Player Rules

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Player Rules

Welcome! We’re so glad to have you here! ShadowNET is a living community that builds on player actions. Consequently, The Golden Rule and The Silver Rule are our major guiding principles. We hope you understand and play along. In addition you should assume optional rules are not in use unless otherwise stated.

Got a Problem? No Problem!

We want everyone here to feel welcome and heard. If you have any issues with another Player, a Game Master, a member of the Council or of the Senate, please let another member of government  know immediately. We will work with you to resolve the issue promptly and satisfactorily.

Player Accounts, or The Highlander Rule

Players are encouraged to make multiple characters; however, all characters owned by the same player must be held underneath the same reddit account.

Priority and Sum-To-Ten

When creating a character for submission on ShadowNET you can use either Priority or Sum-To-Ten as a method to create the character. Karma builds and Life Modules are not supported at this time.

Read The Rules!

It is expected for you to have read and have on hand all relevant material for your character.

Fit The ‘Net

Shadowrun characters on the ‘Net must fit in the base Shadowrun Fifth Edition. Only the Chargen head may deny on any grounds, but may also deny on the suggestion of other chargen members. The Chargen head must give a clear reason upon request, and the player may bring it up to Senate. Active Characters Each player may have a maximum of five Active Characters at any time. An Active Character is any character approved by the Character Team. Dead and retired characters do not count towards this limit.

Achievement Unlocked!

You must be active on ShadowNET for at least one month (30 days,) as evidenced by the date your first character was approved by the character review division. In addition, you must also have completed five runs, which are to be cited in your first application with a special sheet. These will be checked. Once you meet these prerequisites you will have unlocked access to Metasapients, Shifters, Changelings (SURGE III only), and Infected Characters. All Infected characters will be sterile (they cannot infect other characters)

Looking For Work?

As a player on ShadowNET, you will have access to Job Posts (games) put up by Game Masters on the /r/ShadowNET subreddit. Players can dive even deeper into their characters through Private Sessions arranged with Game Masters. Private runs can take the form of (but are not limited to) Favors for a Friend, Character Exploration,  or Initiations/Submersions.  

The Great Karma Exchange Program!

Are you saving up for some sweet cyberware, but keep getting hamstrung by these pesky feel-good runs? Are you trying to bump up that awesome skill of yours, but can’t seem to get work on anything but wetwork with little karma rewards? Fret not! Here at ShadowNET, you can choose to Work for the Man (convert karma rewards into nuyen rewards) or Work for the People (convert nuyen rewards into karma rewards). Each point of karma is worth two-thousand nuyen. Note: these conversions are capped at 5 karma/10,000 nuyen. You can not exchange karma or nuyen not earned on the run.

Renaming Gear

On your character sheet, you are not allowed to rename gear and other aspects of the sheet, such as martial arts and qualities.

Looting

If the GM explicitly states that it is fine to loot, then looting is allowed. Otherwise, looted items do not stay with you after the run. If the GM says no once, you must respect their decision and not ask more.

Upgrading Gear and Cyberware/Bioware

Let’s face it: that Rigger Command Console you bought at Character Generation isn’t quite what you wanted. But what’s a runner to do in this fierce economy? Upgrade! That’s what! Much like how one can upgrade a weapon focus by rolling for availability and paying the difference in price, any item with a rating (cameras, jammers, weapon foci, etc.) can be “upgraded” by rolling for availability (null availability can skip this step) and paying the difference in price. Cyberdecks, commlinks, and RCCs can also be upgraded this way.

Cyber Suites

Upgrading within the Specific lines: SpinRad Systems, Evo, and Trans-Erika, can be done for only the difference in cost between the packages. The other Lines are not upgradeable, because of the nature of the differences in the packages. They are the same manufacturer but drastically different contents.

Example

You can Upgrade the SpinRad Systems: Just a Little Edge, to the SpinRad Systems: Peak Performance, with the Proper Availability check(14R), and the Difference in cost(70,000 Nuyen, 1.5 Essence).

Upgrading grades

Between grades of Ware the cost is the difference between the two Grades.

Restricted Gear, Deltaware, And Other Stuff You Can’t Have

Any gear or equipment that falls into the following categories will require a specific run, approved by the GM division, in order to acquire. You cannot acquire these pieces on the black market, and thus do cannot roll dice and make a negotiation check in order to obtain them.

Categories are as follows, and are subject to change:

  • Any cyberware, bioware, or other equipment listed as Deltaware or Gammaware.
  • Hardened Mil-Spec Armor (Light, Medium, and Heavy.)
  • Any gear with an availability rating of 20 or higher that is not part of the Upgrade Rules. The gear does not have to be upgrades, it simply has to be eligible for upgrading under the upgrade rules - for example, you can acquire a piece of ‘ware that is betaware and availability 22F, even if you did not buy the alphaware version.
  • Any foci with an availability rating of 20 or higher, even though they are part of the Upgrade Rules.

Banned Things

Illegal Things

Drugs

We use core rules. Please track yourself in real time, we are keeping track on the GM side as back up.

So You Wanna Be The Best?

Training is hard work, and takes a great deal of time; however, with a little help from the right folk, learning can be fun (and take less time)! Below is a list of our training rules:

Improving a Single Skill Without a Trainer

Rank Training Time Nuyen Cost
1-4 (New Rating) x Days Free
5-8 (New Rating) x Weeks Free
9-13* (New Rating) x 2 Weeks Free

Improving a Single Skill, With a Trainer

Rank Training Time Nuyen Cost
5-8 1 Week (New Rating) x 500¥
9-13* 1 Month (New Rating) x 1000¥

Improving a Group Skill Without a Trainer

Rank Training Time Nuyen Cost
1-4 (New Rating) x 2 Days Free
5-8 (New Rating) x Weeks Free
9-13* (New Rating) x 2 Weeks Free

Improving a Group Skill With a Trainer

Rank Training Time Nuyen Cost
5-8 2 Weeks (New Rating) x 1000¥
9-13* 2 Months (New Rating) x 2000¥

Improving a knowledge Skill

Knowledge skill trainers cost half the normal price. Example: Mary Sue wants to know even more about Star Trek Fanfiction. Her cost to increase that knowledge skill from rank 3 to rank 4 is: 4 x 250¥, so she will pay a total of 1000¥ nuyen.

Attributes

Attributes can be raised at a rate of 1 point per week, regardless of base level.

Martial Arts and Specializations

Along with the standard rules for martial arts and specializations, ShadowNET also allows characters to work with their trainers to reduce this training time to one week. This training also costs 500¥.

Positive and Negative Qualities

Purchasing new positive qualities and buying off negative qualities after character generation requires a posting in the Greater Rolling Thread detailing what character you would like to alter, and what qualities you wish to purchase/buy off. Please include a link to the sheet of the character in question. Before any changes may be made, you must have the posted approval of either the Rules Review or Character Review Head, and must fulfill any conditions they require before committing the changes. Both of these parties have veto rights over the other, and should both be entirely absent for a span of more than 1 (one) week, the power expands to all members of Council. GMs retain authority to hand out negative qualities under the oversight of GM Division, and they can get approval to hand out positive qualities as run rewards by simply asking the Rules or Character Review Heads, either before or after the fact.

PVP Rules

GM’s have the ability to deny or approve  PVP at their discretion. If a player wants to engage in PVP they may petition the GM In addition occasional runs may be marked as PVP runs, for example Hunger Games.

Initiations and Submersions

Given that initiations and submersions are mile markers in a character’s life, it is highly encouraged that players try to schedule in a Private Session with a Game Master; however, we fully realize that this is not always feasible. Awakened and Emerged characters have a few options when contemplating their Initiations and Submersions. Players may Initiate or Submerging their characters through a Personal Run with a Game Master. This counts as an ordeal and may apply the appropriate Karma Cost Reduction. Additionally, players may Initiate or Submerge in a group as long as it fits both with character story and motivation. Group Initiations/Submersions may also apply the appropriate Karma Cost Reduction.         Lastly, players are always able to initiate or submerge their awakened/emerged characters by simply paying the full karma cost for the initiation/submersion, and making the roll as normal. All Characters must wait at least one month before Initiating again.

Qualities

Not all qualities were built equally. While we work to stay as close to the original source material produced by Catalyst, certain alterations must be made in order for our format to function. Underneath “Banned Things” is a list of altered and banned qualities during character generation. You may take Negative Metagenic Qualities without taking the SURGE quality.

Current Alterations

Addiction: Certain substances are better represented on ShadowNET using the Dependent quality rather than addiction. Such substances include (but are not limited to): alcohol, cigarettes, Hot Sim, Long Haul, Coffee. This is not an exhaustive list. All potential issues will be addressed during the Character Generation phase, this includes the dry addict quality.

