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     Shadowrun is an excellent system, but some rules either don't exist or don't quite fit with the world of Gilon. This section is devoted to some of the house rules that apply to my game.



Languages

     There are many languages on Gilon which can be split up into several groups. Common languages are typically regional languages used by an entire country. They are languages that large groups of people know and are typically the most useful. Uncommon languages are languages which only a small subset of people know. These are typically racial languages like Elvish and Orc, which are spoken among races that are plentiful on Gilon. Obscure languages are languages which only a very small subset of people know. These are usually languages that are alien to Gilon natives or are dead languages. Secret languages are languages only spoken in secret societies, and are never taught to outsiders. Starting characters can choose any of the languages with the exception of secret languages unless their character is part of an order that speaks that language. Below are the various languages, separated by rarity.


Common:

Dagmarian Common

Desian Common

Eastern Common

Enlightened Common

Loric Common

Northern Common

Victorian Common

Western Common

 


Uncommon:

Draconic
Dwarven
Elven
Giant
Gnoll
Gnome
Goblin
Halfling
Orc
Sphinx
Sylvan

Undercommon
Worg
Yuan-ti


Obscure:

Aboleth
Abyssal
Aquan
Auran
Beholder
Celestial
Githyanki
Githzerai
Grimlock
Ignan
Infernal
Kua-Toan
Slaad
Terran
Treant


Secret:

Thieves' cant

Druid




Teleportation

     In the normal world of Shadowrun, teleportation is impossible.That is not so on Gilon. Teleportation is quite possible and is actually a fairly well used form of transportation among the magically inclined. However there are some things that teleportation can't do and it is not exactly 100% reliable, which is why mages do still use old fashioned transportation.

     Teleportation is a metamagic feat which any magic user may take upon initiation (including adepts). Once the feat is acquired, the user need only concentrate on the location and let their magic carry them where they want to go. Familiarity is the main factor in success or failure. The more familiar someone is with a location, the more likely that their teleportation attempt with succeed, and the less stressful the attempt is. The user must make a magic test, with a threshold as indicated by the chart below:


1 - Location is visible. Anywhere in the user's line of sight.

2 - Location is well known to the user

3 - Location has been visited by the user a few times

4 - Location has been visited by the user once

5 - Location has been only described to the user


     Once the user finishes his attempt, he must then resist drain using Magic+Willpower. The drain is equal to the threshold above and is stun damage.

     There are a few things that can go wrong with teleportation. Anything that can block astral projection, can also block teleportation. That includes astral wards and earth. In addition, users are unable to cross bodies of water. If there is no way to walk to a location without crossing water, it cannot be teleported to. Moats are therefore cheap and reliable ways to keep out pesky teleporters. Attempts to any of those locations results in failure, but normal drain (as above) is still suffered.

     Finally, teleportation is risky business. If the user glitches an attempt to teleport, they might leave without their gear (including clothes), teleport to the wrong location (though only slightly off), or find that something they had has suddenly disappeared. If they critically glitch, then it gets a bit worse. If they are lucky, they only suffer some physical drain (equal to the drain the would have otherwise suffered in stun damage), but more likely than not they will be teleported to some random location of the GM's choosing. The location usually results in a grim and painful death, such as teleporting into a wall, into the sky, or in the middle of a gang shootout.