- Rules Thread IX
- Rules Thread VIII
- Rules Thread VII
- Rules Thread VI
- Rules Thread V
- Rules Thread IV
- Rules Thread III
- Rules Thread II
- Rules Thread I
|Matrix||Do technomancers with datajacks still need skinlink to use their special brains on things? The description on 452 suggests as much (mental communication between datajacks) but it is not really solid evidence||Skinlink or a Datajack or Trodes can all be used to direct connect for a technomancer using their Living Persona, though Skinlink is by far the simplest. None of the above will bypass, mimic, or in any way affect the use of the Resonance Riding echo.||Rules Thread I|
|Rigging||What is the cost for the workshop vehicle mod (Rigger 5.0, 166-167)? The price is missing in the table (R5 keeping to form!), but chummer lists it as 50,000, which is the cost of a "facility". This seems far too steep, since the core book says a "shop" can fit in a van.||The shop mod costs the same as a shop from SR5 core, and simply represents the needed space and labor to get everything anchored down. While chummer is fine for minor references most of the time, it isn't an official product and should not be considered an authority on rules sources.||Rules Thread I|
|Augmentation||I would like to ask about a number of highly questionable aspects of full body replacement characters.
Are cyberlimbs and or averaged cyberlimb attributes subject to the augmentation max of attribute+4? Does movement and encumbrance use base agility and strength or averaged agility / strength subject to #2? Does each +3 cyberlimb armour count for encumbrance like all other + armour? Can you get cyberlimb optimisation for any skill? Does said optimisation only apply from limbs actively involved in the skill? Can you raise the accuracy of weapons by selecting a weapons skill?What is the standard social reaction to someone who is so highly and obviously dangerously augmented?
|Cyberlimbs and cyberlimb-related averages are not subject to the augmentation max in relation to a character's personal attributes, due to their replacing the attributes in question. Instead, they are subject to an augmented maximum from enhancements, such as cyberlimb enhancements and redliner, is +4 of their final customized value. They also do not benefit from the Increase Attribute Spell or the use of drugs, which only affect personal attributes.
Movement uses the average of your leg attributes. Encumbrance is the average of all limbs, in keeping with the previous ruling by Slash. Cyberlimb armor no more adds to encumbrance than orthoskin, dermal plating, or bone lacing armor adds to encumbrance, which is to say not at all. 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 this comment or any other Rules Thread.Burst has mostly covered this. It is mostly a theme thing, and there is room for variance from table-to-table.
|Rules Thread I|
|Lifestyle||How would I go about purchasing a secondary lifestyle location for my character that is just a vehicle garage? The rules state it needs to be at minimum a medium lifestyle, but that's like buying a second house because you want a tool shed. I just need somewhere to store and work on a vehicle or two.||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. An automotive facility would have enough space to store a plethora of vehicles, though.||Rules Thread I|
|Matrix||What do you think of this idea https://www.reddit.com/r/Shadowrun/comments/4b55t9/target_device_and_stealth_tag_tracker_rounds/||General consensus is that considering it takes a minimum of two actions, and most likely 3 if you are using a tag bullet, that this is ok. You are giving up 1-2 attacks for a moderate bonus to hitting the target with the final attack. We also like how this encourages runners to make cunning plans to set up their opponents for failure by pre-tagging them.
However this action is not to be used as a general bonus for shooting at people because they have a device in their pocket, unless you can somehow get a tag square on someone where shooting them would seriously hurt it won't grant a bonus. The face palming a tag onto someone's back is a yay, just asking to get a bonus because people in general own comlinks is a no. GMs get the final say, and are encourage to reward players for being clever more than for the fact the opponent owns a device.Of course, you are free to go to town using this to blast away drones or smartlinked guns, or other attacks specifically targeting the device rather than a person with the device
|Rules Thread I|
|Rigging||All my questions relate to the Rigger 5.0 book, since it's such a mess :P
The Renraku Pelican (page 137): Can the storage compartment be used as a hidden weapon mount?The GTS Tower drone (page 143): Does it come with a re-trans unit or not? Do it's drone racks count as landing racks? If not, can drone arms be mounted for the purpose of re-racking it's drones? And could said arms do the job if they were primitive arms (page 125)?
|The storage compartment cannot be used as a hidden weapon mount, though you could perhaps put a pistol or machine pistol inside, as it is a mid-sized box.