Lifestyle Location

ShadowNet Involves Seattle runners, therefore all runners need their Primary Lifestyle (the one you gain mechanical benefits from, and start the run from.) within Seattle.

Attribute Minimums

Characters can only have 1 attribute at a permanently augmented rating of 1 at character generation and only with good reason such as physical or mental impairment in that attribute. Modifying an attribute of 1 to be higher than 1 through augments (such as muscle toner augmenting an AGI of 1 to 2) is acceptable.

Mentor Spirits

All mentor spirits from previous editions are legal to be chosen with the case by case approval of the Chargen head. Note that any mentor spirit from a previous edition that contradicts 5e RAW is banned.

SC,PA,Notoriety

Players may exchange street cred to gain or improve contacts. The rate at which one can do this is 2x the value of the new connection, and 1x the value of the new loyalty. Both connection and loyalty are limited to a maximum of 4 if improved through spending street cred. This doesn’t apply to net contacts, only to contacts that are similar to “at gen” contacts. Runners may burn off Public Awareness using Street Cred at a rate of 4 street cred for every public awareness. GMs may determine an appropriate knowledge skill (such as News) for a character to know to runner. The threshold to recognize the runner is 10-PA or notoriety.

Contacts are people too!

Contact Rules

The Cream Of The Crop: NET Contacts

NET Contacts, listed here, are contacts that go above and beyond the abilities of standard contacts, as shown in the NET Contact Rules. They have special abilities, can do more things, and are available to everyone on the NET. They can be purchased with GMP, Karma, or Nuyen(but not CUP, though CUP can be used to raise Loyalty after purchasing the contact). Their Connection can be raised by Public Runs(after consulting with Lore), and anyone who owns the Contact benefits from it. And, should the contact die or be retired, anyone not directly responsible for that(eg, on the run that led to their death) gets a replacement contact. If you have an idea for a new NET Contact, you can submit it here.

Meta Rules

CHARACTER RE-SUBMIT RULES

Any character can, at any time, re-submit their character sheet. The process goes as follows: First, they submit a character sheet, as if it were a new character, with a log of the proposed changes to their sheet (Note that if the character is essentially a new character, or the changes are extensive enough that a list would be too long to reasonably make, that this is not required). Next, they must post links to their original character submission. Finally, after approval of the character sheet, the player is then allowed to grant the character rewards from that character’s first run.

Upgrade Rules

  • The upgrade rules do not apply to vehicles or drones themselves,, but may apply to some vehicle or drone Modifications (As stated in linked upgrade rules, any modification that has ratings, such as realistic features, amphibious, pilot enhancement, or nano maintenance system.) The upgrade rules are located <here> under Upgrading Gear and Cyber/Bioware
  • When upgrading Cyberlimbs you roll the against the highest availability currently in the limb.

Game Master Points (GMP)

  • GMP is not taxed.

Greater Rolling Thread

  • General
    • You can burn edge in the Greater Rolling Thread.
  • Teamwork Tests
    • You can teamwork tests in the Greater Rolling thread
    • You cannot teamwork tests with other players.

When teamworking an extended test, teamwork should be rolled between each interval. (GM's may wish to take just the one roll for all the extended tests, however, to save time.) The teamworker must be present for all the time the test is being worked on.

    • You may have your Ally Spirit assist you in your teamwork tests.
    • You can only teamwork in the rolling thread with things listed on your sheet (Such as spirits, or drones.)

Augmentations

  • General
    • For the purposes of wielding heavy weapons, only the arms are averaged into strength.
    • For the purposes of surgery recovery time, you may still participate on runs, but do not receive the benefits/drawbacks until after the recovery time is finished.
    • You may have an essence hole at gen if you choose.
    • Custom Implanted cyberguns have the same detection resistant properties as regular cyberguns.

Cyberware

  • Casemods
    • Are purely cosmetic and have no required cost
  • Cyberweapon Weapon Launcher
    • The Weapon Launcher cyberweapon will use taser ranges, barring future errata
  • Critter Cyberware
    • Critter cyberware cannot be used by metasapients.
    • Chameleon Pelt is not compatible with Armor
  • Internal Router
    • Internal Routers will provide access to all of the wireless bonus' where the mechanical effects do not require access to an outside network. For example, while the smartlink dicepool bonus thematically represents access to weather data and extra processing power, the mechanical effect of +2 dice to shoot your weapon does not require wireless to exist, and thus this effect functions. Other examples of functioning bonuses include most dicepool bonuses from cyberware, perception bonuses from vision and hearing devices, and bonuses to how small an action it takes to utilize a device, such as upgrading the time it takes to extend a baton or seal a chemsuit. However, an internal router will not allows you to make commcalls to people you are not directly connected to, make matrix searches, utilize skillsoft networks, or anything else that has a mechanical effect that requires access to an outside network, as these mechanical effects cannot possibly exist without access to outside data. Due to the breadth of wireless bonus' in the game, making an extensive list of what does and does not work is not feasible, but consider the default answer to be yes, unless the actual effect of the bonus explicitly would require wireless access to another device to exist.
  • Math SPU
    • Math SPU’s bonus does not apply to Encoding and Decrypting
  • Skimmers/Skates
    • The -2 physical limit penalty from Skimmers (or -1 penalty from skates) can be offset for jumping and running by the bonus for Hydraulic Jacks.
  • Cyber Digitigrade Legs
    • As of 3-27-2017 It has not been determined how Cyber Digitigrade legs and Satyr Legs interact if at all.
  • Cyberfins
    • Cyberfins and the power-swimming adept power stack additively.
  • Cyberfingers
    • The Cyberfinger Injector can be used to apply DMSO’d contact toxins, but it must be used on an immobilized (subdued, or similar) or unaware target.
  • Cybereyes
    • Cybereyes can be combined with tetrachromatic vision.
  • Cyberhands
    • Cyber hands do not average into attributes. They only come into play in grip tests.
  • Cyberfeet
    • Are not compatible with Celerity
    • Do not affect movement rate
    • Only apply to foot specific actions
  • Hydraulic Jacks
    • Hydraulic jacks will take the rating of the pair of the legs to be their effective rating, rather than the combined rating of the two (So rating 4 in each leg would reduce falling by 8 meters, rather than 16, for example.)
  • Smuggling Compartment
    • Can hold -1 or lower concealability modifiers. If broken down it can hold 0. For extra clarification see <here>
  • Large Smuggling Compartment
    • A large smuggling compartment can store concealability +1 or lower. If broken down, it can store concealability +2 or lower. For extra clarification see <here>
  • Cyberarm Slide
    • A cyberarm slide can store a taser, a hold-out pistol, or a light pistol. It can store nothing else. For extra clarification see <here>
  • Cyber Holster
    • A cyber holster can store items with a concealability of 0 or lower. For extra clarification see <here>
  • Partial Cyberlimbs
    • Partial Cyberlimbs average half of their stats with meat stats.
    • Customization and enhancement flows "down" limbs. So if you have a modular lower arm, it can use the enhancements and customizations of the upper arm above it (or it's own instead, though you can't add them together or split them)
    • Customization can be upgraded per the upgrade rules
  • Full Cyberlimbs
    • Cyberlimbs are subject to the augmented maximum only in relation to their own customized attributes. When providing averages, augmented maximum does not affect the average, though it will affect the sources for the averages.
    • Movement uses the average of both your leg’s Attributes
    • Encumbrance use the Average strength of a character including all limbs and the Torso.
    • Cyberlimbs may contain any item that costs capacity and is generally installed into armor.
    • You can get cyberlimb optimization for any skill that make sense. It must make use of some limb in the process, but if you can justify other limbs in some way, you are free to. If you have specific questions, you are free to ask if a particular cyberlimb optimization is acceptable in reply to any Rules Thread.
    • Customization and enhancement flows "down" limbs. So if you have a modular lower arm, it can use the enhancements and customizations of the upper arm above it (or it's own instead, though you can't add them together or split them)
    • Customization can be upgraded per the upgrade rules. This requires paying the difference and making an availability roll.

