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.

Character Slots

Every player has five character slots to begin with

You may purchase additional character slots, the first three cost 25/50/75 GMP respectively, while the forth onward cost 100 GMP. These may be upgraded to Prime at a later date.

Prime slots enable you to use Primegen for a character, and cost 100+(50 x No. Prime Slots) GMP. 100, 150, 200, etc. When you wish to purchase a prime (or normal) slot, ping Rules Head and Chargen Head in the Gear Acquisition channel as if you were purchasing a quality. The prime slot remains even if you retire the character

You may resubmit a character created in standard character creation into a prime character slot, if you have one available

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!

Once you have completed five runs (played in, or having GMed), and have been active for at least a month, you will unlock access to Metasapients,Shifters, Changelings (Type III only) Drakes, 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 (can be applied to items obtained in career as well) 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. Likewise Implant Grade may be raised in this manner

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

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¥

Please note that player characters with the instruction skill do not count as teachers

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 5 to rank 6 is: 6 x 250¥, so she will pay a total of 1500¥ nuyen.

Attributes

Attributes can be raised at a rate of 1 point per week, regardless of base level. The exception to this is Edge, which takes no time at all.

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¥.

Downtime

you get a 1 downtime day after each run, as you rest, recover, rebuild your gear, etc.. Training timers are not affected. If it takes a real-world Month is required for a thing, it takes a real-world Month. If you managed 15 runs in a month somehow, you’d get a ton of downtime activity days, but that won’t give you 15 real-time days of timers. These run synced downtimes are strictly tied to downtime activities. During these downtime days (24 hours) you can perform any action (Binding and Registering Included) These 24 hours are “work hours” no need to track sleep/life. Please make all of these roles on the GMs table when possible, else use the Gear Acquisition channel.

  • Other characters May assist in downtime tests Caveats apply:
    • Has to be a test that you can teamwork.
    • All teamwork rules apply.
    • The helping character(s) must also spend downtime to help.
    • All characters involved in the downtime work must show their work with good descriptions in #gear-acquisitions, and the assisting people have to complete their rolls before the leader rolls (again, with full descriptions).
    • Rule of thumb: Make sure your rolls are fully explanatory, so someone coming in behind you can see that these two characters helped you and are spending downtime, giving you 5 dice, that you have five+ ranks in, for your final roll that spends your character's downtime.
  • General
    • You can teamwork Tests in #gear-acquisition
    • 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 or Pet Sprite assist you in your teamwork tests.
  • Other players buffing your stats when not on a run They can for RP purposes, but no. When a session for a run starts, people not present cannot have buffs active on you.

A GM may allow 'I normally recast, then stick the spell into my sustaining focus' "always-on" self-cast/applied buffs. But they may also make you reroll. Entirely up to them.

  • drugs such as Psyche may be applied in Downtime activities, as long as addiction is rolled normally, and the duration lasts throughout the activity


Extended Tests/whatnot that take a day interval only use 16 of the 24 hours from each downtime day, since you’re not working every hour of it

Rent

Clarifications: After passage, this was later toned down to only apply to karma purchases with timers(either before or after the purchase). Rent will never need to be paid more than once per month. If you backdate a purchase to a month, everything good or bad related to that purchase is also backdated to that date instead of the date you made the change, including this rule. Rent does not have to be paid in a month where timers tick down, only in a month where a purchase was backdated to.

For example, if you ran on month 1 day 15, didn't run on months 2-5, and then decided on month 6 to backdate two initiations. Month 1 day 15 you initiate, but rent was already paid for that month. Month 2 day 15 you initiate again, and backdate paying rent on that month despite not running. Month 3-5 you do not pay rent, despite the initiation timer ticking down into Month 3, because no purchases or runs happened. Month 6 you also do not pay rent unless you take a run during that month, because the purchases were backdated to previous rents. If you then decide to backdate a infected power to Month 2, you do not need to pay rent a second time because rent has already been paid for that month.


Positive and Negative Qualities

Purchasing new positive qualities and buying off negative qualities after character generation requires a posting in #gear-acquisition on the Discord 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 one Negative Metagenic Quality 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.

ShadowNET addiction rules

Addiction tests

RAW rules for handling addiction tests are to be ignored instead use the following:

When a character takes a drug, that character immediately makes an appropriate addiction test. The threshold is set this way:

11-Addiction Rating = maximum reduction of threshold Number of weeks since you last took the drug = -1 per week (maximum 11-AR as mentioned above)

Example: I use Kamikaze for the first time. 11-AR is 2. I can get a maximum of -2 to the threshold, if I don't use kamikaze for at least two weeks. This is my first hit, there is no reference point of a 'prior dose'. So I immediately roll WILL+BOD (as it is a physiological addiction), with a threshold of 3. If I take another dose three weeks later, I immediately roll WILL+BOD (threshold 1; it's been three weeks, which would normally be -3 to the threshold. But Kamikaze is addictive as heck, so I can only reduce it by -2 from 2 weeks (the result of 11-AR comparison).

Example 2: I use Psyche. The first check is WILL+LOGIC (psychological addiction), threshold 2. Psyche is less addictive, and starts with a lower threshold. 2 weeks of abstinence lowers the threshold to 0 for the next check. If I only wait a day for the third dose, my third check is back to threshold 2. If I take the fourth dose a month later, I would get -4 to the threshold (but with the threshold being 2, I hit 0 well before that).

Example 3: First dose of Novacoke, check is both physiological and psychologically addictive, so I roll WILL + ((BOD+LOG)/2) (Average BOD and LOGIC, then add WILL. Don't forget to round up if needed). BOD 3, LOG 4, WILL 5, would mean rolling 9 dice, threshold 3 for the first check. Waiting three weeks before the next dose would lower the threshold for the check to 0 (and the AR of novacoke allows for up to 4 weeks of reduction, for up to -4 to the threshold).

Note: Even if the check would drop a threshold below 1, you still MUST ROLL (if only to check for glitches or critical glitches).

Drug use for those with frail attributes is not recommended.

Addiction test pools

Psychological: WILL+LOG Physiological: WILL+BOD Both tests required, perform a single: WILL+((BOD+LOG)/2)

(Note: yes, average of BODY and LOGIC)

Failing the test causes the character to gain a Mild Addiction to the substance. If you already have an Addiction to the substance, failing the test means the addiction progresses one level.

No addiction may progress more then once in an active month. If a player/GM forgets about the required check, that roll can be made in the #gear-acquisition channel as long as it's labeled and verified by the GM and Rules department.

Gradual Release Glands

If a character has a gradual release gland they make the appropriate addiction test(s) a minimum of once at the beginning of each run. GMs running longer runs may opt to have an additional check per additional in-game day (a run that takes a week in game would mean 1 test at the beginning of the run and up to 6 extra tests for the additional days). This fixed interval can be seen as a byproduct of the chemistry and properties of the gland, even if the drug would normally introduce a check every few minutes or hours if taken again directly after each dose expires.

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, or the hyper-loop connected Los-Angeles.

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

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.

  • Uses for Karma and Street Cred, from Better Than Bad
    • Except for favors, contact and faction uses in this section are not in use. This may be changed at a later date.
    • Exchanging for favors requires GM fiat on if the contact is willing to do the favor. You do not expend karma or streetcred if they refuse.
    • Using street cred/karma for the Influence skill group is allowed.
    • Street cred/karma may be used to reduce the cost of a lifestyle. This cost reduction lasts until the lifestyle is burned or you stop paying for it. The street cred/karma cost is dependent on the difference between one month of each lifestyle, and works even for permanent lifestyle purchases. Advanced lifestyle rules can be used with this cost reduction).
      • Cannot be used for Trust Fund at higher levels than it would normally allow (i.e. you cannot buy luxury down to high with SC and then park it in your trust fund)

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 one run the character has been on previously.

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.
  • Karma gained from GMP does not count towards Career Karma, and does not give Street Cred.
  • You cannot redeem GMP mid-run

Gear-Acquisition

The Gear Acquisition channel on the discord server is where you are required to post all skill increases/acquisitions, attribute raising, quality obtainment (pinging chargen head and rules head for ones you were not awarded from a run), critter power purchases, initiations, submersions, martial arts training, spell and complex form learning, and gear purchasing. Rent goes onto the rent thread on the subreddit.

General

  • Buying hits is always GM fiat, no matter what roll it is.

Can only pre-edge the first test in an extended test, however every roll gets the edge added to it

Languages do not add the specializations to how many social ranks you can use

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.
    • There is not cost for implanting previously purchased augmentations
    • Critters
      • Augments that grant skills don't work on the non-sapient critter themselves (skillwires); they can work for jumped-in Riggers.
      • Augments that enhance skills the non-sapient critter already possesses (reflex recorder) do work as normal.
      • The augmentaion notes on page 181 howling shadows apply to animal form shapeshifters, and shapechanged metahumans


Cyberware

  • Bone Lacing
    • Cannot be made into a weapon focus
    • Does not add to the damage of natural weapons
    • the damage from bone lacing does not stack with other implant weapons. anything that is denoted as str+x does not stack with other augments denoted similarly
  • Greyware
    • Ware has to have a listed wireless bonus and/or be capable of being obvious in order to qualify. Bone lacing is an example of cyberware which does not qualify.
    • Internal routers cannot bypass the loss of wireless bonus.
    • The maximum magic loss due to the special effect of greyware is temporary. Current magic loss, and maximum magic loss due to essence loss is permanent.
  • Control Rig
    • Does not come with the wireless bonus of a datajack, only the port and meter of cord
  • Cosmetic Surgery
    • flat 10k
  • Flametosser
    • Cannot take weapon accessories, it does not count as a cyberweapon
  • Augmentation Bundles
    • Allowed, don't make your own
  • Ares' Getting Network
    • the rating of the mapsoft is detail, as such the limit is per rating.
  • R4-6 vision and audio enhancements are available only as implants, not in equipment that takes visual/audio modifications
  • Autovoice
    • Hacked version can allow you to mask your voice and impersonate others, but it does not give any bonus to the roll to do so.
  • Smart Articulation
    • body does not add to soak, works for grappling
  • Finger Grenade
    • detches sadly
  • Cybergland
    • Ready Weapon action to apply the toxin to a weapon, complex action if it is hooked up to an implant weapon already.
    • Aerosolized mist with a contact vector would require an unarmed touch attack, it can only apply to a single target. If you miss the dose is still used anyway. The Cyberweapon specialization applies on top of the normal +2 for touch attacks
  • Cybergun
    • Ares Redline may fit in the SMG slot
    • Still requires a simple action to ready
    • May only receive stock mods, suppressor, and/or Laser Sight as modifications
    • you may implant a gun you already own, but this will remove all incompatible mods, as well as need an AV roll
    • Exotic ‘pistols’ use the heavy pistol slot for implanting (go off of range for now)
    • Custom ones are Subject to the same limitations as stock ones, i.e. only having silencer and laser sight as modifications they can accept. Though they do keep any stock modifications the weapon possesses, and get an inherent smartlink at no extra cost
      • For ammo the capacity remains the same, however the type is converted to an internal magazine (m) per the CRB rules cited above. So a SIGMA-3 still has a 50 round capacity, but you need to manually shove the rounds in your arm if you don't want to use an external clip-port.
  • Cybergills
    • you may breathe air or water with them
  • Steamers
    • Fluff fluids yes perfumes, coloured liquids, vape juice, etc.
    • Can be used to self-administer inhalation vector drugs. the drug Dissipates too quickly to use on others.
  • Datajack+
    • Living personas can use this if they’re capable of being a master or slave of a PAN (see One with the Matrix).
    • Only runs the programs on one device, you can use a free action to switch between it helping your living persona and a device you’re physically connected to.
    • Does not come with preloaded programs.
    • Still gives noise reduction like a datajack.
    • Follows normal rules for changing programs.
    • Upgrading to the Datajack Plus is covered by upgrade rules
    • Datajack+ can function with an RCC, and run autosofts.
    • Datajack+ cannot run Swarm
    • Datajack Plus can stack to a max of 2.
  • Antenna Grill
    • Requires implanted cyberdeck/commlink or a living persona,
    • can only be taken by characters with tusks (Orks, Trolls, people with implanted tusks, etc.)
  • Cranial Cyberdeck
    • Grade multiplier only applies to the 5,000 nuyen addition to the cost of the deck
  • Horn Compartment
    • In order to take this option one must have a horn
  • EARRs
    • Penalties apply to all non-matrix actions
    • Adept Centering can apply to Dice Pool penalties
    • please note this does not allow you to walk around while in VR, that is the function of the Evo Sublime deck. This allows you to use matrix initiative while in the real world.
  • Cranial Shield
    • Cannot be turned off
      • Note to GMs: The forceful implantation of this device will for the time being require Rules and GM head approval.
  • Modular Connectors
    • If a nartaki replaces two of his arms with these, it removes the freaks modifier. Note that it is still odd to have two extra shoulders
    • You cannot stack armor from upper and lower modular limbs
    • both the cyberlimb and the modular connector need to be the same grade
    • Cannot remove someone else’s limbs using a called shot
  • Cyberskull
    • Cannot take the cyberlimb optimization modification
  • Cybertorso
    • Cannot take the cyberlimb optimization modification
  • Cyberspur
    • You may take plasteel/ceramic components on Spurs
  • Casemods
    • Are purely cosmetic and have no required cost
  • chameleon processor
    • Skin toner with a chameleon processor functions as ruthenium polymer coating rating 4
    • Colors hair/fur as well as skin
    • Cannot stack with altskin
    • In general anything more than swimsuit/gloves/combat harness/shoes/the like removes the bonus
    • respirator/goggles are fine, gas mask/ballistic mask/anything with armor without rpc is not
    • Compatible with Chameleon Skin bioware
  • 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
  • Damper
    • gives +2 for damage resistance tests on attacks from the Ares Screech Rifle
  • Datajacks
    • You can stack the Noise Reduction bonus from multiple Datajacks
  • Fiberoptic hair
    • Fiberoptic hair can change color dynamically, but it cannot make itself invisible
  • Smartskin
    • You may benefit from all three modes from Smart skin at one time (impact plates, unarmed damage, armor)
  • Internal Router
    • An internal router does function with external gear (Eg Smartguns)
    • 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.
    • Reaction Enhancers and Wired Reflexes can be wireless with the internal Router
  • Ocular Drone
    • GM fiat for if the -3 applies to non-visual based actions
  • Skillwires
    • The -5 penalty to initiative lasts as long as you have a skillsoft loaded
  • 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.
  • Skin Toner
    • colors hair/fur as well as skin
    • Armour accessories don't count as worn armor for the purposes of skin toner, within reason. A ballistic mask or similar small piece of armour won't interfere enough to break the effect, but a ballistic shield or cloak will.
    • Striking Skin pigmentation and skin toner are compatible, since skin toner is not a' bioware skin augmentation', and both can apply their mechanics at the same time.
    • 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 armor rating, but can have underwear for modesty reasons.), it also functions as a chameleon suit. (p437, CRB) including wireless bonus.
  • Cyber Digitigrade Legs
    • As of 3-27-2017 It has not been determined how Cyber Digitigrade legs and Satyr Legs interact if at all.
  • Eye Protectors
    • Applies armor to called shot: eye, does not add to encumbrance
  • Ear Protectors
    • Applies armor to called shot: ear, does not add to encumbrance
  • Cyberfins
    • Cyberfins and the power-swimming adept power stack additively.
    • They have no special interactions with the webbed digits bioware
  • 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.
    • a non implanted version of the glass cutter mod is available for 250 nuyen, 4 availability
  • Cybereyes
    • Cybereyes can be combined with tetrachromatic vision.
  • Cyberears
    • Turning off cyberears applies the same benefit for auditory attacks as select sound filter does
  • 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
  • Chipjacks
    • Multiple may be installed, but they do not stack. Only the highest rating applies. However you would still have more room to slot physical chips, if not activate them
  • 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>
    • You cannot combine multiple into one container
    • If a technomancer has a smuggling compartment and Skinlink, they are considered to be direct connected to things in the compartment
    • Roughly 50 or less datachips can fit in a smuggling compartment
  • 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>
    • You cannot combine multiple into one container
  • 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
    • If you have a modular partial cyberlimb, and dynamic handprints, you may give the arm to someone else to give them access to the dynamic handprint system
  • Full Cyberlimbs
    • Average strength and agility is still 2 arms/2 legs/torso for Nartaki, the attribute differences on arms only matters beyond this for if you’re specifically using that arm to act. Using more than two limbs for a task uses the lowest attributes
    • You may use upgrade rules to turn a normal cyberlimb into a modular one
    • "Cyber implant weapon" specialization does not apply to using a cyberlimb.
    • Can upgrade from an obvious limb to a synthetic limb, but not vice versa
    • You cannot gain more than 2 cyberarms without the Shiva Arms metagenic quality
    • Use the average of limbs + torso for full body actions
    • 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 non-magical, resonance, or matrix skill.
    • 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.
    • Qualities or abilities based on the natural shape of limbs or the body are kept with cyberlimbs (such as satyr legs), unless it explicitly states it does not. Those based on the natural composition of limbs are not kept with cyberlimbs, such as setae.
  • Smuggling Compartments
    • actually detecting things in an augment smuggling compartment would require a full body patdown or imaging tools
  • Active Hardwires
    • Compatible with Reflex Recorder as long as they are for different skills
    • Max rating of 6
    • Cannot currently be influenced by Overdrive Complex Form
  • Implant Medic
    • requires a hard nanohive
    • Affects anything connected to the augment, if you have modular connector
    • Cost is affected by grade as well as any modifications you apply to the augment
  • Nanohives
    • you may only change the nanite type in a hard nanohive
    • The time to reprogram nanite swarms isn't stated. CF146 says they become active after about a minute. So timing is GM fiat, with the recommendation that about a minute after the command to the Hive to reprogram its system is issued, the swarm will begin functioning as the new type.
      • During that minute, the swarm is not functional as ANY type, but is still present and attackable (by enemy Hunters, for example).
        • The time to store/deploy swarms is also not stated, so GM fiat, with an encouragement for it to take no longer than a minute to store a swarm in its hive and redeploy it.
    • Cannot reprogram a hard nanohive to be an implant medic
  • Nanites
    • Neo-Cortical nanites
      • Limit boost only applies to mental limit, not matrix attributes or complex form limits
    • Limbic Nanites
      • Limit boost only applies to mental limit, not matrix attributes or complex form limits
      • Helps with perceptive defender
  • Liminal body centaur
    • comes with 4 cyberlegs, and total has 80 capacity
    • Requires 4 skimmers, total speed triples
  • Cyberlimb Optimization
    • Can not be taken for skulls or cyber torsos
    • If given proper reasoning, may be argued for on case to case basis

Bioware

  • Cultured Bioware
    • you cannot sell Cultured Bioware at all
    • Cannot be Used Grade
  • Bi-lateral Coordination Co Processor
    • 1 per extra off-hand, just like ambidextrous
  • Seal-Skin
    • Negates the -2 penalty to actions from the Water Elemental Effect’s puddle, as long as you are barefoot
  • Biosculpting
    • use this table for costs
      • Minor - 275 nuyen
      • Moderate - 1,250 Nuyen
      • Sever - 0.25 Ess 8 Avail 2,000 Nuyen
      • Sever-Extensive - 0.5 Ess 12 Avail 10,000 Nuyen
    • Ping the current Rules head on Discord to see if certain things are within the bounds of biosculpting
    • Lamia and similar are unable to be achieved with biosculpting currently
  • Vocal Expansion
    • Can only be betaware or higher grade.
  • 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)
    • Effects BTLs (both duration and addiction)
  • Chemical Gland
    • you can poison a weapon with a spit 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.
    • You still have to roll for addiction like normal when using a gradual release chemical gland
    • 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.
    • You may secrete a dose from a weapon connected to your chemical gland to apply externally, however it will only last 24hours
    • Need one weapon reservoir implant per weapon attached to the gland, doesn’t increase the amount of doses the gland has
    • Permitted drugs/toxins are:
      • Drugs:
        • Betel
        • Bliss
        • G3
        • Hemosynth (Note: has no effect as currently we do not use the 'Care Under Fire' rules from B&B)
        • Hurlg
        • Nightwatch
        • Novacoke
        • Soothsayer
        • Snuff
        • Woad
      • Toxins:
        • Aconite
        • Atropine
        • Chloroform
        • Gamma-scopaline
        • Picrotoxin
        • Tear gas
        • Tetrodotoxin
      • No magical compounds, awakened drugs, or BTLs.
    • Drugs from a chemical gland are still drugs and not augmentations for purposes of compatibility
    • Weapon Reservoir
      • Natural weapons may be attached to it, must expend two net hits to activate (does not add to damage).
      • Can choose after attack but not after soak whether to activate
      • There has to be at least 1 box of unsoaked damage(physical or physical converted to stun) in order for the poison to work.
  • Mnemonic Enhancer
    • The Mnemonic Enhancer does not raise language based limits.
  • Skin Pocket
    • Can hold -1 or lower concealability modifiers. If broken down it can hold 0. For extra clarification see <here>
  • Spider Silk Gland
    • The spider silk gland can be considered to reasonably hold your own weight, and that of your equipment. More than this is up to the GM to determine, depending on the situation.
    • you may use it to rappel
    • Its attacks have a 20m range.
    • These glands replenish over time, one use per hour.
    • While it taking 5 turns to untangle yourself from spidersilk, regardless of other factors, is silly, it's not worth a house rule to fix, but GM's are free to call for other tests to free yourself, such as escape artist, or strength + body to tear it.
    • you may put this in a tail, though remember your tail is most likely weaker than the rest of your body
  • Striking Calluses
    • Striking Callus' do not apply their unarmed damage bonus to cyberweapons or bioweapons such as spurs, or bone spikes.
    • They also do not increase the unarmed damage of cyberlimbs themselves
    • They do not use the natural weapons spec for unarmed
  • Damage Compensators
    • Track it applies to is picked when you purchase
  • Prehensile Tail (Bioware)
    • This works the same as the Surge Functional Prehensile tail (Pg115 Run Faster)
    • Can take bioweapons such as a stinger or sprayer
    • you may have it be multiple tails, but they must work together to be prehensile
  • Stinger
    • One ‘tiny stinger’ could use all fingers on one hand, would need a second one for each additional hand
  • Tail
    • Acts as the Balance Tail metagenic quality
  • Bone Spike
    • Cannot be made into a Weapon Foci
  • Troll Reduction
    • Troll reduction also doesn't make you look fully human. What it does is make your uggo troll features like facial dermal deposits go away.
    • You can only get rating 1 Troll Reduction on Orks. You can only get rating 2 Troll Reduction on Trolls.
      • Cannot raise your maximum Charisma above 6
    • Barkskin is not removed if taking Troll Reduction
  • Bone Density
    • The bonus body applies for Fatigue tests
  • Muzzle
    • The accuracy bonus only applies to the Fangs bioware, not infected, changeling or other fang weapons.
  • Suprathyroid Gland
    • stacks together with muscle toner, muscle augmentation, up to +4 agility and +4 strenght
    • stacks with synaptic booster, and boosted reflexes, up to +4 reaction

Geneware

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

To detect Geneware, use standard cyber scanner rules with a gene tech only scanner (rare)

  • 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
    • When using Long Haul, narco reduces the amount of time spent asleep after both the first and second doses, in addition to reducing the amount of stun taken. For purposes of determining downtime, roll the 8d6 as normal then halve results
  • Magnesense
    • Cyberware containing metal is detected
    • GM fiat for perception threshold
  • Hyperthymesia
    • prevents glitches from turning into critical glitches on memory tests, when combined with qualities such as Decaying Dissonance
  • Synaptic Acceleration
    • Will not apply initiative bonus to VR, or any other bonus to Matrix combat (May apply with Sublime or Sleepwalker)
    • Stacks with Predictive Analytics Echo
    • Is disabled by Reaction Enhancement Optimization
  • Immunization
    • similar agents optional rule is available for use
      • It is GM fiat for what is ultimately a “similar substance” to the one immunized against.
    • Treat additional doses as having half power (GM fiat for the effect multiple doses of drugs have in combination)
    • Keep in mind the limitations in the therapy including no nerve agents, exotic viruses, highly mutable agents, etc. If in doubt, it probably isn’t immunizable, but feel free to ask in the rules channel
  • Therapeutic Genetics
    • cost no essence is fine since they're all fluff
    • fRequires a facility to fluff doing the geneware treatments yourself

Combat

General

  • Actions
    • Cannot turn one type of action into another
  • specializations
    • Dodge is a valid specialization for Gymnastics
    • Touch-Attack is a valid specialization for Unarmed Combat
    • Having a specialization in a martial art that applies to block/parry/dodge (in the correct skill of course) will apply to block/parry/dodge
  • Fatigue
    • Dehydration and similar fatigue penalized by armor, implant armor counts (unless it’s cyberlimb enhancement armor)
    • Frostbite receives insulation armor mod as bonus dice to resist
  • Radar
    • Can bypass invisibility (and improved invisibility) and other types of magical concealment.
  • concealability
    • Generally concealability of +4 or less is one handed, however, some specific items may require both hands anyway. A double barrel shotgun with sawn-off and stock removed is an example of one that works one handed
  • Grazing hits
    • Elemental weapons do nothing special on grazing hits unless otherwise stated, such as with shock gloves.
  • Hardened armor
    • Damage must be greater in order to need a test to resist, equal to or less than (after AP) ‘bounce’
  • Touch Attacks
    • Shock glove/hand does damage on a successful touch attack, no damage increase with net hits
  • Natural Healing
    • Wound Mods apply to this test
  • Specializations apply for quick draw tests
  • If something adds to the specific skill being used, it applies when using [Block/Dodge], such as reflex recorder or cyberlimb optimization
  • Interception can be used as a rough estimate for how close you need to be to attack someone in melee, at GM discretion.
  • Drain and Fade
    • Do not count as damage resistance tests, for purposes of modifiers
  • Condition Monitor
    • you fall unconscious if either condition monitor (physical or stun) is filled, pain editor does not keep you functioning if you are bleeding out
  • 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.
  • Shotguns
    • Choke settings only effect shot rounds/flechettes
  • 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.
      • if firing with two different weapons at two targets, both can be forced to take the full penalty. Be aware of the recoil this would generate
    • 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
  • Unarmed Combat
    • Unless knucks/similar unarmed weapon has toxins or is a weapon focus, use better of augmented Unarmed Combat, or the weapon itself, for damage (fluffing the use of the weapon). If it does have toxins/is a weapon foci, use the weapon’s damage
  • Shooting Into Melee
    • The Example for "Shooting Into Melee" from SR5 190 is encouraged to be used by GMs for a glitch or even a crit glitch but not is not a standard rule.
  • Toxins
    • You can apply a toxin to a blade and reholster it, yes this is terrible for the weapon, no that isn’t reflected in mechanics. Poisoning a blade is a ready weapon action

Called Shots

  • General
    • If you split the dicepool to attack multiple targets, it applies to all targets
    • You cannot use multiple called shots in the same initiative pass.
    • Called shots cannot be stacked upon one another by spending multiple free actions.
    • Using a called shot does not break Aim.
    • Finishing move is the closest to a called shot to remove a limb
    • DV Limits are applied after soaking damage.
    • Called Shots whose damage is normally resisted by only body do not ignore hardened armor from Critter Powers and similar
      • Examples include the Hardened Armor power and Immunity to Normal Weapons
  • Troll Finger Popper
    • limit the final damage, not the damage to be resisted.
    • Things with the Critter Power "Hardened Armor" (or things equivalent to it, such as ITNW for materialized spirits) do not have unarmored bits you can fingerpop/whatnot to 'avoid the armor'. If you shoot a dragon in the EYE, you will potentially get benefits for called-shot eye, but you'll always have to deal with its Hardened Armor.
  • 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
    • It can stop Regeneration, if the spine or brain are specifically targeted.
  • Brain Blaster
    • This action does not give the defender a defense penalty. It instead gives the attack +2 DV.
  • Hit Em Where It Counts
    • Can be used with injection vector weapons (stingers, injection arrows, throwing syringes, etc)
  • Shield Walk
    • Can be used with one shield only.
  • Zanshin
    • Social Manuever
      • Opposed test is Judge Intentions vs. Composure, not Judge Intentions vs. Judge Intentions.
  • Hustling the Mark
    • You have to fail the first con in order to get the bonus on the next one
  • The following actions from Run and Gun can be used with Called Shots
    • Aimed Burst
    • Ballestra
    • Brain Blaster
    • Double-Tap
    • Finishing move
    • Flying Kick

Martial Arts

  • full offense
    • Cannot be used in combination with Riposte and Counterstrike
  • Clinch
    • Defensive interrupts apply to the defense against Clinch.