The GTS drone comes with a re-trans unit and a special drone rack that acts as a landing rack for 8 microdrones, with minidrones counting as 2 microdrones. These are a replacement to it's "standard upgrades" line.Both of these are subject to change with errata, should such be released.
|Rules Thread I|
|Lifestyle||So I do need to buy a house to get a tool shed? Is there any way I can get a facility attached to a lower lifestyle? And if not, can I rent out the actual living part? Cause it's never going to be used. I just need storage and the workshop/facility.||You cannot get it attached to a lower lifestyle. It does not have to have an actual home - if you were to use it as a home, it would more accurately reflect office space that you're living in than an actual house - but that is the minimum lifestyle on the 'net for a facility (and is in fact more generous than strict RAW.)||Rules Thread I|
|Augmentation||Ares screech rifle and cyber ears, will turning them off block the attack||Nope, the Ares screech rifle may use noise as a vehicle for its attack, but soundwaves pulsing through your body will mess you up even if you can't technically hear it. Likewise, being deaf or puttong on a select sound filter is no defense. Damper earware will give you a +2 bonus to the damage resistance test however.||Rules Thread I|
|Rigging||I would like the whole matter on jumped in being remote controled or not to be officialy ruled. If jumped in is NOT being remote control then dont make action taken while jumped in be considered remote controled.
Either it is or it isnt, having that cleared out will finaly put a few issues to rest. As it stands riggers gets the worst of both world. An action is considered remote controled if it were to put a nerf on an action, if the action were to be better done if it were considered remote controled, its not. I would like, once and for all to set the matter straight.Is jumped in considered the same as remote controled or are we RAW on this one and follow the 4 type of control. Manual, Remote Operation ( from control device matrix action ), Jumped in as per rigger special, and autopilot. Or do we include Jumped in in the same bag as the control device matrix action.
|There are four types of control. Manual, remote, jumped in, and autonomous.
Manual 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 a particular 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 make use of your logic in place of your agility, and 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 Pilotx2+4d6 for initiative, and act as a dogbrain would.Note that the specific attributes used in VR vs. AR are subject to change. The rulebooks are unclear and I wish to speak with Council about making a unilateral ruling on the matter. The action types, however, are not - it is always a complex action to fire a weapon that is mounted on a drone or vehicle.
|Rules Thread I|
|Medicine||Does a single antidote patch work for any toxin or do we need a patch for a specific one?
Antidote patch: Add the rating of an antidote patch to any toxin resistance tests made within twenty minutes after it has been applied. The window to apply an antidote patch after being poisoned is often very narrow, depending on the toxin (Toxins, Drugs, and BTLs, p. 408).Also, do these stack? Can I wear 2 or 3 patches?
|RAW holds and antidote patches work on any toxin resistance test. I like to think that due to advances in Japanese Reflexology the antidote patch can draw any toxin out of your body regardless of if you place it on your feet or not, but in reality we know that slap patches can be smart tech. The trauma patch when set to wireless on will stabilize a gunshot wound just as well as a nerve gas, the antidote patch probably is more 'specialized' and can figure things out without wireless. The fact that the phrasing is "any toxin resistance test" rather than "tests to resist that (that being the toxin the antidote patch would hypothetically be keyed towards) toxin" also indicates their general use. They also do not stack, but your local pharmacy wouldn't mind you trying a whole box at a time each run, just to be sure! For the sake of both my sanity, the difficulty of balancing any other option, and to avoid people attempting to use antidote patches as ersatz armor, only a single antidote patch will apply to any given toxin resistance test.||Rules Thread I|
|Identification||If I have a fake corp SIN and they scan it, do they think I'm a corp citizen?||If your SIN beats their scanner, then yes. Whether they believe their scanner or not is up to them! :D||Rules Thread I|
|Augmentation||For number 5, see Run Faster. Page 57.
"Purchasing cyber and bioware is not just about getting those extra dice and edge for your street sam. Every drop of Essence that is lost is a little piece of your character’s soul that is gone forever, a little piece of what connects her to the rest of metahumanity slipping off into oblivion for a few wires. Each piece of obvious ware is a question asked by every passerby. Just how strong is the arm? How fast? Do you use it to shoot people? Punch them in the brain? Bend iron bars and grab the bank vault gold? The kind of cyberarms and cyberlegs that runners and their ilk use are not conventional replacements for lost limbs; they are extra enhancements, circuitry blended with biology to take the body to new heights. Observers often know this, and they look at those who sport these augmentations with a combination of awe, curiosity, and respect. And what about that twitch, that jumpiness those enhanced reflexes give you? They make you touchy, on edge, and possibly unable to handle overly stimulating environments. Every piece of ware that goes into your character is a chance to define their behaviors and mannerisms, their little quirks. Enhance those bones with bioware or bone lacing and fear of elevator trips, wooden stairs, and even jumping on floors in older structures may be a genuine quirk.As for others like you, well, you got the wires to get an edge, and every other person with the same systems has the same edge and more than likely the same mentality. They’re looking at you as competition, a rival for the top spot on the shadow roster of the megas. An obstacle that may keep them from being the one hired for that big payday. Even if you’re both contracted for the same job, you’ve got to shine brighter, move faster, and curtail more threats."
|Page 456, core
Obvious cyberlimbs: These implants are immediately recognizable as artificial limbs unless you cover them with clothing. They are often chromed or matte colors but visibly mechanical in nature. Some folks like them glaringly obvious and outlandish, some find the artificiality repellant and disturbing. This can affect your social dealings in some circles, especially upper-crust society andthe purist crowd.Synthetic cyberlimbs: Synthetic limbs are disguised as natural limbs. The fact that they’re cybernetic gives them a –8 Concealability (the Cybertechnology skill may replace Perception for this test) when someone’s just looking, but synthetic limbs are obviously artificial to the touch.
|Rules Thread I|
|Medicine||Doing more research into toxins, I've come to realise that the powers presented in the books are on the order of 2-3x too high.