Bioware

  • Biofiber Pocket
    • Foci can be detected in Biofiber Pockets using Divination Magic.  
  • Nephritic Screen
    • This Augmentation cannot reduce a drug below one unit of duration. (IE: 10 x 1d6 minutes can only be reduced to 10 minutes)
  • Chemical Gland
    • You do not not suffer a drugs crash until the effects wear off - with gradual release, they do not wear off, so you do not suffer crash effects unless the gland is removed.
    • If the Gland is removed, the crash is considered to be equal to one dose of the drug previously in effect.
    • It takes different drugs in Chemical Glands to trigger drug interactions
    • The full price for a Chemical Gland, including the drugs, is modified by the grade of the ‘ware.
    • Whenever you take another drug, in addition to the ones already in your system, roll (number of drugs - 1)d6, for drug interaction purposes.
    • Permitted drugs are:
      • All drugs in the Core Rulebook are permitted.
        • Long Haul may not be used in gradual release.
        • BTLs, obviously, may not be made.
      • All drugs in Chrome Flesh, with the following exceptions, are permitted:
        • Cereprax, Dopadrine, Hurlg, K-10, Nightwatch, NoPaint, Sober Time, and Soothsayer.
      • No magical compounds, awakened drugs, or BTLs.
      • All drugs in Boston Lockdown are permitted.
  • Mnemonic Enhancer
    • The Mnemonic Enhancer does not raise language based limits.
  • Skin Toner
    • Skin Toner will apply to cyberlimbs, including the effects of a Chameleon Processor. It is not, however, sufficient to make one's obvious limbs be not-obvious. They just can be flesh-colored.

Skin toner with a chameleon processor functions as ruthenium polymer coating rating 4 (p86, R&G), including the rules for coverage (In this case, how much skin is exposed.) Additionally, if you're wearing very little (Clothing can't have an armour rating, but can have underwear for modesty reasons.), it also functions as a chameleon suit. (p437, CRB) including wireless bonus.

  • Skin Pocket
    • Can hold -1 or lower concealability modifiers. If broken down it can hold 0. For extra clarification see <here>
  • Prehensile Tail (Bioware)
    • This works the same as the Surge Functional Prehensile tail (Pg115 Run Faster)
  • Bone Spike
    • Cannot be made into a Weapon Foci

Geneware

Whilst undergoing Gene Therapy you can go on runs with no penalty

  • Adapsin
    • When using both biocompatibility & Adapsin. Biocompatibility applies after the multiplier, then Adapsin affects the final cost.
  • Dareadrenaline
    • The Thrillseeker quality from Dareadrenaline cannot be bought off
  • Myostatin Inhibitor
    • Is not compatible with Celerity
  • Narco
    • Does not affect BTL’s

Combat

General

  • Elemental Damage
    • Cold
      • Cold damage does not take into account the spell's AP for the elemental effect.
  • One Handing Two Handed Weapons
      • A character wielding a large firearm with only one hand will suffer a –2 dice pool modifier to ranged attacks (–1 for trolls).
  • Leadership
    • Rally rounds down when being used to determine initiative gain.
    • The Inspire and Rally actions can be used over the matrix, in cold/hot VR, or over a voice call, but are not matrix actions, so they don't take noise modifiers, or receive the hot-sim bonus. If you cannot connect due to noise, then no test can be made.
  • Multiple Attacks Action
    • General
      • You may not hit the same target twice, except where explicitly permitted. Splitting dice with a multiattack applies a penalty equal to (bullets fired at target - 1), so if you simple full auto split dice at two people, three bullets at each, each takes a -2. Or, if you complex full auto at two people, 5 bullets at each, each takes a -4. You can split up the bullets in any method/grouping you choose. Recoil applies as normal, every bullet fired being one point.
    • Magic
      • The number of targets you can hit(spells that can be cast simultaneously) is limited by your Magic Rating.
      • All instances of drain are rolled separately.
      • When casting a spell at multiple targets using the Multiple attacks action these are when modifiers are added to the Dicepools
        • Before: Edge.
        • After: Foci, spec, mentor effect and background count.
  • Multiple Explosions
    • Each successive explosion has its damaged halved and added to the highest damage explosion until explosions are no longer adding damage. Each successive explosion also adds -1 to the AP until there is no longer damage being added.
    • When both stun and physical damage are inflicted you resolve the effects separately.
    • Lengthy explanation here

Called Shots

  • General
    • You cannot use multiple called shots in the same initiative pass.
  • Bullseye Double-tap/Burst
    • When performing this action the base unmodified AP of the weapon is multiplied and then the additional AP from the APDS rounds are added after.
  • Vitals
    • Called shot Vitals does not automatically stop Regeneration
  • Brain Blaster
    • This action does not give the defender a defense penalty. It instead gives the attack +2 DV.

Martial Arts

  • Clinch
    • Defensive interrupts apply to the defense against Clinch.
  • Counterstrike
    • Defensive interrupts do not affect Counterstrike.
    • Reach does not affected Counterstrike.
  • Iaijutsu
    • Iaijutsu shall be assumed to allow one to - with a successful Quick Draw test - Ready a melee Weapon with a simple action, and then attack with a second simple action if desired. It will not allow one to attack as part of the same simple action as used to draw it.
  • Riposte
    • Defensive interrupts do not affect Riposte.
    • Reach does not affected Riposte.

   

Normal Actions

  • Teamwork tests
    • Teamwork tests add to pools before they’re split.
  • Suppressive Fire
    • In order to use Suppressive Fire, a firearm must be in the Full Auto fire mode, or must have an explicit statement saying it is permitted to use the Suppressive Fire action.
    • Suppression does not apply to defense tests.
  • Brain Blaster
  • Causes no defense penalty
  • Aimed burst
    • Causes no defense penalty

Interrupt Actions

  • General
    • In order to perform an interrupt action you must have equal to or more than the listed cost of the action. (IE: you need 10 initiative or greater still on the clock to use full defense)
  • Sacrifice Throw
    • Sacrifice throw will work just like the standard throw person, in that it can be performed with a simple action while in a clinch, or subduing combat, or as a -10 initiative interrupt action after a successful block.

Drugs

  • General
    • Drugs do not affect cyberlimbs.
    • You may not use drugs offensively as they do not have a listed power rating.
    • Drugs can lower your stats so far as to render you nonfunctional.
  • Accelerator
    • Platelet factories reduce the bleed damage caused by accelerator.
    • Pneumatic Anti-Shock Garments do not affect the bleed damage of Accelerator.
    • Accelerator's penalty to damage resistance tests affects drain tests that include Body.
    • The threshold for the first aid test to stop bleeding is 3, otherwise follow the rules for bleeding from called shots on Pg.114 & 117 of Run and Gun
  • Better Than Life Chips
    • BTL chips do trigger drug interactions
    • BTL Chips do cause overdoses
    • You can have 2 BTL chips slotted simultaneously.
    • This triggers drug interaction rolls and overdoses as usual.
    • BTLs do not affect cyberlimbs.
  • Deepweed
    • Addiction Rating 4, Threshold 2.
  • Immunity to Toxins
    • The “Immunity to Toxins” power is considered Hardened armor equal to the essence of the creature multiplied by two. Drugs are considered ineffective on any creature with this power.
  • Neostigmine
    • Functions when taken preemptively assuming the duration is still in effect
    • Neostigmine will trigger drug interaction rules, but typically not cause drug overdose as the effect of it is unique.
    • For the purpose of addiction the Drug Rating will be 2 and the Threshold will be 1.
  • Antidote Patch
    • Only one Antidote patch applies per antidote test.
    • Antidote patches work on any toxin resistance test.
  • Odansetron
    • Functions when taken preemptively assuming the duration is still in effect
    • Ondansetron will trigger drug interaction rules, but typically not cause drug overdose as the effect of it is unique.

For the purpose of addiction the Drug Rating will be 2. Threshold of 1.

  • Wud’aku
    • When dealing with spirits this drug will give you +2 for using charisma based skills (Negotiation, intimidation, etc)
    • Wud’aku does not let you bind more spirits.
  • Zero
    • Administering Zero for the purpose of drug mixing requires a medicine shop or facility to perform, and hits can be bought, if deemed appropriate by the GM.

It should be noted that when applied in this manner, Zero simply negates the penalty from mixing itself with other drugs. It does not negate the penalty from other drugs mixing. Meaning, if I take psyche, cram, and have Zero administered by a trained doctor in a clinical setting, I still take drug interaction from psyche and cram, but not from all three together.

Edge

  • Smack down
    • Edge can be burned to Smackdown a damage resistance roll, but you receive only four hits, as it does not have a threshold and is not opposed.
  • Not dead yet
    • Burning edge to invoke Not dead yet ensures PC survival until the end of the scene. As a rule, burning edge to invoke Not Dead Yet should ensure that one survives the scene, assuming they do not make an effort to re-enter the scene. It also should ensure they survive the run; if the runner takes it as a hard exit from the run, they should survive the run, as well, though it does not protect them from consequences such as not getting paid, notoriety, and ticking off their employer. However, none of these consequences should be equivalent to a "rocks fall, you die", even if it requires twisting the plot - a faked death, or something along those lines.
  • Pushing the Limit
    • Using this after a roll has already been made will not negate a glitch or cause a glitch.
  • Second Chance
    • This will not negate a glitch or cause a glitch.
  • Multiple uses of edge on a single action
    • You may not use more than one edge on a single action for any reason. If an action involves multiple dice-rolls, such as summoning a spirit requiring you to both roll to summon the spirit and soak drain, this limit applies globally, to all the rolls. Ex: you may not use edge to break the limit on summoning a spirit and then use edge to re-roll the drain-resistance test.
  • Run for your Life
    • You’re allowed to use this for all AoE attacks.