-1 reach weapons still give a -1 to use while in a clinch

  • Counterstrike
    • Defensive interrupts do not affect Counterstrike.
    • Reach does not affected Counterstrike.
    • A tie results in a glancing blow for both sides, meaning nothing happens unless somebody is doing something with touch attacks that function on a tie.
    • Cannot Counterstrike a vehicle
  • Iaijutsu
    • Iaijutsu shall be assumed to allow one to - with a successful Quick Draw test - attack with a melee weapon as a simple action
  • Riposte
    • Defensive interrupts do not affect Riposte.
    • Reach does not affected Riposte.
    • Cannot Riposte a vehicle
    • A tie results in a glancing blow for both sides, meaning nothing happens unless somebody is doing something with touch attacks that function on a tie.
  • Two Weapon Fighting
    • Shields are compatible with two weapon fighting
    • In instances where you're using unlike things (blade/club, blade/shield, etc), you should use the lower of the two skills to attack (and the lower number of ranks for concerns like Teamwork, etc).
  • Called Shot Pin
    • AP modifies the targets armor and Net hits on your attack test modify your DV for determining if you pin a target---
  • Sweep
    • Damage from elemental body/aura is still converted to stun
  • Close Quarter Firearms: Pistol
    • Works with Machine pistols if you use them with the pistols skill and as single shot
    • Works with any concealability 0 or lower firearm
  • Finishing Move
    • Must be declared before the first attack
  • Randori: Vitals
    • Does not count for Locational Called Shots, however Vitals may be fluffed as going for the neck
  • Kick Attack
    • The reach does not help with defense
  • Mana Strike
    • Functions with anything that uses the unarmed attack action (which includes unarmed weapons such as shock gloves)

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.
    • When using a drone swarm, pick a drone for it to originate from. Use this for all positional effects, including area suppressed. All drones in the swarm need to expend ammo to use Suppressive Fire
    • Suppression does not apply to defense tests.
    • If surprised, you get no defense test for this
  • Brain Blaster
  • Causes no defense penalty
  • Aimed burst
    • Causes no defense penalty
  • Flechette Suppressive Fire
    • If you are not using a shotgun, consider it a ten meter area of suppression
  • playing possum
    • complex action
  • Quickdraw
    • Limited to a simple attack for whatever the gun is (usually simple full auto maximum)


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.
  • Protect the Principle
    • You may perform this interrupt action on someone for an AOE attack if you fluff it appropriately
    • You cannot protect the principle if a spirit of yours has already done so
  • I am the firewall
    • Does not apply to astral attacks unless there is visual evidence of the attack or attacker (GM fiat applies for astrally-reactive materials which may allow this to be the case)

Drugs

  • General
    • EZBreathe and Zone may be fluffed as part of lifestyle, however it is up to the GM if they have any actual mechanical effects
    • 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.
    • Animals can use drugs (if they are dosed with them)
  • Amrita
    • Becoming addicted to Amrita makes a character an NPC.
  • K-10
    • retire if you go permanent berserk
  • Hurlg
    • Additional Toxin Resistance dice allow one to consume Hurlg without disorientation, regardless of source, as long as they would be applicable against the Hurlg.
  • nopaint
    • biomonitor doesn’t get around the test
  • Oneiro
    • you still need the ritual to understand
  • 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
  • Buffout
    • does not stack with other strength enhancing drugs or augments
  • 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.
    • Non-sapients (and sapients lacking sim-compatible biology) can't receive skill grants or enhancements from BTL sources, but can experience simsense (effect is largely GM fiat).
    • Sapient critters can benefit normally from both augments and BTL-sourced grants and enhancements.
  • 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.
    • Rock Lizard Blood does not negate itself, all other drugs are ineffective as normal
  • 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.
    • do not reduce the amount of time Nerve Strike immobilizes you for, as that is not the status effect of Paralyzed but instead similar to the effects of having an attribute reduced to 0 from the decrease attribute spell
    • 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.
  • Laes/Laesal Wine/Lael
    • triggers drug interaction as normal
    • Mnemonic Vault cannot protect memories from this
  • Blight
    • 3 hits on assensing should be sufficient to generally diagnose it
    • Removing access to the manascape has a number of effects. Astral projecting mages will die if injected with blight(as they no longer have access to the magic sustaining their form). Drakes turn back to metahuman form with no abilities, as shifting is a magical power. Shifters are stuck in current form until the duration ends. Dual natured beings lose dual natured temporarily if possible(certain creatures cannot lose their astral form due to being their natural state) as well as the use of magical abilities, along with a -4 penalty to all actions. Continued exposure to Blight for dual-natured longer than 24 hours has effects determined by the GM up to and including death.
    • DMSO Blight does not disconnect the target from the manascape, it instead forces a drain test. By default the drain test is body + willpower, but those capable of casting spells may use their traditions drain defense test instead. Chemical Protection may also add dice to this test. While spirits are normally immune to toxins, pathogens, and diseases, they are not immune to DMSO Blight.
    • Blight is considered an awakened drug for the purposes of chemical glands, and is not a valid choice for them.
    • Melee weapons and capsule rounds dosed with DMSO Blight will ignore Immunity to Normal Weapons.
    • applying blight to a weapon only bypasses ITNW for the weapon you apply it to. Small splashes made by capsules and coated melee/projectiles wouldn't make a sufficient enough weakpoint (although the door is always open to GM discretion). If you wanna take the power away wholesale hit em with a gas grenade
    • the -4 for dual natured being exposed applies on both injection and DMSO
    • The amount of exposure for the 24 hours lethal dose required is up to the GM


  • Trance
    • Paralysis penalties only apply in the physical world
  • Red Mescaline
    • The disorient effect only lasts for the first ten minutes
  • 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.

  • Shade
    • Does not allow mundanes to learn Astral Combat or Assensing
  • Snuff
    • Intended to give HPT 1, and as such ODs when mixing with Kamikaze
  • 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.

  • Synch
    • Affects physical Perception, not Astral or Matrix
    • May affect a Sublime or Sleepwalker, at GM discretion
  • Reakt
    • Applies to physical tests, not Astral or Matrix
    • May affect a Sublime or Sleepwalker, at GM discretion
  • Toxins
    • Injecting a toxin will apply injection or contact vectors. Inhalation and Ingestion have no overlap whatsoever, and an Injection vector will have no effect if merely in contact.

A gas mask will provide no protection against Inhalation/Contact vectors, unless something is preventing the toxin from contacting the skin. In essence, a toxin always works against the least-protected applicable route.

    • Injection Vector may be put on throwing weapons or arrows, both that and melee weapons require 1P (after resistance) to affect the target with the toxin
    • SA or other bursts with capsule rounds/toxin giving attacks do not make the target subject to the concentration rules
    • You can inject contact vector toxins and it will still trigger
    • Throwing syringes and natural weapons with chemical glands need at least two hits spent on injecting to penetrate armor. For simplicity, these two net hits are required for those two regardless of whether or not your target has armor.
      • These two net hits don't add to DV, but you would otherwise get the damage of the weapon. As it's made for injecting, they don't need to deal unresisted damage in order to inject if the hits are spent.
  • Aconite
    • Reverts any magical transformation, including adept powers and spells.

Edge

  • General
    • Neither using Push the Limit nor Second Chance will alter whether or not a roll is a glitch. If it's a glitch, the extra dice will not make it not-a glitch. If it's not a glitch, it won't become one, even if all the extra dice roll as 1s.
  • 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.
    • Fatigue can be Smackdown similarly to a damage resistance roll, scoring only four hits
  • 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. Note for mana area spells, you must pass a numinous perception test to detect the spell is being cast. This would not give the area of the spell, so you may run directly into the spell. Or run when there is no area spell cast. Physical spells are obvious enough to not need numinous first
  • Companions
    • Sprites, Animals under your control, and Spirits cannot use their own edge. A PC may use their own edge to assist them

Equipment

General

  • Devices
    • 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.)
  • miniwelder
    • does not have AP when cutting through a barrier
  • Maglock
    • CRB 359 lists locks by type. The rewire option is under keypad locks, so no other lock can be opened this way

Ammunition

  • Handloaded Rounds
    • May not be arrows, bolts, or other non-bullet ammunition
    • 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.
    • Microgrenades, as well as all firearm and heavy weapon ammo are legal.
  • Looper Rounds
    • do not trigger if thrown at a camera
    • Hitting one cybereye or cyberears effects both cybereyes or cyberears.
  • Grey Goo armor eater
    • Max rating is 12, only applies one damage code per attack
  • Maker Magazine
    • You can only make rounds that are in the rulebooks.
      • Rounds that can be made are in Page 433 of the CRB and Page 55 of R&G, with the exception of tracker round’s, taser dart’s and assault cannon ammunition.
    • Rounds made in the maker Magazine may not be hand loaded.
      • May not use rounds made of Exotic Materials
        • Examples of exotic materials include: Depleted Uranium, wood, precious metals, etc.
    • Capsule and Injection rounds are not created with a chemical payload.
      • You may insert payloads into rounds made this way.
  • Maker Missiles
    • May only use Missles from 435 CRB
  • Fuzzy Rounds
    • Suppressive fire only adds suppression modifier, not noise.
    • If you are hit by a round in suppressive fire, you are affected by the base noise level of the round.
  • E0-E0 Rounds
    • Standard rounds only come in Holdout/Light/Heavy pistol, Machine Gun and SMG sizes.
    • Rifle rounds only come in Sporting/Sniper Rifles sizes.
    • Matrix damage as the weapons DV
    • Small rounds deal no physical damage.
    • Rifle/AR: four less damage than listed damage as matrix and deal physical as well,
    • For NPC attackers GM decides which grid the bullet is fired on.
    • For NPC defenders GM decides which grid the defender is on.
    • Note: This weapon does not do biofeedback damage.
  • Arrowlink
    • Remaining cable is spooled inside the arrow.
    • This Arrow gives direct connection to anything it is shot into.
      • Note to GMs: in most cases a standard -4 called shot penalty can be used for “Called Shot Device”
    • As there's no rating listed for the device, use it as a head from Run & Gun. Add them as accessories to standard arrows/bolts. If you already bought them for use with arrows, you'll need to add them to an arrow with a rating as rating determines range for bows.
  • blanks
    • Blanks can be covered by Lifestyle, but if a price is needed, buy normal ammo and empty Primer + Bullet for 2 nuyen each

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.
  • Fox
    • Raccoons may be refluffed as Foxes
  • Animals at chargen
    • At Chargen's discretion, for example if your unedged animal handling is 6 those wolves never would obey you long enough for training, and thus your PC can be denied based on those merits.
    • Animals bought at character generation will come with a number of tricks equal to your ranks (not dice) in animal handling, subject to all other limitations as usual.
    • the Skill Improvement training does count as a trick for these purposes, and does require you to possess the relevant skill (And animal handling) at the appropriate ranks, and any animals are still limited as previously stated in total tricks.
  • Domestication
    • You cannot buy a domesticated version of a normally undomesticated animal

There are no upkeep costs involved in them,

  • Training
    • All animals will be able to learn Log x 2 tricks, with domesticated animals gaining an additional trick per point of logic for a total of Log x 3 tricks.
    • Training will have an interval of one week, instead of two weeks, and the animal may be used while training (though it does not learn the trick until the end of the training period.)
    • The trainer may perform all other normal downtime activities while training, but may only train one animal at a time. No group classes, sorry.
    • All parties will purchase hits on training, including Asserting Your Dominance, and thresholds operate as normal.
    • All training, including calculations for hits and thresholds, must be noted in the Gear Acquisitions Channel at the start, and include an end-date. Your sheet and all information on the animal being trained must be linked in this post.
    • Improved Ability (the adept power) will not apply for the limitation of how high a skill can be taught via Skill Improvement.
    • Threshold and dice modifiers listed for training do not apply to the roll to command an animal.
    • No one is able to train your animals for you, except Companion, which may be taught by any contact that relates to animals in any way, without a test, to any mundane animal (even exotic ones).
      • This costs nothing and takes no time. Paracritters and other non-mundane animals do not benefit from this clause in any way, Unless you have a contact which says otherwise.
    • An animal with the Companion trick can be commanded to be willing for a spell as a Simple Action with a test, per the normal rules for commanding the animal to perform a trick
  • Animals post-gen
    • Animals bought post-gen generally will come with no tricks.
    • Animals listed as "Common Mundane" may have the Companion trick provided for free upon purchase.
      • This counts against the critter's trick limit as usual.

With the exception of the Migaloo, all technocritters are available for player characters.

  • Animals are capable of taking all augmentations.
    • All mundane critters become cyberpsychotic with more than 5 points of essence loss from augmentations.
    • All paracritters and technocritters become cyberpsychotic with more than 3 points of essence loss from augmentations, or upon burning their magic/resonance score to 0, whichever comes first.
      • Critters are only subject to CI3D at GM discretion when giving rewards, or at player's choice. There is no gain for this decision
      • Critters will be subject to CTLE-X when any STIRRUP system exceeding 4 points of essence cost is implanted. Critter disadvantages otherwise function as listed.
      • The Chameleon Pelt critter 'ware will have an availability of 12F.
  • Advancement
    • You may not spend karma to improve your animal's skills or attributes. They do not have their own karma to spend on anything. **Awakened animals may not utilize any adept, magician, or other abilities except where explicitly stated.
  • Chimera
    • Chimera use the cost in Howling Shadows, and the Availability of the Critter +4R
    • Genetic Modifications for chimera pricing only includes the ones listed on pg 45 of howling shadows
    • potent venom affects any natural toxin, including those from critter powers and chimeric modifications.
      • each instance of potent venom augments 1 toxin
    • Giving A creature the Scent Spray modification does not give it the exotic weapon skill to use it, you have to train that separately


  • Volleying Porcupine
    • may not make use of "Dirty" quills.

Purely cosmetic pets, such as cats, lapdogs, and teacup pigs are permitted, within reason. Don't push it. If you have a pet snake it is not giving you free venom, it is sitting in a glass case at home.

Armor

  • Armor stacking
    • Mil-spec and similar ‘cannot wear any other armor’ is specifically for addon purposes, you can still wear armor underneath (such as the Evo HEL suit), though ultimately how much you can wear is GM fiat
  • Arctic Diving Suit
    • eligible to take chem-seal if it has the capacity.
  • Ares Firewatch “Bug Stomper”
    • is treated as hardened armour
    • The armour can be used with Chemseal
    • Can also use a “Hardened Mil Spec Helmet” as of RG 66
      • GM head approval needed to get bugstomper armor as part of a reward.
  • Critter Body Armor
    • Assume it has capacity equal to its armor for the modifications listed in Howling Shadows (in addition to up to R3 grey mana integration)
    • Penalties start after the body+/- limit, so a critter with body 6 can have 10 without problem (assuming ground critter), but 11+ causes issues
    • Shapeshifters (in animal form) and other animals must wear this, instead of refluffed other armor
  • Portable Ballistic Emplacement
    • Does not stack with Milspec Armour.
    • Cannot be used as a weapon.
    • Counts as a barrier when deployed and using full cover.
  • Trenchcoat
    • does not stack concealment bonuses from 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.
  • Augments
    • cannot be installed in armor
  • Bates-Brown tactical combat boots
    • do not count towards encumbrance
  • Zoe Second Skin
    • you can count as uncovered for purposes of certain augments or abilities, by making the second skin see-through
  • Hardened armor
    • multiple sources do not stack, only the highest hardened armour rating applies.
    • The combined suit and helmet hardened armour rating may be counted as a single rating.
    • Additional hardened armor can be counted as regular armor for stacking purpose.
      • For example: Medium Mil Spec Armour + Helmet counts as 21 hardened armour. For example: 2 points of hardened armor from critter powers would add 2 normal armor above the existing 21 hardened.
        • Note: Granites skin's Bonus Automatic hits still count.
  • Grey Mana Integration
    • Does not help protect against being assensed
    • R4+ needs armor with the chemseal modification in order to function. The chemical seal does not need to be active to benefit.
    • Masking, Extended Masking, and Flexible Signature cannot conceal the nature of the armor from the astral. Manascape and False Impression can. Assensing the target is not required to reveal the grey mana nature of the item.
    • Functions like the Magic Resistance quality. The rating of Grey Mana Integration, Magic Resistance, and other similar defensive abilities form a dice pool that resist spells. This is added to the defense test of the spell if one exists. If it is an unopposed test(such as a Heal spell or an indirect AOE spell), this dice pool is rolled to reduce the final effect of the spell against the protected target only. For speed of play, these hits simply reduce the DV of Indirect AOE spells on a 1:1 basis if the spell effect is not completely nullified. Magical spells or effects which for some reason do not have a spellcasting or magic-based roll of any kind simply fail to affect the wearer at all(such as Movement against creatures).
    • Any action augmented in some way by adept powers or natural magical abilities(such as a shifted drake) is considered to use the Magic attribute for the sake of dicepool penalties.
    • Spells that the wearer is sustaining is reduced in force and hits by 1 as normal upon donning the armor. The force and hits do not return after removing the armor.
  • Grey Mana Tattoos
    • Does not help protect against being assensed
    • They use the rules for Grey Mana Armor in almost every way, except they have no effect on beneficial magic. Beneficial magic is considered to be any spell the wearer is aware of and does not consciously resist.
    • While the essence loss is temporary, the loss of current magic points due to essence loss is not.
    • Beneficial magic cast by the wearer of the tattoos are not ignored and suffer the full penalties as per grey mana integration. (If the mage casting the spell is wearing tattoos, the spell is penalized as normal. If the target the beneficial spell is cast on has Grey Mana Tattoos, it is not penalized.)
  • Snake Mesh Socks
    • Armor only applies to attacks on the lower legs or feet
  • Duster
    • -2 concealability bonus
  • Shields
    • add Fresnel Fabric, Pulse Weave, Shock Weave, Universal Mirror Material, YNT Softweave, Radiation Shielding to the list Shields can use
      • Universal Mirror Material would only be effective if the shield was pointed at the source of the matrix action the noise is affecting
      • Radiation shielding would only be effective if being targeted by an attack dealing radiation damage, since protecting from the environment would need you to actually have your body covered by it.
  • Ghillie Suit
    • Ghillie suits can be worn over other armor, it's up to GM discresion weather this causes any penalties to your movement since it's two sets of armor mechanically
    • Cannot benefit from Ghillie suit and RPC at the same time, whichever is on top ‘wins’
  • Snake Mesh Socks
    • Only gives +2 armor for attacks to the legs, doesn’t cause encumbrance
  • forearm guards
    • Someone with six arms can wear three pairs, encumbrance still applies
  • Chameleon Suit
    • Cannot be worn with accessories and still get the bonus to stealth tests

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 defense.) rather than the normal AoE attack rules of ranged attack with a threshold of 3. If they achieve net hits over the subjects defense, 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.
  • Fuzzy Grenade
    • The maximum power is now 10

Mods

  • General
    • Mods cannot be modified
    • When raising the stock mod (ex: thermal dampening 4 from ares arctic forces), buy additional ranks of the item. So Thermal Dampening 2 to go with the thermal dampening 4 stock, for a total of 6
  • Krime Pack
    • belt-fed weapons only
  • Seeker Shafts
    • Cannot be combined with harpoon bolts
  • Ammo Skip System
    • doesn't require a slot
  • Flare Compensation
    • Does not help mitigate Smokebombs
  • Gask Mask
    • Can be combined with a respirator, but you can't use both at once obviously
  • Auto-Injector
    • You can put Stim patches in Auto Injectors
    • You can put antidote patches in auto injectors
    • Autoinjection gun is simple to inject. Simple to change/reload chems (free if wireless).
    • manually inject something (trigger isn't present, timer hasn't been reached), use a Simple action, sure. Implanting them doesn't change anything about their use.
    • The portable chemical injector doesn't have availability, so seems like it's - (like psyche, perhaps. Activation should be simple, or free with wireless.
  • Bayonets
    • Retractable Bayonets can also be mounted on pistols
    • Normal and Retractable bayonets have a base accuracy of 5
  • Ceramic/Plasteel Parts
    • Purchasing this mod will automatically remove any electronics from the weapon it is applied to.
  • Chemical seal
    • 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.)
    • Does not protect against douser grenades
    • Ares Arctic Forces qualifies for this mod
    • Cannot be used to replace diving gear
    • Internal air tank armor mod does not allow more time
    • Gas mask does not allow you to get more time after the hour is up
  • 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
  • Ruthenium Polymer Coating
    • Uses the following modifiers to the perception check to notice the person using RPC, added to the dicepools of the opposition depending on the coverage of the RPC: full +0, almost full +1, half +2
  • 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
    • Airburst link can work
    • An unspecified underbarrel grenade launcher will have the following attributes:
      • Mag, 6(c)
      • RoF, SS
      • Acc, 4
      • 35000 nuyen, availability 10F
  • 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 Fit
    • Only worry about permanent Changes, Temp Changes (Adrenaline Pump, Drugs, etc) you don't need to worry about.
  • Custom Look Mod
    • Custom look modifiers do not stack.
    • Custom look may be used to apply allergen, only one per weapon. This does not represent replacing most of the weapon with the material, instead having wood inlays near the blade or a silver coating. Should a proper mod be added later, you can change to it at no cost
  • Program Carrier
    • 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.
    • They cannot hold autosofts
    • They cannot hold Agents (Kill Code base rules); some grandfathered commlinks (pre-2019) are exceptions to this.
  • 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.
  • Faraday Pocket
    • You may put it into cyberware that does not take vision/hearing enhancement capacity
  • Biofiber Pocket
    • you may put it into cyberware that does not take vision/hearing enhancement capacity
  • Explosive Magazine
    • all explosive clips are separate and need to be bought separately.

