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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Asmodeus</id>
	<title>ShadowHaven Reloaded - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Asmodeus"/>
	<link rel="alternate" type="text/html" href="https://shreloaded.net/wiki/Special:Contributions/Asmodeus"/>
	<updated>2026-05-13T13:58:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://shreloaded.net/index.php?title=Saladin&amp;diff=152737</id>
		<title>Saladin</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Saladin&amp;diff=152737"/>
		<updated>2026-04-14T17:37:34Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:1211.png]]&lt;br /&gt;
|header1= &amp;lt;center&amp;gt;[https://www.youtube.com/watch?v=uiPtrzY_vcc Shahbaz ibn Eisa]&amp;lt;/center&amp;gt;&lt;br /&gt;
|header2= &amp;lt;center&amp;gt;Fleeing the shadow of his father&amp;lt;/center&amp;gt;&lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 2&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=16&lt;br /&gt;
|Bonuses=12&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 12.07.2055&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=07&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2055&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1-FTTaN8OERDJkIdeORKzQjmIrBViVfou?usp=sharing]&lt;br /&gt;
|label17 = Priority&lt;br /&gt;
|data17 = &amp;lt;br /&amp;gt;Metatype - E &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - A &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label18 = Initiations Unlocked&lt;br /&gt;
|data18 = {{IGTracker|&lt;br /&gt;
|Month=09&lt;br /&gt;
|Day=19&lt;br /&gt;
|Year=2086&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Initiations Completed&lt;br /&gt;
|data19 = 4&lt;br /&gt;
|label20 = Dates Initiations are Unlocked for 2087&lt;br /&gt;
|data20 = * May 29th&lt;br /&gt;
* September 4th&lt;br /&gt;
* December 25th&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Son of Badr al-Din Ibn Eisa, Shahbaz found his Awakening early on in life, going to the island of Bahrain for arcane training. The island was one of the five madrassas where magicians underwent rigorous education, so Shahbaz&#039;s childhood was one of discipline, piety and practice. During his early years, however, he heard rumors of dissent and conflict out in the world, mostly stifled by the mentors he obediently heeded. When word came that his father had been exposed as a foul demon, attempting to kill the caliph Ibn Saud, the mentors knew it was only a matter of time until retaliation was sought through his family. Shahbaz never found out what happened to his mother, but the mentors opened a way for him to escape the country, never to see his home region of Qatif again.&lt;br /&gt;
&lt;br /&gt;
That was in 2064.&lt;br /&gt;
&lt;br /&gt;
Shahbaz has made some progress in his practice, finding potent ability in his latent arcane power to finesse problems and stay peaceful as per his faith -- many a day his mind wanders to his father&#039;s desecrated corpse, puppeteered by a demon in the darkness. Shahbaz has made many efforts to distance himself from his father. False aliases, taking up more modern fashion styles, even converting to Shi&#039;a from his father&#039;s Sunni roots, but no matter what he does, he feels unsafe knowing that somewhere out there could be those that haven&#039;t forgotten his existence.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Find enlightenment through Islamic Alchemy practices and transformation of the soul.&lt;br /&gt;
* Continue to explore the fantastic depths of fashion; high fashion armor, fashion shows, meeting designers!&lt;br /&gt;
* Find if his mom is still alive, whether in Qatif or somewhere else.&lt;br /&gt;
* Contemplate contacting his old teachers in Bahrain.&lt;br /&gt;
* Stabilize economically.&lt;br /&gt;
&lt;br /&gt;
==Qualities==&lt;br /&gt;
* &#039;&#039;&#039;Running from the Past&#039;&#039;&#039; &amp;lt;small&amp;gt;(National SINner: Shahbaz ibn Eisa, Big Regret, Mild Phobia: Shedim) -&amp;lt;/small&amp;gt; &#039;&#039;Native to the Arabian Caliphate, Shahbaz hides his connection to his infamous father to the best of his ability.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Talented&#039;&#039;&#039; &amp;lt;small&amp;gt;(College Education, Inspired Artisan, Exceptional Attribute: Magic) -&amp;lt;/small&amp;gt; &#039;&#039;Shahbaz has a knack for calligraphy and alchemy, a sharp eye for precise movements and measured fine motor control.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Artificially Induced Psychotropic Schizophrenia&#039;&#039;&#039; &amp;lt;small&amp;gt;(AIPS) -&amp;lt;/small&amp;gt; &#039;&#039;A drawback of his Awakening was making him particularly sensitive to spam zones. His mind feels abuzz when wandering in Downtown and quickly causes disorientation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jinx&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Khadija ibnat Ibrahim al-Yemeni&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bubblegum&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=A man called &#039;Ibrahim&#039; is known to like collecting fashion apparel and posting about it on Horizon 2.1.&lt;br /&gt;