Equipment

Ammunition

  • Handloaded Rounds
    • The availability when hand-loading rounds yourself is 4R for materials - notably, the extra gunpowder or more potent bullet-bits or whatever handwavium you're stuffing in there - and the cost of these materials is 10% of the round's cost.
    • The availability when purchasing them from a third party is equal to the availability of the base round +4 (maintaining whatever Restricted/Forbidden status it may have had before), and the cost is 135% of the base round.

Animals

  • Availability and pricing
  • Racoon
    • Racoons will cost 250Ny with an availability of “-”
    • Mundane Racoons, and Libertines(Techno-Raccoons) both get a full +6 to animal handling checks. Bandits are very different physically and as a result only receive the effect of a closely related species. (+3)
  • Red Panda
    • Red pandas will have the same pricing and availability as racoons.

Armor

  • Securetech PPP
    • For the purpose of not being able to wear Securetech, armors considered full body armor are: Full Body Armor; Security Armor; MilSpec Armor; Riot Armor; Bunker Armor; and SWAT Armor
  • Sleeping tiger
    • You can add more Ruthenium Polymer Coating to Sleeping Tiger, but you don’t get a discount.

Grenades

  • Paint Grenades
    • Cannot be filled with anything other than paint
  • Gas Grenades
    • No FAB grenades. Regular smoke and thermal smoke apply normal visibility penalties(-6) to the Astral, which is distinct from (and does not count as) blocking LOS.
    • You may put Insecticide in Gas Grenades. Insecticide will cost 40 nuyen a dose and has an availability of 4. No meaningful effect on metahumans
  • Grenade Motion Sensors
    • If somebody uses a grenade/rocket on motion sensor trigger, they may fire it directly at somebody using standard ranged attack rules (Weapon skill + agility + modifiers [accuracy] vs. ranged defence.) rather than the normal AoE attack rules of ranged attack with a threshold of 3. If they achieve net hits over the subjects defence, the subject may not run for their lives, as they have been hit with a ranged attack that happens to have an AoE, rather than specifically an AoE attack. On a tie, or miss, the subject can run for their lives as normal, and scatter is rolled by the firer. Others who happen to be in the area of effect may run for their lives as normal.
  • Grenade Timers
    • It is a non-check for someone without Gremlins, Computer Illiterate, Uneducated, or a similar quality to set the timer to run longer - such as a grenade being set to go off in a minute - however, such a thing, at GM discretion, cannot be undone or delayed, causing it to be a narrative-time effect only. One cannot rig a grenade to go off sooner than it otherwise would.

Mods

  • General
    • Mods cannot be modified
  • Auto-Injector
    • You can put Stim patches in Auto Injectors
  • Ceramic/Plasteel Parts
    • Purchasing this mod will automatically remove any electronics from the weapon it is applied to.
  • Chemseal
    • Any armor that comes with a helmet can make use of Chemseal.
      • Examples include: FBA, SWAT Armor, Milspec, Security Armor, Urban Explorer (Anything with an integrated/included helmet.)
  • Gyro Mount
    • The Gyro Mount cannot support the weight of MMGs or HMGs meaning that they do not negate the need for 8/10+ strength for MMGs/HMGs respectively.
    • A cyberarm mounted Gyro mount counts as a standard Gyro mount for the purposes of Recoil Compensation. This means that it does not stack with any of the below. You can still have them on your gun, you just can only benefit from any of them, or the Gyro mount, at any one time.
      • Bipod
      • Foregrip
      • Tripod
      • Sling
      • Underbarrel Weight
  • Melee Hardening
    • Firearms with Melee Hardening are not damaged or weakened by Melee use.
  • Smartgun Systems
    • You cannot benefit from the +2 dice wireless bonus using only a datajack.
      • It must be combined with an internal router to provide full access while currently wireless off.
  • Sleaze/Attack Dongles
    • Devices equipped with Sleaze/Attack Dongles are capable of performing Sleaze/Attack Matrix Actions
  • Underbarrel Grenade launcher
    • An unspecified underbarrel grenade launcher will have the following attributes:
      • Mag, 6(c)
      • RoF, SS
      • Acc, 4
  • Environmental Adaptation Modification
    • It does nothing.
  • YNT Softweave
    • A piece of armor that has been purchased with YNT Softweave may be upgraded after its purchase
    • Armor may have YNT Softweave added after purchase
  • Custom Look Mod
    • Custom look modifiers do not stack.
  • Program Carrier
    • When attached to a commlink it can carry an Agent
    • A program carrier includes the cost of the program, unless that program costs more than a normal Hacking program (250 nuyen), in which case you must pay for and make the availability roll for the program separately. For the purposes of the previous statement, agents will function as programs.
  • Shock Frills
    • Shock Frills do 8S, AP-5, but require an explicit attack to make use of and differ from shock gloves in that they are obvious at a glance and take up armor capacity.

Other

  • Commlink modifications
    • You can modify a program carrier into a commlink using the rules for adding a module to a device in Data Trails. Note that this precludes any other modifications to the device in question.
  • Data Taps
    • Data taps can only be used to direct connect physically, via universal data port.
  • Fake Licenses/Sins
    • Firearms Licenses Cover all restricted firearms
    • Drivers licenses also cover vehicle Registration
  • Titanium Tooth & Claw Caps
    • Titanium tooth and claw caps have no mechanical effects - they likely exist to reduce the chance of damaging their claws, or to allow more potential for their claws, but these are not well represented and thus have no tied-in mechanics.
  • Quick-draw sheathe
    • These do not exist.
  • Reloading Slide
    • Can be placed within the same arm as a Hidden Arm Slide.
  • Hidden Arm Slide
    • Can be placed within the same arm as a Reloading Slide.
  • Side Mounts
    • Anything that can accept both a Top and Under mount can also accept one Side mount.
  • Smart Firing Platform
    • The Smart Firing Platform should be treated as the Mitsuhama Gun Turret on Page 133 of Rigger 5, except it lacks armor and comes with the autosofts mentioned in it's description. This means it cannot dodge, it soaks attacks with 2 body, no armor, and it has 7 boxes. It gains normal defensive bonuses from cover, if placed appropriately, and may be subject to minor defensive modifiers for size at GM discretion (suggest a threshold 2 to strike instead of threshold 1 when mounted with an SMG or smaller weapon)
  • Smart Wig
    • When using a Smartwig for disguise it works as a teamwork test.
  • Synthskin Facemask
    • Synthskin facemask is not enough to qualify for allergy (sunlight) reduction.
  • Vault of Ages
      • A Vault of Ages can hold (Rating x 2) preparations, each of which can have a maximum force of (Rating x 2)
    • Vaults of Ages have a maximum rating of 5
    • A Vault of Ages a size dependant on rating, as defined by the following table
Rating General Size Notes
1 Belt Pouch
2 Satchel
3 Backpack
4 Duffel Bag
5 Minifridge/Safe Vehicle Portable. Requires mod slots/installation as a ‘Workshop’ vehicle modification, p167, Rigger 5.0

Weapons

  • Atomizer
    • An Atomizer has an accuracy of 3, and concealability of +0, uses exotic weapon (Atomizer) with a range of 3m, takes a complex action to reload, and requires a simple action to fire.
    • The preparation used with an Atomizer will trigger on a valid target after firing (i.e., a living aura, similar to a contact prep).
    • The Atomizer itself will function as the lynchpin for breaking sustained spells (i.e., if the Atomizer is broken, the spell will drop.)
    • An Atomizer cannot take accessories or modifications.
  • Crossbows
    • The Pistol Crossbow when mounted internally counts as a heavy pistol.
    • Light, Medium, and Heavy Crossbows may not be implanted.
    • Crossbows can mount an Internal Smartgun system.
    • Concealability Modifiers for Crossbows are as follows:
      • Pistol Crossbows are +0 concealability
      • Light Crossbows are +5
      • Medium are +6
      • Heavy are +7
  • Clubs
    • Clubs may be specialized towards “Improvised.” This would include firearms as melee weapons (use stats listed in Run and Gun)
  • Collapsible Scythe
    • Scythes use the “Blades” skill
    • Scythes are Two-Handed when not collapsed
  • Collapsible Spear
    • The Collapsible spear is Two-Handed when extended, but may be thrown One-Handed.
  • Flamethrowers
    • Need huge mounts to be mounted
  • FN-AAL Gyrojet Pistol
    • The FN-AAL Gyrojet pistol cannot use regular ammo variants.
  • Natural Weapons
    • Players possessing the Dual Natured Critter power may use natural weapons in astral combat.
  • Unarmed Weapons
    • Unarmed weapons do not gain additional damage granted to your unarmed damage.
  • Heavy Machine Guns
    • Heavy Machine guns can be used while they’re mounted without meeting the Strength requirement.
  • HK XM30
    • The concealability for this weapon is equal to whatever form it is in. The Carbine form is SMG Concealability
    • The HK XM30 uses the SMG spec while in carbine mode.
  • Parashield Dart Pistol
    • The Parashield Dart Pistol is quieter than a handgun, but the threshold to hear it fire is up to the GM.