The easiest to get (Avail -), cheapest (5¥) toxin is a 1 Combat Turn, 11 Power, 0 Penetration, Stun Damage and Nausea, Contact and Inhalation Vector: Pepper Punch. Since this is so cheap, we can assume that literally every single NPC has some, either as a spray can or capsule rounds, or deployed as anti intruder fog in a building. The contact vector means that a gas mask is ineffective against this toxin. Thus, we can look at what happens when even a highly toxin resistant runner gets hit with this. Toxin resistance is Body+Willpower+Other modifications. Says 5+5+6 gives 16 dice, which comes to say, 5 toxin resistance hits. The power is then reduced to 6. Our runner then takes six stun damage, and is now nauseated as the power is higher than their willpower of 5, unable to act for 3 combat turns, and taking a -4 wound penalty for 10 minutes. All because a mall cop managed to hit them with a single capsule round. When toxins are used in large areas pacification methods, then the ongoing exposure to a 5¥, unrestricted toxin will kill a wageslave in 12 seconds. With toxins so powerful, they are almost a one shot removal from a situation when a GM uses them against a PC, forcing everyone to invest into armours with chemseal. Gasmasks are ineffective, as there is a single Inhalation vector toxin in the core book which is not also contact.Given that toxins are one of the very, very few ways of dealing with certain characters in combat, can we talk about how we can make them something other than "I use toxin, you lose" requiring the counter of "I have chemseal, I win"
|Remember, an antidote patch will give you 6 more. There is also a drug for nausea.||Rules Thread I|
|Rigging||In regards to Peak-discharge Battery Packs (Run&Gun, page 52), can the satchel or backpack variants be mounted on a drone? I'm specifically asking about a roto-drone, but a general answer would be helpful too. Related to this, most weapons that require energy to fire often mention being tied into a vehicle's power to eliminate the need for battery packs, but how would this work with a drone-mounted weapon?||I'd assume itr depends on how big the drone is, and if the pack is within it's lift and carry load||Rules Thread I|
|Weapons||What's the Net's opinion on barrel mods for guns? Cause it's kinda stupid that longbarrel means you can't mount a gas vent system or a suppressor.||Since you asked.... The ruling on the field stands. Shadowrun gun systems are dumb, but they are RAW and they work, and will not be houseruled.||Rules Thread II|
|Downtime||Hi Asked this somewhere else on the net but I think it ended up disappearing into the ether and asked this on Discord(deleted that post) but figured this may be a better place. I was hoping to take advantage of my rat shaman's ability to use any reagents by doing searches for them on my downtime. I was hoping to spend some time (average 3 hours a day) every downtime day(within reason) to find reagents. Buying hits would mean 1 (2 hits from alchemy at 9) reagent per hour or 3 per day(3hours). Does this make sense. Given the bonus for Rat is the reagent thing I was hoping that this could be a handwave solution for all the rolling I would be doing on gear rolling thread to achieve the same thing. (This would mean that I would, when I run, get (amount of days between runs * 3) reagents. Does that make sense? Thanks||Greetings, After discussion within the rules team we have concluded that this falls within the domain of each individual GM. The next game you run Murmur in ask the GM if he/she is okay with this idea and if they are then great, if not then you will have to abide by their ruling.||Rules Thread II|
|Medicine||Stimpatches in autoinjectors, yes or no?||Sure thing, bub. (There is no real reason why this would be disallowed, given the normal prices and etc. Note that buying the drug for an autoinjector precludes using that same dose as a patch.)||Rules Thread II|
|Magic||Can (Great Form) Spirits Endow the Endowment Power?||If you can get the requisite hits on a ritual spellcasting test on a spirit of enough force to actually give you a useful level of power, yes, you can get endowed with something like storm or quake. Remember that the spirit's magic is going to be the one fueling the power, you can't skate by wth a force 1 spirit to do this.
This probably favors doomsday cults seeking to usher in their own mini apocalypse more than a PC on the net though. Just saying.EDIT: Misread the question, the answer is no.
|Rules Thread II|
|Lifestyle||Are players allowed to have characters living together to share lifestyle costs? Player A has Character A living with Player B's Character B. Can they split the cost of the Lifestyle, or does each have to pay the full Lifestyle cost?||Characters are free to fluff themselves as living together, though they will suffer all consequences any one member brings upon the household, up to and including loss of lifestyle, SIN, and equipment.