|MidResult=Notably, his social media account appeared only around 10 years ago. His country of birth is in UCAS, but he never went to school anywhere.&lt;br /&gt;
|HighResult=No childhood records anywhere beyond the social media profile. Some have question if this guy ever sleeps given his 24/7 social media presence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Social specialist known to smooth over many problems with Johnsons. Has an accent in his voice, but hasn&#039;t talked about his past before.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Those who have assensed him know him to have alchemical abilities. He doesn&#039;t use them when working the shadows, however. Those who worked with him on longer jobs don&#039;t remember ever seeing him sleep.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Nothing of note appears.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|Mystic adept. No augmentations. No augmentations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|High Magic and Essence. No augmentations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|7 Magic, 6 Essence. Often carries traces of astral signatures. No augmentations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Not a technomancer. No augmentations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Berry_Nairn&amp;diff=152730</id>
		<title>Berry Nairn</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Berry_Nairn&amp;diff=152730"/>
		<updated>2026-04-11T12:07:42Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Aspects Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:nairn.png|300px]] &lt;br /&gt;
|Profession=Transys Internal Infobroker&lt;br /&gt;
|Shortblurb1=Handles rumors, intel and corp politics discreetly.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=4&lt;br /&gt;
|Archetype=Custom(K, N, A, G)&lt;br /&gt;
|Location=Edinburgh&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|PreferredPayment=Paydata&lt;br /&gt;
|HobbiesOrVice=Brandy&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Transys Neuronet&lt;br /&gt;
|Age=Late 50s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Nairn is an associate to many Transys SINners who seek to become influential executives. His role isn&#039;t front and center nor is it the most critical, but it&#039;s useful when someone wants to get a leg up on their rivals without dirtying their hands themselves. Some call him a bad hat due to the unsavory backstabbing he&#039;s involved in, but Nairn sees it as a simple profession to master, not an act of malice.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Nairn specializes in internal corporate rumors but can know things of others as well.&lt;br /&gt;
* He expects payment from non-Transys SINners most of the time unless it directly benefits him.&lt;br /&gt;
* Rarely puts his own neck on the line for runners, but is willing to effectively be an infobroker.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Money Up Front&lt;br /&gt;
|Description=Nairn can only be used with the Favor system. Barring Corporate Loyalists for Transys, he always demands payment and based on the severity of the information the Favor Rating can be low or high. Nairn cannot provide favors with a Rating higher than his Connection. He always demands direct nuyen as payment for favors, but he can also do any rating favor for one chip. Runners can gain chips on him by trading in useful corporate paydata.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Socialite&lt;br /&gt;
|Description=+2 on Knowledge checks regarding megacorporations.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Etiquette&lt;br /&gt;
|Description=+2 on Networking checks with corporate SINners (not limited Corporate SINners, though, they&#039;re not one of &#039;them&#039;)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Inside Connections&lt;br /&gt;
|Description=+2 on Networking checks with Transys SINners.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Spymaster&lt;br /&gt;
|Description=+2 on rolls to find corporate rumors and latest talking topics.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Transys Rumormill&lt;br /&gt;
|Description=+2 on rolls to know rumors within Transys itself.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Local Sources&lt;br /&gt;