Lifestyle

  • General
    • Players are not allowed to split the cost of an apartment.
    • A facility of any kind must be tied to a medium lifestyle (or higher), cannot be transferred between lifestyles, and cannot be tied to vehicle-based lifestyles.
    • If the lifestyle is lost, the facility is lost.
  • Lifestyle Damage
    • You may bypass Lifestyle damage with an appropriate Survival Skill roll.

Magic

General

  • Line of Sight (LOS)
    • Line of sight can be established via natural vision, including vision augmentations paid for with essence (Such as thermographic, or low-light, not including ultrasound, radar, or other non-visual sense augmentations.)
    • Individuals who are dual-natured + astrally perceiving can cast physical LoS requiring spells on individuals they can see, with a -2 dice pool modifier, for taking an action in the physical world, while astrally perceiving. Characters who are astrally projecting, or in purely astral form, cannot use this to cast physical spells, or spells with physical targets, while astral.
  • Magical Lodges
    • Any character with a Force 6 or higher lodge can be assumed to have a BGC of 2 aligned towards their tradition within that lodge. Any character with a Force 1 to Force 5 lodge can be assumed to have a BGC of 1 aligned towards their tradition within that lodge.

This includes temporary lodges made through reagents

  • Noticing Magic/Numinous Perception
    • You cannot perceive sustained spells, or active detection spells.
  • Burn Out
    • Metasapients
      • If a Metasapient burns out completely, they become mundane, losing dual natured, along with any other magical powers, aside from sapience. In the case of a sasquatch specifically, for example, they would lose mimicry.
  • Astral Perception
    • Vision specific penalties and bonuses do not affect Astral Perception unless they are explicitly stated to in the rules or in this document.

You cannot Assense the fact that Technomancers are Dissonant, though you may get that they’re insane Technomancers.

  • Changing Adept ways
    • It is possible to change adept ways. It costs 20 karma to do so. You retain all metamagics and other benefits of the art that you may have acquired, but are unable to gain new metamagics, rituals, and other perks except from the single, individual Path you are following at the time, the undecided way, and mage initiation perks if you are a mystic adept. You lose all power point discounts, but gain new ones according to your new path. This may result in a loss or gain in total power points spendable.

Adepts

Adept Powers

  • General
    • If a power needs to be used with unarmed combat, such as smashing blow, penetrating strike, killing hands, or similar, it can be also used with bio-weapons, such as striking callus', or bone spurs. These powers can also be used with bone lacing, or bone density augmentation.
    • Cyberweapons cannot be used with these powers, but they, instead, can be made into weapon foci, and used with any powers requiring a weapon focus, such as elemental strike.
  • Enthralling Performance
    • You may use enthralling performance to help palming checks
  • Kinsenics
    • Kinesics applies to the counter-con test, since that is resisting a social test, rather than effectively all con tests. Also helps with composure to resist judge intentions, however.
  • Attuned Items
    • Attuned items in a Background count take the usual penalties to the dice pool of any skill tests involving them, but do not switch off at any point, because they do not have a force.
  • Improved Ability (Skill)
    • The Improved Ability Adept Power increases the number of teamwork dice that you can accept. The dice receivable are limited by language restrictions. Ranks from other sources (such as Tailored Pheromones) are not limited by language restrictions.
  • Magic Sense
    • Magic+Magic is the roll used for the Magic Sense adept power by the adept. It is at the GM's discretion how the rolling is handled.
  • Mana Choke
    • Mana Choke can be taken with One Trick Pony, as only the martial art is restricted to adepts/mysads, not the technique.
    • Damage is resisted as drain. Body + Willpower for adepts and mundanes, Willpower + Drain attribute for magicians and mystic adepts. This damage cannot be healed by anything other than rest.
  • Mana Strike
    • Mana Strike can be taken with One Trick Pony, as only the martial art is restricted to adepts/mysads, not the technique.
  • Mnemonic Vault
    • Mnemonic Vault does not affect the use of Laes/Leal
  • Nerve Strike
    • Nerve strike on characters with cyberlimbs affects their average agility (If agility is being targeted) rather than their meat agility.
  • Improved Sense
    • Ultrasound is an allowed sense.
    • Select sound filter at rating 6 can be taken, and functions as the cyberware, with the exception that it cannot be used to transfer recorded (recorded in this sense meaning, sounds you remember.) sounds to other devices, since it's neither a device, nor has wireless capability.
    • Adepts may take the Improved Sense power with selection (Olfactory), making scent a "discrete" sense in the same way as an Olfactory Booster does. It does not include the ability to filter out scents, any bonus dice, or any of the nifty stuff a vomeronasal organ does, but does allow you the same degree of precision a cyber-shnozz with similar dice would.
  • Maintain Warmth
    • The Maintain Warmth adept power does not interact with the Cold Blooded metagenic negative quality in any way. It does not interact with the Cold Blooded metagenic negative. It only applies to environmental dangers, basically.
  • Rapid Draw
    • Rapid Draw shall be assumed to allow you to - with a successful Quick Draw test - Ready a Weapon with a Free Action. It will not allow you to make an attack with that same Free Action, though you are free to attack afterwards. It does function with melee weapons

Adept Ways

  • The Magician’s Way
    • Adepts following the magician’s way cannot take Greater ritual. The magician’s way is not required for a mystic adept to learn mage initiation benefits
  • The Speaker’s Way
    • Silver Tongued Devil

Silver Tongued Devil requires the Commanding Voice power, found in Stolen Souls, on page 191, as opposed to the Commanding Voice power in Street Grimoire, which was removed in the SG errata.

Mages

General

  • Mentor’s Mask
    • The negative affect to magician abilities from a Mentor’s Mask will make it possible to detect sustained spells with numinous perception, due to their mentor’s mask manifesting.
    • Mystic Adepts, if they take a mentor’s mask, get the type of mask bonus dependant on the bonus they receive from their mentor spirit (IE: If they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask.) The negative effect of a mentor’s mask applies to all aspects of their magic usage that have a force (Both their adept powers, and magician abilities.)
    • The choice to have a mentor’s mask is made when a character acquires a mentor spirit.If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor’s mask.
    • You may obtain or remove your mentor’s mask by paying 20 karma without ‘losing’ your mentor. (Effectively buying off the mentor, then buying it again.

Rituals

  • General
    • Ritual Formulae are purchased as Combat Formulae.
    • In Rituals involving a Spotter, An individual that is capable of being dual-natured (Whether by astrally perceiving, or naturally being dual natured.) can be the spotterl. If they do not have a tradition (By being either a mysad or magician.) then they resist the drain with body+willpower.
  • Create/Enhance Ally Spirit
    • You must have ritual ranks to both learn and cast the Create/Enhance Ally spirit rituals.
  • Zombie
    • The “Zombie” ritual is banned on Shadownet.
  • Remote Sensing
    • Non participants who’re connected via mind link can leave the lodge without breaking the ritual if their only act was being targets. Those individuals will have standard remote sensing range so long as the main sustaining remains within the lodge.
  • Corpse Cadavre
    • The “Corpse Cadavre” ritual is banned on shadownet