They do, however, have to pay the normal amount they would pay individually, the full 100% of the lifestyle, given the difficulty and hesitance GMs are likely to meet with punching a player in the lifestyle.Yes, this means there are no advantages to living together. Besides the company. Sorry.
|Rules Thread II|
|Rigging||My questions to you are: Say I have an anthro drone and I have customized the limbs on it. Say I now want to use a skill linked to AGI, STR, or BOD, such as shooting a gun that's being held in a drone arm. Do I use my AGI, my LOG, or the drone arm's AGI in this case, or can I pick whatever's highest? Also! I'm currently working under the assumption that, as per HT190 if you're controlling a drone and using a weapon in a weapon mount it's gunnery + log, if you're using a weapon held in drone arms it's gunnery + ???, what's the ??? and is the rest of it correct||When firing a weapon from a weapon mount, regardless of drone type, it's Gunnery + Agility in AR, or Gunnery + your choice of Agility or Logic in VR (jumped in or not) When firing a weapon from a drone's arms, whether a cyberweapon inside them or a gun held in it's 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.||Rules Thread II|
|Augmentation||So, I've got a couple of questions to ask, may as well drop them here.
1) Does the shapechange spell interact with cyberware at all? By which I mean, if somebody with a significant amount of 'ware were to use it, would it push all of it out of them similar to other transformation stuff, or is it a case of, since it's paid for with essence, it transforms with them. The secondary question to this, is, if it does transform with them, do they gain the effects of the 'ware while in another form, or does it effectively disappear until they're back in their normal body?2) Can the RPC built stock on a suit of sleeping tiger be upgraded to R4 for the cost of one rating, or can it only be upgraded by replacing the entire coating with a new set at R4? Same question for most stock mods, really, such as upgrading the R2 gas vents on an FN-HAR to R3.
|The shapechange spell interacts with cyberware as follows.
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) funtion normally. Bear in mind augmented maximums with these!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.
|Rules Thread II|
|Matrix||After a question by folks, I now have a question for Rules Division:
Currently, editing a file requires a mark on the file. However, one of the things that can be done with a matrix perception test is finding icons (like files), or finding out what files that an object might be carrying.With this, is putting a mark on a device necessary to put a mark on the file that the device might contain, or can you directly put marks on files that are on a device that is not wireless off or broadcasting?
|Editing a file requires a mark on the file.
Files floating freely in hosts are visible automatically, and can be marked freely and independently of any other icon, though you of course still have to contend with their encryption and data bomb, if any. Files on devices (whether they're in a host or not) share their visibility status (whether they're running silent or not, and whether they're spotted or not) with the device they are on, and use the defensive stats of that device. They do not have a matrix condition track and are not subject to matrix damage in any way. They can, however, be marked independently of the device they are on, assuming that device is visible to you. A device that is running wireless off has an icon as usual, and you can still get marks on it's files as usual. You cannot, however, spot it without a direct connection, making visibility pretty moot. Note that file->device relationship is not a slave->master relationship. A direct connection does not in any way alter that specific use of defense dice, nor does a mark on a file give you a mark on the device it's stored on, or vice versa.EDIT: If any of this is unclear, feel free to ask for elaboration.
|Rules Thread II|
|Augmentation||Does the cultured bioware limb replacements on page 231 of chrome flesh cost essence?||No. The table seems to have a editing error that made the header for limbs a line item, likely a copy-paste or artifact of a previous revision.||Rules Thread II|
|Magic||Spirit pacts :D||Spirit Pacts are disallowed for Player Characters on ShadowNET. This will be reflected in the Player Rules.... Soon (tm).||Rules Thread II|
|Augmenation||I had just gotten word that one of our new members was told that she could not have bunny styled cyber ears and have them located in a place that is aesthetically pleasing to the player, top of the head. As far as I'm aware from checking Rules in Chrome Flesh (page 74) and Core(page 453) there isn't anything that says that they have to be locate on the sides of the head and at worst should just need a case mod for customized cyberware. At worst this is just Aesthetics and doesn't unbalance the game or make work hard for Chargen or GMs and one of the best thing about Shadownet is that we're more open to letting players the characters that they want to play as long as they are fair and rules legal.||Character division has stated to me that they wish this to be in their wheelhouse. Torq or Senate are the people to go to on this one, as I do not feel like arguing with them about it. This thread is not the place for it - though I don't blame you for thinking it might be, this is something of a weird case. EDIT: If Senate or Torq kicks it over to me, I'll make an official ruling. I'm just trying to not step on toes.||Rules Thread II|
|Augmenation||Sensitive system: It specifically applies to cyberware and doubles cyberware essence costs. It also makes bioware impossible, as immune systems reject it. What does this do to genemods, as those were added after the core book? Double essence cost like cyberware, regular essence cost as it doesn't specifically mention genemods(and genemods are usually immutable in terms of essence cost), or impossible to apply like bioware? Also, what would buying off Sensitive System involve(other than the karma cost)?||Hey there friendo, your chargen buddy Torq here
Buying off the quality would require something of a private run in addition to its normal costs.Best regards, Torq torq torq.