|Description=+2 on finding or knowing rumors within the UK itself.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:Nairn.png&amp;diff=152729</id>
		<title>File:Nairn.png</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:Nairn.png&amp;diff=152729"/>
		<updated>2026-04-11T09:05:58Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Berry_Nairn&amp;diff=152728</id>
		<title>Berry Nairn</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Berry_Nairn&amp;diff=152728"/>
		<updated>2026-04-11T09:05:31Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:nairn.png|300px]] &lt;br /&gt;
|Profession=Transys Internal Infobroker&lt;br /&gt;
|Shortblurb1=Handles rumors, intel and corp politics discreetly.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=4&lt;br /&gt;
|Archetype=Custom(K, N, A, G)&lt;br /&gt;
|Location=Edinburgh&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|PreferredPayment=Paydata&lt;br /&gt;
|HobbiesOrVice=Brandy&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Transys Neuronet&lt;br /&gt;
|Age=Late 50s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Nairn is an associate to many Transys SINners who seek to become influential executives. His role isn&#039;t front and center nor is it the most critical, but it&#039;s useful when someone wants to get a leg up on their rivals without dirtying their hands themselves. Some call him a bad hat due to the unsavory backstabbing he&#039;s involved in, but Nairn sees it as a simple profession to master, not an act of malice.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Nairn specializes in internal corporate rumors but can know things of others as well.&lt;br /&gt;
* He expects payment from non-Transys SINners most of the time unless it directly benefits him.&lt;br /&gt;
* Rarely puts his own neck on the line for runners, but is willing to effectively be an infobroker.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Money Up Front&lt;br /&gt;
|Description=Nairn can only be used with the Favor system. Barring Corporate Loyalists for Transys, he always demands payment and based on the severity of the information the Favor Rating can be low or high. Nairn cannot provide favors with a Rating higher than his Connection.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Socialite&lt;br /&gt;
|Description=+2 on Knowledge checks regarding megacorporations.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Etiquette&lt;br /&gt;
|Description=+2 on Networking checks with corporate SINners (not limited Corporate SINners, though, they&#039;re not one of &#039;them&#039;)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Inside Connections&lt;br /&gt;
|Description=+2 on Networking checks with Transys SINners.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Spymaster&lt;br /&gt;
|Description=+2 on rolls to find corporate rumors and latest talking topics.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Transys Rumormill&lt;br /&gt;
|Description=+2 on rolls to know rumors within Transys itself.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Local Sources&lt;br /&gt;
|Description=+2 on finding or knowing rumors within the UK itself.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Berry_Nairn&amp;diff=152727</id>
		<title>Berry Nairn</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Berry_Nairn&amp;diff=152727"/>
		<updated>2026-04-11T09:01:42Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: Created page with &amp;quot;{{ContactInfobox| |Image=300px  |Profession=Transys Internal Infobroker |Shortblurb1=Handles rumors, intel and corp politics discreetly. |OwnersDiscordName=Asmodeus |Connection=4 |Archetype=Custom(K, N, A, G) |Location=Edinburgh |Metatype=Human |AwakenedEmergedOrMundane=Mundane |Gender=Male |PreferredPayment=Paydata |HobbiesOrVice=Brandy |PersonalLife=Single |Faction=Transys Neuronet |Age=Late 50s }}  ==Overview== Nairn is an associate to many Transys...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:nairn.jpg|300px]] &lt;br /&gt;
|Profession=Transys Internal Infobroker&lt;br /&gt;
|Shortblurb1=Handles rumors, intel and corp politics discreetly.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=4&lt;br /&gt;
|Archetype=Custom(K, N, A, G)&lt;br /&gt;
|Location=Edinburgh&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|PreferredPayment=Paydata&lt;br /&gt;
|HobbiesOrVice=Brandy&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Transys Neuronet&lt;br /&gt;