Other

  • Ares Getting Network
    • at GM discretion a higher subscription level may provide various benefits over a normal mapsoft. Disregard the column with mapsoft ratings.
  • Sensor (RFID)
    • you buy a R1 single-sensor (100 nuyen)(R1 doesn't exist) a R2 single-sensor (200 nuyen). You choose a single "Sensor Function". If it's got the same name as an imaging or audio device, a capacity equal to the sensor rating, and possible additional mods. You also have to buy the mods if you choose any.
  • Parachute
    • Uses the same cost/avail as a replacement parachute for the urban explorer daedalus
  • Ultraglide Lubricant
    • If someone clinched/subdued/etc a person coated in ultraglide lubricant, they would have to do the test to maintain a grip after succeeding.
    • Someone coated in ultraglide would need to do that test to maintain their grip on everything they have on them, and test to move and test to grapple/clinch/etc someone else
  • SIN
    • A persona is not required to broadcast one
  • Etchers
    • Cannot enchant the things designs created by Etchers
  • N-Series
    • Prices with a little ^2/3 are Squared and Cubed respectively
  • Security Deck
    • If the roll to swap programs does not achieve any hits it is permanently bricked,
      • The test to swap programs has to be done at a table. Players are always allowed to burn edge.
  • Ex-Series
    • Prices with a little ^2/3 are Squared and Cubed respectively
  • Hunter Deck
    • Attack and firewall based actions/programs only.
  • Evo Sublime
    • Penalties apply to all non-matrix actions.
    • Adept Centering can apply to Dice Pool penalties but not limit reduction
  • Kitbashed Sleeper
    • Groveler can be used to reduce Fade while using this deck
  • Wuxing Frequency Commlink
    • To make use of the ability to see TMs players be actively using the commlink as the device their persona is a part of, not just a part of their PAN.
    • Opposed with logic+sleaze if running silent, assume the opponent scored 0 hits if the persona is not running silent.
      • Note: that matrix perception is limited by data processing which for this device is effectively 6 when looking for TMs.
        • Note: TMs run silent if you want to avoid this, you have been warned that this is out and about now
  • Saeder-Krupp Last Chance link
    • The Penalty applies if the character is on a multi-week run otherwise runners are assumed to have taken breaks during downtime
    • GM fiat for when the distracted penalties kick in during multi-week runs.
    • GM fiat well as how long the ‘refresh’ period to remove the penalty has to be, could be a combat turn or a few hours.
    • Cannot take a dongle.
    • Cannot take a pi-tac.
    • Can have a Cyberdeck Module installed.
  • Nixdorf Sekretar
    • The Agent on a Nixdorf can be upgraded as per standard upgrade rules
  • Co-pilot MK 1/2/3 and Door Gunner
    • Lets anyone in the Pi-Tac issue commands to any drones on the Pi-tac
  • Hardcase CCOB
    • The 14 armor is for the RCC/Cyberdeck pocket specifically,
    • Can connect your deck/rcc to an MOS while inside the deck sleeve, but it still deals damage to you (albeit stun), MOS cannot fit in the sleeve
    • 12 armor applies to everything else in the backpack.
    • This is a large backpack the size of a hiking pack or suitcase this can be fluffed as anything from a MOLLY pack to an Armani **Suitcase as long as it is appropriately sized and can be worn on the back.
    • anything -2 concealability or lower can be placed in the hardshell case
  • Generic CCOB
    • This is a large backpack the size of a hiking pack or suitcase this can be fluffed as anything from a MOLLY pack to an Armani Suitcase as long as it is appropriately sized and can be worn on the back.
    • You can attach a handheld sensor to a hardpoint
    • You may put a gun drone on the drone rack, but it cannot fire while attached
    • The quickcharge battery can charge vibroswords
  • Personal Drone Rack
    • Functions as a drone rack
  • Surplus/Refurbished Pi-tac
    • Hour per test to repair the refurbished functions
    • Per level, what counts as a 'major system' that can be disabled for the refurbished discounts.
      • Level 1 systems (Yes, this does mean a Level 1 refurb only has basic functions, and costs 75% of normal. Until you repair it to get the +1 perception back.)
        • +1 Perception tests ("Enhanced situational Awareness" base level)
      • Level 2 systems that are 'major' (basically choose 1 that works out of the box, the rest need repair):
        • Enhanced Situational Awareness and upgrade of ESA (+2 per, +1 sneak)
        • Host Unit Enhancement (+2 to Firewall OR Data Processing)
        • Trauma Module
        • Enhanced Team Leader Coordination
        • Combat Mode
      • R3 systems that are 'major' (Basically pick two that work out of the box, the rest need repair):
        • Host Unit Enhancement/Upgraded Host Unit Enhancement (+5 FW AND DP)
        • Trauma module
        • Enhanced Situational Awareness and upgrades of ESA (+3 Per, +2 Sneak and Track)
        • Enhanced Team Leader Coordination/Upgraded ETLC
        • Combat Mode
        • Remote and limited access to vehicles/drones on the network.
    • Repairs/reactivation has to happen in Gear Acquisition or on a GM table,
    • Please ping Rules Head if it happens in gear acquisition.
    • Repairs have to be done by yourself, not a contact or fellow runner.

\**Cannot benefit from more than one Pi-tac. Highest effect Pi-tac applies.

    • Note: this can include your own spirits, drones or sprites.
  • Pi-Tac
    • Transferring initiative is a simple action (it can be combined as part of coordinating a combat maneuver into a single simple action for the coordination and transfer). Unlike Rally, Calibrate (and anything else with a similar effect), the initative (and the simple action to transfer it) is lost from the sender (who is the team leader). If they want to spend all of their actions transferring initiative to a single person they can.
    • You need to be in a PAN with the device to benefit
    • Technomancers cannot plug the pi-tac into themselves
    • Tac apps can run on a pi-tac connected to an RCC
  • Micro-dish Transmitter
    • Only needed for the second function of the Mercury Alpha
  • MOS
    • can function with an RCC, and run autosofts.
    • MOS cannot run Swarm.
    • Around as large as a cyberdeck
    • May warm up a cold-blooded character
    • Only 1 MOS may be used at a time
    • Agents do not function on a MOS.
    • Concealability -2.
    • Living personas can use this if they’re capable of being a master or slave of a PAN (see One with the Matrix).
      • You have to be connected via a datajack cable (universal connector cable).
  • Douser
    • External systems only does not affect internal ware.
    • Does not affect technomancer's living persona.
  • Faceless
    • You can turn this device to the next tier down, ie: if you buy specific face, you can make it into a generic face, or faceless.
    • Specific and Generic face is programmed in at the time of purchase.
      • GM note: being blurry all the time draws attention, but specific/general face shouldn’t).
  • Booster Clouds
    • Only one of these can be active at a time,
    • Custom casing is only for determining what the Can itself looks like (Spray Paint can, Pepperpunch Can anything that would look like an aerosol can of some kind)
    • If you have purchased Custom Casing you can be assumed to have multiple covers of different looks.
  • Booster Chips
    • Fortified is Firewall
    • Armor Defeating is Attack
    • Slick Willy is Sleaze
    • Data Dynamo is Data Processing.
    • Cannot be downloaded, requires the physical chip.
    • Simple Action to attach the chip.
    • Booster Chips cannot be reused.
      • Resisted by body only, no bone lacing, bone density is allowed.
        • Technomancer Only (Duh)
    • No drug interactions
    • No overdose
    • Addiction works normally
      • Addiction is based on how many are active at end of duration, so if you had all four running at the same time it would be threshold 5
    • Damage is also how many are active at time of deactivation
      • Ex: Turn 1, pass 1, you put on attack and sleaze. Turn 1 pass 2 you put on DP and Firewall.
      • Turn 2, all still active. At the end of Turn 3, pass 1, attack and sleaze end. You take 10S for both because there were four running when both ended in the same pass. At the end of Turn 3 pass 2, you take 6S twice (because two were running when both ended).
    • Cannot be purchased as a program unlike other BTLs
  • Genemarked Pheromones
    • Requires genetic sample. Finding a guy to make it is represented by the availability test. Delivery time as normal.
      • Does bypass olfactory booster shut-off, unless explicitly looking for genemarked pheromones (rather than normal tailored pheromones.)
  • Access Codes
    • All information sections are for GM informational purposes when dealing with paydata and purchased intel.
      • It is strongly suggested by Rules Team that these values do not hold true against Shadowrunners, who should be assumed to be covering their tracks with much greater efficiency and effect than any normal - or exceptional - person, even when the player is not explicitly going "full Sterling" with their paranoia.
  • AR Enhanced
    • Creation of your own is permitted only on-table at GM discretion and shall not be carried off the table on which they were created.
    • AR Fashion can be assumed to be part of your lifestyle at the following levels, or may be paid for seperately at the listed prices.
      • Casual is included in Low Lifestyle, Business in Medium Lifestyle, Formal in High Lifestyle, and Designer in Luxury Lifestyle.
  • AR Fashion
    • See AR Enhanced
  • Future Tech
    • GM only.
      • You must ask both the GM Head and Lore Head for permission before using it in a run.
  • Hardshell Briefcase
    • concealability of+6 to +8
  • Diving Gear
    • diving suit variant armours in Run & Gun (Dry Suit, Diving Armour, and Arctic Diving Suit) count as having the rules for the Diving Gear equipment item
  • Magnetic Boots
    • Can be toggled on or off
  • Graffiti Kit
    • The individual components are not illegal
  • Press Pass
    • Must be associated with a SIN, real or fake.
    • How well it works is up to GM fiat.
    • Only destroyed by a SIN scan or scan in general if the SIN itself is burned
  • Printing Press
    • Takes up approximately the same area as a workshop for all three.
    • May be installed in a modded vehicle with the same rules as a workshop.
  • Reinforced Standard Rope
    • Roughly 100m can fit inside of a smuggling compartment
  • 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, for an already wireless device. For an offline device, it allows for wireless direct connection.
    • You cannot fit a datatap into a fingertip compartment
  • 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.
  • Toolkits
    • For each step you exceed what is required for the task, you may receive a +1. That is to say, if the task requires a tool kit and you have a shop, you get +1. If it requires a tool kit and you have a facility, you get a +2. If it requires a shop, and you have a facility, you get a +1. If it doesn't require anything, though, you can't receive bonuses by shoehorning in a kit or shop.
  • 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.
    • You can cover an obvious cyberskull with this to make it appear normal(er)
  • Vault of Ages
      • Timed preparations fizzle out if they would normally activate while stored in a vault
      • 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
    • putting a timed prep into a Vault of Ages will not stop the timer. If a prep would go off while in a Vault of Ages, it instead fizzles, harmlessly, having no effect.
  • Skill Soft Networks
    • Linguasofts are covered by Skillsoft Subscriptions under the same category as other knowsofts
  • Concealability Modifiers
    • Consider briefcases to be around size +6 to size +8, by GM fiat.
  • Sensors and Sensor Arrays
    • The rating of a camera serves to limit how much capacity of modifications it can take, rather than impose a limit.
    • If a person is using a sensor that is not in an array, they use their mental limit for perception tests.
    • If they are using a sensor that is in an array, they have the option of using the sensors rating instead of their own limit.
    • Traceless walk only protects you from making sound from contact with the floor and penalize hearing based Perception tests. Motion sensors aren’t either of those (and the things that are covered (ground vibration and pressure sensors) are specifically listed as things affected, unlike motion sensors).
  • vision/imaging devices
    • 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.
  • survival bubbles
    • An uninflated one is sleeping bag sized.
  • Liter of Milk
    • Not a drug, cannot be obtained via chemical glands.
    • Also cannot be obtained from female cow shifters
  • Holsters
    • Anything that states it can hold a pistol or smaller(including machine pistols) can hold weapons of Concealability 0 or less. Anything that states light pistol or less can hold concealability -2 or smaller. This applies specifically only to holsters and arm slides.
    • concealed quick-draw holsters can hold weapons with concealability 0 or less
  • Lockpick Set
    • Lockpicks are specifically for mechanical (old school) locks.
  • Electronics Kit
    • Needed for transponder enabled locks
  • Antidote Patch
    • Can be loaded in auto-injectors like stim patches can
  • Instruments
    • The limits listed in No Future only apply for the optional concert/performance rules listed within that book, otherwise use social limit as normal for performance
  • Glasses
    • Say when buying if your glasses are sunglasses or not

Weapons

  • Rainforest Carbine
    • Uses missions errata
  • Shiawase Arms Incinerator
    • May mount mods on the slide mount
  • Chakram
    • +2 concealability
  • Katana
    • Has a -2 (-1 for trolls) penalty to use with one hand
  • Garrotes
    • Cannot use entanglement with Garrotes
    • Treat it as subduing combat in every way, except for what it states was changed. Replace any unarmed combat rolls with garrote rolls. They are subject to all modifiers to subduing combat and thus can benefit from constrictor's Crush and Crushing Jaws. However buffout does not apply because it's a weapon and not your hands.
    • You must use a called shot to the neck. No other body part works.
      • Though you are not limited by the called shot DV limit, as you are not dealing damage with the called shot. (you deal damage through subdue).
      • You do not take the called shot penalty when improving your grip, and you also gain a +2 due to superior position. The threshold does not decrease by the defenders hits each test(yes, it's doable to make the threshold effectively impossible, subdue is nasty like that).
    • The DV of the attack is not affected at all net hits. It is flat damage, no roll required.
    • Disarm/Knucklebreaker will allow someone to break your hold on the target. Knockdown on yourself will break the subdue, but the subdued getting knocked down does not end it
    • You continue to hold your weapon when knocked down.
    • As long as concealability is -6 or less you may put it in a fingertip compartment, normal concealability is -4.
    • can trade net hits on the Attack for CS: neck benefits as normal for CS: neck
    • benefit from reductions to called shot penalties
    • Cannot make non-neck called shots
    • Normal and monofilament garrotes use the same skill
    • Cannot use a garrote to riposte
  • Sheathed Sword
    • GM fiat for skill/damage for attacking with Sheathed Sword, suggestion from rules is: Clubs, Reach 2, Accuracy 4, (Str+1)S
  • Bayonet
    • When not equipped on a weapon they use the knife specialization, when on a weapon they use the polearm one. You may also take a bayonet specialization which applies to both
  • Renraku Red Samurai Katana
    • 25F availability
    • 50,000
  • Kris (bloody business)
    • 10R
    • 600
  • Repeating Laser (Lockdown)
    • 16F
    • 30,000
  • Ornate Dagger (Book of the Lost)
    • 6R
    • 700
  • Microwave Gun (Lockdown)
    • 20R
    • 10,000
  • MADAR (Lockdown)
    • 20R
    • 35,000
  • Steyr TMP
    • In Chummer buy the R1 upgrade in order to upgrade it to R2, concealability jumps from +0 to +1 not +2
  • Hamerli Gemini
    • may use both bullseye burst and brain blaster as part of the same action
  • Colt M23-A2
    • Has an (under) mount due to the stock slide mount
  • Throwing Syringe
    • Throwing Syringes should be considered to have no RC, an avail of 6f, and cost 40ny/syringe.
  • Throwing knives
    • Wireless bonus may be the result of combined knives and syringes
    • Say which (throwing knives or shuriken) you’re buying when you buy it
    • Throwback doesn’t lower object resistance of it
    • Can be thrown at the same time as throwable syringes, split dice pool as normal
  • Remington 995
    • GM fiat when the barrel is pressed up against something, recommended solution is a -4 Called Shot
  • Osmium Mace
    • cannot accept the plasteel/ceramic components mod
    • Requires two hands to wield
  • boom bolas
    • use the same stat and skill as regular bolas, except for having -2 acc
  • 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.
    • The atomizer cannot, at this time, be mounted on drones or vehicles.
  • Fichetti Pain Inducer
    • Does not increase damage with net hits
    • Poisoner increases the damage
  • Harpoon Gun
    • can be taken as a specialization for Archery
  • Krime Gloves
    • 10 charges before needing to be recharged, like a shock glove
    • If using the shock pad, works like a shock glove on a grazing hit
    • Modifications effect both parts of the krime glove
  • Krime Trollbow
    • cannot overdraw
  • MCT/Winchester-Howe Hornet
    • Treat a called shot vitals as normal
  • Gas gun
    • you can apply DMSO to toxins fired from it, standard rules apply
  • 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
  • Aztechnology Blood Drinker Combat Axe
    • This weapon is considered to be Object Resistance 9 for artificing and attuning.
  • Macuahuitl
    • The traditional version of the Macuahuitl weapon is considered to be Object Resistance 3 for artificing and attuning.
    • The modern version is to be considered to be Object Resistance 6.
    • Repairing the Weapon can be done with a simple Armorer test or by taking the weapon to a Contact.
  • Stoner-Ares M-22A1
    • Must be mounted on a vehicle or combat drone that can fit a HMG mount.
  • HORIZON-FLYNN DEFENSE-COM COMMLINK WEAPONS
    • Concealability treated as a regular commlink (-4)
    • Perception+Int[Mental] (4) test to spot the fake.
  • HORIZON-FLYNN DEFENSE-COM COMMLINK WEAPONS: TASER
    • Can be used like the Defiance ex-shocker both in Melee and as a taser..
  • MCT/Winchester-Howe Hornet
    • Firing faster than single shot will cause the weapon to automatically glitch.
  • Renraku/Ingram Supermach 200
    • Can only be used with standard ammunition.
  • Arms Silent Claw Stiletto
    • Thrust attacks are fluff only. Mechanically they act as a standard melee weapon, AP is still -5.
    • GM fiat might make a “Thrust Attack” not possible in some situations.
  • Krime Bill
    • It is a simple action to collapse the Krime Bill.
  • Onotari Arms S-3K
    • It is a simple action to unfold the Onotari Arms S-3K.
  • Fluid-Motion Mace
    • The Fluid-Motion Mace can use the take-aim action, despite it not normally working with melee weapons.
    • A Charge action won’t break take aim when used for Fluid-Motion mace.
  • Tonfa
    • There is no limit on the amount of Tonfa that can be wielded, provided you have the arms to wield them.
  • Krime Trollbow
    • KRIME TROLLBOW (BOWS) has 0 reach a damage code of (Rating + 2)P and an Armor Piecing value of (Rating / 4).
    • You may purchase Arrows with Rating up to the rating of the Trollbow.
  • Winchester Airbow
    • The Winchester Airbow is counted as a bow for Alchemy.
  • Cavalier Thunderstruck
    • Thunderstruck can has 2 side slots.
  • Morrissey Alta
    • EDIT 18/8/5 this weapon is considered Restricted.
  • Morrissey Elite
    • This gun does not incure a “Wrong attire penalty” when worn in social situations.
  • The Nemesis Arms Praetorian
    • The street Lethal version replaces Cutting Aces version.
    • This bayonets stat block is used when utilising the pistol bayonet.
  • WW Infiltrator
    • The WW Infiltrator has a cloud of icons instead of one. However it has no wireless functionality and never can have one so assume that it’s wireless is off at all times.
  • M23-A2
    • the M23 has an additional under slot with "slide mount (under)" attached.
  • Onotari Hl-13
    • Changing weapon configurations requires a Automatics + Logic [Mental] (5, 1 minute) test.
  • The Krime Whammy
    • only does its club attack and shotgun attack at the same time when it’s being used to breach a structure.
    • Modifications on the Whammy are as done as a club, not as a shotgun.
    • The weapon has a base accuracy of 3 when using the shotgun only.
  • The Krime Stun-O-Net
    • counts as a Club when not being used on a weapon and uses the club skill when used as a bayonet.
  • Narcoject Dazzler
    • Multiple Narcoject Dazzler’s effects do not stack with each other.
  • Ares Screech Rifle
    • uses shotgun choke rules
    • Does actual stun damage as well as nausea.
    • Cannot make called shots
  • Laser pistol
    • fits into the same capacity as a pistol for cyberlimbs. Needs an external ammo slot
  • 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.
  • Firearms
    • Firearms of rifle size or larger suffer a -2 penalty to ranged attacks when wielded with one hand (-1 for trolls)
  • Flamethrowers
    • Need huge mounts to be mounted
  • FN-AAL Gyrojet Pistol
    • The FN-AAL Gyrojet pistol can use regular ammo variants.
  • Remington Roomsweeper
    • uses heavy pistols
  • PSK-3
    • Counts as a Holdout while folded down for concealability purposes
    • Ammo clips are -4 for concealability
    • Extended clips are a -2
    • can take modifications that don't require a slot (such as personalized grip)
  • Natural Weapons
    • For Trolls and Orcs, the optional rule to use natural tusks/horns as weapons, is in use.
    • Natural Weapons obtained through HMHVV infection/SURGE/Dracomorphosis/etc. use the Unarmed skill, as opposed to an exotic weapons skill for that natural weapon
    • Players possessing the Dual Natured Critter power may use natural weapons in astral combat.
    • Penetrating strike stacks with the AP of natural weapons
  • Carbines
    • Use the following mod slots: Side/Stock/Barrel/Top
    • can be taken as a specialization
  • 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.
    • If you attune to it, all variants are attuned
  • Mono-Whips
    • Entanglement can be used with monowhips.
  • Parashield Dart Pistol
    • The Parashield Dart Pistol is quieter than a handgun, but the threshold to hear it fire is up to the GM.
  • Narcoject trackstopper
    • Penalty to agility affects any roll that uses agility
  • Yo-yos and Rolling Blades
    • Uses an exotic melee skill of Yo-yos and Rolling Blades respectively.
    • Rolling Blades stack with celerity
  • Torch
    • -6 AP like all other fire weapons
    • GMs can use common sense on where torches may or may not work.
  • Pitchfork
    • Does not actually deal fire damage
  • Slingshot
    • use CRB433 ammo costs and availability for slingshot ammo, excluding darts. Ammo purchased for slingshots can't be dropped in a gun (so no, if you need to in a pinch, you can't drop a standard slingshot ammo into a pistol of any kind). No hand-loading, or anything else that requires firearm specifics (just like we don't allow you to handload arrows, crossbow bolts, harpoons, etc). That makes ball bearings really expensive (you have to have careful tolerances to keep the accuracy?) "regular ammo", but capsule rounds still an option.
  • Blowgun
    • At this time ammo needle is free, but once toxin is applied you can’t get it back. No damage done beyond what the toxin does
  • Gunstock Warclub
    • Personalized grip gives bonus acc for throwing
  • Sigma-3
    • Effected by chemical repulsion orthoskin
  • Bow
    • A bow is conceal +8. Just folding a stock gives you -2. I'd say collapsible is a lot like breakdown, which should be able to get you -4 (or more, depending on the thing being broken down). So, working ruling: collapsed traditional bow is generally +4..
  • M79B1 LAW rocket launcher
    • Does not come with any ammunition

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.
    • Shared lifestyles have significant drawbacks. Unfortunately, those drawbacks are impossible to model in a living community, and as such, are not permitted on ShadowNET. Fluff is permitted.
    • Permanent Lifestyles do not cover subscriptions
  • Lifestyle Damage
    • You may bypass Lifestyle damage with an appropriate Survival Skill roll.
  • Facilities
    • An automotive facility would have enough space to store a plethora of vehicles.
    • Facilities at a cost of 50,000 nuyen can store/maintain any vehicle of their respective type. You'd also need 2500/month for a place to store the facility(and thus the aircraft/helicopters/boats) in through Workshop/Facility, nuyen cost negated for Medium lifestyle. This also gives the capability to launch or land their respective vehicle type, such as a runway or dock.
  • Trust Fund
    • Trust Fund lifestyles may be upgraded, but you must pay any increases above the base, minimum lifestyle out of pocket. This can, of course, be subsidized by the monthly income.
  • Docwagon Contracts
    • We do not use the monthly option in the lifestyle tab on chummer
  • Sports Court
    • Applies for a single skill, can have multiple but only one per skill in the Athletics group

Magic

General

  • Water Element:
    • Magic score of the adept for the AoE for water effects instead of force, if neither force nor magic is available it is up to the gm
  • Magical Groups
    • New members can pay 5 karma to join, group does not need to be reformed
  • Shapeshifting
    • Magical powers like regeneration still apply(similar to adept powers). Physical abilities like adaptive coloration do not work, similar to natural weapons and the like.


  • Tattoo Magic
    • May be used for any foci type that is not weapon
    • If the shapechange spell, or Shift ability or similar, is used, tattoo foci merge with the individual They stay active if they're active, otherwise cannot be activated while shapeshifted.
    • OR 6 for most mixtures used as tattooing has been done for millennia. OR 9 if you want a more complicated modern tattoo such as a LED one.
    • May tattoo external bioware for a focus
  • Burnout
    • All Magic linked skills will be converted to Knowledge Skills at the same rank (at no cost to the character). The active skills are lost. The type of Knowledge skills should be chosen by the player, but they must have reasoning beyond ‘because’.
    • All Initiations are lost, with any associated benefit (Power Points, Metamagics, Arts, etc)
    • If an Awakened was a member of a magical Initiatory Group at the time of burning out, they remain a member of the Group. The Group may change this in the normal way (as can the character themselves). They remain subject to all Strictures, though the breaking of a Stricture will generally not have an effect on the now-mundane Rulebreaker.
    • Any Qualities that require being Awakened, or a specific kind of Awakened (Magician, Adept, etc) are immediately lost along with all benefits. This includes a Mentor spirit, if present, and also Adept Ways and Awakened Mastery Qualities.
    • If any of these Qualities are Negative, they must be bought off with Karma as normal (GMs are encouraged to allow at-chargen buy-off, as the character is already losing considerable capabilities at this point. You may also ‘fund’ the buying off of Negative Awakened-only Qualities with the cost of lost Positive Qualities).
    • Qualities that are NOT Awakened-only may not be lost, or bought off, at this time. Example: A character with a vengeful Mentor spirit, who chose Vindictive as a Quality, is not compelled to remove Vindictive (nor can they pay for it with lost Positive Qualities should they choose to remove it out of their own Karma resources as normal). Another example: Spirit Bane is open to anyone, so could not be bought off as part of the Burnout process.
    • Any bound Foci become unbound. The focus itself remains undamaged (and could be re-bound if magic is somehow recovered, or sold).
    • Attuned items (or creatures) cease to be Attuned.
    • Medical penalties for Awakened (CRB 208) no longer apply.


  • Signatures/Auras
    • If you successfully analyze a signature, you will recognize the aura that generated it.
    • If you have successfully observed an aura (2 hits+), analyzing a signature successfully will tell you who cast it.
  • Traditions
    • Any quality given for free by a magical tradition cannot be used unless the character meets the prerequisites given in the quality description unless otherwise stated.
    • The following Traditional variants of existing traditions are allowed (and modified as noted)
      • Traditionalist rules are completely optional. You may play the original UMT version of the tradition as it was printed, or may play a traditionalist mage of that tradition if it is legal. Switching your choice requires the Paradigm shift metamagic.
        • Traditional Buddhist(Does not gain barehanded adept for free.)
        • Traditional Christian (All types)
        • Traditional Druid (All types)(You may be a Wild, Celtic, or English druid while using the UMT version of the druid from page 45 of Street Grimoire, but you do not get the optional modifications the traditionalist gets for playing a Wild or English Druid if you do so. The optional modifications of Wild and English druids are in addition to the traditionalist rules)
        • Traditional Norse (All types) (Modified) (Replace willpower + charisma with willpower + logic as per existing tradition. Durable preparations is the mastery quality of the same name.)
        • Qur’anic Mage
        • Traditional Shamanism
        • Pariah(Choose second drain stat out of logic/intuition/charisma. Remove opposition metamagic.)
        • Romani
        • Islamic Alchemist
          • Quickening and Anchoring are removed from the required metamagics list as they are currently banned
        • Cosmic
          • Any spell with the word; Detect, Gravity, or Shape in the spell is considered to be on the preferred list. This does not include shapechange.
        • Traditional Black Magic
          • dark ally is not given to PCs who take this tradition.
          • The bonus given to rituals does not work unless they are cast alone
          • Selfish magic applies to any beneficial spell cast on only yourself.
          • The power given by Personal Demons must be determined at the time of summoning
          • The Fear power given this way is used as normal
    • Non-traditional variants of the following traditions are allowed (Essentially, they get the drain attribute & spirit selection, but nothing else.)
      • Green Magic (Cannot use plant spirits for spell categories other than combat.)
      • Red Magic (Cannot use beast spirits for spell categories other than combat)
      • Missionist
      • Elder God
  • Tarot Magic
    • Tarot mages cannot summon normally
    • When using tarot summoning use a d78 on roll20 to determine what is summoned.
    • The King card can engulf teammates
    • Avatars do not gain +4 to combat spells
    • Aes Sidhe cannot apply the same effect twice
    • The hermit affect includes allies
  • Necro Magic
    • Spirits physicals are based on the corpse’s stats. By default they are assumed to the corpse’s mettype minimum+2 in all physical atts augmented via possession rules as normal.
    • Spirits may not leave their vessels until they run out of services, at which point they depart and their vessel becomes useless mush
    • Necro-spirits are considered bound for the purposes of services possible, however they cannot be sent away and called back
    • The Necro-summoning ritual only covers one type of spirit for each time it’s learned and requires a metamagic for each ritual. The metamagic is only available to those who can learn conjuration and necro-mages. Necro-summoning can only be used to acquire necro-spirits.
    • Necro-spirits last for a number of in-game days equal to the net hits of the sealing test used to create them. Between runs they go into stasis. For the purposes of calculating when they expire. Any run their summoner is on advances them a minimum of 1 day toward expiration.
    • If a summoner loses an IG because of the magic loss from having a necro-spirit that IG is only temporarily lost and is regained when the spirit expires. The most recently achieved IGs are lost first. This rule applies to results of the magic lost to fettered spirits as well, except for cases where he has given his last point of magic.
    • Necro-mages cannot take spirit expansion: UMT as a metamagic.
    • Only aspected or full magicians may use the necro-magic tradition
    • Necro-spirits are vulnerable to banishment
    • Necro-summoning rituals cannot have their drain lowered by offering reagents
    • Bone Spirits are added to the list of spirits available via necro-summoning. They follow the same rules as all other necro-spirits.
    • Corpse spirits count as spirits of man for the purposes of the necromancy art.
  • Mystic Adept Alterations
      • 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.
    • The Aware
      • An Aware can take metamagics/enhancements/focussed awakened as an aspected magician.
  • Object Resistance
    • corpses have an OR of 3
  • Mage Masks
    • cannot stop someone actively projecting, would keep them from projecting once returned to their body
  • Wards
    • the fooling wards rule on pg. 135 of Street Grimoire are used on the NET
  • Awakened for purposes of Foci
    • Awakened would be anything with active magic use (adept powers, or one of the three magical skill groups available) with creatures simply possessing a magic rating and critter powers as Magical but not as Awakened.
  • 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.
  • Fetishes
    • You need 1 fetish for each spell these can be combined EG. making a fetish a page in a book and carrying ita s a book
  • 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.

