastic injuries to the game in a relatively free-form and story-driven way. Note that while severe wounds can be dramatic and memorable, they can also slow down play and may not be appropriate for all games. Don’t sacrifice the game’s fun or story flow just to inflict some extra grievous bodily harm—unless the character happens to deserve it, of course.

Severe wounds occur in one of four circumstances, each noted below. The exact nature, location, and extent of the wound is left to the gamemaster’s discretion based on the situation, type of attack, vulnerable body areas, amount of damage sustained, and whether a called shot to a body part or obvious implant was involved. We offer several suggestions for each situation; gamemasters are encouraged to create their own, using these as guidelines. The demands and interests of the story should also be taken into account.
Glitches- Any time a glitch is rolled on a Damage Resistance Test or Healing Test, a severe wound is called for. This includes glitches on Toxin Disease Resistance Tests, tests for magical healing, and the Edge Test noted under Heavy Damage below.
A severe wounds that results from a glitch creates some of complication that is serious but not life-threatening. Some possibilities include:

A. Agony: For whatever reason, the damage inflicted is excruciatingly painful (think sliver under the fingernails). The character suffers dice pool modifiers for being wracked with pain, and may be disabled if the damage boxes suffered exceed his Willpower.

B. Concussion, Nausea, or Shock: Treat as the effects of nausea.

C. Distracting Injury: The character is blinded, has blood in his eyes, is seeing double, or his hearing is ringing. Apply a dice pool modifier to Perception Tests.

D. Impalement: Some sort of object is stuck in the character’s body, perhaps impeding his functionality, and will require trauma surgery to remove.

E. Impeded Movement: The character has been inflicted with a sprain, fracture, charlie horse, or something that similarly impedes his range of movement. He may suffer dice pool and movement penalties.

F. Implant Malfunction: An implant has been damaged but not destroyed, and will function erratically until repaired.

G. Infection: The wound has been contaminated (though this may not be noticed), and will require extra care to prevent the character from becoming extremely sick.

H. Magical Misfire: A character receiving magical healing finds that magic sometimes has a downside. Apply some unfortunate magical backlash. Perhaps the area being healed amasses with warts, sprouts hideous purple fur, or grows smelly and gangrenous.

I. Minor Disfiguration: The damage results in noticeable scars or minor maiming (a finger, part of the lip, or ear). The injury is obvious, though social ramifications will depend upon individuals. A weeping gash across the face may not be a hit with the ladies, but it may get you some respect from the trolls in Myanmar. If the character doesn’t want a recognizable and disfiguring wound, he will have to undergo cosmetic or trans- plant surgery.

Heavy Damage- Any time a character takes a large amount of damage at one time (7 or more boxes of either Physical or Stun damage from a single attack), the character makes an immediate Edge (1) Test. If the test fails, something is seriously wrong with the character and will not heal without medical or magical assistance. (Alternately, damage of this sort may be automatic with any wound that inflicts 7+ boxes at once). Severe wounds that result from heavy damage are typically life-threatening. Possibilities include:

A. Blood Loss: Wherever those bullets went, they took part of a major artery or vein with them. The character will leak precious bodily fluids, incurring extra damage as if he is suffering from Physical Damage Overflow until the wound is stabilized. Even blunt trauma can cause this kind of bleeding, though it will usually occur internally.

B. Brain Damage: Head trauma disorients the character for now, and may result in partial disablement, memory loss, retardation, or even personality changes in the future.

C. Broken Bone: A snapped rib, cracked femur, or shattered foot is making the character miserable, though he can still function. Apply dice pool and movement modifiers as appropriate.

D. Implant Destruction: One of the character’s implants’ time has come. His internal commlink (after 2065) may now be a headweight, his chemical gland may have ruptured all over his pants, or his cybereyes may have been ripped from their sockets. The implant will either need some hefty restoration or replacement.

E. Irreparable Organ Damage: The character loses a lung, his liver, or his spleen. Though he can continue to function for a short period, he needs serious medical attention and some organ transplant surgery.