|Age=Late 50s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Nairn is an associate to many Transys SINners who seek to become influential executives. His role isn&#039;t front and center nor is it the most critical, but it&#039;s useful when someone wants to get a leg up on their rivals without dirtying their hands themselves. Some call him a bad hat due to the unsavory backstabbing he&#039;s involved in, but Nairn sees it as a simple profession to master, not an act of malice.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Nairn specializes in internal corporate rumors but can know things of others as well.&lt;br /&gt;
* He expects payment from non-Transys SINners most of the time unless it directly benefits him.&lt;br /&gt;
* Rarely puts his own neck on the line for runners, but is willing to effectively be an infobroker.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Money Up Front&lt;br /&gt;
|Description=Nairn can only be used with the Favor system. Barring Corporate Loyalists for Transys, he always demands payment and based on the severity of the information the Favor Rating can be low or high. Nairn cannot provide favors with a Rating higher than his Connection.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Socialite&lt;br /&gt;
|Description=+2 on Knowledge checks regarding megacorporations.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Etiquette&lt;br /&gt;
|Description=+2 on Networking checks with corporate SINners (not limited Corporate SINners, though, they&#039;re not one of &#039;them&#039;)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Inside Connections&lt;br /&gt;
|Description=+2 on Networking checks with Transys SINners.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Spymaster&lt;br /&gt;
|Description=+2 on rolls to find corporate rumors and latest talking topics.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Transys Rumormill&lt;br /&gt;
|Description=+2 on rolls to know rumors within Transys itself.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Local Sources&lt;br /&gt;
|Description=+2 on finding or knowing rumors within the UK itself.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gold,_eagle_%26_Honor&amp;diff=152726</id>
		<title>Gold, eagle &amp; Honor</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gold,_eagle_%26_Honor&amp;diff=152726"/>
		<updated>2026-04-11T08:52:14Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: Created page with &amp;quot;{{AARInfobox| |Date=2087-04-10 |GM=Asmodeus |Location=Touristville, Redmond, Seattle, |Ally=Transys Neuronet |RunnerList={{AARCharacterList|Dice|Brunhilde|Badger}} |RunnerCasualties=Dice got shot several times. Ow. |Threat=Medium |Metaplot=The Life and Times of One Kevin Crimes |OppositionFaction=Cutters |OppositionUnits={{AARCharacterList|Kevin Crimes|Cutters Goons|Hogan Simmerson}} |OppositionCasualties=Cutters were temporarily KO&amp;#039;d; Hogan suffers a bad fate after bein...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-04-10&lt;br /&gt;
|GM=Asmodeus&lt;br /&gt;
|Location=Touristville, Redmond, Seattle,&lt;br /&gt;
|Ally=Transys Neuronet&lt;br /&gt;
|RunnerList={{AARCharacterList|Dice|Brunhilde|Badger}}&lt;br /&gt;
|RunnerCasualties=Dice got shot several times. Ow.&lt;br /&gt;
|Threat=Medium&lt;br /&gt;
|Metaplot=The Life and Times of One Kevin Crimes&lt;br /&gt;
|OppositionFaction=Cutters&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Kevin Crimes|Cutters Goons|Hogan Simmerson}}&lt;br /&gt;
|OppositionCasualties=Cutters were temporarily KO&#039;d; Hogan suffers a bad fate after being implicated as a traitor.&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A corporate leak selling secrets to Cutters is fixed.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
A Transys corporate SINner by the name of Albert Wellesley aims for promotion like all corporate climbers do. Acting as his right hand man and spymaster in corporate politics is Hogan Simmerson, a limited corporate SINner managing various skulduggery plots against him. Unfortunately, Hogan found a lucrative offer when doing business trips overseas from the UK and agreed on a deal to sell discreet paydata and advice to the right buyer, with the Cutters acting as a middleman.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Wellesley meets the team in a Matrix cafe in Downtown, elaborating that he wants Hogan discredited and in prison for at least six months so he can cover his current standing. Alternatively, if someone else decides to take grave action, it&#039;ll be removed enough from him and the runners to not rouse suspicions. The team isn&#039;t impressed by the lack of money put forth by Wellesley and so they negotiate some up front cost coverage and for Wellesley to pay them several thousand nuyen if they succeed, as well as access to one of his internal infobrokers in Transys.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