    • Astral perception uses Assensing in place of the Perception Skill
  • 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.
  • Astral Combat
    • By the type matching other specializations (swords, knives, etc. not 'blades'). In broad: Axes, knives, swords, batons, hammers, saps, staves, cyber-implants.
      • You can't get an astral combat specialization in an exotic, or improvised weapon.
    • Reach is non-functional
    • Block and Parry function off of astral combat with astral limit or weapon limit when using a focus
    • Astral initiative is not subject to any bonuses or modifiers except those that explicitly state they apply to Astral Initiative, with the exception of Blitz, which applies on the Astral in the same manner as in the meat world.
    • Astral Combat is the skill used, no modifiers that say they effect astral combat apply
    • Astral forms are not subject to subdual or clinching.
    • Agile defender does not allow a projecting mage to use logic in place of agility for full defense
    • Astral forms may Full Defense.
    • Astral forms may never use martial arts and physical combat skills, only astral combat may apply
    • Weapon foci apply as normal to all astral combat tests, even if they are astral due to astral gateway
    • Astral forms that somehow become physical do not use astral stats for physical combat
    • Dual Natured creatures can use normal unarmed skill and damage values in astral combat using their natural weapons (their natural weapons also count as magical for ITNW)
  • Spellcasting
    • You cannot utilize Called Shots with Spellcasting
  • Bioweapons
    • Since bioweapons use the natural weapons spec, it has been decided that they function with the majority of unarmed combat adept powers, while cyberweapons, will not.
  • Signature
    • Any entity who has cast a spell through any means may erase their own residual signatures, assuming they are within 1 (one) meter of it's location. This does not require any qualities, nor does it require astral perception in any way. One can be assumed to be aware of their own, and only their own, signatures, as long as they can recall and locate their casting location. This uses the same actions and is otherwise subject to the rules on Page 312 of the Core Rulebook, Second Printing. As well as. Any entity with the Magician quality or Mystic Adept quality (notably player characters who possess either, and ally spirits, though not normal spirits) may erase any residual astral signature within [MAGIC] meters of themselves, assuming they are astrally perceiving and subject to the rules on Page 312 of the Core Rulebook, Second Printing.
    • Anything actively using a magical skill leaves a signature, i.e. Banishing, Dispelling, Summoning, Binding, Spellcasting, Ritual Spellcasting, Disenchanting, Artificing, Alchemy
    • Critter Powers that include magic in the dice pool leave a signature. Magic attribute is equivalent force for how long it lasts
    • GM Fiat for adept powers leaving signatures, but ones that don’t effect the outside world shouldn’t in general
    • Spirit Powers leave signatures with duration equal to their force. Has the spirits signature on it, not the summoner’s
  • Background Count
    • Homunculi and Watchers lose force when entering a BGC
    • Treat fixed duration rituals such as Watcher and Homonculi as if they were anchored rituals while the duration is active for force recovery.
    • Treat active fixed duration alchemical creations such as Govi as if they were anchored rituals/quickened spells for force recovery, while the duration is active.
    • When an adept is in an area with BGC, and enters Initiative with a power that changes their Initiative, subtract the BGC from the final score
  • Line of Sight
    • Flare compensation reduces environmental modifiers to spellcasting tests as normal, penalty for range and vision magnification is at GM discretion. But vision mods do not cause line of sight to be broken
  • Geas
    • Buying off the astral rep Geas costs 10 karma, and must get approved like buying off a negative quality
    • Breaking Geasa is GM fiat for punishments, but it shouldn’t be light
  • drain
    • The drain is fully calculated. Then compared to the minimum.
    • Ex: I cast a spell with a base drain code of F-3 at Force 4. Calculating all drain factors, the net drain is 1. Minimum drain is 2, so I resist 2 drain.
    • Ex: I cast the same spell at F2 recklessly. Full calculation is F(2)-3, +3 (for reckless), so I would resist 2 drain. If I cast it at F1, it would result in 1 drain, but minimum is 2, so I resist 2 drain.
    • Parsing it any other way ends up with extra drain for 'low drain spells', where the above example at F1 would result in -2 drain, but minimum is 2, then +3 for reckless = 5 drain to resist, which is clearly crap logic IMO. That **spell cast recklessly would have the same drain resistance from F1 (1-3, compare to 2, +3, results in 5) to F5 (5-3, compare to 2, +3, results in 5) instead of F1 (1-3+3, compare to 2, equals 2), to F2 (2-3+3=2, compare to 2, **results in 2), with F3-F5 being linear scaling as seems intended for spells in general.

Adepts

Adept Powers

  • Specializations
    • Cannot get a specialization in an adept power
  • Power Points
    • May be banked from chargen (not all need to be spent then), and after initiating and grabbing power point/raising your magic. But you can only get a new power between Runs
  • Personal Warmth
    • Negates cold-blooded penalties
  • Elemental Weapon
    • Water is a valid element, use the elemental effects on page 105 street grimoire
  • Kiai
    • Complex action to activate
  • Penetrating Strike
    • Stacks with Armor Penetration of Natural Weapons and Bioweapons
  • Adept Spell
    • Can be a fetish version, cannot be changed later
  • Claws power enhancement
    • Compatible with HMHVV claws, natural weapons, and bioware claws
  • Body Sculpt
    • Ten minutes per feature to be changed
  • 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.
  • Adrenaline boost
    • Adrenaline boost only applies to astral & physical initiatives
  • Attribute Boost
    • Strength increases melee weapon damage while active
  • Berserker's Rage
    • The penalty becomes a -2, you do not need to use this ability if you do not want to
  • Traceless Walk
    • Does not bypass motion sensors
  • Increased Reflexes
    • Increased Reflexes is allowed to stack with drugs.
  • Enthralling Performance
    • You may use enthralling performance to help palming checks
  • Focused Archery
    • An adept with Focused Archery may functionally increase their strength by their rating in Focused Archery for the purposes of firing a bow. This is subject to augmented maximum.
  • Linguistics
    • The linguistics power can be used via downtime hours
  • Killing hands
    • Killing hands does not interact with Knucks in any way.
  • Missile Mastery
    • Does not apply to bolas
  • Kinsenics
    • Kinesics applies to the counter-con test, it Also helps with composure to resist judge intentions.
    • Kinesics provides bonus dice to resist tests to read your emotions meaning that if somebody were attempting to do so via assensing, it would apply as a bonus dice pool to the resistance test and would create one if the individual did not possess masking
  • 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.
  • Improved Reflexes
    • Can stack with drugs
  • 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.
    • Mana Strike counts as a magical attack for the purposes of regeneration.
  • Mnemonic Vault
    • Mnemonic Vault does not affect the use of Laes/Leal or Rewind
    • Memories vaulted cannot be edited, altered or erased by direct access.
    • Any clues left to lead the user to remember can still be altered.
  • Melanin Control
    • Melanin Control will affect Bioware, but not Cyberware.
  • Nerve Strike
    • Nerve strike can be accomplished via a touch attack
    • Nerve strike on characters with cyberlimbs affects their average agility (If agility is being targeted) rather than their meat agility.
    • Nerve Strike does no damage, and consequently would not benefit from any called shots.
  • 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.
    • Improved Sense Flare Compensation does not count as implanted flare compensation, so the penalty from a flashpak, or similar, acts as if it were flare compensation in eyegear
  • 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 allows you to use the quick draw action on any weapon that is holstered, secured via a sling, or held at a ‘low-ready’ position. As a free action.
    • Rapid draw allows you to draw and attack with your weapon with the one quick draw free action.
    • Cannot combine with something like state of purity using an unarmed weapon
  • Pain Relief
    • can (temporarily) fix Drain.
  • Transfer Damage
    • Cannot transfer drain
  • Empathic Healer
    • Cannot heal fading or drain
  • Elemental Strike
    • Elemental Attacks, including the AP of the fire, uses the unmodified AP of the attack
  • Facial Sculpt
    • Since it takes one minute to change your face with facial sculpt, your face will begin reverting as soon as the focus switches off, and complete within one minute.
  • Body Sculpt
    • Can be used to impersonate a nartaki, but the shiva arms would be non-functional
    • Can temporarily remove physical metagenic qualities such as Beak
  • Penetrating Strike
    • applies only to basic Unarmed attacks
  • State Of Purity
    • Works with natural weapons, but will replace the DV and AP. Additionally, strength/magic replacement and augmentation effects will work with the power as well, possibly increasing the DV.
    • After replacing the users DV, additional DV cannot be applied from any source. Other effects, such as AP or elemental effects, may be added as normal.
    • The user needs to maintain 6 essence or more at all times. For creatures with Essence Loss/Essence Drain, any loss of max essence will be considered as below 6 essence. The adept power is refunded upon dropping below 6 essence, and power points previously used for it can be used for other powers.
  • Temperature Tolerance
    • Adds to drain resistance for elemental focus: fire and elemental focus: cold
  • pain resistance
    • Gives +2 to resist things liek torture, or the agony spell
  • Critical Strike
    • The power only cares about the skill, not the medium. i.e. powerblade using blades, or spurs with unarmed
  • Skin Artist
    • Does not affect fur/hair, only the skin beneath it


  • Mystic Aptitude
    • Similar to Supernatural Prowess, replaces attributes. As such, the replaced stats cannot be further augmented or changed.

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.
  • Qi Sculpt
    • Qi Sculpt may be used multiple times at once. Each instance of drain is suffered seperately.
  • Warrior's Way
    • Barrage
      • Whether or not it only works with improvised throwing weapons is entirely at GM discretion, as there is too much variance. Whether or not multiple preps can be triggered in this way is also up to GM discretion, with the suggestion of allowing only one prep to hit a given target per net hit on narrow choke, and only one period on medium or wide choke.

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.
    • An adepts mentor's mask is active while you have any powers 'switched on', even passive ones, such as improved reflexes, facial sculpt, or authoritative tone.
    • Subtract 3 from the threshold of any numinous perception checks to notice the presence of the spirit, or its summoning.
  • Burnout
    • All spells, rituals, alchemical formulae, etc, are lost. The character should make a note of what they had, as knowledge about these magical capabilities remains (should it arise in play ‘what goes into making a Govi?’ Or “How does Shapechange work?” Or “What are the limits of Adept Keratin Control?” is a thing a former-Awakened who had the skill could answer).

Spirits that are Bound at time of burnout remain Bound. They can no longer be re-Bound, so once services are performed and they run out of services owed, they go away and can not be recovered.

    • If the character has an Ally Spirit, that spirit remains and performs normally. Any powers that involve altering/enhancing/buffing Magical abilities can’t work on their owner (Aid Sorcery, as an example).
      • Note that several aspects of Allies are VERY problematic if the owner is no longer magical. If it is an Inhabitation Ally, someone else could theoretically prepare a new vessel.
      • The Ritual of Change can’t be performed by a non-owner, so the Ally can never advance.
    • Mental links remain, as they are created at time of Summoning. This means the Bound spirit can be sent back to (and retrieved from) their native metaplane.
    • Disrupted spirits can still recover and come back until services are no longer held (this includes Ally spirits).
    • Spirits mistreated can still break free (Astral Reputation and such apply normally) under all of the usual conditions.
    • Uncontrolled spirits can still go Free (with the usual Edge check).
    • Ally spirits may no longer be improved, as this requires doing a Ritual of Change. Mages other than the owner may not perform the Ritual for them.
    • Astral Reputation may become a problem (methods such as Atonement are no longer available). GMs are encouraged to treat Ally spirits Reputation from time of burnout forward more akin to Loyalty with Contacts, but are NOT REQUIRED TO and are fully allowed to apply Astral Reputation to when/if Ally spirits attempt to break Free.


  • Counterspelling
    • Cleansing, Reflection, Absorption are valid for specializations
  • Sacred Circle
    • Can be made instead of the standard lodge
  • Magical Compounds
    • Cannot acquire the Exotic reagents, but can buy the final compounds. At a minimum Force 1 Potency 1 even if they don't have a roll, so 1000 nuyen) from relevant contacts or as run rewards.
    • As a reminder, the normal cost is (Force + Potency) x 500 nuyen
    • Potency (if not activated) fades 1/day
    • When activated, 1/10 min

Alchemy

General

  • Reagents
    • You can make your own refined and radical reagents, but it will have zero profit margin
    • Crucible only speeds up refining during a run
    • Cannot currently refine orichalcum
    • You may harvest reagents on a run if the GM gives the time required, however it requires a good area to harvest from, and a single area can only be harvested once every two days. Leftover reagents must be discarded or paid for normally
  • Changes to Alchemy
    • Cannot use drones (even if jumped in) to establish line of sight for preparations
    • Area Spells are centered around the lynchpin and cannot move
    • With the introduction of the Vault of Ages (p193, FA) , we will be introducing a set of mechanics to streamline some parts of the alchemy process in character downtime, and, also, cut off some issues with stockpiling.
    • Characters who personally possess the Alchemy skill, and a Vault of Ages, may, if they so choose, spend some of their downtime between runs to keep a single vault of ages filled with up to (Rating x 2) preparations, following these rules:
      • To determine potency, subtract the force from your alchemy dice pool (without the assistance of edge, spirits, or drugs) then buy hits with the resulting pool..
      • Maximum force of the preparation will be the lowest of (Magic x 2), and (Vault Rating x 2)
      • While you may own more than one Vault of Ages, you may not use multiple Vaults of Ages to create more “downtime preps.” They are for convenience of storage only, and you may only have a number of downtime preparation that your strongest Vault of Ages allows. You may determine freely where your preparations are stored, following the normal limits of a Vault of Ages.
    • For example, if you have 15 dice in alchemy, and you choose to fill your vault of ages with force 10 blast preparations, you would take your dice pool (15), reduce it by force (10) to 5, then divide that by four, and round down, to determine the potency, which, in this case, would be 1.
  • Preperations
    • Alchemical preparations on arrows do have their spell effect in addition to the damage of the arrow
    • You can fill injection darts/bolts/arrows with liquid preps
    • You can fire liquid preps with the the Ares Sigma-3 super squirt
    • Contact preparations cannot be stored safely in an autoinjector
    • You cannot fill capsule rounds with liquid preps
    • Alchemy, and arcana, benefit from special work area, the bonus does not apply to force based rolls that represent actively working magic, such as finishing a preperation or foci. It does assist in writing an ally formula or designing a focus however, or for making higher grade reagents.
    • AOE for indirect preps start on the preparation then scatters based on its hits. Hits reduce scatter if you don’t meet the threshold, net hits (above threshold) add to damage
    • Touch preps
      • Make a melee attack(this can be touch attack if you don't want to deal damage with melee), then the spellcasting roll like other indirect or direct spells. If they touch the preparation willingly or are unaware of the preparation, assume the touch attack succeeded with zero net hits.
  • Force of Personality
    • Charisma is limited by augmax

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.
  • Attune Animal
    • Cannot be a metahuman/sapient
  • Adept Rituals
    • requires Chargen and ruleshead approval for learning, same as qualities. But a single other skill may be used in place of ritual spellcasting for purposes, including learning the spell.
  • Astral Doppalganger
    • Requires both Masking and Flexible Signature to learn
    • The Astral Doppelgänger ritual duplicates the aura of the actual aura of the target, and for the duration of the effect will also duplicate the target’s signature should the doppelgänger use some kind of magic that would normally leave a signature.
  • Create/Enhance Ally Spirit
    • You must have ritual ranks to both learn and cast the Create/Enhance Ally spirit rituals.
    • Bound spirits cannot use Aid Sorcery on this ritual, as it is not in a category.
    • the leader must be the magician conjuring the Ally
    • the Force must equal the Force of the spirit to be conjured.)
    • The Lodge must equal the Force of the Ally; there is no spotter. Thus no participant can leave during the ritual.
    • Greater Ritual would normally affect the Lodge strength. However, see step 6. For this specific ritual the Lodge MUST be equal or greater to the Force of the Ally being conjured.)
    • Drams spent to reduce the Sealing Drain do not apply to Drain acquired during the performance of the ritual (Step 6). )
    • Only the person doing the Summoning's dice count, not all of the ritual participants (As we are following Summoning rules). Participants will contribute to Sealing.) You may spend reagents to change the limit of this test (CRB 316).
    • only the person doing the Binding's dice count, not all of the ritual participants. They will contribute to Sealing.)
    • Calculate Drain as if summoning and binding a spirit of the ally’s Force.
    • If the binding succeeds, the magician pays an amount of Karma as outlined in the ally’s spirit formula. If the necessary amount of Karma cannot be paid, the ritual fails.
      • NOTE: Karma debt is not allowed, as normal on ShadowNET.
      • If the ally has the Inhabitation power, the conjurer must already have a prepared vessel. After the spirit is bound it must immediately use its Inhabitation power on the vessel. As per the Inhabitation power (p. 195), the conjurer may choose to influence the outcome of the Inhabitation Test. Inhabitation takes a number of days equal to the spirit’s Force and is considered part of the ritual; thus the magician must continuously attend to the vessel during this time.
      • (NOTE: This does not say the Inhabitation is part of the ritual, only that it must be begun immediately. So this does not extend the time of ritual (where no one can come and go) to days.)
      • Any reagents or Karma spent in step 6 are also wasted if the ritual is broken prior to successful completion of the Sealing).
        • GM adjudication is required if you glitch (or critical glitch) an Ally conjuration. GM fiat applies. GMs should lean towards compassion, considering the level of karmic investment this usually involves, and have it be ‘you have an Ally BUT <side effect>’ situation if simple increases of drain or resistance are not chosen. My recommendation is to go with mechanical adjustments for glitches. Critical glitches are horrific in the sealing step, considering it’s a failure with complications. Remember that only one edge can be spent on a single
test, so you couldn’t downgrade a glitch and reroll failures.)
    • Creating the ally spirit formula requires spending downtime (if done off the table)
    • Ritual of Change just requires the sealing roll
    • Formula found on a metaplanar quest should be ultimately Okay’d by the GM head, but can contain powers outside the tradition’s spirit list (or PC summonable spirits in general)
  • 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
  • The Rectitude Imbuement
    • May only be applied to Weapon and Qi foci
  • The Berserk imbuement
    • The Berserk imbuement will only increase the damage of melee weapons/attacks.
  • Hedge Mages
    • can only do the spell enhancement rituals at this time
  • Imbue
    • You need to be able to accomplish imbuing the new item if you upgrade an imbued item. Otherwise decide between upgrading or keeping it infused
  • Homunculus
    • The charisma of homunculi is 1 and that their base damage is 1 for astral combat.
    • Homunculi have F/2 skill ranks.
    • You can make em as small as you like be aware that if your servant is the size of a marble climbing stairs would most likely be outside "limitations of its physical capabilities."
    • Use the animate spell for resistances in creating the Homunculus
    • Reinforce and Fix may be used on them
    • 1 in each mental attribute
    • Homunculi are Dual Natured
  • Calling
    • You can choose to summon a possession variant of a spirit, but you will need a vessel for it to inhabit within the circle
    • Its ultimately up to GMs how the Calling ritual plays out (it being very fluffy and not crunchy at all) GMs might pick the spirits optional powers, make them appear possessed or materialized or what form they should take.
  • Group Bond
    • Mundanes cannot participate/perform the group bond ritual.
  • Imbue Item
    • Unlike other ritual an adept may perform, Imbue allows for teamwork assistance. They must be awakened.
    • Alliance does not help in astral combat
    • Generally they help a gun focus, even when shooting
    • One trait added per imbue ritual
    • You cannot purchase an already imbued item (though a run may reward that)
    • Karma is paid to seal each imbue ritual
    • pay the difference in Karma between the original force and the new force+any imbued traits
    • Respect’s cost is based on the full item price (focus+item+customization)

Spells

  • Force
    • You cannot learn the force of a spell as it is cast unless the GM is feeling nice and you are already perceiving
  • spells reliant on consent
    • All living minds in a body need to consent for willing magic. This means that both the spirit and the person they're possessing need to consent(even if they're unconscious at the moment).
    • Control Thoughts can be used to make someone consent to a spell
  • Convince
    • Other than with GM Fiat, it only gives bonuses for Etiquette and Impersonation.
  • Consistency
    • The message length should be restricted to no longer than a sentence or two. GMs hold final say at their tables.
  • mental manipulation magic
    • order of operations
      • Resist initial spellcasting (L+W vs Spellcasters pool) net hits determining length.
      • If the result is greater then 0 then every pass the target can resist with (L+W)-F this can be 0 dicepool, hits from this resist reduce the net hits of the spellcaster.They do not need to be aware of the magic to attempt this, unless otherwise stated by the spell
      • ANYONE nearby (as determined by GM) can spend a simple action to Percieve magic (280 CRB) including target.
    • A GM can choose for the Target to Not resist because they are "Surprised" or "Unaware" that is up to the GM to make the Target auto fail.
  • Sustaining
    • Spells can be sustained within 100*magic meters, for spells that are touch to cast, you do not need to maintain contact to sustain the spell
  • AoE
    • If you can detect the spell, you may run for your life
  • Fashion
    • Can change custom fit clothing without needing to spend nuyen, requires 4+ hits
    • This does not mean you can do this on-the-fly during a Shift power, drake metamorphosis, shapechange spell, etc even if someone else is doing the changing. It does mean you should be able to make it wearable again afterwards, if the thing in question CAN wear the outfit in the first place.
  • Incubus Shroud
    • Anyone looking at anyone in the circle (weather from inside or out) would resist the spell.
  • Magebolt
    • Does not function against non-adepts/mages/etc, so need a ‘magic type’ quality in addition to the attribute, or being dual natured (for example, a shifter with priority E magic isn’t valid, but a vampire with priority E magic is)
  • Mana Ebb
    • Cannot be completed in an area with neutral or negative bgc (at least +1 needed)
  • Mind Probe
    • You may probe your own mind
  • Alter Ballistics
    • Does not count as magic for damage resistance purposes
    • 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.
  • Improved invisibility
    • can be combined with manascape and extended masking to make yourself invisible on both the astral and physical. May want to invest in sneaking as well.
  • Mana net
    • Mana Bind and Mana Net can ONLY be cast on astral Targets. For Physical Targets you must use Bind or Net bind.
  • Analyze Device
    • Can be used on a focus, though the device will only be improved, not the focus (i.e. analyze device on a gun power focus will make it shoot better, but will not let you have a more powerful power focus)
  • Armor
    • The Armor spell cannot be anchored on Vehicles or Drones, as they lack an aura, and the spell is not explicitly designed to be anchored on vehicles or drones.
  • Comet
    • Comet does not ignore armor specific elemental resistances (Specifically, fire resistance.)
  • Control Thoughts
    • Control Thoughts/Mob minds 'standard action' will be interpreted to mean a complex action, similar to the action required to command people under mob control/control actions
  • Cryptesthesia
    • Consider [Enhanced Smell] Cryptesthesia as a rating 2 olfactory booster.
  • 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.
    • Does not help with blight
  • Decrease Noise
    • Targets a single device or persona. If it targets a deck, anyone using the deck benefits, if it targets a technomancer they benefit, if cast on a person it would affect any implanted wireless gear
  • [Element] Wall
    • Corrosive mist can be selected for this, using Acid damage
    • Cannot make it out of sunshine
  • Elemental Grenade
    • Damage is equal to force, net hits above 3 do not add to the damage
    • Spell shaping functions on it
    • Follows the rules of indirect area spells for area and similar
    • Launches itself when used as an alchemical preparation
  • Glue Spell Interacting With Vehicles
    • The car would count as a single object. The car's body and strength are both equal to it's Body score. Speed is not a factor for the resist test.Crash tests as a result of failing the resist test are at GM discretion.
  • LOS and spells
    • LOS is only needed to cast the spell, as such nothing happens when it is broken
  • Reinforce
    • The reinforce spell and spirit power applies to barriers and only barriers, not vehicles, nor worn armor.
  • Limited Spells
    • You may utilize a Limited version of a touch-range spell.
    • You may not acquire or utilize a Limited version of a Ritual spell.
    • If you are casting a Ritual that casts another spell, and you only know that spell as a Limited version, you gain none of the benefits of the fetish, but you must still possess the fetish in order to cast that spell.
    • you cannot use fetishes for alchemical preparations
  • Hose/Tsunami
    • PCs may access the Hose and Tsunami spells (BB 155). Note they do not actually deal damage to tracks - they have the water elemental effect.
  • Elemental Aura
    • (or Elemental Body adept power) increases the damage during a grapple when you inflict subduing damage
      • Does not do damage when strengthening your grip though
  • Sense Cryptesthesia
    • Can emulate Radar, one rating per hit, max rating of 4 f
  • 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)
  • Mindlink
    • In order to be a subject of Mindlink or Mindnet, one must be a metahuman or a metasapient.
  • Oak
    • Oak’s bonus die to damage resistance does not apply to drain.
  • Dragon Astral Signature
    • detects dragons, signatures left by dragons, and anything magical made by a dragon, including drakes. They only know what they detect is A) a dragon or B) draconic magic
  • Hibernate
    • Cannot heal stun damage while hibernating
    • Slows overflow by the same factor as it slows death by fatigue (stavation/dehytdration).
    • The spell cannot put you to sleep, so you still need to test for insomnia
  • Combat Sense
    • Does not help with astral combat, though would help with being surprised from it
  • 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.)
    • But these are, as mentioned, just guidelines. GM's may wish to compare hits on the physical barrier spell to the barrier ratings table on p197 of the CRB, and determine what is reasonable for a barrier to support from there.
  • 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 with a second defense test, with the net hits of this increasing the damage normally. You then resolve damage or other effects and take drain as usual for the spell.
  • Fling
    • Exception to “cannot use called shots with spells” since the spellcasting test replaces a throwing weapons test
    • Doesn’t need to beat object resistance
    • Limit for using the fling spell for throwing anything, including a thrown weapon is the force of the spell or reagents spent,if any.
    • Your magic is the str for the purposes of range and damage
    • Personalized grips do not increase the accuracy when using the fling spell on thrown weapons.
  • Astral Disruption/Mass Astral Disruption
    • Targeting dual natured takes up one of the net hits. It does not remove dual natured, instead it blinds their astral perception and gives them a -4 on all actions for as long as the spell is sustained. They remain a valid target on the Astral, but cannot take actions against anything on the astral.
    • For ease of play, the spell effects can be declared before rolls in an ordered list. Powers will be activated in order similar to the Alter Ballistics alchemical prep, based on net hits.
  • Translate
    • Does not allow you to use more ranks of your social skills than you have ranks in the language
  • Touch Spells
    • Make an attack as a touch attack only(or any attack with contact preparations, as long as you have a way to not set it off yourself). If you hit, then proceed with the spellcasting roll against their defense, with the defender applying the penalty for defending multiple times consecutively. Counterspelling can apply against the second attack but not the first attack. Likewise, melee defense actions can apply against the first attack but not the second attack.
  • Govi
    • If a Govi has its Force reduced below a held watcher's Force, the Watcher will be forced out (and subsequently be weakened) until the Govi recovers enough to hold the normal Watcher's force. (a F6 govi with a F6 watcher, enter BGC2. Govi drops to F4. Watcher is forced out. Watcher drops to F4. You can't put that watcher back in the Govi until the Govi has recovered to F6.)
    • A 'stored' watcher cannot recover force until it is removed for the requisite amount of time.