|Rules Thread II|
|Magic||For the purposes of shifters: does clothing shift with you when you change form or does it get left behind?||Your clothing and belongings don't shift with you I am afraid. The actual out and out rules on the shift power are in, of all books, Aetherology, and its specifically noted that clothing does not change.||Rules Thread II|
|Augmentation||Edit: They do not. Confirmed by members of the rules team. Question on synaptic boosters, I would like clarification on whether they are capable of being stacked with other initiative bonuses such as drugs on the net, or if they are unable to stack as this core book sentence on page 461 indicates "The synaptic booster cannot be combined with any other form of Reaction or Initiative enhancement."||I realize this was answered in skype chat, but you are in fact correct that the book saying it cannot be combined with any other form of Reaction or Initiative enhancement meaning it can't be combined with any other form of Reaction or Initiative enhancement :P||Rules Thread II|
|Rigging||So, bit of a question from OOC chat earlier today, can an RCC run any of the programs listed in the books, or only the ones from the list of programs that may be handy for riggers from page 269 of the CRB. For example, if an RCC was modded using device modification rules from Data Trails, to have a sleaze attribute of one, could programs like 'Stealth' or 'Smoke and Mirrors' be ran on that RCC to further boost the sleaze rating, or could 'Browse' be ran on an RCC, improving its ability to perform matrix searches.||An RCC is capable of running any program. A program altering a statistic that the base device does not have will have no effect. As such, unless you mod your RCC to have a sleaze rating, Smoke and Mirrors will have no effect. Unless you mod your RCC to have an attack rating, Decryption will have no effect. So on and so forth.||Rules Thread II|
|Augmentation||Reposting from rules chat, since this is useful info.
Me: Say I have cyberlegs with max customised agility and strength, and enhanced agility and strength too, but also have modular connectors for feet. Do the feet also need to be customised/enhanced?Voro: 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)
|Confirming this is correct.||Rules Thread II|
|Weapons||Apparently the people want bayonets for pistols so they can do this. Officially the block on bayonets mentions it's only allowed for rifle and up. Seeing as it isn't brokeballs insane, would the rules division be amenable to allowing them?||Retractible bayonets ought to work fine, there's nothing stopping them from being put on a pistol with the right slot. And also nothing stopping you from never retracting them.||Rules Thread II|
|Armor||Can I install Foot Anchors into Armour using Capacity? Can this be generalized to other reasonable cyber being installed in armour? We already allow gear to be installed into cyber instead of armour.||Gear that uses capacity can be installed into cyberware, per a previous ruling by a rules head. However, cyberware that uses capacity cannot be installed into armor. Call it game balance, call it the gooblygook that needs neural connections (even if through the end of a cyberlimb), whatever. No spurs in your forearm guards.||Rules Thread II|
How does having 4 arms affect clothing and armor? (i.e. price and/or availability changes, are delivery times still solely based on price, does it cost twice as much to buy arm armor to gain the same benefit, or can you buy arm armor twice and get twice the benefit? -- do arm armor rulings here also apply to leg armor rulings for centaurs)Are there any issues with them dual wielding two two-handed weapons? I could see accurately aiming two longarms with no smartlink being an issue, but two two-handed melee weapons could be easier.
|How does having 4 arms affect clothing and armor?
In short it doesn't. There is nothing in the raw that states Nartaki suffer the same issues that Trolls do when it comes to lifestyle/armor/weapon cost increases as they are still human sized, I suppose cutting an extra set of holes in something isn't that big of a deal. Armor affects them the same way it does everyone else through the magic of rules team so no need to buy extra PPP kits or forearm guards. Are there any issues with them dual wielding two two-handed weapons? I could see accurately aiming two longarms with no smartlink being an issue, but two two-handed melee weapons could be easier. I would first advise you to read the quality Shiva Arms as it explains it pretty cut and dry. Every Nartaki has a dominant hand just like two arm creatures. If you wanted to get ambidexterity you need to purchase it 3 times as per RAW. In addition due to the nature of how multiple attacks per round work it doesn't matter. You could have 12 arms with a gun in each one and you will still need to split your dicepool. 5E doesn't support multiple attacks very well and with good reason, since combat is so fast paced already. Generally a street sam with an ares alpha is just as capable (if not more so) in splitting his dicepool for multiple attacks as a Nartaki with an ingram smartgun in each hand. CRB pg 196 It should also be noted that in addition to it costing a free action to do a multiple attack.The total number of attacks you can make in a single Action Phase is limited to one-half the attacker’s Combat Skill.
|Rules Thread III|
|HMHVV||My question/rule change its to an infected. The 4 base line infected as you know are vampires banshees gnawers and ghouls are all the established ones. Vampires and banshees look much like the base line allowing them to blend in easier. Ghouls are a corner stone of shadowrun at this point, and many recognize ghouls as people tho in some places are still not liked or frowned upon if not some worse things are done due to fear. and gnawers can also sometimes pass as ghouls. That is not taking in to account for spells that can obscure them also.