The plan is to implicate Hogan in a forged espionage case where he&#039;s framed as handing over Cutter intelligence to the Ancients, then disseminate this information organically to the Cutters. After that, the Cutters will take care of Hogan for the runners.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
When trying to look for a mid-level Cutters lieutenant to extort for data, Badger finds Kevin Crimes as a potential target, heading out to extract valuable component for his partybus. The team prepares an ambush in a junkyard and with Badger and Brunhilde working together take out guards one by one. Crimes has situational awareness enough to deploy several drones and scour the area once his guards go missing, so Dice distracts the drones by pretending to be one of the guards. Kevin isn&#039;t fooled and Dice gets badly wounded by rifle fire, but it&#039;s enough of an opening for Brunhilde to strike in and inject Narcojet into the remaining Cutters, getting Badger access to Kevin Crimes&#039; RCC. There, Badger comes up with an idea to doctor the drone footage to make it look like Hogan was the one posing as the guards instead. After destroying the bloodstain Dice left behind, the team leaves with a lucky doctored footage left behind as a red herring.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The Cutters buy the bait and Hogan is badly trapped by the Cutters as a suspected Ancients spy. Wellesley offers three free visits to his infobroker to all runners and pays them for their troubles.&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152691</id>
		<title>Henna Hietalahti</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152691"/>
		<updated>2026-04-01T22:58:16Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Aspects Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:hennahie.jpg|240px]] &lt;br /&gt;
|Profession=Erika Executive&lt;br /&gt;
|Shortblurb1=Legally lunch breaks are 30 minutes. I finish mine in 10.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=6&lt;br /&gt;
|Archetype=Networking&lt;br /&gt;
|Location=Vantaa, Finland&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Female&lt;br /&gt;
|PreferredPayment=Corporate Paydata/Blackmail&lt;br /&gt;
|HobbiesOrVice=Gacha Games&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Erika&lt;br /&gt;
|Age=Young&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Ms. Hietalahti is a career woman through and through. She&#039;s considered dating but never makes it work due to the time and money commitment it requires. Instead, she focuses on work and excelling in her managerial position. Most of her employees consider her tough but fair, while newer hires view her as outright tyrannical due to her short patience for bulldrek. Having graduated from business school in an apprenticeship contract, Hanna&#039;s life was more or less geared towards Erika for the last ten years and that doesn&#039;t seem like it&#039;s changing soon. Despite that, she&#039;s not a diehard corpo loyalist. To her, Erika is just an employer and the job is just a way to pay the bills. She&#039;s not a criminal nor is she quick to betray her employer because those are just common decency things rather than some zealous philosophy to wield. Her contacts with shadowrunners exist only due to the dubious gray area of extralegal contract work in international affairs; were they properly outlawed worldwide, it&#039;s unlikely Hanna would ever work with a single one. It&#039;s for this reason that she&#039;s completely out of touch with Finland&#039;s criminal syndicates while still keeping contact with a few shadowrunners as secure, reliable couriers for sensitive data.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Doesn&#039;t like dealing with crime directly and prefers not to be told too many details.&lt;br /&gt;
* Maintains professional loyalty to Erika, but isn&#039;t a blind zealot either. Consider her reasonable but wanting to deal in provable facts instead of speculation.&lt;br /&gt;
* Good with handling people, so expect her to be able to sniff out if runners are trying to jones her out of important tidbits.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Old NeoNET Ties&lt;br /&gt;
|Description=+2 on networking with corporate employees of the other parts of defunct NeoNET other than Erika.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Extra Benefits&lt;br /&gt;
|Description=By owing a service to Henna, she can offer one additional reward gear option without requiring negotiation tests when doing a run sponsored by or for Erika.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Visitor&#039;s Pass&lt;br /&gt;