F. Limb Loss: The character is separated from his arm or another limb in a fashion that sprays blood everywhere. Arterial blood is under high pressure and can easily spurt up to 6 meters—be creative. The character suffers additional wound penalties and begins dying. The character begins taking additional damage as if from Physical Damage Overflow until stabilized. A transplant or cyberlimb replacement is in his future.

G. Major Disfiguration: The character suffers a massive wound that threatens to uglify him for life. Whether he loses part of his skull, an eye and a nose, mangles his hand, or has all of the skin burnt from his face, he will need major cosmetic or transplant surgery and may be unrecognizable in the meantime.

H. Loss of Arcane Augmentation: The effects of sustained via foci or quickened spells are lost due to a severing of the life connection, however brief, required for sustainment or quickening of spells by an awakened being.

Critical Glitches – Any time a critical glitch is rolled on a Damage Resistance or Healing Test (same as with glitch severe wounds), the character is in for a world of hurt. Critical glitch severe wounds are instantaneously debilitating and may threaten the character’s existence—sometimes immediately. In all cases, treat the character as if he is suffering from Physical Damage Overflow until stabilized. Some suggestions include:

A. Anaphylactic Shock: The character suffers an immediate and massive allergic reaction to some exposed substance. If not treated within minutes, the character will die.

B. Arcane Catastrophe: A critical glitch on a magical healing test may transform the unfortunate character into something else for a (hopefully) temporary basis, such as a deformed critter, a crystalline statue, a backwards version of himself, or a fetid mass of skin and pus.

C. Crippling Break: The character receives a broken bone or fracture (perhaps multiple or compound breaks) that immediately puts him down and will likely require trauma surgery to set. Healing times are doubled.

D. Paralysis: The character has suffered a spinal injury or stroke, resulting in paralysis. At best, he’ll require months of recuperative therapy. At worst, he’ll need gene therapy or be paralyzed for life.

E. Seizure: Inflicted damage somehow triggers a sudden, convulsive seizure for several minutes; perhaps an implant was damaged in just the wrong way. The character is paralyzed for the duration and disoriented afterwards.

F. Severe Organ Failure: The character’s heart stops, his lungs collapse, or he suffers some similar serious organ failure. Even stabilized, he will need transplant surgery in the near future.

G. Stunned: Whatever hit the character took the wind out of him. Though conscious, the character is effectively incapacitated and may not move until recovered. Treat as the effects of nausea. If the number of damage boxes taken exceeded his Body or Willpower, as appropriate, he is simply unconscious. He may be revived with a proper First Aid Test, or he may have to sleep it off.

Furthermore, for every 7 boxes of damage received over the initial 7 boxes of damage, that character, must successfully make an Edge (1) test. This means that a character who takes 14 boxes of damage must make two (2) separate Edge (1) tests.

USE OF EDGE TO PREVENT DEATH- Any character that uses Edge to prevent death from Physical Overflow Damage must make an Edge (1) Test. If that character does not achieve at least one (1) hit then they are subject to receiving an aspect of heavy damage even if they still need to make the requisite Edge test for receiving any Heavy Damage due to suffering 7 or more boxes of damage.

Characters with the Medicine skill are able to speed the healing process. The character makes a Medicine + Logic [Mental] Test; apply appropriate modifiers, including wound modifiers if a character is applying the Medicine skill to her own wounds. Each hit provides +1 die to any subsequent healing tests the character makes for healing through rest as long as the character using the Medicine skill spends some time tending to the injured character. For Physical injuries the character needs to spend at least 30 minutes per day tending to the injuries of her patient. For Stun it is 10 minutes per hour to gain the bonus dice.

Medicine may only be applied once to each set of wounds, but it may be applied even if First Aid and / or magical healing have already been used. Additional damage taken afterward counts as a new set of wounds. Medicine may be used to diagnose a character’s health in the same manner as First Aid.