  • Shapechange (Spell) and Critter Form (Spell)
    • Materialized spirits can be shapechanged. The spell ends if they unmaterialize. Otherwise, it works as any other target with regards to what powers and abilities do and do not work.
    • While under the effects of the Shapechange spell, technomancers retain access to their resonant abilities (including, but not limited to: Sprites, complex forms, echoes)
    • You may purchase the flight skill, or default it at agility -1. It is part of the athletics skill group
    • While using shapechange, all adept powers remain active, however some may not work (such as those requiring your voice)
    • When using Shapechange your equipment does not come with you.
    • Shapechanged individuals can use Martial arts not requiring a weapon.
    • NPC Mages may use Shapechange to turn into toxic critters that do not have a magic attribute, such as a killdeer
    • You may retain enough clothing to maintain modesty, if you wish. (Note the clothing retained will be basic clothing, with no mechanical advantages)
    • 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.
    • You may “stack” shapechange spells based on your natural body, taking the sustaining penalty for both. For example being a cat in a place that a metahuman could not fit, you could shapechange into a cockroach instead of going cat -> metahuman -> cockroach as long as you could normally transform this way
  • Shape [Material]
    • Metal is not clear enough.
  • Sunbeam
    • Sunbeam halves after net hits.
  • Insecticide
    • May be taken for the various types of Anansi, this ruling does not reflect their true nature but they are close enough to Invae
  • Sense Removal
    • GM fiat whether reducing sight to 0 means a -6 penalty for blind-fire.
  • Spellblades
    • manablades cannot be countered/reposted with a weapon that isn't a weapon foci or another spellblade.
    • A manablade can be used to parry/riposte against other manablades or weapon foci.
    • BGC does not effect your weapon skill when using one
    • 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
    • AP=force
    • Spellblades take into account Armor + Body/Willpower on Shadownet except when used against spirits.
    • You may have them take the form of a weapon you’re specialized in (following other restrictions of the spell), or may take a specialty of “spells” which applies to all uses of the spellblade
    • You cannot reckless cast and combine with Iajutsu for a quickdrawn attack
    • Spellblades may not be used as an alchemical prep, as the prep itself is the caster, and it can't be passed around.
    • Powerblade can be used with all martial arts that may be combined with blades and clubs (dependant on form you conjure it as)
  • 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
    • Refined Reagents can be used to create magical compounds
    • Radical Reagents may be used for creating inanimate vessels
  • 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.
  • Alchemy
    • For the purposes of what triggers are valid, all Health spells should be considered "healing spells."
  • 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.
  • Hand of Glory
    • To create, get a hand (which sets the physical skill and ranks known by the prior owner). This requires GM involvement (to know the skills a hand's owner may plausibly have had), and thus you can't Hand of Glory craft off a table.
    • Alchemy+Magic[Force] vs. Force . Net hits become Potency.
    • Once made, you get to use the skill (and ranks) imbued in the hand for minutes = Potency. Potency never drops. The limit of the skill check is always the Force of the Hand, not the prior owner's physical limit, mental limit, accuracy of a gun, magician's limits, etc.
    • Once used, you have 24h to take DV (Force) Physical damage and put that blood on the Hand. and that damage can only be healed through natural rest.
    • If you don't feed it blood, you can't use the same hand for a new Hand of Glory.
      • Having multiple hands bound should be GM fiat for results (and you should absolutely let the GM know if you have more than one bound).
    • So Hands of Glory on the open market have been recharged at least once (so are no longer bound to anyone)
    • hey require GM involvement if you have more than one (idle hands are the devil's playground after all).

They also require a GM (and a table) to make, since the GM will be arbitrating the level of skill in the hand, and working through how the player is getting a (hopefully) corpse's hand to make the item.

    • For the time being, do not buy them. Making them requires a table (for the GM to set the skill level in the hand, etc). The GM will also have a cap on 6 for skill ranks, unless a run is dedicated specifically to acquiring the hand in question.

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.
    • A mystic adept cannot buy back lost power points that occur due to lost essence from essence drain, needing an initiation to buy new powerpoints like they would in any other scenario
    • Pariah or Null Wizard Mystic Adepts can still perform adept rituals

Foci

  • You can create Foci above rating 5 with the artificing skill, without needing a run
  • Power Foci
    • Power Foci add to Metasapient powers which involve magic as an attribute in the roll.
    • Does not add to spirit powers while channeling
  • Qi Foci
    • You will not permanently lose a memory if you use a Qi Focus for memory displacement and then lose the focus
    • 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.
    • You may qualify for qualities because of a power from a Qi Focus, however if the Focus is deactivated or lost, you no longer have access to the quality until the power is regained.
    • Magic is the limit on the ranks you can have, so if you had a qi focus that gave 5 ranks and had one already, you wouldn’t get 6 total, but instead 5 (at magic 5) when activated
  • Spell Foci
    • Counterspelling foci
      • A counterspelling focus adds to your general spell defense pool, rather than any specific typed pool for spell defense, but you only receive a bonus equal to the strongest counterspelling focus, they cannot be stacked together.
  • Weapon Foci
    • You only get the bonus dice if it is the main weapon used, i.e. the one giving the damage code, when wielding two weapons
    • Cyberweapons can be turned into Weapon Foci.
    • Bioweapons cannot be turned into Weapon Foci
    • Cyberweapons can be turned into weapon foci and used with any powers requiring a weapon focus, such as elemental strike, while bioweapons cannot.
    • You cannot attack a target on the astral plane with this, if you are not currently viewing the astral
  • May be linked to mentor spirits (as described on page 230 of Street Grimoire), this will allow them to potentially turn off the foci if you displease them, as well as make it easier to learn what mentor spirit you follow

Spirits

  • General
    • Spirits can benefit from smartlink gear, but they cannot mentally command the smartgun(and thus can only receive the information and limit/dice boosts from a smartgun). Armor can be used if they're in a humanoid shaped form(be it their natural state or using Realistic Form), although obviously requires them to be materialized and is dropped on the ground when unmaterialized.
      • Also, the armor does not stack with ITNW. Use the highest between ITNW or armor + armor accessories. It's primarily only useful against magical weapons.
    • Spirits are immune to toxins, pathogens, and diseases, as well as anything that reasonably requires a biology.
    • A spirit becomes uncontrolled upon running out of services, either due to expenditure or Banishing. It can then roll it's Edge (which is it's Force divided by 2) against a threshold 3 test. Unbound spirits take a -4 penalty, and spirits with memorable or frequent experiences with metahumanity (GM discretion - assume no) get a +2 bonus.
    • Bound spirits need to be materialized to use Aid Alchemy or Aid Sorcery if the caster is working in the material plane
    • can carry you, assuming they can physically do so.
  • 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.
    • Spirits created by Dedicated Conjurers cannot use this power
  • Inhabitation
    • Flesh form inhabitation spirits can make use of DNI & 'ware of the vessel they inhabit.
  • Astral Reputation
    • Does not apply to Banishing
    • Cannot take Conjuration Geas' for Banishing due to Astral Reputation
  • 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
    • Bodies possessed do not count as inanimate for spells that require them until the spirit is exorcised.
    • If the drone/biodrone is possessed, they lose control of all mechanical/physical actions. Living creatures additionally are effectively mentally incapacitated during possession. The spirit has control over mechanical and physical actions.
      • Note that for a drone, this does not include all actions. Anything with no mechanical action involved, such as firing a laser or an electronic firing modded gun can still be controlled via the drone or matrix. All purely matrix actions are also possible, including sensor feeds. Certain actions may become significantly more difficult or rely on GM fiat, however, as you can't aim a gun or turn the drone to look at something.
    • if one takes over a drone, use the spirits attributes
    • 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.
  • Guard
    • Protects against radiation and other sources of Fatigue from Environment. Each Fatigue interval avoided will eat up 1 service.
  • Reinforce
    • The reinforce spell and spirit power applies to barriers and only barriers, not vehicles, nor worn armour.
  • 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.
    • The effects of the Fear power cannot be transferred to another subject, the character will be afraid of the spirit. Even if they are physically masked to appear as someone else.
    • Concealment does not affect astral perception, electronic warfare substituting for perception is affected as normal
  • Ally Spirits
    • General
      • Ally spirits cannot learn martial arts
      • 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
      • Ally Spirits may now have greatform powers. Restrictions apply
        • Must know the great form spirit ritual and perform it on the ally
        • Can only be performed successfully once
        • Cannot gain banishing resistance since allies already have that
        • May only gain greatform power appropriate to tradition (linked to spirits the tradition can summon)
        • Cannot gain endowment
    • Inhabitation
      • Inhabitation only receive skills from flesh form merges, qualities and critter powers are lost. A run is required for vessels you cannot purchase (but can be purchased in the case of a critter with price/avail, or an item)
    • 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.
    • If an ally spirit inhabits a focus, it is no longer a viable focus

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

  • Guidance Spirit
    • Uses force for Ritual Spellcasting for purposes of Divination
  • Wild Spirits
    • May be called on, but the GM is always in control of them, and it is up to the GM if you may summon them at all
    • Wild Reputation is not in use currently
  • Testing the Leash
    • As of this release the testing the leash mechanics are unbanned and put back into live play.
    • Spirits force/2 is rounded down as per the example given in the book
    • Optional and GMs are encouraged to mention if they do in their style sheet
  • Djinn Summoning
    • Trading an additional optional power for an allergy or replacing an existing allergy with a metal one must be declared before summoning
    • All Djinn have spellcasting but can only use it to cast their innate spells
    • Judging a Djinn’s Intentions is opposed by a composure roll and can be done by anyone.
  • Materialization
    • Materialized Spirits are immune to toxins and diseases that don't affect the spirit itself (up on the astral plane). Generally speaking, there aren't any. Likewise, any other effects that require biology aren't going to work on a materialized spirit for any length of time, as the materialization is the spirit just making a physical vessel from the astral. Chakra interruptor won't. Nerve strike won't. Etc. (Note: Nerve strike explicitly excludes spirts. And drones for that matter. Chakra interruptor specifically calls out nerves, arteries, and pressure points. So also covered by this, and the nerve strike prohibition.)

As an extension of this, to try to show reasoning:

    • Even diseases that would normally affect an astral entity have to pass extra checks to even have a try against a spirit. If it targets/damages things other than Force, the spirits stats can't be damaged. If it targets/damages things that are missing (i.e. Essence), it can't have an effect.
    • All Materialized stats are a fixed number derived by the type of spirit and its materialization power. Short of disabling that power or directly altering it , you can't change the materialized stats. Magics that DO this include* decrease attribute, at least until the spirit stops materializing, breaking the sustained Physical spell, and then re-materializes.
    • Blight is the weird corner case because it gets its written special handling for spirits. Which is that Blight covered weapons do bypass ITNW.
  • Inhabitation
    • Hybrid Forms: the physical attributes would equal the vessel's attribute+force of the inhabiting spirit, capping out at +4 from the vessel's original attribute score.
    • Flesh Form: use the vessel's physical attributes.
    • True form drone inhabitation: Can now Materialize as a drone-looking realistic form spirit. The Net has imposed restrictions on Realistic Form in regards to technological functions for Materialized.
      • For purposes of Inhabitation ONLY, I am altering that ruling to say that the appearance can be achieved, but not the function (for True Form).

A spirit with Realistic Form can be mistaken for a normal physical creature or object when it materializes, or it appears unremarkable when joined to a vessel.

        • -Hybrid form inhabitation of a drone: dual-natured drone/spirit with warping from the spirit (can be spotted as a spirit depending on Force, and shows visible signs of the spirit in its form), gains ITNW. If the vessel HAD hardened armor already the highest hardening value would apply (they don't stack, per Net hardened armor stacking). The physical (drone attributes) would be enhanced by the spirit's Force. The mental attributes would be the spirit's. Guns, electronics, etc would continue to work, and be under the spirit's control). Weirdly, the electronics are all there, so the Pilot (and its autosofts) are still all there, as its its matrix connection. The spirit can't use the pilot, the autosofts, or the matrix. The spirit (which is/owns the body) can pre-empt the pilot (or gridguide, or a rigger) if it wants. It can relax and go along for the ride, too. It can't command the pilot.

If the drone didn't have a drone arm or some spirit power for psychokinesis, it won't be able to reload its own weapons or do preventive maintenance (assuming it had the skills), but it CAN fire its built in weapons if it has any. It probably needs fuel or power to move around. If it runs out, the spirit will be cranky. It could likely move its body through spirit mojo. The spirit retains its spirit powers. It loses its ability to be solely an Astral Form (it is intrinsically physical and dual-natured, and can't project). The drone can no longer be physically upgraded or changed with Mechanics (no adding parts at this point). In the case of an Ally inhabitant, you could provide it a new drone to move into, prepare it as a vessel, and perform a Ritual of Change. The Pilot and autosofts, being programs, can be changed out on the existing hardware platform. The drone will heal over time. Mechanics will be horrified.

        • -True form inhabitation of a drone: Physically would be a dual-natured spirit that is physically a drone. Like a hybrid form, but without warping. Gains aura masking, realistic form (appearance-wise; it gets its physical capabilities from the Flesh-form merge), and ITNW. Its physical stats are the drone's. It's mental stats are the spirit's. It can, like hybrid, do whatever its physical form can do (so it can shoot its own weapons). The same things about the presence and function of the pilot are true. The body will win fights for what happens next (even against jumped in Riggers).

It generally should keep its armor (see hybrid form above) with normal stacking limitations. It would definitely have the spirit's stats (not drone stats), it would be subject to stun (unlike a drone) and IT would not take extra Matrix damage from electrical attacks (unlike a drone) though the Pilot can (and so you could have a situation where the electronics are bricked and the spirit keeps on driving). It would not have S(e) turn to P(e) (unlike a drone).

        • The spirit still loses Astral Form until the vessel is destroyed. The drone will heal over time. Mechanics will be horrified. It would be surreal jumping into an Inhabited drone where possible (hybrid or flesh). If the spirit wanted to override you, it could, but you'd still be experiencing your body do things (probably a lot like control actions spell). The spirit can't prevent you from jumping back out.

Critter Powers

  • Pixies
    • The Vanishing Power listed in the Pixie's statblock is triggered by their death. It cannot be triggered voluntarily and is permanent
  • 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.
  • Predator's Glamour
    • As mutaqua are now legal, this power is as well
  • 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
    • Can only lower attributes to 1, not 0
  • Gestalt Consciousness
    • You can only control one creature at a time via magic/whatnot, though they will still benefit from the free teamwork rule of the gestalt
  • Regeneration
    • Geneware will not be pushed out by Regeneration.
    • Deltaware can be implanted if you have regeneration
  • Shifters
    • Clothing does not transform with you, as said in Aetherology, but you may retain enough to preserve modesty if you wish (but nothing with mechanical value)
    • Geneware is not pushed out by shifting
    • Do not need to shift back when knocked unconscious, unless you want to
    • For cyberlimbs, still use 2 legs and 2 arms
    • Rejected augmentations are not destroyed, and technically can be reimplanted should you have a surgeon “on hand” to re-implant them. They will pop out once more when you shift back.
    • Aconite can still force you to change back to animal form even if temporarily drained to 0 magic, should you fail the toxin resistance test
    • Control Thoughts can make you shift between forms, yes this is quite deadly for shifters with sub-delta augments who can still shift. If you are currently 0 due to a temporary source such as Blight, you are not forced to shift back(and indeed cannot consciously shift back either, even if the magic persists). Permanent source results TBD.
    • Deltaware works as normal in both forms. For external deltaware such as cyberlimbs, deltaware includes the shapeshifting materials required to attach and work properly in each form.
  • Binding
    • Summoner chooses range at time of spirit summoning, up to line of sight. How they bind targets is also chosen at time of summoning, such as moving earth or firing a sticky projectile of mud.

This applies to any other way to make or create a spirit under player control, such as Ally Spirits, unless an ability states specifically otherwise. As for spirits controlled by the GM, that's entirely up to them..

  • Engulf
    • Energy Aura applies to the first damage, but not the subsequent damage resistance each pass
    • Plant and guidance engulf does stun damage
  • Energy Aura
    • Armor penetration stacks with the armor penetration of the weapon used
    • For things like electricity, you choose if it’s stun or P for defense, and when helping attacks it is based on the damage value of the attack
  • Possession
    • Detecting a spirit inside a vessel is a form of numinous perception, but unless you have a knowledge skill relating to magic, or a magical active skill, you won’t know much beyond “something feels off”
  • Innate Spell
    • If a summoned spirit selects a spell their conjurer knows as limited,, they must be in possession of the fetish, and therefore materialized, to cast the spell.
  • Immunity To X
    • Round essence before multiplying (5.xx essence would count as 6)
      • Dual natured creature’s natural weapons bypass Immunity To Normal Weapons
    • you cannot catch fire if you have immunity to fire.
    • You can only catch fire from a magical source (i.e. fire damage spell/elemental weapon/fire spirit) if you have immunity to normal weapons.
    • If a critter/character has Immunity and is wearing mundane armor, that armor is still able to catch fire.
    • Your inherent armor (Power, Quality, or Augment) armor can never be broken if you have immunity to cold
    • armor from immunity to normal weapons can only be broken by magical cold damage (i.e. ice spells/elemental weapon)
    • Armor from critter powers broken by cold damage is repaired by natural recovery at the GM's discretion, and always between runs, magical armor (such as the armor spell or the mystic armor adept power) need to be dropped and recast
    • if armor given by a critter power is irreparably destroyed by a glitch then it cannot be fixed.
    • No fatigue tests unless/until the damage escalates above the immunity.
    • All radiation damage is the fatigue. Immunity to radiation functions as normal.
    • Immunity to the right environment (fire, cold, radiation, pollution, ect) acts as normal by applying to the damage dealt by those environments.
    • Immunity to Normal Weapons does nothing to environmental fatigue damage, although a spirit that uses materialization doesn't need to have a body to be fatigued.
    • immunity to electricity means you do not suffer the secondary effects. Otherwise it functions as normal and does not affect the secondary effects other than to help keep damage from being dealt.
    • for immunity to toxins/diseases, power is the same as DV and penetration the same as AP. So you would not roll a test if the power was lower then your essence after penetration.
    • If the power of a disease or toxin is less than the Immunity, no test is needed to resist
    • if the power of a toxin is reduced to 0 then there are no effects, if the power of a disease is reduced to 0, you still carry it during the duration of tests, but otherwise no test is needed
    • Immunity doesn’t impact the results of a failed toxin or disease resistance test, it only helps to resist it in the first place via free hits and extra dice (ex. If failing causes you to take -1 body, you’d still lose that body)
    • Immunity to toxins does not affect blight, as it is a magically-based power
    • immunity to age makes aged illegal on a character unless they had aged before they gained the immunity (since the power would stop the progression, not set you back to your youth. As far as a test where they would actually need the dice/hits I can't think of any either.
  • Dual Natured
      • In general, they lose access to powers based on Magic, if their Magic drops to 0.
      • Specific cases on how this interacts with persistent powers, or special cases, remains GM fiat.
      • In general, "Sustained" powers can no longer be sustained. In general, "Always" powers will remain active. Specific powers may require GM fiat.
      • In general, "Instant" powers can no longer be triggered.
      • In general, being dual-natured is not predicated on having a magic attribute.
      • If it is not clear if a power is based on Magic or not, the GM decides. Generally, it will have aspects like the dice pool to use includes the Magic attribute. In general, Type "M" powers will generally be Magical (since they're Mana effects).
      • If a creature's biology is only possible via Magic (I can't think of any right off, but GM fiat can provide in some examples), even temporary 0 can kill them.
      • 2) As above. Though regaining Magic through karma (for sapients that can) would restore normal access to their abilities.In most cases, this is not a consideration except for player characters (see #1's mention of GM fiat for special cases).
  • Search
    • The spirit is generally using the search power to go from wherever you start, to wherever it is. It doesn't have to be in the physical world (it can track a physical target from the astral). But it doesn't automatically just sit next to you silent until the power completes. What PRECISELY is happening, is up to the GM.
  • Mind Link
    • this critter power is unresisted
  • Infected General
    • Ghouls who have Cybereyes may purchase non-cataract covered biological replacements
    • Infected with the armor optional power may only purchase a single point of armor unless otherwise noted
    • you may purchase a new optional power each month
    • Infected that ‘Awaken to Adept’:
      • Mundane: Become Adept. Gain power points equal to your magic immediately (you were Mundane, your magic is now 1, you get 1 PP). Treated as a normal adept. Losing magic due to Essence Loss loses power points as well, but they can be reconnected to (by consuming extra Essence when full). When you reconnect to lost Magic, you reconnect to lost power points as well. Losing Magic to other sources (including other sources of Essence loss) cannot be reconnected to, so lost power points remain lost until magic is raised through advancement.
      • Aware: As Mundane. In addition: Your magic has been dropped forcibly to 1 by essence draining and becoming Infected. Your old Magic rating should still be tracked, as you can reconnect to lost points. (See Infected Essence and Magic interactions for reconnection). Losing magic due to Essence Loss/Drain loses power points as well, but they can be reconnected to (by consuming extra Essence when full). When you reconnect to lost Magic, gain the associated power points as well. This includes the Magic lost to essence by becoming Infected in the first place. These regained points DO NOT need to be spent on the same powers as previously (assuming future disconnections). You cannot buy new points of Magic until you reconnect to all of your Magic lost to essence drain. Unless you want to forever sever the disconnected points of Magic. Newly Infected Aware had Magic 3 prior to Infection. 2 points are disconnected. They should reconnect to those points before trying to advance Magic. If they opt to buy Magic to 2 directly, that is now their Magic attribute, and all disconnected points are lost forever.
      • Adept: As Aware except you are remaining an adept. If you had a power point spent on Astral Perception, get a refund
    • Infected that ‘Awaken to Magician’:
      • Mundane:
        • Become a full Magician. You begin your new existence with no spells, rituals, preparations, or bound spirits.
        • Aware: As Mundane.
        • Adept: As Aware except you become a Mystic Adept.
        • In addition: Your magic has been dropped forcibly to 1 by essence draining and becoming Infected. Your old Magic rating should still be tracked, as you can reconnect to lost points. (See Infected Essence and Magic interactions for reconnection).
          • You cannot buy new points of Magic until you reconnect to all of your Magic lost to essence drain. Unless you want to forever sever the disconnected points of Magic. Newly Infected Aware had Magic 3 prior to Infection. 2 points are disconnected. They should reconnect to those points before trying to advance Magic. If they opt to buy Magic to 2 directly, that is now their Magic attribute, and all disconnected points are lost forever.
          • If you had a power point spent on Astral Perception, get a refund. Your magic has been dropped forcibly to 1 by essence draining and becoming Infected, with 1 Power Point available. Your old Magic rating should still be tracked, as you can reconnect to lost points. (See Infected Essence and Magic interactions for reconnection). If your old magic was above 1, your additional power points remain disconnected with your additional points of Magic. Losing magic due to Essence Loss/Drain loses power points as well, but they can be reconnected to (by consuming extra Essence when full). When you reconnect to lost Magic, regain the associated power points as well. This includes the Magic lost to essence by becoming Infected in the first place. Power points disconnected/reconnected by mystic adept Infected must be spent on the same powers (unlike power points gained/regained through Initiation, or Adept Infected). If you opt to buy Magic up before reconnecting to lost points (and associated Power Points), any disconnected Power Points are also lost forever along with the Magic Points. As a Mystic Adept, you still can’t get new Power Points any way other than Initiation. As with mundanes and Aware, you begin your new existence with no spells, rituals, preparations, or bound spirits.
          • Mystic Adept: No change, you remain a Mystic Adept. See above for how Essence Drain, Magic Loss, and Power Point loss interact with reconnection. If you had a power point spent on Astral Perception, get a refund.
          • Magician (including Aspected Magicians) You remain a Magician. If you were previously Aspected, you no longer are. You are now a full magician. If you were previously a Null Magician, you still are.
  • Wildcard Chimera
    • 10 karma in chargen, 20 post chargen
    • Wildcard Chimera may now be used to purchase certain advanced optional infected powers. Restrictions listed below. They otherwise follow normal advanced power rules (i.e. you have to have 2 normal optional powers first)
      • Legal for all: Amphibious(except for Vampires and Nosfaratu), Astral Brute, Bacchanal, Bone Spikes, Corrosive Spit, Darkness, Digitigrade Legs, Drag Down, Evolved Reflexes, Feral Dash, Gnashing Teeth, Immunity(cold), Mimicry, Morningstar Fall, Mystic Armor (may only be purchased once per use of the quality, so each point gives you a new negative),Psychokinesis, Rat King, Scythe Claws(with natural claws), Secretion/Substance Extrusion (Anti-Coagulant), Silence, Sonic Shriek, Spines, Stupefying Miasma, Terrorscape, Traceless Walk, Tunneling Claws(with natural claws), Wall Walking
      • Legal for NPCs only: Desire Reflection, Dread Feast, Dual Concealment, Plague Bearer, Predator’s Glamour
      • other prerequisite: Calcified Hide (characters with natural armor (i.e. dermal deposits), Deathlocke Venom (characters with the venom critter power), Metahuman Masque (naga characters)
      • Pounce cannot be obtained with Wildcard Chimera
    • All negative metagenic qualities may be used with Wildcard Chimera, with a karma discount equal to [Quality Cost-2] or -8 if the quality is 8 karma or more. (i.e. Feathers would be a -1 discount, while stubby arms is -8)
    • If you purchase Wildcard Chimera during character creation you may spend leftover karma on Infected Optional Powers, with the appropriate negative metagenic qualities applied


