Professional Rating and Threat Level System Draft

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Grunts have two stats that describe their effectiveness.

Professional Rating

As described in more detail on pages 379 and 380 in the core rule book, the Professional Rating scale dictates the training and mental fortitude of the unit.

  • PR 0 - Untrained (Mall cops and thugs)
  • PR 1 and PR 2 - Semi-trained (Recruit soldiers, rookie cops, gangers and security staff)
  • PR 3 and PR 4 - Trained (Organized crime members, Professional bodyguards, experienced cops, and typical mercenary units)
  • PR 5 and PR 6 - Elite (HTR, Swat and Special forces)

Threat Level

This is the Haven house ruled measuring scale for how threatening an NPC is. The Threat Level scale is derived from fitting a function to all the known CGL statted units.

If a unit's TL exceeds their PR, they will be treated as a less disposable unit. If things are going south for a team composed of multiple grunts, the high TL unit will try to escape to reduce the loss of resources to the grunt's faction.


The Threat Level system is as follows.

Threat Level Professional Rating Base Attributes Total Spent (Starting at metatype base) Attribute Limit (Metatype Minimum-1 + Attribute Limit) Skill/Knowledge Points Spent Skill/Knowledge Max Skill Group Points Spent Skill Group Max Resources Spirit Force/Sprite Level/Resonance Grade/Magic Score Submersion Grade/Initiation Grade Foci Force Limit (Per Individual Foci)
0 0 15 3 9 3 0 0 2,500 1 0 0
1 1 18 4 18 4 3 2 14,000 2 0 1
2 2 20 4 25 5 4 3 39,000 3 0 1
3 3 21 5 31 5 4 3 74,000 4 0 2
4 4 23 5 36 6 6 4 136,000 5 0 2
5 5 26 6 39 7 10 6 236,000 6 0 3
6 6 31 6 41 9 20 10 391,000 7 1 3
7 6 31 7 41 12 20 12 613,000 8 2 4
8 6 31 7 41 12 20 12 918,000 9 3 4
9 6 31 7 41 12 20 12 1,321,000 10 4 5
10 6 31 7 41 12 20 12 1,834,000 11 5 5
11 6 31 7 41 12 20 12 2,474,000 12 6 6
12 6 31 7 41 13 20 12 3,254,000 13 7 6
13 6 31 7 41 13 20 12 4,188,000 14 8 7
14 6 31 7 41 13 20 12 5,291,000 15 9 7

Vehicles: Use these rules to stat out the controlling rigger or driver. Consider vehicles at the unit level and use thematically appropriate vehicles.

Gear: Limit gangers to availability 12 or lower. Restrict corporate units to operate in a non-extraterritorial land to 19 lower with no forbidden items unless they are acting as law enforcement. Extraterritorial corporate units can have forbidden gear.

Decks: Ignore the cost of a deck in building your grunt. Pick any deck that is their threat level minus one in device rating with a floor of one.

Comlinks and RCCs: Device Rating of these are limited to the threat level.

Qualities: If you put a quality on a grunt, you have a massive thematic weight since everyone in that unit is trained to have that quality. So, for example, if you put sharpshooter or strive for perfection on a grunt, it should come up in legwork that this unit spends hours at the range perfecting their shooting. Generally, avoid using qualities on grunts but if you do, weave that grunt quality into a major aspect of their background.

Skill Specializations: Avoid skill specializations unless the unit is known for that skill. For example, Enduring Resistance protesters have a spec in spray paint to their artisan skill.

You do not have to spend every point available in a threat category. The thematics of the grunt are more important than squeezing out every ounce of power.