Direct Combat SpellsWe will be using a modified version of the optional rule that increases drain for each hit added to the damage of a direct combat spell. Base drain on direct combat spells is (Force + Net Hits) / 2.
Contacts: When a PC gets in touch with a contact, make a Connection + Connection Test for the contact. The results of this test will determine how many ranks of information the contact knows about the question. (Apply die modifiers to this test based upon relevance of the contact to the subject matter.) A PC then makes a test of Charisma + Etiquette + Loyalty rating. The contact will reveal that many levels of information about that topic for free. (Up to the number of hits scored by the contact for that topic.) If the contact knows more, additional information will require a payment to the contact of 50¥ * TR.
Deeper Digging Contacts: If the PCs have worked all of their contacts, and are still missing important information, they may ask a contact to ask around. If they do so, have the Contact make an extended (Connection + Connection (20 minutes)) Test. Additional information will be available at a cost of 200¥ * TR.
Data Search: A Data Search may also be utilized to gather information from the following charts. They may only make a number of Data Search + Browse rolls equal to their dice pool (p.64, SR4). An Agent can do this as well, using Pilot + Browse.
|Contact / Knowledge||Extended Contact||
|1||6||6||Public, basic information.|
|2||12||12||Limited interest or non-public information.|
|5||24||24||Information which has been actively erased.|
The Threshold for a jump is determined by the distance to the ground when the chute is opened. When parachuting a character has the choice of three types of jumps: standard, low-altitude, or HALO. This determines the minimum altiitude range in which he intends to open his chute. See the table for the typical jump heights for each type of jump.
The Parachuting TestModern parachutes come equipped with safety measures to ensure they open, so most of the skill in parachuting (outside of freefall gymnastics) is in the landing and the scatter distance from the target landing site. To determine how far he lands from the target site the character rolls Intuition + Parachuting, plus any modifiers (see table). The base scatter distance is shown on the table below. Divide it by the number of successes achieved to determine the actual scatter, and use the scatter diagram for thrown weapons to determine the direction (with 1 indicating the direction of the prevailing winds). A critical glitch on this test indicates that the character's primary chute has failed to deploy, though the automatic chute will open them at the next lower altitude level (unless it was disabled to allow a HALO jump).
The LandingThe character makes a Body + 1/2 Impact test against the base damage level listed on the table for the altitude at which he opened his chute. A glitch on this test upgrades the damage to physical.
|Type||Minimum Distance||Threshold||Base Scatter||Base Damage|
|HALO (Critical Glitch)||<100m||You're screwed||50||
|Type of Jump|
|Bad Weather (Rain, Strong Wind, Snow)||-2|
|Terrible Weather (Storm)||-4|
|Restricted Landing Terrain (small buildings, trees)||-2|
|Tight Landing Terrain (city buildings, forest, jungle)||-4|
|Combat Landing Environment||-2|
|Military Jump (rip cord pulled as leaving plane)||+2|
- Attacker chooses the target spot.
- Attacker rolls the attack.
- Attacker resolves scatter.
- Defenders roll their defense tests and move one meter per success, up to their maximum movement in a pass. If they have a Free Action remaining they can use it to run if needed. If they've already moved during the current pass then avoiding the explosion uses up their movement for the next pass.
When interacting with the environment, limited narrative changes are allowed. For instance, a player might state that they're jumping behind the heavy metal filing cabinets for cover even though no cabinets had been mentioned. Unless there were some compelling reason that filing cabinets should not exist, congratulations are due for the quick thinking, the two defensive dice, and the shiny new cover bonus. As always, the GM can veto environmental modifications, so it's unlikely that the old lady's car the group just jacked is going to have a barrett hidden in the trunk just waiting to be stunted into existence. She might have had a taser in her purse, though.
|1 - 5||0|
|6 - 9||1|
|10 - 13||2|
|14 - 17||3|