  • Bacchanal
    • Never applies to willpower tests to resist magical influence, control, or manipulation, it only applies to mundane temptations.
  • Calcified Hide
    • Only applies to the armor gained via being a troll or from infected powers, not from implants, adept powers, changeling abilities, or any other source. This means Fomoragi can have at most 2 hardened armor. Hardened armor is affected by AP before regular armor, meaning weapons with negative AP will remove the hardened armor first, and weapons with positive AP will add to the target’s hardened armor rating if they have them..
    • Not compatible with ware that gives armor
  • Dual concealment
    • does not stack with the regular Concealment power.
  • Gnashing Teeth
    • Only affects inanimate objects. Active drones and vehicles are unaffected.
  • Terrorscape
    • Does not paralyze, but still applies a penalty to those it effects
  • Sonic Shriek: Duration is considered to be ‘instant’
  • Stupefying Miasma
    • Effect cannot penetrate barriers of any kind
    • Knowledge skills do not have a chance to auto-fail
  • Deathlock Venom
    • Requires the venom power and cannot be used with toxins not created by the character via the power.
    • Effect applies only to damage dealt by the venom resisted by a standard toxin resist test.
  • Metahuman Masque
    • Only available to Naga
  • Astral Brute
    • change manifested to materialized in power’s description
  • Bone Spikes
    • Cannot be concealed ever
  • Corrosive Spit
    • Requires an exotic ranged weapon skill to be used as a weapon
  • Darkness
    • Net hits over the threshold 3 move the illumination down the light/glare column of the environmental modifiers table (CRB 175). The user is not immune to this effect.
  • Digitigrade Legs
    • incompatible with cyberlegs
  • Dragdown
    • You must declare using drag-down during the initial grapple check.
    • You can only move half your walking speed while spending a complex action to maintain the grapple. This can only be done once per combat turn.
    • Cannot use any interrupt action requiring you to move while grappling the target.
  • Dual Concealment
    • Requires the concealment power
  • Evolved Reflexes
    • Incompatible with ware that increase init dice
    • Compatible with Increased Reflexes adept power
    • Compatible with Lightning Reflexes Quality
  • Gnashing Teeth
    • Does not stack with smashing blow
    • Cannot be hidden with ware
    • Incompatible with any dental ware or ware that uses your teeth (like junkyard jaw)
  • Immunity(cold)
    • Works against cold damage, not fatigue brought on by cold environments
  • Morningstar Fall
    • Replaces the maximum fall distance without damage (3m by default) to the character’s magic*3m and makes the impact silent.
  • Mystic Armor
    • Adds armor to soak rolls made by the character during Astral Combat.
  • Predator's Glamour
    • It makes the character not seem monstrous because of their features, does not make milspec armor or anything not a part of the character seem okay.
  • Rat King
    • Requires the Animal Control(Vermin) critter power
  • Scythe Claws
    • Incompatible with Tunneling Claws or claw-themed ware
  • Secretion/Substance Extrusion (Anti-Coagulant)
    • Has no effect unless the character deals at least 1 box of Physical damage
  • Silence
    • Works both ways
  • Spines
    • Cannot be bio-sculpted away
    • Requires exposed appendages to be effective (no heavy or sealed armor, GM discretion)
  • Tunneling Claws
    • Incompatible with Scythe Claws or claw-themes ware
  • Loup-Garou
    • Must have at least an R1 Adrenaline Filter
    • Any regular 28 day to 31 day cycle can be chosen for their monthly 4-day difficulties, which can be tied to a monthly occurrence such as a phase of the moon or specific day.
    • Either current date, or current date +61 years may be used for the cycles

Drakes

  • Becoming a drake
    • Latent drake postgen as well as becoming a full drake requires approval from Chargen and Rules head as normal for qualities
    • You must pay all 140/150 karma or GMP (or a mix of both) at one time, no karma debt. You cannot buy part of a quality in chargen, so can’t ‘bank’ karma against the final cost with anything other than the Latent quality itself.
    • Drakes are behind the “5 run limit” the same as Metasapients, Shifters, Changelings, and Infected Characters.
  • Dracoform
    • Augments have no effect while in dracomorph like established in Howling Shadows.
    • Unlike shifters, drakes who are knocked unconscious revert to their metahuman form.
    • Drake hardened armor follows the hardened armor houserule
    • Physical status effects (from toxins, drugs, or other) do not remain consistent between forms, paralysis for example would vanish if you shift from one form to the next. This includes ongoing drug effects and crashes, but not damage caused by crashes. This does not undo mental/memory changes, such as from Laes and Pixie Dust or mind magic or PABs.
    • Damage track is consistent between forms, active damage is not (such as a severed limb).
    • Drakes are only dual natured in dracomorph form.
    • Drakes can use tools/manipulate objects.
    • Drakes are quadrupeds, but you could walk upright.
    • Drakes do have thumbs.
    • Feathered Serpents do not possess forelimbs but do posses hind legs with opposable thumbs.
    • For purposes of gear, dracomorphs are the same size as their metahuman form, no need to get metahuman adjustment (drake).
    • Blue-227 applies only to dracomorph form, not metahuman form.
  • Aura
    • 5 hits on assensing can reveal the fact the character is a drake (this does not apply to latent drakes).
    • For latent drake, it is up to the GM for threshold of reveal (if at all, GM's are encouraged to keep latent Dracomorphism a mystery).
    • Aura matches form the character is in drake in drake form, human in human form, with a mix during transcend form.
    • you may purchase a new above and below 5 karma power each month, as opposed to the timers listed in the book
    • Changing element type for the elemental attack does not count as a power for the timer, it still costs karma to perform

Lore Clarification: Being a drake is no worse than being wanted at all, corps and dragons are not actively hunting them. The former due to fear of dragon revenge, the latter because of it’s not known who they “belong to” or similar.

  • Flight
    • For drakes, pay the amount of karma needed to match the athletics skill group level you have. This is modified up/down by Jack of All Trades, Master of None

Initiation & Metamagic

  • Initiation
    • Nine Paths ordeal use the augmented attribute of the character
      • You can try each path once per month, only one can ultimately give an ordeal
    • Ordeal discount is rounded up then taken out of the total cost (IG 1 with ordeal with be 11 for example)
    • You can qualify for an ordeal before you initiate.
    • You can bypass the roll to initiate if you complete an ordeal
    • in character creation (with a prime generation slot), you need the specific Way it’s from as a quality
  • Fixation/Advanced Alchemy
    • Merged into one metamagic
  • Channeling
    • Mystic Adepts can still access adept powers while channeling
    • AP from Energy Aura is added to AP you might already have for your unarmed attacks
    • You do not gain the spirits +2d6 for initiative simply by having the spirit Channeled
    • 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.
    • You may project while channeling, and can leave the spirit in your body to prevent something such as a shedim from moving in.
      • You cannot summon a new channeled spirit without LoS of your body
      • You retain all benefits of channeling while projecting, including skills, mental attributes, and powers
      • the summoner of an channeled air spirit can get the "Special" line applied and get +10 m/hit sprinting. Same for possession spirits (though they're really only using the power they already had). Don't forget that having a physical vessel doesn't remove any Allergies or other vulnerabilities that might be present. So channeling a spirit of Fire will make you sprint faster. But will also give you a severe allergy to Water. This makes Seattle in the rainy season a place to avoid for a Fire aspected channeler.
    • Cannot bind or fetter channeled spirits
    • Cannot channel ally spirits
    • Does not enable you to learn Dual-Natured Defender
  • Cleansing
    • Cleansing allows you to activate your foci/act with them at their normal (or less dampened) levels while active
    • Can be done multiple times in subsequent turns, but the reduction is tracked separately
      • For example: reduce the BGC by 3 for 6 rounds. Then reduce it by 2 for 8 rounds. After 6 rounds the BGC rises by 3, then a few rounds later it rises by 2 more putting it back to the original 5. You cannot reduce a BGC below 0.
  • Astral Bluff
    • Gm Fiat ultimately, but usually only the first two levels of the assensing table can be effected
  • Exorcism
    • Drain is exclusively stun
    • Centering can help Exorcism
    • Multiple exorcists cannot help each other build up hits
    • 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
    • Does not help pressing through a mana barrier, still can use the method in Fooling Wards to get through with Flux
  • Flexible Signature
    • Effects ONLY residue left behind by magical activities. This means any signature left behind will be eliminated, or disguised as coming from some other aura.
    • With Flexible Signature alone, any magic you do can look like the impersonated person’s aura generated it. But your aura can not look like theirs.
  • 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.
    • With masking alone, you can reproduce their aura. Should you cast a spell, the signature on the spell will be yours, not the entity being impersonated.
    • Masking/Extended Masking effects all elements of the Astral Perception chart. They allow you to change any observable element on that chart. The “aura” seen at 2 hits becomes the uniquely identifying trait for a living aura, meaning that with Masking alone you could impersonate someone else’s aura, even to their friends who know their aura well.
    • 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
    • With Artisan's Way, you must choose either technical or vehicle skills, which replaces the ability to center both physical and combat skills
  • Supernatural Prowess
    • Supernatural Prowess replaces rather than augments an attribute. Other alterations do not apply
  • Centering
    • Can be used to help Exorcism
    • does not help resist blight and cannot be used more than once per pass. unless you're doing normal and adept centering
  • Invocation
    • Aspected Mages can learn this Metamagic, aspected conjurers may use summoning in place of ritual spellcasting for Great Form rituals
  • Greatform Possession
    • Santeria/Vodoun magicians must decide at character creation if they summon Loa/Orisha, other traditions summon and channel ordinary great form spirits of their tradition
    • those of a possession tradition can choose whether to possess or channel it when they summon. Those with channeling can only choose to channel it. Both of these can choose to spend a service when channeling it for full possession as normal.
  • Necromancy
    • The person wanting to learn Necromancy must (at time of choosing) be able to have spirits of Man on their spirit list (tradition or UMT expansion metamagics). Learning necromancy does not appear to require actually summoning the spirit. So just having them 'on your list' is enough.
    • Side note: Paradigm shifting away from traditions able to call spirits of man doesn't remove your Necromancy if you already have it.
  • Greater Ritual
    • The maximum force of the magical activity remains 2x the magician's Magic. So if the leader of a ritual had magic 6, and had a participant with magic 12 and greater ritual, the leader's cap is still Force 12.
    • The required lodge component needs to be as strong as the mechanical ritual, which is before contributions from Greater Ritual.
  • Harmonious Defense
    • Must be astrally perceiving to activate
  • Sensing
    • Perception test to observe the background count, and it does not expose you to the void/storm that might be there
    • Observant and peceptive both apply (along with other +perception ones)
  • Totem Form
    • You can only transform into one animal, which must be one you have attuned at time of choosing the metamagic, it cannot be changed later
    • non-delta augmentations would be ejected forcibly (and potentially fatally). As a shapeshifter's Shift power: Any deltaware (or better) carry over to the new form; sub-delta implants are automatically rejected during the change, **causing (total Essence cost of implants x 10, round down) P damage. You do not recover the Essence from the implants lost in this fashion. Cosmetic alterations (piercings, tattoos) are lost as well. You gain access to all non-**paranormal abilities of the race if any. And retain all of your paranormal powers in the new form. You will stay in the form until you choose to shift back.
    • Qi foci tattoos are either active, or merged into you while shifted. And not lost (but cannot be activated if not already so)
  • Absorption
    • reducing the force does not change the limit of the spell for hits remaining, as the test is already completed by time the defender rolls to absorb. reducing it to f0, however, dispels it completely
  • Spirit Expansion
    • Have to be able to conjure to take this metamagic

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.
    • Can only cast ritual magic relating to their chosen category (Circle of Healing for Health foe instance)
  • 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 ‘summoning’ 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, mystic adepts, and aware may be Seers. You must chose to be a Seer at character generation.
    • Adepts cannot be Seers.
  • The Apprentice
    • Can take Chainbreaker
    • CAn take Dedicated Conjurer
    • Cannot take Tarot Summoning
    • 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.
  • Hermetic Elementalist
    • Cannot have an ally spirit at this time
    • Dedicated conjurer cannot expand your list beyond earth/air/water/fire until you paradigm shift out of Elementalist
  • Aspected Summoner
    • May learn invocation rituals and use them with spectral warden, aspected conjurers may use summoning in place of ritual spellcasting for Great Form rituals without spectral warden

Matrix

General

  • hardware
    • deck specialization applies for the jacking out actions
    • changing ownership requires being on the open matrix
    • Machine Sprites and Task Spirits may do the test to repair a refurbished/surplus Pi-Tac instead
  • Dongles
    • Only commlinks can use them
  • Locations
    • There is no translocation within the matrix, except into hosts. Distance is always calculated based on the actual location of your device (or your brain, for a Techno) The degree to which you know where icons are or how they match up with real world locations without running a Trace Icon action is up to your GM, but is generally going to be "not very"
  • Devices
    • DR will always be replaced with it's owner's mental attributes for shadowrunners on matrix defense. Device Rating is only a standin for security devices and the similar attached to fixed locations.
    • Cannot raise attributes a device doesn’t have with programs or infusions
  • Reckless Hacking
    • is always considered to be an illegal action
  • Cyberdeck Modules
    • Induction Connector may be used via touching devices if the cyberdeck is implanted as an augmentation. GM reserves the right to deny the connection if they feel it doesn't make sense
  • Cyberdecks
    • Cannot remove or disable the Sim module inside a cyberdeck
  • DOX
    • banned for PC use without express GM permission
  • PAN
    • Devices to be protected in a PAN have to be connected to the master, as well as functioning on a wireless level equal to or below that of the master.(As an example: your smartgun is offline, but plugged directly into your commlink, slaved to it and thus protected even while being directly connected. If the commlink was offline, everything in the PAN would need to be directly plugged in, and also disconnected from the matrix)
      • If a device connected to an offline PAN goes wireless, it is no longer slaved to the PAN
    • The device does not need to be running a persona to have a PAN. It simply needs to be a commlink, RCC, or cyberdeck (or technomancer with One with the Matrix at levels 2 or 3).
      • RCCs can continue to share autosofts even without a persona running
    • Internal router does not change any of these criteria
  • Virtual Reality
    • Synaptic Acceleration applies, though only if moving around via Evo Sublime or similar methods
    • Spells cast before entering VR may be sustained normally

Hosts

  • Cannot run silent, but that does not mean they are immediately obvious to the hacker without a matrix perception/search roll
  • IC
    • Blue Goo
      • The Explosion only effects the persona that dealt the matrix damage to it.
    • Fader IC (GM only)
      • Only affects Technomancers
  • Player Owned Hosts:
    • Players can now own a host, this host will have a Rating can have IC that are set when the host is formed or when the “Grow the Host” action is taken and can be edited with a “Configure IC” action.
    • Hosts cannot normally be used as part of a run except for the +2 dice pool bonus for Homeground:Digital Turf.
      • Hosts can be used as a place to hide and lay low, GMs can send teams to break into this host following normal rules
    • Players can Own a host by Forming a Tribe or taking Homeground:Digital Turf
    • Player Owned hosts start at R1
    • Player Owned hosts can be Data Hosts, Industry Hosts, Destination Hosts, Nested Hosts, Rogue host
      • Please Ping Rules head in the Gear-Acquisition when you create a host, please include all details of the host, Type, Array, IC loadout, any other details you think are important
      • Use Gear-Acquisition for all foundation actions relating to hosts please ping Rules head.
      • Grow the Host (114 DT) roll to increase the Hosts Rating
      • Configure IC (115 DT) to set IC
      • And any other Node actions available to PCs that effect the host
        • If a Glitch or Critical Glitch occurs, you have to have a run to ‘unfreeze’ the foundation before advancing further.

Even if you downgrade a glitch to nothing.

          • Note to GMs:What happens on the run should be influenced by the severity of the roll.
    • Offline/Outdated/Rogue hosts can be obtained with a run, use the mechanics on page 25 of Kill Code.
    • Players cannot form WANs and cannot be Slaved to the Host
    • Normal rules apply for hosts separation from the matrix (you can’t affect the outside world from within)
    • Ownership transfer for equipment cannot be done within a host
  • Industry Hosts
    • After the host has been alerted to the decker the IC launches at the end of the next combat turn.
      • The IC does not enter the host until the end of the second combat turn and cannot be targeted for attacks IC before it activates.
      • PC gear is not helped by the host’s protection the PC is not concidered Slaved to the Host in anyway.
    • PCs can still use Direct connection works via connecting to individual devices from the physical world these devices when Direct connected to do not benefit from their masters Firewall.
      • Note for GMs: this host will effectively triple the amount of Matrix in your game not recommended for Matrix light games.
  • Destination Hosts.
    • You stop running silent when you enter the host.
      • Note for GMs: These are one of the few hosts where social engineering may trump pure decking recommended for pink mohawk matrix light runs.
  • Nested Hosts
    • If you are within a nested host the Exit Host action only returns you the prior level of the nested host.
    • If you are directly connecting to a device, you can skip layers of the nested host, and exit out directly from the host to the Grid.
    • Total rating of all nested hosts are limited by Data Processing of external most host, including nested hosts within nested hosts.
      • The foundation is shared between all Nested hosts, using the stats of the external most host.
  • Outdated Hosts
    • Wireless, but not foundation connected
  • Offline Hosts
    • Neither foundation based nor wireless, these should be rarer, 2050s wired matrix tech.
  • Rogue Hosts
    • Always wireless, occasionally foundation based, always unregistered with GOD. You can have nested rogue hosts. Ex; datahavens.
      • Note to GMs: These hosts shouldn’t be that common.

Matrix Actions

  • Reckless Hacking
    • This does not allow you to trade a penalty for extra effective marks for damage
    • data processing actions can be used with Reckless hacking
      • Data Processing actions performed this way are treated as an Illegal “Reckless Hacking” action, generating Overwatch Score
      • This is still a Data Processing actions and as such does not include the extra benefits and penalties associated with Sleaze and Attack actions
      • A successful Reckless Hacking using a Data Processing action will NOT Give you additional hits on a Matrix Perception testor Alert the user to being under attack
      • An unsuccessful Reckless Hacking using a Data Processing action will NOT make you take Matrix Damage or give the Target a mark on you.
    • Reckless hacking CANNOT be used for actions that do not require a test, such as entering a host.
    • Note: that Patrol IC will identify that the action was an illegal “Reckless hacking” action, even if it was a Data Processing action.
      • Notes to GM: If you’re worried about people using DP to hack your files on a commlink, data bombs and encryption will stop people without significant Sleaze or Attack.
  • Calibration
    • Cap of twice per combat turn, only one source of bonus, applies to all sources of initiative.
  • Denial of Service
    • Multiple DoS do not stack, highest penalty is what is applied. Uses computer+Intuition [Data Processing]
    • Does not impact damage resistance
  • I am the Firewall
    • One source of benefit at a time, cannot be buffed by two different matrix operators use the highest value.
    • Drones may benefit while on autopilot
  • Haywire
    • Rebooting a deck only take 1 combat round.
  • Intervene
    • Hits from this test are added as dice to ally’s defense test
  • Masquerade
    • This action only gives you access to the Persona’s identity,other access this grants is entirely up to GM
    • Note to GMs: Suggestion anything that wouldn’t require a Mark or the knowing of unknown information for example if a log-on still asks for the persona for a password)
    • The action lets you send messages as the spoofed persona.
      • Social engineering on the matrix.
    • You can run silent GM Fiat how the world reacts to this,
    • All overwatch Gained while Masquerading still adds to your OWN overwatch score NEVER to the target being Masqueraded.
  • Squelch
    • A Squelched Device cannot receive incoming calls or messages,
    • Rebooting the effective device removes the effect.
    • GM controls how NPCs react.
      • Notes to GMs: This action is an Attack action, if it is successful the Owner of the Device is alerted that they have come under an Attack on the Matrix. However, Commlinks turning off or getting spotty signal is as much a part of the 6th world as it is the 5th Squelch might be mistaken for poor signal by some (and the fluff of the action corroborates that however that is up to you)
  • Subvert Infrastructure
    • This action always applies to “simple devices” (Anything that can be accessed with the use simple device action).
    • Note to GMs; While a door latch is a simple device a Maglock is not.

GM has final say on what it can apply to, but generally should apply to any fixed/automated features anything unmanned normally.

      • Note that GridGuide is roughly rating 5 so Gridguide is not outside of the purview of this action for most deckers GM fiat still applies
  • Tag
    • Remains as written,
    • Clarification this action only negates 2 dice in penalties from visibility and glare
    • You must have a Physical line of sight be it a camera, drone, teammates cyber eye on the target
    • You cannot Tag a target if you only have matrix eyes on the target.
  • Watchdog
    • This action only lets you know the Matrix actions of the target.
    • May be done multiple times for multiple marks
    • Actions that use devices on the matrix are NOT matrix action, this does not let someone know if the target has pulled the trigger on their smart gun
    • Most matrix actions can be found on page 237 onward of CRB.
  • Brute Force
    • Normal teamwork tests is still possible without Team Player, but only the leader gets the benefits and penalties (Mark and OS). If you have the Team Player quality both leader and assistant get benefits and penalties.
  • Hack on the Fly?
    • Normal teamwork tests is still possible without Team Player, but only the leader gets the benefits and penalties (Mark and OS). If you have the Team Player quality both leader and assistant get benefits and penalties.
  • Encryption
    • The owner of the file (and anyone they give a passcode to) may bypass the Encryption without a roll
  • Set Databomb
    • the owner of the file (and anyone they give a passcode to) may bypass the databomb without a roll
  • Active Target Lock
    • Visual spec applies for using perception to get a sensor lock
  • 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.
  • Control Device
    • GM fiat for how many marks are required to open the door
    • you may use this on cyberlimbs, retaining the ability to do simple things that don't require a roll (picking up objects, handshakes, walking, ect.) for actions that require a roll (shooting a gun, sprinting, throwing a grenade, picking a lock, etc.) you are subject to a -10 dice pool penalty
    • You may not use this to make multiple attacks in a single pass by using drones
  • 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.
    • You can in fact Target device with a Cyberdeck and sensors Slaved to your Deck. You do not need to use an RCC.
  • rebooting device
    • You cannot reboot a device running a persona, unless it is your own. Nor can you reboot a deviceless persona.