I wish to petition for the revaluation of sukuyans from hard targets page 126. i will outline a few points and give a description of them taken from the book. sukuyan-When HMHVV Strain 1 was introduced to the Caribbean, there were unexpected variations to vampiric transformation—mutations that manifested in nearly fifty percent of indigenous human population who were infected. Called the Sukuyan vampiric traits, these mutations seem to be linked to genetic markers peculiar to the indigenous Taino people. Sukuyan vampires grow pronounced canines, but their skin does not become as markedly pale; the color of their eyes changes to lighter tones—brown becoming orange, for example. Tests have shown Sukuyan vampires can drink alcohol without nausea and swim without dificulty. The person would have to be from this region or have that blood type to be allowed to use them, i will not deny that it would have to be a stipulation. 2.Much like a vampire it is easily able to stay hidden in public if the necessary precautions are taken. 3.They can add a new dynamic to vampires, for one they not only need blood but salt in their diets. They are also able to drink alcohol and juice allowing them to better bland in among runners. Such as drinking a glass offered by the johnson,These are just some benefits of them and i would not be shocked it others could not find more. I would bring up bandersnatch but we do not have a large sasquatch community. Thank you for your time on this matter
|With the permission of rules team (granted by /u/Nitsuj83, for the record,) I'll actually be fielding this one.
Revisiting variant strains of HMHVV will require a council decision, and all strains will have to be reviewed and individual decisions rendered. This will be brought before the council for review, and a decision will be rendered after deliberation. However, in this particular instance, I will speak as the head of the character review division, and provide you with an explanation of why playing a Sukuyan may not necessarily be the most viable course of action. There are multiple reasons that the Sukuyan strain of HMHVV would not be seen as a viable alternative to Vampire, and will be listed below. 1) It removes Induced Dormancy (Lack of Air), as well as the modifiers to Swim tests. This, in turn, means that you could, in theory, live completely underwater and never see the surface. 2) Vulnerability (Wood), and fluff notes regarding "intense psychological stress and discomfort around spiritual objects," while indeed keeping them closer to the traditional depiction of a vampire from myth (see: Bram Stoker's "Dracula,") in truth make them, in terms of the setting, much more of a forcedly unique, almost Mary Sue-esque character. The reasoning behind this is that if your character is already a Vampire per the HMHVV strain, they already have all of the strengths and weaknesses associated with being a vampire. Mechanically, the benefits of being a Sukuyan (swimming bonuses, lack of Induced Dormancy from lack of air) are far more powerful than the associated maluses that come with it (Vulnerability to Wood, Dietary Requirement of Salt.) There is, functionally, no reason that your character would need to be a "double-Vampire" for any reason whatsoever.
As for the lore, allow me to state my piece on the matter, and members of Rules or Lore may correct me if they see fit. Being a metahuman with an HMHVV strain already carries with it a massive social stigma. You are one of the Infected. And a lot of normal, everyday people, and even your fellow runners, will hate you for it. Being a particularly special and rare strain of Infected, restricted to a specific location/bloodline/genotype/however you choose to interpret only specific people from the Caribbean becoming Sukuyans, adds an extra layer of rarity to the already uncommon HMHVV-Infected state. In addition to that, let us also take into account that Sukuyans are clearly sought out by corporations for research and testing, per HT. They are ALSO sought out by human traffickers for "easily controllable Awakened beasts" due to their susceptibility to Awakened drugs and toxins from Awakened para-critters. As such, a Sukuyan would have the following issues in the Seattle of 2077 presented by ShadowNET: They are likely to be the only one of their kind in Seattle. They will be actively sought out and hunted by organized crime syndicates, corporations, and anti-Infected activists - possibly even targeted for a black-bag op or with a bounty placed on their head. The stigma of being some "weird" kind of Infected that the people of Seattle are not used to will cause contact development and location of work to become even more difficult than average. (Which, despite the way ShadowNET works, is actually pretty hard!) The "new dynamic" that they would add to vampires can be easily dealt with with the simple addition of a salt shaker to their Lifestyle. Or they could live off of Bloody Maries with extra blood. And as punny and, admittedly, kind of interesting as that could be, it just doesn't justify adding them as a concrete variant to Vampires. Being easily able to stay hidden in public if the necessary precautions are taken is something that most runners have to deal with. Being SINless at any point throughout your life makes that a necessity. Being a runner makes it fairly important too. As a result, sticking to the shadows isn't necessarily something that is an issue in this case. Staying hidden keeps everyone alive, SURGEd, mundane, chromed, Awakened, and Infected alike.I hope this information has answered your request in a definitive and clear manner.
