House Rules


In the year 2066, human augmentation is easily available, granted you have the nuyen to pony up for it. Augmentations count as Merits ( and have a cost in XP and, in most cases after character creation, Resources. I’ll discuss each augmentation on a case-by-case basis, in terms of what the augmentation in question does, what modifiers to apply, etcetera.

Getting a high amount of augments will eventually lead to a lower Morality cap as a side-effect of severe augmentation, as well as a cap on dice pools for psychic powers. Eventually, enough augmentation can lead to a total loss of Morality as your character becomes more machine than man, resulting in the loss of your character.

Augmentation is only available for mortal characters.

Modified Disciplines

I’m reworking some Disciplines … or, more accurately, I’m borrowing my friend Doug’s ideas about Disciplines and his modifications to them, while making a few of my own. Read about them here.

Morality Clarification

Morality is, in my opinion, unclearly defined in the core rulebook. Here I’ve listed each Morality rating, how many dice you would roll to avoid degeneration (the loss of Morality), as well as examples for what would be considered “sins” for someone of that Morality rating.

  • Morality 10. (5 dice.) Hurting someone’s feelings. Losing your temper. Not sharing with the entire class.
  • Morality 9. (5 dice.) Minor selfish acts, like not being charitable or showing compassion when it is easy to do so.
  • Morality 8. (4 dice.) Non-permanent, non-life threatening injury to another person, whether it’s on purpose or accidental.
  • Morality 7. (4 dice.) Petty theft. Light blackmail. Overcharging when you don’t have to.
  • Morality 6. (3 dice.) Injuring someone beyond what is necessary for self-defense. Mugging someone or committing robbery or burglary. More serious blackmail. Imprisoning someone against their will.
  • Morality 5. (3 dice.) Stealing everything a person has. Burning down someone’s home. Attacks on a person that leave scars, whether physical or emotional. Selling drugs you know are addictive and destructive.
  • Morality 4. (3 dice.) Manslaughter. Ending a life, even in self-defense, by accident, or in a moment of rage. Enslaving someone against their will falls here too.
  • Morality 3. (2 dice.) Pre-meditated or planned murder. Torture. Rape.
  • Morality 2. (2 dice.) Multiple murders within a short span of time. Less serial kill-y and more going into a fight and knowing you’re going to kill every single person there.
  • Morality 1. (2 dice.) Systematic killings. Serial murder. Genocide. Utterly depraved acts of evil.

Of course, you may get positive or negative modifiers depending on the circumstances in question. For example, killing in self-defense or to protect another provides a +1 modifier to your degeneration roll.

Sanctity of Merits

While Merits represent things within the game, they’re really an out-of-character resource. These Merits often represent things that can go away. Retainers can be killed, and Businesses can burn down. So while Merits may represent temporary facets of your character, Merit points continue to exist. At the end of any session where your character has lost Merits, you can replace them with another Merit.

When replacing a Merit, consider what makes sense in the story. Pursue the new Merit during the course of the session if possible, and make the new tie something less superficial than a dot or two on your sheet.

New Merit: Business

The Business Merit reflects the ownership of a business, often one possessing a physical location. Like the Haven Merit from Vampire, the Business Merit is actually broken down into three distinct Merits:

  • Business, which represents the business itself as well as the physical size of its venue. This ranges from two dots to five, with two representing a smaller business like a small bar or diner and five representing a larger business, such as a large brothel or a nightclub.
  • Business (Location), which represents the location of the business. A business with no dots in Location implies the business is not in a very safe or desirable area, or, if the business requires seclusion, not enough seclusion as to offer a mechanical bonus.
  • Business (Security), which represents how safe a business is. A business with no dots in security is unsafe and is easily breached and destroyed in the event of an attack.

Keep in mind that, unless you have the Resources Merit, it is assumed that all or almost all of the income gained from your business goes right back into maintaining it.

Clarified Merit: Resources

Resources is somewhat unclear as to what it actually provides for you mechanically. Firstly, it means disposable income. Your basic needs are assumed to be taken care of, so dots put into Resources represents stuff you can spend on the other stuff—cars, guns, body armor, or maybe a really nice dinner with someone important you want to impress.

Secondly, just because you don’t have the Resources to afford something doesn’t mean that you can never have that thing…. It’s just less easy than walking into a store and buying it. For example, if you want a gun, you can totally steal a gun—it’s just more trouble than if you were able to buy it with Resources.

House Rules

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