Programs

You cannot benefit from multiple copies of the same program, no matter what source gives it

  • Agents
    • Decks cannot run agents without a persona, as programs are enhancements to a persona. As such, the agent would need to be on a deck being actively used by someone else at the time.
    • Can run on RCCs
    • Cannot run more than one on the device at a time
  • Swarm
    • All drones within a swarm must be within a 50m diameter sphere.
    • All drones in a swarm must be able to perform any given action the swarm attempts to perform.
    • The swarm bonus does not provide additional dice to tests that are not actions, such as defense and soak
  • Configurator
    • Quick Config does not interact specially with the program
    • You can set/load Sharing/Noise Reduction attributes, as well as the combination of programs and autosofts When using it with an RCC
    • you cannot store mutiple configurator programs with seperate configurations in them
    • The configuration is chosen when you bring the program online
  • Boostrap
    • GM fiat for what you can do, but GMs are encouraged to allow creative solutions
  • Diagnostics
    • The Diagnostics commlink app works like a biomonitor for your PAN, allowing you to know the matrix condition monitor of the devices slaved to your PAN.
  • Shield Wall
    • Attack Limited Matrix Actions are what get the defensive benefit

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.
  • Gymnastics
    • if you use up your movement while jumping with gymnastics, you are considered still in the air as others attack

Qualities

  • SURGE
    • Metasapients can SURGE, lore head can veto specific choices
    • Does not double in cost after chargen, still requires rules and chargen head approvals to take
    • Shifters who SURGE have the changes primarily affect their natural animal form, and keep the qualities when shifted into Metahuman form.
  • Astral Hazing
    • The 3 BGC stacks with whatever the ambient BGC is
  • Omerta
    • Triad variant is available, cannot burn edge for Not Dead Yet and still break the code, it simply retcons the breaking.
  • Drug Tolerance
    • Applies for all addiction tests
  • Magician/Adept/Mystic Adept/Aspected Magician/Technomancer
    • May be purchased after character creation
    • They may be obtained at chargen price, however this must be approved by the GM Head beforehand
  • Witness My Hate
    • Adepts and mystic adepts may purchase this quality
  • Natural Leader
    • The +1 only applies to combat maneuvers, not other forms of leadership
  • Analytical Mind
    • Matrix searches durations are reduced by half this can stack with other reductions of time,
      • Matrix Searches gain +2 dicepool if you have Trust Data Not Lore
      • Outside of matrix the +2 bonus to Logic based dice pools are at GM fiat, but generally- mathematics, codes, puzzles should get the bonus.
        • Logic based Extended test intervals are cut in half, such as for repairing matrix damage. (stacks with Golden Screwdriver)
          • Note to GMs: When characters are using LOGIC as the stat these are some examples of Matrix actions that the +2 bonus should apply to: Crack File, Erase Mark,Squelch, Tag,Matrix Perception, Matrix Search, Trace, Check OS, Hide, Set data bomb, Snoop, Disarm data bomb, Hack on the Fly, Brute force, Crash program
  • Metagenic Qualities
    • Now available as positive metagenic qualities in addition to normal qualities
      • Biocompatible (either), Double Jointed, High Pain Tolerance, Magic Resistance, Natural Hardening, Natural Immunity, quick Healer, Resistance to Pathogens/Toxins, Toughness
    • Now available as negative metagenic qualities in addition to normal qualities
      • Allergy, Asthma, Albinism, Quasimodo, Low Pain Tolerance, Reduced (Sense), Sensitive System, Weak Immune System
    • Note that all stacking rules are still in effect.
      • You cannot get "High Pain Tolerance (6)", but you can get "High Pain Tolerance (2)" and "Metagenic High Pain Tolerance (1)" (the stack does not exceed 3).
      • Likewise, you can't get both Biocompatibility Qualities on the same character, ever.
  • Thousand Yard Stare
    • Shadowrunners count as combat personnel.
  • Quasimodo
    • -1 intimidation unless it is over the matrix.
      • -3 to every other social actions
  • Natural Venom
    • Injection venom requires two additional net hits to inject
  • Poisoner
    • Changeling's Natural Venom benefits
  • No Man Left Behind
    • Cannot be combined with Every Man For Himself
  • Every Man For Himself
    • Cannot be combined with No Man Left Behind
  • Locational Attunement
    • Can also be applied to vehicles for the 5 karma cost.
    • Can be Applied to Lifestyles,
    • Can be applied to “Home Turf” of the Home turf Quality.
    • Can be applied to the Area’s Associated with a characters “Symbiosis” quality.
  • Observant
    • Applies to perception and Electronic Warfare.
      • Does not apply to Assensing or Matrix perception.
  • Black Forest Native
    • You do not require this quality to be from The Black Forest
  • Bioluminescence
    • Compatible with Mood Hair
    • Compatible with Unusual Hair
  • Community Connection
    • Can only be taken by orks/trolls and metavariants of those.
  • Nasty Trog
    • Can only be taken by orks/trolls and metavariants of those.
    • Should look obviously trog-like. Consult chargen if unsure.
  • Trog Traitor
    • Can only be taken by orks/trolls and metavariants of those.
  • Latent Drake
    • Gives immunity to HMHVV
  • Deck Builder
    • Must be used as a cyberdeck, not a modded device to run cyberdeck stats.
      • RCCs and commlinks are similarly not allowed.
  • Avrse
    • Vehicles don’t count as secure, yes even if it’s a lifestyle
  • Buddy System
    • You need to have a matrix operator/entity in the matrix with you, not just on a team to remove the penalty.
      • Incompatible with Lone Wolf
  • Discombobulated
    • You don’t have the penalty while jumped in to a drone.
    • Being on a BTL does not count as being in AR/VR.
      • Please remember that non-technomancers get -2 while in AR.
  • Down the rabbit hole
    • Can be taken four times.
  • Frostbite
    • Cannot be applied to Registering,
      • Doesn’t apply in a host you own or belonging to your tribe/Prime Data Haven.
  • Information Auctioneer
    • This quality gives no extra money from paydata,
    • GM fiat for extra memory dice the npc’s have. Along with the reaction.
    • Note for GM: if you don’t want to math, +2 memory is a good start
  • Lazy Fingers
    • Incompatible with Go Big or Go Home
  • Sloppy Code
    • Stealth is a test that includes Sleaze in its dicepool, not as the limit
  • Well, Actually...
    • -2 distracted penalty for 30 minutes to all actions when you are looking things up
    • This is not considered a Matrix Search Action rather just browsing the Trix for data.
      • Browse, Analytical Mind and other sources that would normally reduce a Matrix Search do not apply to this quality.
    • Brilliant Heuristics
    • Matrix searches are the only action that is subject to the reduced time.
    • Time intervals for extended tests for Data Processing are cut in half.
    • anyone can take it
  • Groveler
    • Technomancer only.
    • 2 is still the minimum drain value.
    • Burning the chips is considered part of the compiling/registering/decompiling/threading action.
      • Cannot be used to resist Fader IC attacks.
    • Can be done in VR if the chips are on your body.
      • The chips once used cannot be repaired.
  • Hold the Door
    • Attacks have to be matrix/resonance actions.
      • Have to fill a personas (spiders, and IC, or people) condition monitor to qualify.
    • Available to deckers as well.
  • Fractal Punch
    • Available to anyone
  • Lone Wolf
    • Incompatible with buddy system.
    • Bonus applies when you are the sole matrix operator (person using matrix actions, even in AR).
      • Agents are considered sprites for this quality.
    • Available for anyone
  • One with the Matrix
    • Technomancer only,
    • Any level of the quality works for using a D+ or MOS.
      • Yes you can slave the living persona to a device, even though normally you couldn’t run two persona devices(commlink or deck) at once.
        • Both devices resist matrix perception while running silent.
  • Reverberant
    • This quality can only be taken by those who are not Emerged.
      • Players with this quality do not show up to technomancers in matrix perception test by resonance being or assencing.
        • Note: Something should show up when someone would normally detect a Technomancer (There is a slight shimmer to their aura/persona)
  • Team Player
    • This quality is required to get a teamwork test for hack on the fly/brute force with another decker
    • Available for anyone
  • Trust Data not Lore
    • Available For anyone
  • Trust Lore not Data
    • Available for anyone
  • Unique Avatar
    • Open for anyone
    • Bonus only applies when persona is visible.
      • Memory test bonus applies even if the persona was only seen for a moment
  • Code of Honor: Black Hat
    • When taking this quality change “May never give away paydata for free; must sell the information to the highest bidder.”To “May never give paydata away for free,“ and exclude the second part.
      • Being paid for a job counts as getting paid so all data used to complete the job counts as “Data not given away for free”

Can be taken by anyone

  • Data Hog
    • Available to anyone
  • Escaped Custody
    • Available to anyone
  • On the Wagon
    • Available to anyone
  • Ware Intolerance
    • Available to anyone
    • Stacks with other percentile changes to essence.
  • Wired User
    • Available to anyone
  • Dual-Natured Defender
    • The following drake powers are physical/magical for purposes of dual natured defender shutting off magic based critter powers
      • Hardened Natural Armor(including Heavy Scales for western drakes), Natural Weapon(of all types), Underwater Adaptation, Vestigal Wings(for non-eastern dragons only), Enhanced Senses are all considered physical. Addtionally, shift form but not transcend form will keep you in your current form per rules for shifter. Everything else will be disabled or non-functional when using dual natured defender.
        • This includes poison, as the poison is magically based. The stinger will still exist, but there will be no poison to inject.
    • 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.
  • brand loyalty
    • use the normal items from the books for mechanics
    • Cannot take brand loyalty for foci
    • Cannot take brand loyalty for individual swordsmiths
    • Prototype transhuman augmentations are not benefited by your brand loyalty
  • Phenotype Expression
    • The optional rule in chrome flesh allowing a single phenotype adjustment geneware to be taken as a quality is in effect
  • Acrobatic Defender
    • General limit modifiers apply to full defense 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.
    • Does not trigger on the astral, even if your weapon focus is made out of the allergen
    • Possessing (as in the Possession power) causes you to be counted as exposed to the allergen
  • 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.
  • Animal Empathy
    • The +2 applies to spells to control animals
  • My Country Right or Wrong
    • Places such as the Ork Underground could be taken, though the enemies would need to be something such as KE
  • 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.)
    • can be used one time per run, unless the GM is doing a long run and specifically opts to allow it to be used at the 1 time per week rate. Use of the Mastery is the act of improvising a spell. The timer has nothing to do with what spell is improvised.
  • Black Market Pipeline
    • Black Market Pipeline can be applied to the group 'augmentations' rather than any specific subtype.
    • This quality's discount applies at character generation.
    • Stacks with Made Man and Dealer Connection
  • 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's discount applies at character generation.
    • This quality does not include modifications to the vehicle being purchased.
    • Stacks with Black Market Pipeline and Made Man
  • Death Dealer
    • Mystic adepts who purchase it must choose the adept or magician benefit, however they can later buy the secondary benefit at full price
    • 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.
  • Restricted Gear
    • Restricted Gear

Does not cover accessories or other modifications

  • Dedicated Spellslinger
    • Cannot learn Tarot Summoning
  • 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.
  • Fame (Quality)
    • National fame isn't strictly nation bound so much as bound to a Nation like area. So you could take it for the UCAS, or just the west coast if you would like!
  • 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.
  • Better on the Net
    • Sharing and Noise Reduction can be taken as improvements for Machinist Stream technomancers, no benefit will transfer if you change stream (but you don’t lose the quality, if ever moving back)
    • Only applies to a technomancer’s living persona, not any other device they may have (even with resonance riding)
  • Jack of All Trades, Master Of None
    • Jack Of All Trades, Master Of None does apply to Knowledge and Language Skills
  • Spectral Warden
    • On minion rituals, such as ally creation, binding may replace summoning just as it may replace ritual spellcasting
  • Master Debater
    • Applies to any test using the diplomacy spec in negotiation. For example, not for haggling or shopping, but for trying to change someone's mind about an issue, or get them to see your side, or otherwise like you better.
  • Harmonious Defense
    • Mystic Adepts cannot take this quality.
  • 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.
  • mentor spirit
    • Adepts and Mystic Adepts that give up sorcery do not need to obey the requirement to take Augury and Sortilige
    • Raven (alt)
      • The +2 dice bonus to knowledge skills applies to language skills as well, however they are not considered ranks in the language.
    • if you receive a duplicate power (such as getting Killing hands again from Shark Mentor) then the power points for that power is refunded. This is obviously post gen only.
    • Boar
      • magician mentor spirit only applies to summoning spirits, and only when successful. It does not aid binding at all.
    • Rat
      • Whether or not the shaman can find reagents due to his mentor benefit is up to the GM of the run
  • 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.
  • Made Man
    • Stacks with Black Market Pipeline and Dealer Connection
  • 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 defense 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
    • can be taken with the Shapechange spell instead of Critter Form
      • still has all restrictions/limitations that apply
  • 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.
    • Aspected Summoners may use this to summon Homunculi and Watchers
  • 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 defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.
  • Made Man
    • The discount of Made Man can be applied at gen
  • Infected
    • You may take aged on infected
  • Prototype Transhuman
    • The “bioware” chosen is a natural organ/structure/capability of the character. As such, it does not show in assensing as bioware. and as such can never be upgraded, downgraded, or removed.
      • This includes Special Modifications.
    • It remains only available at chargen. A character concept centered on discovering the abilities later in life, would still have to purchase the quality in chargen (and would just not know it was there necessarily in-character).
    • These organs and structures replicate the abilities and considerations of bioware augments. Use all normal mechanics attached to the given augment (including incompatibilities with other augmentations or enhancements). That said, these ‘implants’ are not rejected by regeneration, revenant adept, the Shift ability (though at time of writing Shifters can’t be ‘warforms’/PTs), or affected by HMHVV infection.
      • While they are a natural organ/capability of the PT’s biology, they do not gain or lose any compatibility concerns with other augments or enhancements. Ex: Orthoskin as a prototype transhuman modification would continue to be incompatible with striking skin pigmentation. This is a partial duplication of 4, but being repeated for absolute clarity. PT Nephritic screens can be natural for a Transhuman, but they are still degraded by the Penetration of the thing being resisted, as another example.
    • Cannot be Used Grade
  • Striking Skin Pigmentation
    • Is not compatible with Dermal Alteration metagenic
  • Special Modifications
    • 1 round guns can take the expanded ammo option, rounding up (thus level 1 of +50% ammo would be 2 total)
    • HK Urban Combat may be modified by Special Modifications
    • Laser weapons may be modified by Special Modifications
    • May be taken for multiple different weapons
    • Mundane is considered to be zero magic or resonance, or lack of said attributes entirely. In the event that magic or resonance is ever increased to 1 or more, this quality is lost. A refund is only given if the gain was unintentional(such as infected).
    • Any weapon can be modified with this quality, except for unarmed attacks(and direct modifiers to them such as cyberarms, bone density, bone lacing, and striking calluses). This includes melee weapons, ranged weapons, cyberweapons, and bioweapons.
    • While it’s easy to notice that a weapon is modified, the legality of the weapon will not be altered.
    • Every rank allows you to choose from either +1 DV, two separate attributes from a list, or a characteristic of a weapon.
    • DV for non-attribute based values is allowed(such as for guns).
    • Guns with certain unique ammo counts such as the Mitsubishi Yakusoku MRL cannot take Ammo Capacity, at Rules Head discretion.
    • Modding a weapon’s characteristics alters the gun so much that other people cannot use it anymore. This may also require modifying ammunition with no test required during downtime in order to use it with your gun.
    • Currently the only allowed altered characteristic is switching elemental types for weapons with pre-existing elemental types, such as switching stun gloves from electricity to fire damage. Special ammo such as stick and shock does not count for this requirement. More may be added later.
    • Modified guns either do not have their stat boosts or are inoperable by drones unless the gun is controlled and fired directly by the person that modified the gun.
    • Due to the nature of Special Modifications, they should be approved by Rules Head before applied to avoid any unique problems to certain weapons. This can be done while taking the quality, or after.
    • Changing the elemental damage on a weapon changes the damage type, for example turning a flamethrower into a waterthrower would make it no longer deal damage, and instead knock people down
    • Increasing Capacity of electric discharge would be akin to increasing ammo. You would add extra "ammo" equal to have the base capacity (so 36 stored charges) for "half" a specmod. It will not affect your max discharge rate. It will not increase your recharge rate.
      • Since we talked about this, taking a full specmod for +1DV would, in this particular case, most likely add to peak discharge (not +1 per discharge, meaning you can't get +1 DV, and then spend 1 charge and get 2S(e). But you could spend +1DV and now discharge 9 for 9S(e) in a single hit).
    • You cannot specially modify prototype transhuman augmentations
    • Applies to any variants of the weapon (i.e. both parts of the Krime Gloves, all versions of the HK XM30)
  • Elemental Focus
    • For dual element spells count for this, i.e. napalm is fire/water and still gives +2 as it does Fire.
  • Prototype Materials
    • may be purchased for multiple weapons
    • may only be taken once per run
    • Requires a semi-prime+ run in order to obtain. This quality is always obtained at chargen price of 5 karma/RVP during runs.
    • This quality requires the approval of the GM Department on top of normal quality requirements. Lore may retcon this quality and how it was obtained if necessary.
    • This does not give you any direct benefits. It’s only benefit is allowing a third rank of the Special Modifications quality to be purchased.
    • Like Special Modifications, this is considered to be a mundane quality and is lost if magic or resonance ever reaches 1 or higher. Refunds are only given if the gain was unintentional.
  • Hair Trigger (p160)
    • Only entering cold or hot sim is a free action. Leaving VR is unaffected.
    • The simple action to jump into a drone also means you enter VR. Leaving the drone or switching to another drone works as normal once you’re in VR.
  • Hi-Rez (p160)
    • Using a matrix perception action as a free action may only be taken on your pass. Additionally, this may only be done once a combat turn.
    • You may take normal matrix perception actions as a complex action, despite this quality. There is still no limit to the number of these matrix perception actions you can take in a combat turn.
  • Rabble Rouser (p161)
    • Anything social modifiers apply to count as social skills.
  • Shoot First, Don’t Ask Questions (p161)
    • Threshold minimums are 1, unless rules text explicitly states otherwise.
  • Elemental Attunement (p161)
    • Can be used if you have a qi foci with the prerequisite powers. However, the quality is lost if any of the qi foci are unbound or destroyed.
  • Resonant Discordance (p161)
    • While being a mastery quality, this can be taken by technomancers but not awakened. Like mastery qualities, it always costs 13 karma.
  • Hard Luck (p162)
    • Luxury cannot be purchased by the character.
    • Advanced lifestyle rules cannot be used(subject to change at a later date)
    • Trust fund will pay for one lifestyle lower than normal.
  • Memory Palace
    • Does not protect against anything memory related, such as Mind Probe, Alter Memory or Laes.
  • Spirit Affinity
    • Can only be taken once.
  • Thorns
    • Only applies to unarmed attacks, not weapons that use the unarmed combat skill.
  • Satyr Legs
    • You won't lose the satyr legs quality just for getting cyberlegs (those replacements are just like your legs). Likewise if you got bio-legs (either type).
    • Cannot combine satyr legs with the digigrade cyberleg mod (since they involve different mechanics, and hooves vs. bird/raptor feet).
  • Glamour
    • requires seeing or hearing the target in some way to affect someone. This can apply remotely if their voice is audible
  • Sensitive System
    • Causes both issues for awakened and emerged
  • Big Baby
    • Affects active dice-pools while being in combat (physical, astral, or matrix). This doesn't mean defense tests, attribute only tests, other resists. Just things you actively do, while in a combat environment, when you've taken at least one box of physical damage in the fray.
  • Redliner
    • Bonuses and penalties vanish in dracoform
  • Spirit Whisperer
    • Doesn’t help spectral wardens
  • Lightning Reflexes
    • Does not effect matrix or astral initiative
  • Spirit Affinity
    • Can only be taken once
  • Illness
    • Costs both nuyen and karma to buy off
  • Agile Defender
    • Can be used while jumped in, however you must use your actual agility, not your drone’s limb based agility
  • Solid/Legendary Rep
    • Can be taken for multiple groups
  • Natural tails
    • Can be implanted with the stinger bioware
  • Healer
    • Effects any permanent health spell
  • Renaissance Ritualist
    • affects only the rolls for the ritual
    • This does not affect the FORCE modifiers (SG 129) for the magical group ritual, so even a RR has +2 Force required for every additional tradition in the Group
  • Death Dealer
    • Adepts and Mystic Adepts can only take it once
    • Mages can take it three times
    • Everyone gets the same bonus from it (Adepts only get the spell bonus if they use adept spell, and mages only get the critical strike bonus if channeling a loa that gives it. Mages only get +1 for critical strike even if they have all three ranks)
  • Candle in the Dark
    • Cannot raise effective loyalty above 6
  • Uncanny Healer
    • Doesn't stack with quick healer for natural recovery, but can have both qualities
  • Spirit Hunter
    • A spirit hunter can suppress the powers of the spirit, but not what the spirit is currently in (for Possession or Inhabitation spirits). So a Possession spirit possessing a paracritter with always-on elemental aura taking a banishing hit from a Spirit Hunter does not suppress the paracritter's energy aura (or a Behemoth's armor power, as another example).
      • In a completely coincidental example: A dragon Inhabited as a flesh form by a spirit is still at the very minimum a dragon in terms of powers.
      • Possession/Inhabitation/Materialization: Aside from being off the stat block many times, there are other things designed to get a spirit out of the material world. So you can't force a spirit out with Spirit Hunter.
      • Dual Natured: Spirits are astral beings. If they're in the material world by whatever mechanism, they are Dual Natured. This cannot be turned off, though it can be impaired (mana disruption, for example).
      • Realistic Form: If already Materialized or in a vessel and using a realistic form, this power is not cancelled. If under the effects of spirit hunter suppression, this power can't be used (they are obviously a spirit, or follow normal detection in a vessel rules). This applies to Ally spirits who only have a single (realistic) form as well.

Sapience: Spirit Hunter can't rob them of their Sapience

      • Non "Innate Spell" Spellcasting: If the spirit has independent spellcasting (not associated with its summoner), it remains a spellcaster. Even without Spirit Powers, some spirits have access to vast magical resources.

Materialized and Inhabated spirit "Immunity to Normal Weapons": This is a side effect of being Materialized or Inhabited, so can't be neutralized by a spirit hunter (unlike with Blight or Mana disruption).

        • Some additional notes: They retain the ability to attack with unarmed combat, but lose their DV codes for the natural weapons. Claws are blunted, scythe-blade-arms lose their lethality, etc. Their skills are unchanged. In astral combat this is less meaningful than in physical combat, but is significant particularly for Beast spirits. Sustained powers (Endowment, etc) are interrupted during the loss of power. They must be re-used to be reestablished (they don't simply come back into being when the suppression period ends). Spirit hunter power disruption cannot affect spirit pacts themselves. But during the suppression period the spirit can't make new ones. Spirit hunter has no effects whatsoever on "horror marks" or the ability to establish them at this time. GMs should err on the 'if it helps the spirit and is a power, it should probably be suppressed' since GM fiat will apply in some way in any game, or for powers they think really can't be squished or for non-standard abilities. Banishing resistance explicitly can be suppressed. That means getting a banishing hit can make a nasty spirit (including Free spirits) easier to send home. Some spirits may not stay gone very long however...
  • Elemental Focus
    • Does not change the damage type, only gives the elemental secondary effects. I.e. water will still do damage, but will knock you down easier
    • Armor mods do not help you resist the drain
    • Fire drain would need to resist being set on fire, AP equal to the spell’s force
    • Cold drain would need to resist to not break your armor
  • One Trick Pony
    • May be taken multiple times
  • Bad Luck
    • For lucky duck, you roll for it once for bad luck

Rigging

General

  • Houserule
    • Drones and Vehicles now possess an overflow track in addition to their condition track, with a number of boxes equal to the body rating of the drone/vehicle.
      • When a drone/vehicle’s damage track is full, it is no longer able to function. However, unless the overflow track is also full, the drone/vehicle can still be repaired back to full functionality for no added cost.
        • The costs detailed for vehicle/drone repair listed in Rigger 5.0 will not be used on the ‘net, it will simply be assumed that vehicles/drones can be fully repaired ‘off screen’ between runs, for no added cost, similar to matrix damage, and damage to a character's physical/stun boxes. During a run a rigger can use engineering skills to repair drones if they can spend the time to do so, as a normal building and repairing extended test.
    • Drone/Vehicle operators can spend their own personal edge on actions their drones/vehicles takes, even when not controlling it, similar to spirits, or animals. This feature can only be used on rolls that do not include autosofts (they should be considered similar to skillwires in that regard). Notably this allows things such as spending edge to reroll failures on a damage resistance test
      • Edge can be burned by the owner of a drone/vehicle to use the ‘Not Dead Yet’ action for said drone/vehicle, meaning that the drone/vehicle will survive the run in a state that means it can be used in future runs, similar to using ‘Not dead yet’ for a player character themselves. In a scenario where the vehicle being destroyed would kill the occupants, such as an aircraft crash, only one edge must be burned in this manner.
    • It is also worth mentioning that the contact Nitelite can still use their ‘Saved in your Cloud’ power to replace drones/vehicles when they are destroyed by their overflow track being filled.
  • Sensor operations
    • you may only choose to use perception or Electronic Warfare when perceiving through a sensor array, otherwise it is always perception
    • This does not modify how perception works while jumped in.
  • Movement Speed
    • To find a vehicle or drone's tactical-scale movement rate, multiply its Speed attribute by 4 for Walking, and by 8 for Running. When using the Sprint action (p 162), the drone instead rolls [Model] Maneuver autosoft + Pilot [Handling], or the appropriate Pilot skill + REA [Handling] if being controlled by a rigger. Each hit increases the drone's movement by [Acceleration] meters for that turn.