|Rules Thread III|
Aimed Burst. The attack loses the –2 penalty to the defender but gains +1 DV. It costs the firer three rounds of ammunition. Brain Blaster. The attack gains +2 DV and costs the firer six rounds of ammunition. Does this mean that the defence penalty afforded by firing 6 shots in full auto (a -5 penalty) still applies? If this penalty was removed, should it not be stated in the action, as for Aimed Burst?Mechanically, Aimed Burst comes out 0.66 DV behind a complex burst, and Brain Blaster either comes out 0.66 ahead (with defence penalty) or 1.0 behind (without the defence penalty) compared to complex full auto.
|Brain Blaster also loses the defense penalty, as is strongly implied in the text, for good game design, and as follows from the previous two similar actions, Double Tap and Aimed Burst.||Rules Thread III|
|Augmentation||As mentioned in the rules chat, would like some solid clarifications on what concealability modifiers can fit in the various smuggling compartments, as following:
Smuggling compartment Skin pocket Large smuggling compartment And, for completeness' sake: Cyber holster Cyberarm SlideAdditionally, I'd like to ask what the effect on concealability you think making a weapon capable of being broken down would apply, for purposes of being squeezed into a smuggling compartment, if any.
|A smuggling compartment can hold concealability -1 or lower. If broken down, it can hold concealability 0 or lower.
A skin pocket functions as above. A large smuggling compartment can store concealability +1 or lower. If broken down, it can store concealability +2 or lower. A cyberarm slide can store a taser, a hold-out pistol, or a light pistol. It can store nothing else. A cyber holster can store items with a concealibility of 0 or lower.Concealability as a kludge for storage space is not additive in any sense, but if you're storing an item that caps out your concealability, you likely do not have much more space. Don't be a dumbshit.
|Rules Thread III|
|Magic||Element grenade, Shadow Spells, Page 17. I want to know how an alchemical preparation of this spell would work. The spell itself is a touch-range spell, but the spell explicitly states that it has two components - the initial touch-ranged one to create the orb, and an inbuilt mechanic from the casting that launches the ball away from you with a spellcasting+(Tradition atr.) roll to determine if it scatters, much like a real grenade, so that the mage doesn't have to throw it. By explicit statement this is a function of the spell - making a preparation of the spell should also allow me to launch it, I would believe, but I wanted to make sure before picking up the spell on an alchemist, since it's a very strange case.||Per Ryouichi - The grenade launches itself.||Rules Thread III|
|Rigging||The Remote Cyberhand drone (R5, 130) just came up in the Discord chat. It's stats (only listed in the back tables) are all n/a, apart from sensor which is -, though it does have an availability and cost. How should this be handled?||Treat it as a 1 in all drone attributes for the time being. This subject is open to being revisited at a later date, particularly if anyone hunts up some freelance intent.||Rules Thread III|
|Magic||Just to crystalise the results of the discussion I started last night:
Are you mechanically able to have a spirit use the Innate Spell to sustain a spell on you indefinately? If one is possible, how does the service cost work out?Are there any other factors a runner should be aware of?
|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 dissapates). This is subject to being revisited. Note that the spirit will take the sustaining penalties, and spirits can't use psyche.
It is a single service to cast a single spell and sustain it.Spirit index is relevant. This entire ruling is subject to being revisited at a later date.
|Rules Thread III|
|Armor||What is the damage for the Shock Frills armor mod (core, 438)? Searching the shadowrun reddit shows that yes, Catalyst did another Catalyst, and most people seem to say damage equal to shock hand, but since it's another missing rule, I'd say it's a rules team decision.||We will operate on the assumption that it is damage equal to shock gloves - 8S(e) AP-5.||Rules Thread III|
|Magic||if you have a punch mage does the unarmed skill test fully replace the spellcasting test or do you need to make an unarmed test followed by a spellcasting test?||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.
|Rules Thread III|
|Magic||For spells like destroy(weapon) how many boxes do guns have?||Assume any device without a clear means to determine it's physical boxes has 8 boxes of physical damage and is immune to stun damage (though electric damage would deal physical against anything a GM deemed sufficiently electronic.)||Rules Thread III|
|Weapons||Recoil is a state based on the character, which is why both guns add to your total RC.