Spells

  • Alter Ballistics
    • Alter Ballistics can also be used on arrows & bolts, as well as bullets, but not area of effect explosives such as rockets or grenades, or other “ballistic” weapons such as darts, thrown weapons, or tasers.
    • Alter Ballistics requires Alchemical Armorer to learn, and can only be made into a preparation, not cast as a spell.
  • Comet
    • Comet does not ignore armour specific elemental resistances (Specifically, fire resistance.)
  • Decrease/Increase Gear Limits
    • Every matrix attribute counts as a separate limitation category for the purposes of increase/decrease gear limits.
      • It's also worth noting that this spell increases/decreases the limit, rather than the derived attribute. Increasing the sleaze limit on a cyberdeck won't give you more running silent dice. Or increasing the firewall limit doesn't give you more dice to resist matrix damage.
  • Detox
    • Detox can be used to mitigate the non damage or permanent crash effects of drugs (Such as disorientation, but not the unresisted stun from kamikaze, or the permanent berserk of K-10), if cast at a force equal to their addiction rating. They do not, however, cause you to ignore the negative effects of a drug that is currently in effect, or end the drugs effect early, simply reduce the additional effects of a crash the user is suffering at the time of casting.
  • Magic Fingers
    • Magic fingers move at the same rate move at the same rate as a metahuman of their agility (Hits on the spellcasting test)
  • Oak
    • Oak’s bonus die to damage resistance does not apply to drain.
  • Passenger
    • This spell is sustained, NOT instant, as it states. It is not functional otherwise.
  • Physical Barrier
    • The amount of weight a physical barrier can support is up to GM discretion.
      • Suggested Guidelines:
        • 2 hits: Average metahuman
        • 4 hits: Heavy Metahuman (ork, troll, heavily augmented) or light vehicle (bikes and jackrabbits)
        • 6 hits: Average vehicle (cars and vans)
        • 8+ hits: Heavy vehicle (trailers, tanks, trucks.)
  • Touch Spells
  • Any time a touch-range spell is cast, you must first make an unarmed touch attack, taking the normal +2 bonus for touch-only, and winning on ties. This is resisted by a normal melee defense test. You cannot apply any other effects with this - no using shock gloves, or poison, or slap patches, or w/e. This test is only for casting the spell. Assuming you make contact, you may cast your spell. Direct spells resolve normally. Indirect combat spells resolve uncontested, unless the defender has spell defense dice, magic resistance, or similar, which would apply against your spellcasting+magic roll at this point. You then resolve damage or other effects and take drain as usual for the spell.
  • Shapechange (Spell)
    • When using Shapechange your equipment does not come with you.
    • Shapechanged individuals can use Martial arts not requiring a weapon.
    • Interactions with Cyberware
      • Cyberware and bioware that requires actual activation of some kind does not function.
      • Cyberware and bioware that provide passive benefits (including but not limited to attribute bumps that can always be on) function normally.
      • Cyberlimbs do not function in any way, and anything within them can only function in any capacity that does not require motion - you can still use your orientation system, but you cannot fire a cybergun.
  • Shape [Material]
    • Metal is not clear enough.
  • Sunbeam
    • Sunbeam halves after net hits.
  • Spellblades
    • Spellblades cannot be stacked on top of normal weapons.
    • Are not affected by the quality Witness My Hate
    • Spellblades only bypass armor when used against spirits
    • Spellblades take into account Armor + Body/Willpower on Shadownet except when used against spirits.
  • Spell Formula
    • You cannot use a Spell Formula to learn both the Limited & Unlimited spell. You’re required to purchase separate formulas.
  • Reagent Uses
    • Reagents cannot be used to set the limit of an Absorption interrupt
  • Reinforce
    • The reinforce spell and spirit power applies to barriers and only barriers, not vehicles, nor worn armour. The same goes for the possession power, which does not increase the armour rating of, for example, an armour jacket, if you were to tell it to possess that.
  • Traditions
    • Wicca
      • There is no cross tradition penalty when a Gardnerian Wiccan participates in a Goddes Wiccan’s ritual or vice versa as they are both members of the Wiccan Tradition.

Mystic Adepts

  • General
    • Mystic Adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access too.
    • Mystic Adepts do not gain the ability to astrally perceive without purchasing the adept power to do so.

Foci

  • Power Foci
    • Power Foci add to Metasapient powers which involve magic as an attribute in the roll.
  • Qi Foci
    • You may only have one Adept Spell Qi Focus bound at a time. If you wish to unbind it, you may change what spell you have. You may not have one bound if you have the Adept Spell power yourself.
    • Qi foci will only be negatively impacted by Background Count if they are entirely shut off.
    • A Qi Foci will not lose the effect of the power contained within unless the BCG present is enough to totally deactivate the foci.
    • If a Facial Sculpt or Body Sculpt Focus shuts off(due to BGC) then any changes will begin to revert at the same interval it took to make the changes in the first place.
  • Spell Foci
    • Counterspelling foci
      • A counterspelling focus adds to your general spell defence pool, rather than any specific typed pool for spell defence, but you only receive a bonus equal to the strongest counterspelling focus, they cannot be stacked together.
  • Weapon Foci
    • Cyberweapons can be turned into Weapon Foci.
    • Bioweapons cannot be turned into Weapon Foci

Spirits

  • Innate Spell
    • You may use the Innate Spell to have a spirit sustain a spell on you for the duration of a session (or until the spirit dissipates).

Using Innate Spell in this manner only cost a single service.

  • Inhabitation
    • Flesh form inhabitation spirits can make use of DNI & 'ware of the vessel they inhabit.
  • Levitate
    • A levitating, or otherwise floating target, which is knocked down, still suffers all the effects of being prone, even if they don't fall out of the sky. This means that they suffer any relevant modifiers, and must make a body+willpower (2) test to act normally again. Could be viewed as spinning in place, or knocked off balance, or whatever.
  • Possession
    • Possession’s attribute increases are subject to the Augmented Maximum of +4
    • A Spirit possessing a sword that has energy aura does not cause the sword to do more damage, or damage the wielder.
  • Realistic Form
    • Spirits with access to technical skills (that take the form of a realistic form), like task and ally spirits, are more capable than most in interacting with augmented reality. They can operate a commlink, make calls, paint a digital picture, program a persona, look up information, delete your browsing history as a last request, and schedule that doctor's appointment to get that thing looked at. However the matrix is still a realm they can't fully understand, even if they can interact with it more smoothly than most. As such they are unable to use skills such as computer, hacking, ewar, software, and cybercombat to hack or alter devices. Their capabilities are essentially limited to functions most general users are capable of, that don't require in depth knowledge of the matrix. Also, considering spirits are lacking the N in DNI, they are incapable of using any form of simsense or DNI.
    • The realistic form power cannot be used to turn into anything of mechanical significance. They can, however, perfectly imitate any object of metahuman size or less that doesn't have mechanical effects.
  • Spirit Index
    • Spirits accrue spirit index in Toxic/Corrupt BGCs at a rate of 1 point per hour.
    • Spirits accrue spirit index in Mana voids equal to the level of the Mana Void per hour.
  • Spirit Pacts
  • Are banned on the Net.
  • Great Form Spirits
    • The powers that Great Form Spirits can’t Endow are:
      • Astral Form
      • Materialization
      • Possession
      • Inhabitation (If you somehow have a spirit that can endow it.)
      • Endowment
      • Sapience
      • Energy Drain
      • Skills (Specifically, when skills are selected powers.)
    • You can only Great Form your own spirits.
  • Skill Use
    • It does not cost a service to make use of the spirit's skills.
    • It is one service per power use, even while in combat. The exception to this is if you relinquish control to the spirit and then tell it to fight in the combat, at which point it uses powers as it (read - the GM, should they choose to exercise partial or total control) deems fit.
    • Energy Aura, venom, and natural weapon are always-on and do not require a service to use, activate, or otherwise benefit from.
  • Ally Spirits
    • General
      • Ally Spirits cannot take Great Form Spirit powers.
      • An Ally Spirit cannot turn its Energy Aura off.
      • An Ally Spirit can only have one Energy Aura
    • Invocation
      • Once you have the Invocation Art, you simply need to spend 5 karma & purchase one ritual formula (Same price/avail as combat formula.) to learn great form binding, like any other ritual.
    • Ritual of Change
      • In order to summon an Ally Spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it.) You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity's sake. Then, finally, you must bind the spirit (or give up and try again another day.)
    • Banishing Ally Spirits
      • Ally Spirits will be considered to have Force+Edge services for the purposes of Banishing, including their Banishing Resistance power. These services rejuvenate at sunrise and sunset at the summoner's location.

A spirit's edge is set to it's summoner's with a new Ritual of Change, but otherwise cannot be improved.

Critter Powers

  • Animal Control
    • Vermin
      • The animals the qualify as vermin for the purpose of a Gnawers, “Animal Control (Vermin)”  are:
        • Rats, Devil Rats, Demon Rats, Glow Rats, Digits, Nezumis, and Rooks.
        • Additionally, certain animals that aren't stated out in the books, such as pigeons, worms, flies, mites (And other small insects along these lines.) may be considered vulnerable to animal control (vermin). If a GM is using a custom magical/techno version of the previously mentioned creatures, it's recommended that they be vulnerable to animal control, unless sapient. If future versions of these animals are printed, consider them grandfathered in unless otherwise stated.
  • Mist Form
    • The optional rule of taking gear with one in Mist Form is in effect.
  • Paralyzing Howl
    • Only the greatest individual Paralyzing Howl in effect applies
  • Regeneration
    • Geneware will be pushed out by Regeneration.