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. Use perception not electronic warfare to see. Can use electronic warfare in place of perception for external sensors
  • 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.
  • If a drone or vehicle with a mounted weapon is destroyed, the weapon can be recovered, but only if the chassis is capable of being worked on. Weapons in mounts must be removed, as per the modification rules, in order to be retrieved. Catastrophic damage (explosives, fireballs, rocks falling) are completely capable of nullifying the previous at GM discretion.
  • Huge drone mounts
    • Can also mount Flamethrowers, exotic ranged weapons, Lasers. They are considered to have power as per vehicle-provided power for the runtime of the drone.
  • Swapping weapons from mounts
    • There is no roll or cost required, and can easily be done during downtime
  • Melee weapons in mounts
    • they use gunnery
    • Shock glove is an example of a melee weapon in a mini mount
  • concealed mounts
    • Assume that concealed weapon mounts have enough shielding to make sensors have a rough enough time to need to pass the thresholds listed for visual perception tests in the rules for pop out mounts, in the case of drones. For vehicles, feel free to add on slotless weapon mount shielding on vehicles. Note this shielding only covers the vehicle, if you try to get cute and cram some other trinket into the weapon compartment, even if "it would totally fit," consider the shielding ineffective.
  • mounted weapon
    • can take the trigger removal mod

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.
  • You do not need a persona to use an RCC
  • You can slave an RCC, but there is little benefit to doing so


Autosofts

  • General
    • Integrated Autosofts do not count towards the Autosoft limit
    • Integrated Autosofts are overridden by Autosofts on an RCC
    • Autosofts are no longer model specific, meaning that any Autosoft can be used by any model (limited by pilot as usual)
    • if the autosoft is for a defaultable skill, they can attempt it 'untrained' with the regular penalty
  • Evasion
    • Evasion is used for autonomous drones and vehicles Defense Tests
    • The drone or vehicle rolls Pilot + Evasion [Handling]
  • Group
    • Ignore this autosoft, RCCs can do its function standard

Vehicles

  • General
    • You may fluff any vehicle as convertible.
    • Upgrade rules do not apply to drones and vehicles themselves, but *do* apply to mods to the drones and vehicles.
    • Limb Optimization adds Handling to the vehicle while driving
    • Gridlink comes standard in all non-throwback vehicles
    • Cannot hold a mounted weapon to consider it two handed, or hold a weapon secured to the vehicle and count it as mounted
  • Ramming
    • use r5 for vehicle vs vehicle and crb for everything else
  • Realistic Features
    • Does not count as having an aura for things such as False Impressions


  • Amenities
    • Largely fluff, but matters at GM discretion for things
  • Rolls-Royce Phaeton
    • to be referred to as the VW Phaeton.
  • 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.
  • i8 Interceptor
    • Treat the I8 interceptor as 16R.
  • 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.
  • Mechanical Arms
    • For simplicity's sake, assume the Mechanical Arms (P165 R5) are capable of accessing all sides of any car, truck, van, or motorcycle they are mounted on by default.
  • Vehicle Smuggling Compartment
    • Any actual car (IE: Not a motorcycle) can fit a suit of FBA, or light milspec, in the smuggling compartment.
    • Larger armors such as heavy milspec, or heavy security, require a van or larger to be stored in the smuggling compartment.
  • Metahuman Adjustment
    • For the same cost as modifying a vehicle from human to troll Sized you can modify a vehicle from Troll to Human sized.
  • Life Support
    • It can be reasonably assumed that a vehicle with this mod has a half-hour of air for a single occupant per seat without Life Support. Life Support 2 should be assumed to provide air for an extended span of time - at a minimum, 12 man-hours per seat, but ultimately up to GM fiat.
  • Garage
    • you cannot put it in a vehicle
  • Ford Broadcast
    • Has a Satellite Link and a Compuforce TaskMaster RCC as stock mods.
    • RCC may be modified using device modification rules in Data Trails, but cannot be replaced, removed, or changed otherwise
  • Handling/Speed of secondary propulsion modes are modified by the control rig
  • Secondary Propulsion Modes
    • Speed/Handling is affected by control rigs
    • Extra entry/exit needed to make safe exits to use while submerged
  • Gecko Grip
    • Add barrier’s current structure and armor to get barrier rating for Gecko Grip drone mod
  • Vehicle Tag Eraser
    • Can be purchased once for inside, and once for outside of the vehicle
  • Off-Road Tires
    • Use the price/avail in Rigger 5, not chummer
  • Articulated Arm
    • Cannot be used for non-melee weapons, or to perform non-melee combat non-technical skills

Drones

  • General
    • Drone Modifications
    • Treat body 1 as minimum for any body-based cost
    • Cannot move while on a drone rack, this applies to skimmers and waterjets/cyberfins as well
    • Drones can take verbal orders, pilot may not necessarily be able to carry them out, and they may be fooled into following incorrect orders.
    • Drones around Mini size with a cyberarm can be carried on your back like a backpack, but be aware that your GM may decide you are carrying too much
    • 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)
    • Current/Maximum drone limb stats are calculated using the current body/pilot of the drone
    • A small weapon mount can accept a reach 1 or below melee weapon while a Standard Mount can accept any melee weapon.
    • Upgrade rules do not apply to drones and vehicles themselves, but *do* apply to mods to the drones and vehicles.
    • While remote controlling a drone, use the Riggers stats. When acting on its own, follow the same rules as FLRs for figuring out the stats it use.
    • You may swap out tool kits that some drones come equipped with. You can replace the tool kits with medkits.
  • Pilot
    • Pilot programs (non-factory-installed) can break the law if you tell them to. If your instructions are poor, they will get confused (and have to check, and may default to obeying normal traffic rules while checking, with possibly fatal results).
    • Telling your pilot to park next to a hydrant is possible with a factory installed Pilot (though it may argue, and might go so far as announcing it's parked illegally to traffic control so the fire department has warning). And telling a drone pilot to perch on the side of a building to spy is not vehicle chase or combat, so should still be handled normally even if it IS a stock pilot, assuming it isn't gridlink/skylink without override. Vehicles are, in this case, handled differently than drones for purposes of this ruling.
  • Microweave Spider
    • Uses pilot walker
  • Biodrone
    • Not affected by things like Tantrum, since the drone isn’t aware when the rigger is jumped in
  • Remote Cyberhand Drone
    • All attributes for the Remote Cyberhand Drone treated as 1.
  • Flyspy
    • they use the tiltwing specialization for pilot aircraft
  • Garuda Drone
    • No rules for cluster munitions at this time, therefore unusable except for GM fiat.
    • move at standard aeriel drone operating speeds
  • Dustoff
    • You can remove the valkyrie module if you want
  • Valkyrie module
    • Can be combined with a rigger cocoon
  • Jumped in
    • Only suffer an offhand penalty if the weapon is not in a weapon mount.
    • use handling as limit for melee weapons
  • Remote Firing
    • Personalized Grip does apply, and you can bypass needing a smartlink by being jumped in and using a smartsoft
  • 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)]
    • Can only be run on an RCC
    • Swarms do not gain bonuses to defense
  • Anthrodrone
    • Use drone armor rules for built-in armor (bodx3 maximum, etc), and metahuman armor rules for wearing metahuman armor (Str+1 before encumbrance as normal). No maximum base armor when using metahuman armor
    • Their effective strength is the average of their four limbs, which is equal to body unless augmented otherwise.
    • For every 2 full points which armor accessories exceed their average strength, reduce the handling, speed, and agility(for drone limbs) by 1. Every 4 full points reduces their acceleration by 1 as well. If any attribute reaches 0, they become unable to take physical actions or movement.
    • Cyberlimb Optimization may be used with drone limbs
    • As long as they have roughly similar structure to metahumans, and don’t rely on movement, you can use martial arts techniques while jumped into a drone
    • Use the highest of metahuman armor(including armor bonuses) or drone armor for encumbrance. Their effective strength is the average of their four limbs, which is equal to body unless augmented otherwise. For every 2 full points which armor accessories exceed their average strength, reduce the handling, speed, and agility(for drone limbs) by 1. Every 4 full points reduces their acceleration by 1 as well. If any attribute reaches 0, they become unable to take physical actions or movement.
    • 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
  • Drone Mounts
    • A standard drone weapon mount can hold any melee weapon
  • Ares Duelist
    • An Ares Duelist has Standard (drone) mounts instead of Light (vehicle) mounts.
    • They do not have hands, they have weapon mounts
    • They are not anthrodrones
    • You may replace the stock swords with other weapons
  • Renraku Pelican
    • 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.
    • Gamemaster's discretion on size, it should be about the size of a breadbox(similar to a large smuggling compartment, but likely different form factor to allow for pizzas and the like to be delivered). Quick estimation based off research on the normal size of a breadbox suggests 0.016 cubic meters of volume, or 16 kilograms(if it has the same density as water).
  • Smart Firing Platform
    • Cannot mount the M-22A1
  • Sparring Drone
    • It is immune to base normal unarmed combat damage ("unarmed strike" at (STR)S ). Saying it's immune is redundant, since drones cant take stun damage, but there you go.

There is nothing about having pads that makes you immune to being hit with something that can cause a 1m breech in reinforced concrete (the ludicrous side of 'immune to an adept with killing hands, because um. Pads).

  • drone arms
    • Are proportional to the size of the drone
  • Garuda drone/missile launcher
    • Buy 1 missile of the same type along with the drone itself and treat it as 3 explosions
    • the booster can be toggled as a free action. The time it can boost for is GM discresion but tbh i doubt its going to need to go for very long
    • it can take drone modifications as normal
    • It can be recovered on land/in the air
    • it can be fired as either the entire drone or the cluster munition. Although the cluster munitions are much harder to guide since they're rockets.

Technomancy

General

  • Skinlink and datajack/Datajack+ are compatible with the Living Persona.
  • Blind Technomancers
    • can use the matrix without penalties
  • Faraday Cages
    • Block Resonance Actions
  • Sustaining
    • If you lose connection to the device (such as if it goes wireless off, and you aren't directly connected), your sustained CF or sprite power stops.
  • Resonance Signature
    • You must spot the icon and get at least 3 hits to tell if it is Resonant
    • Currently there is no RAW way to detect a dissonant technomancer as that, but GMs are encouraged to allow players to find out via matrix perception by another Emerged Entity
  • Burnout
    • All Resonance linked skills (currently the Tasking Group) will be converted to Knowledge Skills at the same rank (at no cost to the character). The active skills are lost. The type of Knowledge skills should be chosen by the player, but they must have reasoning beyond ‘because’.
    • All complex forms are lost. The character should make a note of what they had, as knowledge about these complex forms remains (should it arise in play ‘what does FAQ do/how does it work’ is a thing a former-technomancer who had the skill could answer).
    • Sprites that are registered at time of burnout remain registered. They can no longer be re-registered, so once tasks are performed and they run out of services owed, they go away and can not be recovered.
    • If the Technomancer has a Sprite Pet, that sprite remains and performs normally. Any powers that involve altering/enhancing/buffing Technomancer abilities can’t work on their owner (Enhance, as an example). A sprite loaned to another can still use those powers on the other (as owner) if they are eligible (in the case of Enhance, a loaned sprite could Enhance the borrower’s Threading for a task).
    • Mental links remain, as they are created at time of Compiling. This means the registered sprite can be sent back to (and retrieved from) the Resonance to be healed, clear marks, erase Overwatch Score, etc.
    • All Submersion Grades and associated Echos are lost.
    • If a Technomancer was a member of a Tribe at the time of burning out, they remain a member of the Tribe. The Tribe may change this as normal, with a forcible ejection, should they choose to. Being a member of a Tribe as a non-Resonant being removes any relevant discounts to Submersion (because you can’t; just saying this to be explicit)
    • Potentially hardest on the book-keeping, all Qualities (Positive and Negative) that require being a Technomancer are immediately lost. Example: Hi-Rez is a TM only quality. You lose it and the associated benefit.

If any of these Qualities are Negative, they must be bought off with Karma as normal (GMs are encouraged to allow at-chargen buy-off, as the character is already losing considerable capabilities at this point. GMs may also allow them to ‘fund’ the buying off of Negative TM-only qualities with the cost of lost Positive Qualities). Qualities that are NOT TM only may not be lost, or bought off, at this time. Example: Trust Data, not Lore is not lost, as on ShadowNET this is open to both Deckers and Technomancers. Focused Concentration is a possible exception. If you are burning out because you gained Magic, you may retain your Focused Concentration if you qualify for the Quality (This quality may only be taken by magic user characters that are able to cast spells and technomancers).

    • Lost Positive Qualities do not refund any Karma, nor can they be used to fund other Karma costs (other than removing TM Negative Qualities) at time of Burnout. This mostly applies to Infection burnouts who are paying for an Infected template at the same time.
    • GMs are welcome to allow the character to buy (at chargen cost) Reverberant. The player will have to cover the cost from character Karma, or GMP.
    • Medical penalties for Emerged (CRB 208) no longer apply.

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.
    • A sprite shares direct connection with the technomancer, allowing you to use skinlink to assist them
    • A sprite can pilot drones that can be piloted with a defaulted skill, and that they have the prerequisite marks on (or if their compiler owns it). They don't benefit from diagnostics
    • Sending a Registered Sprite to the Resonance and Calling them back does not count as a service and much like a summoner walking through a barrier, a TM can return a sprite to the resonance outside of a host, then call them back down on the other side inside of a host.
    • Treat their sprite level the same as agent rating(per page 246 CRB) when attributes are required. Therefore, use their Level in place of their attributes.
  • Diagnostics
    • Drones can benefit from diagnostics on itself
    • In order for a swarm to benefit, every drone would need to have diagnostics done to it
    • 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.
    • As long as connection is maintained the power can be sustained
    • Can be used on wireless off devices if directly connected to them, either through datajack/datajack+, Skinlink, or Data Tap
  • Borrowed IP
    • Question of “The type of icon” would return as whatever the TM that Compiled the sprite specified unless you beat the threshold.
  • Pet Sprites
    • Cannot be decompiled
  • Overdrive
    • Does not follow the same limit as the complex form
    • Does not raise the firewall of the device
  • Resilient Code
    • applies at time of compiling
  • Resonance Spooling
    • applies at time of compiling

Complex Forms

  • Cleaner
    • If cleaner drops OS to 0 it will prevent it from continuing to accumulate.
  • Specialization
    • yes, you need to specialize in a specific complex form
  • Editor
    • Functions with the Programs: Nuke From Orbit and Shredder
    • Bypasses Databombs and Encryption, if you copy a file using this then you are considered the owner and can easily disable those protections
    • Can be used in place of Crack File for Curiosity Killed the Cat, however you won't get the +2 from the quality
  • Overdrive
    • Overdriven Wired Reflexes and Reaction Enhancers do not have a limit for reaction if both are wirelessly enabled
    • You can overdrive ware to improve mods installed inside that ware that have wireless bonuses and rating (ex: Vision Enhancement inside cybereyes). The device they’re housed in takes the damage when the complex form ends.
  • Resonance Channel
    • Cannot bypass a Faraday Cage using this
  • Arc Feedback
    • TMs only take fade when this CF is first Threaded not for each activation.
    • When a TM sustaining this form is damaged roll Software + Resonance [Level] v. Willpower + Firewall
    • The complex form does not reduce any damage you take while sustaining.
  • Bootleg Program
    • You can bootleg an autosoft, you get a copy at the same rating as the Target
  • Host Emulator
    • Emulating an existing host, does not hide the pre-existing one
    • Inviting marks using it doesn’t destroy the illusion, only hacking does.
    • The invited mark does not go onto the technomancer.
    • Not a sustained form.
  • Mirrored Persona
    • Vanishes on failed defense test, not a successful test.
    • Does not trigger arc feedback if hit.
      • Not a sustained form.
  • Pinch
    • This complex form does no damage to Gear you are the Owner of
    • The complex form does no damage to Gear with a Mark that was invited on (so it doesn’t brick your Teammates gear)
  • Resonance Bind
    • Yes, applies to AR decking
  • Resonance Cache
    • Not sustained form.
    • Doesn’t automatically trigger the host Alert
    • A Spider (or any other user) could notice the missing IC
    • Skips when launching IC the host will not attempt to launch another copy of the currently Cached IC, instead Launch the next IC in the IC tray.
  • Search History
    • Supercharged FAQ
  • Redundancy
    • Will grant a Living Persona a Matrix Condition Monitor. This track will be consumed first when taking matrix damage.
    • Adds to the additional track given by Aegis. Redundancy's track will be consumed first.
    • If you have a Kit Bashed Sleeper (KC 63), this CF does not interact AT ALL with the permanent maxtrix damage suffered from unresisted Fade (that damage will always go to the deck, not Aegis or the CF or any other repository of matrix damage.

Echos

  • Many echoes work in the foundation, but it is ultimately GM fiat
  • Resonance Riding
    • Upgrades to sleaze/attack/firewall/data processing do not carry over while resonance riding
    • Sleepwaker and resonance riding allows you to effectively use any deck like the EVO Sublime
    • Neither Skinlink nor Datajack bypass, or mimic the use of the Resonance Riding Echo
    • You may continue sustaining complex forms while utilizing the Resonance Riding Echo
    • You may use Resonant Program Echoes while using Resonance Riding
  • Man Machine Resonance Interface
    • Can benefit from Control Rig Booster or Control Rig Optimization
  • Skinlink
    • Works while jumped in, if physically present in the vehicle
    • Can be used with a touch attack to hack in combat
    • You must physically touch the 'ware in question in order to connect, not simply have skin to skin contact (unless they had cyberlimbs, or smart skin). If one has an Internal Router and you touch one piece of cyberware, you have direct connection to everything else connected to the Router.
    • "On an unwitting target, how noticeable would this be?" Most people, even matrix experts, don't even know echos exist, let alone that Skinlink is one. Meaning that most would simply register the exchange as an oddly long handshake. Palming is useful for this use of Skinlink.
    • functions as an internal router for the technomancer
  • Mathemagics
    • functions as a Math SPU in addition to the +2 limit on Crack File and Edit File (Encryption) actions
  • Resonance Link
    • A resonance link may be formed with a technocritter
  • Resonant Program
    • Hitchhiker as a Resonant Program does not allow you to take non-submerged technomancers with you to the resonance realms, you still need to find a rift for that
    • You cannot have an Agent as a Resonant Program Echo
    • Swarm can be taken as a Resonance Echo (Note: Swarm only functions on an RCC as of previous rulings, meaning only Machinists get any use out of it. Or those using an RCC.)
    • Pi-tac apps cannot currently be taken as a Resonant Program.
    • BTL are considered comm apps, and cannot be taken as a Resonant Program.
    • Social Software from Cutting Aces cannot be taken as Resonant Programs.
  • Defrag echo is allowed
    • The Glitch protection aspect of Defrag requires a free action to enable, is undetectable, and is sustained for free.
  • MMRI
    • replaces Mind over Machine
  • Draining Spike
    • Does not heal fade
  • Neural Synergy
    • Limited by augmax
  • Predictive Analytics
    • Yes, it’s meat init while connected to matrix.
  • Will of the Resonance
    • Limited by augmax
  • Sleepwaker
    • functions similarly to the Evo Sublime deck, allowing the technomancer to perform physical actions at a -10 dice pool penalty and with -3 limit
  • In general, echoes do not require you to be on the matrix, simply having been submerged. Threading does require you to be on the matrix
    • Resonance link does not require you to be on the matrix
    • Quiet does not require your persona to be online
    • Resonance scream does not require your persona to be online
    • FFF works while you are offline

Streams

  • Cyberadepts
    • Fading value is a minimum of 2
    • Repairs can be handled during down time all that is needed is the PC to have hardware skills, or service contact with an appropriate gear contact
    • Overdrive can push ware beyond normal Rating limits for gear (Eg. Wired reflexes 4)
    • Ware affected by overdrive must remain Wireless on for the Duration of Overdrive.
    • For now Overdrive will not apply to Hard or Soft Nanites but will apply to Nanocybernetics (Including Hives).
    • For now Gear affected by Overdrive must remain Wireless on for the duration of Overdrive and must have a Wireless bonus.
    • For cases where an Internal Router or Skinlink would give you access to the Wireless bonus (see 84 CF) this is enough to use Overdrive
    • For the moment the maximum resonance the Cyberadept Daemon can return throughout your career is 6
    • The daemon can restore resonance lost to the busted cyberware quality
  • Machinists
    • Fading value is a minimum of 2
    • “minus the ability to form or join a WAN” this is a misprint assume it says PAN
    • Autosoft echo level is set at time of purchase, between 1-6
    • Still need one with the matrix to slave drones to your living persona
    • You keep the autosoft program echoes if you change stream, but cannot use them.
    • You no longer get the RCC benefits if you change streams


  • Technoshamans
    • Fading value is a minimum of 2
    • Remember doubled fade for greatform (sprite hits x 4 during compiling/registering),
    • Greatforms vanish after using their Greatform power.
    • Using a greatform pet sprite’s Greatform power will still make it vanish
    • If you switch streams, you can keep the pet sprite, but cannot create a new one.
    • Overdrive: repairs can be handled during down time all that is needed is the PC to have hardware skills, or service contact with an appropriate gear contact
    • Sacrifice: restores the technomancers stun track, but cannot heal fade
  • Sourcerers
    • Fading value is a minimum of 2
    • No more than one damaging complex form in a Hyperthreading.
    • When resolving effects from a Hyperthing roll all defenses first then apply all effects at the same time.
    • Cannot take multiple of the same Complex Form in the same Hyperthreading
    • If Multiple Sustained threads are sustained through Hyperthreading, take the appropriate number of sustaining penalties normally

Tribes

  • It is free to join after the group has been created
    • If you would like to form a Tribe please make a note on the Gear Acquisition Channel and Ping Rules head.
      • The tribe must include 3 founding members of Active Characters “5 Karma must be spent from each of the founding members, of which there must be at least three” this must be done at formation of the tribe
      • Strictures and Paragons must be chosen at the formation of the Tribe
    • Players as part of a Tribe have access to a tribes host, this host is purely fluff and its stats should never come up in play and are determined by the GM (R5 Datahost is about standard level)
  • Virtual Tribes as Contacts
    • NPC tribes only,
    • Cannot take as part of prime datahaven membership
      • Can be members of Group contacts
  • Igniting a Flash
    • GM fiat as to if they can be called
    • Adds max teamwork dice
  • Do not give a group contact just for joining

Paragons

Favor is regained during downtime, or during the same run if the requirement is met

  • Archivist (the archivist)
    • “Browse actions” are Matrix Search
  • Black Hat (the cracker)
    • +2 limit for all mark acquisition
    • If you make a plan without an exploitable flaw, you lose favor.
  • Daedalus (the inventor)
    • Deep Resonance = Resonance Realms
  • IC (the Guardian)
    • Defeat is reduce to 0 matrix condition track
  • Shooter (the soldier)
    • “Loses a fight” is GM fiat.

RP Rooms

  • These rooms are intended for fully consensual Roleplaying scenes for Net characters. At any time, if a scene is making a player uncomfortable they can ask for it to be called off, ended, or entirely retconned (rewind) as if it never happened. There is no penalty to wanting it, no penalty for it happening, please do not hassle anyone who requests it.
  • There are pins at the top of the channels that have references and examples. Golden rule: Use these rooms to do personal and collaborative storytelling, and don't be jerks. Mods are around if there are interpersonal problems/getting heated/make you uncomfortable that aren't mechanics related, so please call on them.
  • Current official formal locations that can be called on for the generic channels include: [1]
    • The majority of the RP channels are free-form/flexible as to setting. When setting a scene, please be clear where and when the scene is taking place. When closing a scene, make it clear the scene is over if you can, for others who come after you knowing something's done.
    • Informal locations can be declared anywhere reasonable. If you have questions about if your location is reasonable, please contact Lore staff and/or GM staff. Common informal locations include bars, malls, run down buildings in the barrens, etc.
      • If you choose/define particularly interesting places, GMs (on-call or otherwise) may request (but not compel) intrusions by appropriate things in the setting. For example, local gangs, wildlife, cops, whatnot. GMs should not be doing this 'for the lulz', and it should be seen as a way to contribute to story, but players should feel free to tell the GM they're not interested if they are in fact not interested (and GMs, please respect this if it happens). All normal rewind rules, etc, are in place. GMs may reward you humoring them with minor RVP rewards (1-2 RVP as the scene reasonably calls for) when the scene is complete. As above, rewards have to be reviewed by GM staff (Deputies or lead) before being considered fully issued. Drop a note in paperwork, and ping us. Only tagged GMs can do this.
  • These rooms are for enhancing character stories, exploring ideas, etc. If you want to join a scene, and it isn't set in an open public space where your character happening by is for some reason unlikely, at least drop the participants a message requesting to insert yourself. If they're not open to the idea, accept it please.
  • The "Blackout Lounge" (channel: runnerbar) is a protected RP space. The protections are both IC and OOC, and are to encourage RP and control unwanted confrontations. In general, there are turrets and other protective measures in the Lounge (IC fact) that are pervasive, unstoppable, automatic, and non-fatal (OOC measure). They are there as a measure to enforce 'no combat' strictures for the Lounge channel (and because they are both IC and OOCly present to accomplish this, they can do amazing feats of GM fiat and omniscence and can notice Astral, Matrix, and real-world impending violence and respond instantly, akin to Rocks Fall but you get to live and wake up in the dumpster).
  • While these RP rooms are not a roll20 table with structured plot and GM requirement, they can be used for real scenes with real rewards by GMs. As usual, players can opt out of the session and have it not affect their characters. Doing so will prevent any awards as well as any consequences! This use of the rooms is to tell stories, not make the people behind the characters uncomfortable or force things. Other than real runs that just happen to be on a discord channel not roll20, RVP rewards in RP scenes should be limited (1-2 tops) and have to be reviewed by GM staff (Deputies or lead) before being considered fully issued. Drop a note in paperwork, and ping us. Only tagged GMs can do this.
  • Normal RP can at any time use real game mechanics to adjudicate (via the ooc-dicerollingplus channel in conjunction with the RP scene). If the players are consenting to the scene and the activities, but not agreeing on outcomes or what rolls should be, they can absolutely bring in an "on-call GM" to help them adjudicate. While they can and should rewind the scene if they need to, the decisions by the on-call GM will be enforced if you don't opt out of the scene/rewind. If you have an on-call GM participating, you need to consider it a real very short-term table (so you can't argue the GM's calls, but you can change your mind about the whole thing). This is to mitigate possible abuse by any party (participants, GMs, table malice calling for blood, etc).
    • Should an on-call GM be part of a problem, please inform the GM staff (GM Lead and/or Deputies) and Moderators as soon as you can.
  • Competitive 'duels' can be alley fights or the like, but the Net members know that killing other Net members is forbidden. If you do manage to kill a Net runner in one of these scenes (and it's consented to have happened by everyone involved), make sure you let Lore and GM know so they can be aware of plot hooks and possible story consequences.
  • Virtual "Fight Clubs" are an actual thing in-setting. Players should feel free to set a scene using them for virtual arena matches between characters. Commercial services use cold-sim (and so are the vast majority of the time non-fatal). Shadow services use hot-sim (so can actually kill you). There is also currently a character-sourced option for ShadowNet characters.
    • Progress has been using custom software and simsense recordings of participants (to heighten the realism for that participant) to allow hot-sim levels of realism with stun-only damage, specifically for Net runners. If you choose the Progress version of fight-club for your scene, it will functionally be just like a fight in meat space (with all magic, matrix, or normal options available), using normal mechanics aside from being unable to actively kill the character (biofeedback cutouts go into effect for anything that would record a death-blow and turn stun-only so you don't die; note that for particularly severe deathblows even the Cutout may fail (stun overflow is still a thing)). This entry will be updated or removed as people nuke the character and/or the hardware/software/Host that makes up this fight-club option.
      • If a character wishes to try to ICly alter the simulation (cheating, out-of-"game"-buffs, affecting duellists), they will need to contact GM staff and will be consenting to complications (rewinds still apply) as the scene gets adjudicated. Note that the players must still have consent from all involved to mix into a match (though going after the character-made asset as a privaterun or otherwise is always an option if people don't want it happening during their duel.
    • GMs: Check Shadowminds for current security profiles for the environment if players decide they must get frisky, and contact the GM lead if you improvise please.
  • If a general channel is set as a formal run, not 'just RP' or 'GM enhanced RP'/on-call GM in play, you cannot rewind your participation if it goes poorly for you. The scene needs to make very clear that it is a formal table in a general RP channel, so people can decide if they want to participate knowing there may be lasitng consequences.

Rules Threads included / Change Log

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