House Rules

[Athletics]
JUMPING
As described in SR3 Shadowrun Companion (p. 47)

[Combat]
ARMOR DEGRADATION
Per the optional rules in Cannon Companion (pg 96-97), including repairing armor.

CALLED SHOOTS
It didn't make sense to us that shooting a target that is taking +6 cover (meaning 25% visible) had a higher T# than shooting the same person in the head without the cover (+4 to T#). The head itself is obviously smaller than the 25% of the body represented as visible with +6 cover. We also feel the modifiers given from the various levels of cover come from the fact that the shooter has to make a called shot to bypass the barrier. Further based off this, we have designated that a called shot to an object or area 75-50% the size of a (meta)human receives a +2 modifier, between 50-25% this size is at +4, and 25% or smaller takes a +6.

Examples:
1. Johnny wants to shoot the Data Courier anywhere but the head (Headwear Memory). He takes a +2.
2. Johnny now wants to bypass an armor jacket; he shoots anywhere from waist down. This is a +4.
3. Johnny decides to go for the head or some other specific limb. This means a +6.

RECOIL REDUCED BY STRENGTH
Per the optional rules in Cannon Companion (pg 103).

HELD ACTIONS
If a character wishes to hold his action before engaging in combat he may do so. However once the character has engaged in combat, standard rules for Held Actions apply (SR3 pg. xx). When the character wishes to act upon the held action a surprise test is performed. Both parties involved make standard surprise/reaction test at TN(4) modified by situational modifiers.

If the ambusher has more net successes than whom he is ambushing, the ambusher then receives one free initiative pass (one action) before initiative is handled as normal. Should the ambushed party receive more net successes then initiative is handled normally, with both parties getting full actions.

[Cyberware]

[Gear]

[Healing & Recovery]
RECOVERY TIME
For each box a character is above a wound category, that box adds on increment of time (hour, day, etc.) to the base time of healing (pg. xx). This includes overflow damage as well.

For example: If Johnny was at two boxes above a serious his base time to heal would be twelve (12) days (10 days base + 1 day per box). However if he was only one (1) box above a light, he would have a base heal time of twenty-five (25) hours (24 hrs base + 1 hour per box).

[Karma Pools]
OVERVIEW
These rules presented here are an adaptation of Loki's rules that he created for his SR2 group. I preferred his method in handling Karma as does my group. Instead of one grand karma pool or team karma pools, they are broken up into the following pools: Physical, Social, Mental, Decking, Vehicle, and Magic Pools. Click here for additional information.

[Training]
IMPROVING ATTRIBUTES
As described in SR3 Shadowrun Companion (p. 51).

SKILL TRAINING
As described in the SR3 Shadowrun Companion (p. 48).
Active Skill Base Time = Rating going to * 7 days (assuming 4 hrs of study a day)
Knowledge Skill Base Time = Rating going to * 15 days (assuming 4 hrs of study a day)