When you fire both shots, they happen at the 'same time.' Basically both attacks are in reality one attack being split. If it helps its best to think of it like your two guns are actually one gun firing more bullets. Thus, you are taking -3 to both attacks! ... Except that would be a -3 penalty to dice pool before split. I think the better interpretation is: "Work out your total recoil penalty from all bullets, and apply to both attacks."Cheers. Now I have to get another 2 points of RC from somewhere and a second 20K¥ gun....
|Rules Thread III|
|Downtime||Assumption 1: I buy gear or start training a skill today, out of game. These items or training will take 4 days to complete.
Assumption 2: Later today I begin a run that competes later today Question 1: In-game, if the run takes more than 4 days to complete, does my character gain access to the delayed gear/skill on the 4th day of the run? Question 2: If the gear/skill is gained, is it lost again after the session completes until the appropriate out-of-game time has passed? Question 3: If we ignore Assumption 1 and I had nothing ordered, but in-game I order it on day 1 to help complete a run objective then get it on game-day 5, when the game completes, is that gear temporarily out of play until sufficient OOG-time passes?Sorry about these questions, but I found myself in the Q1 circumstance last night and I wasn't sure how to handle it. I didn't ask and just assumed I didn't have the ordered stuff, which was a safe and easy way to go about it and seems like a good way to rule. However Q3 throws a bit of a wrench into that assumption.
|1: Gm discretion. They can go either way, it is their call.
2: No. 3: Also no.Note that all training (and other karma expenditures, as well as nuyen expenditures above certain thresholds) must be noted on a GM's AAR for recordkeeping purposes, but that is seperate from any of your questions.
|Rules Thread III|
|Armor||So, curious if other sets of armour that could be considered full body armour, such as Urban Explorer with a helmet, could be modified with chemseal, into their capacity, or is the ruling in the rules answers document (#20) going to be upheld.||Any set of armor that comes with a helmet can be made chemseal, but you must pay the cost in capacity in the body of the armor, and must be wearing the helmet. Full body armor can make use of the capacity-free chemseal, at the cost of drastically raising the availability. Since Full Body Armor is not subject to upgrade rules as such, this makes it "milspec" according to our player rules, and typically requires a run in order to acquire.||Rules Thread III|
|Rigging||When using drones slaved to an RCC running the Swarm Program and Clearsight, and I use a function of their sensor suite for perception, is the dice pool increased to:
Clearsight + Pilot + (Swarm -1) [Sensor+ (Swarm-1)]?Additionally, what determines when Electronic Warfare is used vs Perception when attempting to perceive things with a drone operator?
|To the first part, correct. To the second, it is the discretion of the roller when using a sensor array (and only an array). Otherwise, it is perception.||Rules Thread III|
|Gear||Question came up a few days ago, so just dropping it here.
Essentially, can micro cameras be slotted into the capacity of wearable imaging devices, such as contacts, glasses, goggles, etc, or is that capacity strictly for vision enhancements only?Alternatively, since they're electronic imaging devices, could software just be used to record what the device is seeing, rather than requiring a dedicated camera to be built in, much like just recording what a monitor is displaying in reality.
|Visual capacity is typically distinct from any other form of capacity, however, any device capable of taking any vision enhancement is also capable of recording flat video.||Rules Thread III|
|Magic||This was posted in Rules (and got a "no") but I wanted to make a record of it, because, uh, important: Can I actually use analyze device on a foci and thereby increase the efficacy of the foci? I.e. use analyze device on a rating 1 power foci, get 5 hits, now it functions as a rating 6 power foci? Because this was suggested to me and seems insane||You can use Analyze Device on the Device portion of the foci. I.E. If you have a gun thats a power foci then analyze device will let you shoot better, however it has no effect on the foci portion of it.||Rules Thread IV|
|Augmentation||A discussion on Discord turned up this inconsistency:
Muscle Toner: "This bioware is incompatible with augmentations that increase Agility, including the muscle replacements cyberware" Muscle Augmentation: "This bioware is incompatible with augmentations that increase Strength, including the muscle replacements cyberware." Muscle replacements though... have a different wording. "It cannot be combined with other augmentations to the muscles, including muscle augmentation or muscle toner bioware" Which causes conflict with the Suprathyroid Gland one way, but not the other way. With the intent seeming to be that you can't get +2 from one source and +2 from another source to avoid the high Availability of say Muscle Toner 4, the question is: Is the Suprathyroid Gland incompatible with Muscle Augmentation and Muscle Toner bioware?credit to Rinnolk
|A Suprathyroid Gland will stack with Muscle Replacement, but not with Muscle Toner or Muscle Augmentation.||Rules Thread IV|
|Vampire||Is creating Renfield (seen in Hard Targets 127/128) legal for player character vampires?||Renfield is not legal for player use, per the Hard Targets approval post. If for some reason it's not banned in the above, I'll be filing an emergency ruling.||Rules Thread IV|
|... further results|