|Description=Henna can, on behalf of runners, request limited access into certain Erika hosts or sites for a Rating 3 Favor. This can circumvent having to make forged IDs but will put runners under surveillance as long as they&#039;re in there.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Short Waiting List&lt;br /&gt;
|Description=+2 on acquiring commlinks, fake IDs and gear related to Erika (SINs on Erika&#039;s payroll or gear with Erika in their name).&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Rumors&lt;br /&gt;
|Description=For the price of a Rating 3 Favor, Henna can provide corporate rumors from within Erika. As a Rating 2 Favor, she can provide surface level rumors of other corporations.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Erika Connections&lt;br /&gt;
|Description=+2 on networking with Erika employees and representatives&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Finnish Connections&lt;br /&gt;
|Description=+2 on networking with native Finns and individuals primarily residing in Finland.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152690</id>
		<title>Henna Hietalahti</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152690"/>
		<updated>2026-04-01T22:58:03Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Aspects Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:hennahie.jpg|240px]] &lt;br /&gt;
|Profession=Erika Executive&lt;br /&gt;
|Shortblurb1=Legally lunch breaks are 30 minutes. I finish mine in 10.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=6&lt;br /&gt;
|Archetype=Networking&lt;br /&gt;
|Location=Vantaa, Finland&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Female&lt;br /&gt;
|PreferredPayment=Corporate Paydata/Blackmail&lt;br /&gt;
|HobbiesOrVice=Gacha Games&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Erika&lt;br /&gt;
|Age=Young&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Ms. Hietalahti is a career woman through and through. She&#039;s considered dating but never makes it work due to the time and money commitment it requires. Instead, she focuses on work and excelling in her managerial position. Most of her employees consider her tough but fair, while newer hires view her as outright tyrannical due to her short patience for bulldrek. Having graduated from business school in an apprenticeship contract, Hanna&#039;s life was more or less geared towards Erika for the last ten years and that doesn&#039;t seem like it&#039;s changing soon. Despite that, she&#039;s not a diehard corpo loyalist. To her, Erika is just an employer and the job is just a way to pay the bills. She&#039;s not a criminal nor is she quick to betray her employer because those are just common decency things rather than some zealous philosophy to wield. Her contacts with shadowrunners exist only due to the dubious gray area of extralegal contract work in international affairs; were they properly outlawed worldwide, it&#039;s unlikely Hanna would ever work with a single one. It&#039;s for this reason that she&#039;s completely out of touch with Finland&#039;s criminal syndicates while still keeping contact with a few shadowrunners as secure, reliable couriers for sensitive data.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Doesn&#039;t like dealing with crime directly and prefers not to be told too many details.&lt;br /&gt;
* Maintains professional loyalty to Erika, but isn&#039;t a blind zealot either. Consider her reasonable but wanting to deal in provable facts instead of speculation.&lt;br /&gt;
* Good with handling people, so expect her to be able to sniff out if runners are trying to jones her out of important tidbits.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Old NeoNET Ties&lt;br /&gt;
|Description=+2 on networking with corporate employees of the other parts of defunct NeoNET other than Erika.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Extra Benefits&lt;br /&gt;
|Description=By owing a service to Henna, she can offer one additional reward gear option without requiring negotiation tests when doing a run sponsored by or for Erika.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Visitor&#039;s Pass&lt;br /&gt;
|Description=Henna can, on behalf of runners, request limited access into certain Erika hosts or sites for a Rating 3 Favor. This can circumvent having to make forged IDs but will put runners under surveillance as long as they&#039;re in there.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=&lt;br /&gt;
|Description=+2 on acquiring commlinks, fake IDs and gear related to Erika (SINs on Erika&#039;s payroll or gear with Erika in their name).&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Rumors&lt;br /&gt;