Initiation & Metamagic

  • Initiation
    • You can qualify for an ordeal before you initiate.
  • Channeling
    • If I channel and take drugs that affect my mentals, do I get the drug bonus to my spirit's mentals, since we're in the same body?
      • Spirits can't use drugs. You can use drugs, but the spirit's mentals replace yours. However, the drugs are still in effect on your mentals for the purpose of defense against direct spells, which are calculated off of the lower of your two mentals. Non-mental attribute effects of drugs - bumps to physical stats, high pain tolerance, and etc. operate as usual.
    • If I cast an Increase attribute spell in the morning, does it affect the spirit mentals once I am channeling, assuming it's at a high enough force? How about Increase Reflexes?
      • If the Increase Attribute spell is at a sufficient force to match the spirit's mentals, it will remain in effect once you channel. Increase Reflexes remains in effect.
  • Exorcism
    • Drain is exclusively stun
    • Centering can help Exorcism
    • All Exorcism attempts must be made in the same scene and all hits stack even if you do things between attempts. ** Unfinished Exorcism’s have no effect (beyond being hits for later attempts in-scene.)
  • Flux
    • Flux does not assist with the test to pass through a Mana Barrier.
  • Masking & Extended Masking
    • You can appear as whatever you would like, though it will not alter whether or not you are present on the Astral.
    • Extended masking covers:
      • “anchored, sustained, or quickened spells; imbued or attuned items; or alchemical preparations that are in the magician’s possession.” (p149, SG)
  • Adept Centering
    • Adept Centering is an action that provides a reduction in penalties and it is not affected by background counts
    • Adept Centering works for all penalties as long as they’re attached to a combat or physical skill
  • Supernatural Prowess
    • Supernatural Prowess replaces rather than augments an attribute. Other alterations do not apply
  • Centering
    • Can be used to help Exorcism
  • Invocation
    • Aspected Mages can learn this Metamagic, but gain no benefit from doing so.

Expanded Aspects

  • The Elementalist
    • Aspected magicians, full magicians, and mystic adepts may be Elementalists. You must choose to be an Elementalist at character generation.
  • The Hedge Witch/Wizard
    • Aspected magicians, full magicians, and mystic adepts may become Hedge Witches/Wizards. You must choose to be a Hedge Witch/Wizard at character generation.
  • The Null Wizard
    • Aspected magicians, full magicians, and mystic adepts may be Null Wizards. You must choose to be a Null Wizard at character generation.
    • The ‘Conjuring’ skill will be added to the list of skills they cannot take.
    • A Null Wizard receives the ‘Spell Resistance’ adept power, at a rating equal to initiate grade.
  • The Seer
    • Aspected magicians, full magicians, and mystic adepts may be Seers. You must chose to be a Seer at character generation.
  • The Apprentice
    • An Apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)
  • The Explorer
    • An Explorer can take metamagics/enhancements/focussed awakened as an aspected magician.
  • The Aware
    • An Aware can take metamagics/enhancements/focussed awakened as an aspected magician.

Matrix

Matrix Actions

  • Break Target Lock
    • Any device with the appropriate limit (Data processing, sleaze, attack, etc.) can this matrix action. RCC's simply get dice pool bonuses to them, as specified in the text of the ability.
  • Confuse Pilot
    • Any device with the appropriate limit (Data processing, sleaze, attack, etc.) can this matrix action. RCC's simply get dice pool bonuses to them, as specified in the text of the ability.
  • Detect Target Lock
    • Any device with the appropriate limit (Data processing, sleaze, attack, etc.) can this matrix action. RCC's simply get dice pool bonuses to them, as specified in the text of the ability.
  • Suppress Noise
    • Any device with the appropriate limit (Data processing, sleaze, attack, etc.) can this matrix action. RCC's simply get dice pool bonuses to them, as specified in the text of the ability.
  • Target Device
    • Any device with the appropriate limit (Data processing, sleaze, attack, etc.) can this matrix action. RCC's simply get dice pool bonuses to them, as specified in the text of the ability.

Movement

  • Falling Actions
    • Actions performed while falling are performed when the player wants to perform them, but most move forward in time. You cannot use your second pass action to perform actions at the height you were on your first pass.

Qualities

  • Acrobatic Defender
    • General limit modifiers apply to full defence using acrobatic defender (IE: Attention coprocessors limit boost applies, since it's general, but vision enhancements does not, since it's specific to visual perception tests.)
  • Adept Healer
    • Adept Healer does not function on drain damage.
    • Damage transferred by this ability will count as drain, and as such, cannot be transferred by further instances of this power, or healed by anything other than rest.
  • Adrenaline Surge
    • Adrenaline surge applies to all forms of initiative.
  • Aged
    • Dwarves and Elves cannot take this quality.
  • Allergy
    • To Sunlight:
      • As an infected you can only reduce your allergy to sunlight to mild at most.
  • Animal Familiar
    • Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in attune animal, to function.
  • Alchemical Bombmaker
    • Alchemical Bombmaker is limited to a number of increases in drain equal to your alchemy skill rating divided by 4, rounded down: Once at rating 4, twice at rating 8, three times at rating 12.)
    • Can only be used with combat spell preparations.
  • Alchemical Armorer
    • Alchemical Armorer is required to learn the Alter Ballistics (p51) preparation. It has no other effect.
  • Apt Pupil
    • Apt Pupil applies to any skill in the conjuring/sorcery/enchanting groups (Including the groups themselves), along with Astral Combat, Assensing, and Arcana, and the magic attribute itself.
  • Arcane Improviser
    • Requires 4 spells (not preps) from each category, excluding rituals.
    • Does not allow you to perform rituals you don't know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.
    • The 1/week limitation will be altered to 1/run for ease/simplicity of bookkeeping
    • You must meet all the prerequisites to cast the spell, or otherwise be able to learn the spell (meaning no banned spells, and no spells that you wouldn't be able to take otherwise.)
  • Black Market Pipeline
    • Black Market Pipeline can be applied to the group 'augmentations' rather than any specific subtype.
  • Blighted
    • The penalty for Blighted applies to all actions that involve a physical attribute.
  • Celerity
    • Is compatible with Supathyroid, and an Adrenaline Pump.
    • Is not compatible with Myostatin Inhibitor or Cyberfeet.
  • Chain Breaker
    • New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)
  • Chosen Follower
    • The following options are removed from the list of benefits: ‘Learn two spells or rituals.’ & ‘Improve a magical active skill from rank 1 to rank 3.’
  • Dealer Connection
    • This quality does not include modifications to the vehicle being purchased.
  • Death Dealer
    • Death dealer will be modified to not function on direct spells. Either the additional damage, or the drain.

Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.