Medicine cannot be applied in combat situations.

The capabilities of modern medkits and autodoc drones rival those of trained paramedics. They can serve as a valuable aid to a medtech’s diagnoses or applied healing, or they can simply be hooked up to the patient and set to apply medical care automatically. To use a medkit / autodoc in combat is a time-consuming task. First the character must perform a Complex Action to apply a medkit / autodoc. After the medkit / autodoc is in place she receives a dice pool modifier equal to the medkit rating (if it’s functioning wirelessly) or the autodoc’s First Aid or Medicine autosoft when treating a character. If the character is untrained, she can still make an untrained First Aid test using her Intuition attribute minus 1 die and the device’s rating in place of her First Aid skill.

If, after 2065, a wireless medkit is hooked up to a patient and left unattended, simply roll the device’s rating x 2 for any subsequent tests.

Note that after 2065- Medkits and autodocs can be accessed and controlled remotely via the Matrix / Wireless link.

The Heal spell can be used to repair physical injuries. Each hit from the Spellcasting Test heals one box of Physical damage (up to a maximum equal to the spell’s Force; see Healing, p. 205). Sorcery cannot heal damage resulting from magical Drain.

Characters who exceed their Physical Condition Monitor and enter into overflow damage (see Exceeding the Condition Monitor, p. 170) are at risk of dying if they do not receive prompt medical attention. If you go over (Body) points of overflow damage, that’s it, you’re dead—time to permanently check out and go meet Mr. Johnson in the Big Shadowrunner Bar in the Sky.

If the character’s condition is not stabilized, she takes an additional box of damage every (Body) minutes for blood loss, shock, and other things that affect a body on the brink of death. In order to stabilize a wounded character, a First Aid + Logic [Mental] (3) Test or Medicine + Logic [Mental] (3) Test must be made (situational modifiers apply). Medkits and autodocs may be used to stabilize a character as well. If successful, the wounded patient stabilizes and no longer takes automatic additional damage. If the stabilization fails, the character continues to take damage until she dies. Additional stabilization tests may be made, at a cumulative –2 dice pool modifier per test.

The Stabilize spell (p. 289) may also be used to stabilize a character, but the Heal spell (p. 288) cannot. Once a character has been stabilized, First Aid, Medicine and/or magical healing may be applied normally.

2. Reputation

Due to a measure of ambiguity within the description of Reputation, the information found on pages 372-373 of the 5th Edition Core Rulebook have been amended as follows:

Street Cred represents a character’s lifetime accomplishments. The more they’ve done and accomplished, the more respected they’ll be by their peers. A character’s Street Cred score is based on the character’s total Karma earned. For every full 12 Karma that a character earns, they gain a point of Street Cred. Thus, Street Cred equals the character’s total Karma, divided by 12, always rounded down (though other factors may adjust it, such as sacrificing Street Cred to reduce Notoriety. At the gamemaster’s discretion, additional Street Cred points can be awarded for particularly noteworthy accomplishments. Street Cred is applied as a positive modifier to the Social Limit in all social tests in situations where a particular character’s reputation would be known.

Notoriety represents the negative side of the character’s reputation. If they are difficult to work with, stubborn, unskilled, fatally flawed, or prone to failure, word is going to get around about them. Notoriety can also reflect callousness, untrustworthiness, and any evil aspects to a character’s personality that might spur others to steer clear of her. Notoriety is applied as a negative modifier to the Social Limit in all social tests in situations where a particular character’s reputation would be known. A caveat to this ruling exists where a character’s notoriety score acts as a positive modifier to the Social Limit when that character makes an Opposed Intimidation + Charisma (Social) test in situations where that particular character’s reputation would be known and is relevant during the intimidation event.

