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The shop mod costs the same as a shop from SR5 core, and simply represents the needed space and labor to get everything anchored down. While chummer is fine for minor references most of the time, it isn't an official product and should not be considered an authority on rules sources.  +
Skinlink or a Datajack or Trodes can all be used to direct connect for a technomancer using their Living Persona, though Skinlink is by far the simplest. None of the above will bypass, mimic, or in any way affect the use of the Resonance Riding echo.  +
Remember, an antidote patch will give you 6 more. There is also a drug for nausea.  +
Cyberlimbs and cyberlimb-related averages are not subject to the augmentation max in relation to a character's personal attributes, due to their replacing the attributes in question. Instead, they are subject to an augmented maximum from enhancements, such as cyberlimb enhancements and redliner, is +4 of their final customized value. They also do not benefit from the Increase Attribute Spell or the use of drugs, which only affect personal attributes. Movement uses the average of your leg attributes. Encumbrance is the average of all limbs, in keeping with the previous ruling by Slash. Cyberlimb armor no more adds to encumbrance than orthoskin, dermal plating, or bone lacing armor adds to encumbrance, which is to say not at all. You can get cyberlimb optimization for any skill that make sense. It must make use of some limb in the process, but if you can justify other limbs in some way, you are free to. If you have specific questions, you are free to ask if a particular cyberlimb optimization is acceptable in reply to this comment or any other Rules Thread. Burst has mostly covered this. It is mostly a theme thing, and there is room for variance from table-to-table.  +
I'd assume itr depends on how big the drone is, and if the pack is within it's lift and carry load  +
If your SIN beats their scanner, then yes. Whether they believe their scanner or not is up to them! :D  +
The storage compartment cannot be used as a hidden weapon mount, though you could perhaps put a pistol or machine pistol inside, as it is a mid-sized box. The GTS drone comes with a re-trans unit and a special drone rack that acts as a landing rack for 8 microdrones, with minidrones counting as 2 microdrones. These are a replacement to it's "standard upgrades" line. Both of these are subject to change with errata, should such be released.  +
General consensus is that considering it takes a minimum of two actions, and most likely 3 if you are using a tag bullet, that this is ok. You are giving up 1-2 attacks for a moderate bonus to hitting the target with the final attack. We also like how this encourages runners to make cunning plans to set up their opponents for failure by pre-tagging them. However this action is not to be used as a general bonus for shooting at people because they have a device in their pocket, unless you can somehow get a tag square on someone where shooting them would seriously hurt it won't grant a bonus. The face palming a tag onto someone's back is a yay, just asking to get a bonus because people in general own comlinks is a no. GMs get the final say, and are encourage to reward players for being clever more than for the fact the opponent owns a device. Of course, you are free to go to town using this to blast away drones or smartlinked guns, or other attacks specifically targeting the device rather than a person with the device  +
A facility of any kind must be tied to a medium lifestyle (or higher), cannot be transferred between lifestyles, and cannot be tied to vehicle-based lifestyles. If the lifestyle is lost, the facility is lost. An automotive facility would have enough space to store a plethora of vehicles, though.  +
Page 456, core Obvious cyberlimbs: These implants are immediately recognizable as artificial limbs unless you cover them with clothing. They are often chromed or matte colors but visibly mechanical in nature. Some folks like them glaringly obvious and outlandish, some find the artificiality repellant and disturbing. This can affect your social dealings in some circles, especially upper-crust society andthe purist crowd. Synthetic cyberlimbs: Synthetic limbs are disguised as natural limbs. The fact that they’re cybernetic gives them a –8 Concealability (the Cybertechnology skill may replace Perception for this test) when someone’s just looking, but synthetic limbs are obviously artificial to the touch.  +
Nope, the Ares screech rifle may use noise as a vehicle for its attack, but soundwaves pulsing through your body will mess you up even if you can't technically hear it. Likewise, being deaf or puttong on a select sound filter is no defense. Damper earware will give you a +2 bonus to the damage resistance test however.  +