  • Dedicated Conjurer
    • New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance)
  • Deus Vult!
    • Each individual “chunk of damage” counts towards “Deus Vult!”
  • Dual-Natured Defender
    • Dual-Natured Defender is a free action to activate, and free action to deactivate
    • Dual-Natured Defender only functions on your innate dual natured quality, such as that from being infected. Any other sources of dual natured, such as channeling, or being in an astral rift, are unaffected, and do not qualify you for the quality.
    • The duration of having this ability active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.
    • Rather than simply cease astral perception, dual-natured defender will temporarily cause you to not count as a dual natured being while active.
  • Durable Preparations
    • Durable Preparations stacks with Practiced Alchemist (p39, FA), effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.
  • Ex-Con
    • You can pay off the difference between the cost of the two qualities(Criminal Sin, and Ex-Con), multiplied by 2, as if you were purchasing off a rating of a quality with a rating. In the case of ex-con to criminal SINner, this would cost 10 karma.
  • Granite Shell
    • Granite shell effectively converts 4 of your existing armour into hardened armour, if you're already wearing armour, which will be affected by AP before regular armour, so -2 AP will cancel one of the automatic hits, -4 AP will cancel the second one.
  • Harmonious Defense
    • Mystic Adepts cannot take this quality.
    • Harmonious Defense does not require the user to astrally perceive to be used (Altered to be more similar to standard spell defence.)
  • Harmonious Reflection
    • Mystic Adepts cannot take this quality.
    • Harmonious Reflection requires the user to be astrally perceiving, similar to reflect spell.
  • Hawk Eye
    • Hawk Eye will provide +1 to visual perception tests. This bonus stacks with other bonuses freely.
    • Hawk Eye will provide the full effects of Vision magnification and will stack with all other vision enhancements, magical or technological, with the exception of another instance of vision magnification.
    • Lengthy explanation here
  • Keen Eared
    • This applies even if you have cyberears.
  • Missile Deflector
    • Missile Deflector requires a successful Missile Parry (p310. CRB) interrupt, followed by an adept power Counterstrike (p170, SG) interrupt, for a total of -10 initiative to use. Rather than the normal effects of the counterstrike adept power, when this ability is used, it will allow you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.
  • Pacifist Adept
    • The notoriety restriction on Pacifist Adept is removed, due to the possibility of gaining notoriety via peaceful means such as refusing to do a job when you realise it involves murder, or similar.
  • Perceptive Defender
    • General limit modifiers apply to full defence using perceptive defender (IE: Attention coprocessors limit boost applies, since it's general, but vision enhancements does not, since it's specific to visual perception tests.)
  • Practice, Practice, Practice
    • “Practice, Practice, Practice” only improves inherent limits. Things with an individual limit are unaffected.
  • Redliner
    • Affects the cyberlimb attributes, not meat attributes
  • Reduced (Sense)
    • Smell
      • This has no interaction with Tailored pheromones.
  • Revenant Adept
    • Mystic Adepts cannot take this quality.
    • Revenant Adept works until it's cleared all the damage that regeneration can clear, you've died, or the run ends. This means that having one box of drain does not allow you to have regeneration indefinitely.
    • Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack, and the user does not need to be aware, in character, to do this.
  • Sharp Shooter
    • Sharpshooter only applies to ranged weapons.
  • Sinner
    • Players with the Sinner Quality pay taxes after Working for The People/Working for The Man
  • Skinwalker
    • The pelt for a mundane creature will cost 50% of the price of purchasing the critter itself, and has an availability equal to that of the critter.
    • Prices and availabilities can be found here
  • Spectral Warden
    • Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before  they are bound.
  • Spell Jammer
    • Spell Jammer is not affected by mana barriers, but is affected by background counts.
  • Spirit Hunter
    • Spirit Hunter will cancel any sustained powers, and prevents the use of any active powers, with the exception of materialization.
  • Sprawl Tamer
    • Sprawl Tamer interacts additively with our existing house rules (Effectively adds another +1 modifier to the number of tricks a critter can learn.)
  • Strive for Perfection
    • Strive for perfection applies to Melee & Ranged weapons.
  • Thrillseeker
    • If you received this quality from Dareadrenaline then you cannot buy it off.
  • Vexcraft
    • Suppress focus is a simple action, and can be used from either the astral or physical, if you have line of sight on an active focus.
    • Grounding focus is a complex action, and can be used from either the astral or physical, but requires both the focus to be eligible to target, and the owner to be eligible to target. This means you can only use this ability to damage a dual natured, or purely astral target, if you yourself are astral, for example.
    • Counterspelling does not apply to the defence test, but power foci do, as does the force of any mana-barriers between the caster and the defender.

Rigging

The Four Types of Control

  • Manual Control is driving a cat or firing a turret hands-on. Controlling a vehicle with the wheel, or firing a turret that is mounted on a vehicle with your hands, are both complex actions. The former is Reaction + The appropriate skill, with a limit of handling, assuming a vehicle test is needed.The latter is agility + gunnery, with a limit of the weapon's accuracy.
  • Remote control is controlling a drone or vehicle through your commlink, RCC, cyberdeck, or other matrix device. This can be done in AR or VR. Either way, you use the Control Device action, which requires marks or ownership. This uses the same type of action as listed above. If done in AR, you use the same attributes as you would in meat. If done in cold-sim VR, you substitute your logic in for agility and your intuition in for reaction, and make use of your cold-sim initiative. If done in hot-sim VR, you substitute attributes the same as in cold-sim, make use of your hot-sim VR, and gain a +1 on any vehicle tests, including firing a mounted weapon. In any case, you use the lower of the prescribed limit or the Data Processing attribute of the device you're using to perform the action.
  • Jumped-in control is done by taking the time to jump-in to a vehicle with a rigger interface through a control rig (or the Mind Over Machine  Technomancer Echo.) This is a complex action if in AR, or a simple action if already in VR. If you are plugged directly into your RCC or vehicle/drone, this is a simple action regardless of current matrix state. Either way, you require 3 marks or ownership of the vehicle or drone in question, and you end up in your choice of coldsim or hotsim. You use the appropriate coldsim or hotsim initiative, increase any limits you might face and your dice pools for actions performed by the vehicle/drone by the rating of your control rig, and must resist half of any physical damage the vehicle takes (after soak) as biofeedback damage. Any actions you take while jumped in require the same action type as they would for anyone else, but any Vehicle Tests (as described in Make a Vehicle Test, and explicitly excluding opposed rolls) have their thresholds reduced by the rating of your control rig. And since you're in VR, you may use your logic in place of your agility, and may use your intuition in place of your reaction. You are also not limited by your data processing.
  • Autonomous drones or vehicles make use of Pilot+relevant autosofts, are limited by the appropriate limit for the action, roll Pilot*2+4d6 for initiative, and act as a dog brain would.

Weapon Mounts

  • Core Rulebook drones that come with the CRB weapon mounts have their mounts replaced by their Rigger 5 equivalents
  • Built in weapon mounts can be modified. You cannot, however, change the base mount type itself (Light, standard, heavy.) since that's the base integrated into the vehicle, on which all the other modifications are applied.

Rigger Command Console(RCC)

  • The RCC is capable of running any program. A program altering a statistic that the base device does not have will have no effect.

Autosofts

  • General
    • Integrated Autosofts do not count towards the Autosoft limit
    • Integrated Autosofts are overridden by Autosofts on an RCC

Vehicles

  • General
    • You may fluff any vehicle as convertible.
  • GMC Armadillo
    • When purchasing the GMC Armadillo you pick one of the pieces of standard equipment. You may purchase extra ones. Avail (-), 6000 Nuyen each.
  • Nanomaintenance System
    • You can glitch when using the Nano Maintenance system. (I suggest GMs be extremely gentle with it at worst. It should, at most, impact the function of the Nanomaintenance System, and it's ability to repair, rather than the thing it is repairing.)
    • You may buy hits on Nanomaintenance, but only if all 4 dice are in the one roll.

Drones

  • General
    • Drones are immune to Toxins, Pathogens, Diseases, and anything that reasonably requires a biology.
    • Drones cannot benefit from Small Unit Tactics or assist in any way with them (aside from as additional firepower to back a squad making use of SUT)
  • Remote Cyberhand Drone
    • All attributes for the Remote Cyberhand Drone treated as 1.
  • GTS Tower
    • Possess a Retrans Unit
    • Possesses a Drone Landing Rack
  • Swarms
    • When using drones slaved to an RCC running the Swarm Program and Clearsight, then proceed to use a function of their sensor suite for perception, the dice pool increased to: Clearsight + Pilot + (Swarm -1) [Sensor+ (Swarm-1)]
  • Anthrodrone
    • You can use it to pilot another vehicle. You do use VR stats. You would not gain any benefits from a Control Rig or qualities such as Vehicle Empathy. You would have to make two separate Control Vehicle actions each turn.
    • Skates and Skimmers do not alter Anthrodrone movement rates.
    • The appropriate Pilot skill is used to maneuver a vehicle. Anything that would otherwise be Gymnastics or otherwise not possible for an ordinary vehicle would be considered a stunt, with GM-set thresholds functioning as normal.
    • When firing a weapon from a drone's arms, whether a cyberweapon inside them or a gun held in its hands, it is the drone's arm's agility (averaged if it's a two handed weapon and the arms have different agilities) + the appropriate weapon skill, which will never be Gunnery - it would be Automatics for an Assault Rifle, Longarms for a shotgun, what have you.
    • Can make use of clothing, including armor, but can only use one set of rules - they do not get to benefit from both their innate armor and worn armor. There is no addition

Technomancy

General

  • Skinlink/Datajack/Trodes are all compatible with the Living Persona.

Sprites

  • General
    • A Sprite and a Technomancer do not share marks.
    • A Sprite that returns to the resonance loses all marks and OS as if their persona were reset.
    • Only one Sprite may assist in an action at a time.
  • Diagnostics
    • Diagnostics will apply before the dice pool is split, when the multiple attacks action is used. It is still limited by skill rating once, even if multiple weapons have diagnostics used on them.
    • In order to run Diagnostics on device it must be a wireless on device, and be the primary device used in the action.

Complex Forms

  • Cleaner
    • If cleaner drops OS to 0 it will prevent it from continuing to accumulate.

Echos

  • Resonance Riding
    • Skinlink/Datajack/Trodes do not bypass, mimic, or in any way affect the use of the Resonance Riding Echo

Rules Threads included / Change Log

Useful Links