Each character starts off with a Notoriety of 0. Modify this according to the following qualities possessed by the character (plus one point per negative quality, minus one point per positive quality):

Positive Qualities: Blandness, First Impression, Lucky
Negative Qualities: Addiction, Bad Luck, Combat Paralysis, Elf Poser, Gremlins, Incompetent (any skill), Ork Poser, Scorched, SINner (criminal SIN only), Spirit Bane, Uncouth, Uneducated, Weak Immune System

During play, a gamemaster may award a point of Notoriety for actions that would be a stain on the character’s reputation in the shadow community. Some examples include:

*Refusing to finish a run
*Insulting or otherwise pissing off a Mr. Johnson
*Incredibly obnoxious or callous behavior
*Betraying team members
*Killing innocents
*Earning a powerful enemy
*Knowingly working for a dragon
*Exceptional bad luck that leads to disaster

Characters cannot earn a Notoriety point for something for which they have already received a point. Notoriety points exist as a game mechanic, in part, as a consequence for unrealistic amoral behavior, including frivolous killing streaks by player characters. High Notoriety characters are likely to find working in the shadows increasingly difficult as contacts and others become less willing to help them.

A character can reduce their Notoriety by permanently sacrificing 3 points of Street Cred for every 1 point of Notoriety.

Public Awareness represents how well the character is known among the media, authorities, and public at large. With only a few exceptions, shadowrunners are always working to ensure that the public doesn’t know anything about who they are or what they have done. Corporations and other power groups hire ‘runners when they want something taken care of quietly without a great deal of public attention drawn to it. So if a runner is doing their job, the public should never know about them. The best shadowrunner is one that Joe Wageslave has never heard of. Only when something goes wrong, or the situation is unavoidable, do the actions of a runner become public.
In much the same way as Notoriety, the gamemaster determines when the actions of a runner should be awarded a point of Public Awareness. Some examples include:

*Fighting with law enforcement or some other High Threat Response team
*Extracting a well-known person
Blowing something up in a populated area

*Leaving significant physical evidence
*Being seen by many eyewitnesses

*Broadcasting or posting videos of your crimes on your Matrix fansite

How well the public actually knows a runner is determined by the level of their Public Awareness. Whether an individual person knows a runner can be deter- mined using the Public Awareness Level Table below.

Public Awareness, in terms of game mechanics, acts in one of two ways. Either as positive modifier to one’s Social Limit when attempting legwork in order to find data on an individual (use the target’s Public Awareness score as the modifier to the one conducting the legwork) or when conducting a Matrix Search, Public Awareness score of the target of the search acts as a positive modifier to one’s Data Processing Limit when actually conducting the Matrix Search action.

Note- However, if a character attempts to do their own electronic search via a computer or telecom or another such device attributed to the 2050s but do not make such an attempt in VR mode then one half (rounded down) of the Public Awareness score belonging (if any) to the target acts as a dice pool modifier to the searcher’s computer skill dice pool during the extended test which comprises the actual electronic search.

3. Smartgun Systems & Smartlinks

Smartgun system: This connects a firearm or a projectile weapon directly to the user’s smartlink. Incorporating a small camera and laser range finder, the smartlink keeps track of ammunition, heat buildup, and material stress. If you have a smartlink, you can mentally switch between gun modes, eject a clip, and fire the gun without pulling the trigger. The camera lets you shoot around corners without exposing yourself to return fire (at a –3 dice pool penalty). The system makes use of advanced calculation software, allowing for precisely calculated trajectories and high precision over any distance.

If you’re using a smartlink, the smartgun system increases the gun’s Accuracy by 2. The smartgun features are accessed either by universal access port cable to an imaging device (like glasses, goggles, or a datajack for someone with cybereyes) or (later, after 2065) by a wireless connection working in concert with direct neural interface.

Retrofitting a firearm with an internal smartgun system doubles the weapon’s price and adds 2 to its Availability. An external smartgun system can be attached to the top mount or underbarrel mount with an Armorer + Logic (4, 1 hour) Extended Test. The small camera has a capacity of 1 and can be equipped with vision enhancements (p. 444).

Additional Benefit: A smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence. Ejecting a clip and changing fire modes are Free Actions.

House Rules

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