There are four types of control. Manual, remote, jumped in, and autonomous. Manual is driving a cat or firing a turret hands-on. Controlling a vehicle with the wheel, or firing a turret that is mounted on a vehicle with your hands, are both complex actions. The former is Reaction + The appropriate skill, with a limit of handling, assuming a vehicle test is needed.The latter is agility + gunnery, with a limit of the weapon's accuracy. Remote control is controlling a drone or vehicle through your commlink, RCC, cyberdeck, or other matrix device. This can be done in AR or VR. Either way, you use the Control Device action, which requires marks or ownership. This uses the same type of action as listed above. If done in AR, you use the same attributes as you would in meat. If done in cold-sim VR, you substitute your logic in for agility and your intuition in for reaction, and make use of your cold-sim initiative. If done in hot-sim VR, you substitute attributes the same as in cold-sim, make use of your hot-sim VR, and gain a +1 on any vehicle tests, including firing a mounted weapon. In any case, you use the lower of the prescribed limit or the Data Processing attribute of the device you're using to perform the action. Jumped-in control is done by taking the time to jump-in to a vehicle with a rigger interface through a control rig (or a particular technomancer echo.) This is a complex action if in AR, or a simple action if already in VR. If you are plugged directly into your RCC or vehicle/drone, this is a simple action regardless of current matrix state. Either way, you require 3 marks or ownership of the vehicle or drone in question, and you end up in your choice of coldsim or hotsim. You use the appropriate coldsim or hotsim initiative, increase any limits you might face and your dice pools for actions performed by the vehicle/drone by the rating of your control rig, and must resist half of any physical damage the vehicle takes (after soak) as biofeedback damage. Any actions you take while jumped in require the same action type as they would for anyone else, but any Vehicle Tests (as described in Make a Vehicle Test, and explicitly excluding opposed rolls) have their thresholds reduced by the rating of your control rig. And since you're in VR, you make use of your logic in place of your agility, and your intuition in place of your reaction. You are also not limited by your data processing. Autonomous drones or vehicles make use of Pilot+relevant autosofts, are limited by the appropriate limit for the action, roll Pilotx2+4d6 for initiative, and act as a dogbrain would. Note that the specific attributes used in VR vs. AR are subject to change. The rulebooks are unclear and I wish to speak with Council about making a unilateral ruling on the matter. The action types, however, are not - it is always a complex action to fire a weapon that is mounted on a drone or vehicle.  
RAW holds and antidote patches work on any toxin resistance test. I like to think that due to advances in Japanese Reflexology the antidote patch can draw any toxin out of your body regardless of if you place it on your feet or not, but in reality we know that slap patches can be smart tech. The trauma patch when set to wireless on will stabilize a gunshot wound just as well as a nerve gas, the antidote patch probably is more 'specialized' and can figure things out without wireless. The fact that the phrasing is "any toxin resistance test" rather than "tests to resist that (that being the toxin the antidote patch would hypothetically be keyed towards) toxin" also indicates their general use. They also do not stack, but your local pharmacy wouldn't mind you trying a whole box at a time each run, just to be sure! For the sake of both my sanity, the difficulty of balancing any other option, and to avoid people attempting to use antidote patches as ersatz armor, only a single antidote patch will apply to any given toxin resistance test.  +
You cannot get it attached to a lower lifestyle. It does not have to have an actual home - if you were to use it as a home, it would more accurately reflect office space that you're living in than an actual house - but that is the minimum lifestyle on the 'net for a facility (and is in fact more generous than strict RAW.)  +
Characters are free to fluff themselves as living together, though they will suffer all consequences any one member brings upon the household, up to and including loss of lifestyle, SIN, and equipment. They do, however, have to pay the normal amount they would pay individually, the full 100% of the lifestyle, given the difficulty and hesitance GMs are likely to meet with punching a player in the lifestyle. Yes, this means there are no advantages to living together. Besides the company. Sorry.  +
If you can get the requisite hits on a ritual spellcasting test on a spirit of enough force to actually give you a useful level of power, yes, you can get endowed with something like storm or quake. Remember that the spirit's magic is going to be the one fueling the power, you can't skate by wth a force 1 spirit to do this. This probably favors doomsday cults seeking to usher in their own mini apocalypse more than a PC on the net though. Just saying. EDIT: Misread the question, the answer is no.  +
Greetings, After discussion within the rules team we have concluded that this falls within the domain of each individual GM. The next game you run Murmur in ask the GM if he/she is okay with this idea and if they are then great, if not then you will have to abide by their ruling.  +
Character division has stated to me that they wish this to be in their wheelhouse. Torq or Senate are the people to go to on this one, as I do not feel like arguing with them about it. This thread is not the place for it - though I don't blame you for thinking it might be, this is something of a weird case. EDIT: If Senate or Torq kicks it over to me, I'll make an official ruling. I'm just trying to not step on toes.  +
Gear that uses capacity can be installed into cyberware, per a previous ruling by a rules head. However, cyberware that uses capacity cannot be installed into armor. Call it game balance, call it the gooblygook that needs neural connections (even if through the end of a cyberlimb), whatever. No spurs in your forearm guards.  +
Retractible bayonets ought to work fine, there's nothing stopping them from being put on a pistol with the right slot. And also nothing stopping you from never retracting them.  +