|Description=For the price of a Rating 3 Favor, Henna can provide corporate rumors from within Erika. As a Rating 2 Favor, she can provide surface level rumors of other corporations.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Erika Connections&lt;br /&gt;
|Description=+2 on networking with Erika employees and representatives&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Finnish Connections&lt;br /&gt;
|Description=+2 on networking with native Finns and individuals primarily residing in Finland.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152689</id>
		<title>Henna Hietalahti</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152689"/>
		<updated>2026-04-01T22:46:42Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Aspects Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:hennahie.jpg|240px]] &lt;br /&gt;
|Profession=Erika Executive&lt;br /&gt;
|Shortblurb1=Legally lunch breaks are 30 minutes. I finish mine in 10.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=6&lt;br /&gt;
|Archetype=Networking&lt;br /&gt;
|Location=Vantaa, Finland&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Female&lt;br /&gt;
|PreferredPayment=Corporate Paydata/Blackmail&lt;br /&gt;
|HobbiesOrVice=Gacha Games&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Erika&lt;br /&gt;
|Age=Young&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Ms. Hietalahti is a career woman through and through. She&#039;s considered dating but never makes it work due to the time and money commitment it requires. Instead, she focuses on work and excelling in her managerial position. Most of her employees consider her tough but fair, while newer hires view her as outright tyrannical due to her short patience for bulldrek. Having graduated from business school in an apprenticeship contract, Hanna&#039;s life was more or less geared towards Erika for the last ten years and that doesn&#039;t seem like it&#039;s changing soon. Despite that, she&#039;s not a diehard corpo loyalist. To her, Erika is just an employer and the job is just a way to pay the bills. She&#039;s not a criminal nor is she quick to betray her employer because those are just common decency things rather than some zealous philosophy to wield. Her contacts with shadowrunners exist only due to the dubious gray area of extralegal contract work in international affairs; were they properly outlawed worldwide, it&#039;s unlikely Hanna would ever work with a single one. It&#039;s for this reason that she&#039;s completely out of touch with Finland&#039;s criminal syndicates while still keeping contact with a few shadowrunners as secure, reliable couriers for sensitive data.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Doesn&#039;t like dealing with crime directly and prefers not to be told too many details.&lt;br /&gt;
* Maintains professional loyalty to Erika, but isn&#039;t a blind zealot either. Consider her reasonable but wanting to deal in provable facts instead of speculation.&lt;br /&gt;
* Good with handling people, so expect her to be able to sniff out if runners are trying to jones her out of important tidbits.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=&lt;br /&gt;
|Description=&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=&lt;br /&gt;
|Description=&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=&lt;br /&gt;
|Description=&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=&lt;br /&gt;
|Description=&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Corporate Rumors&lt;br /&gt;
|Description=For the price of a Rating 3 Favor, Henna can provide corporate rumors from within Erika. As a Rating 2 Favor, she can provide surface level rumors of other corporations.&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Erika Connections&lt;br /&gt;
|Description=+2 on networking with Erika employees and representatives&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Finnish Connections&lt;br /&gt;
|Description=+2 on networking with native Finns and individuals primarily residing in Finland.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152688</id>
		<title>Henna Hietalahti</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152688"/>
		<updated>2026-04-01T22:44:59Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:hennahie.jpg|240px]] &lt;br /&gt;
|Profession=Erika Executive&lt;br /&gt;
|Shortblurb1=Legally lunch breaks are 30 minutes. I finish mine in 10.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=6&lt;br /&gt;
|Archetype=Networking&lt;br /&gt;
|Location=Vantaa, Finland&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Female&lt;br /&gt;
|PreferredPayment=Corporate Paydata/Blackmail&lt;br /&gt;
|HobbiesOrVice=Gacha Games&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Erika&lt;br /&gt;
|Age=Young&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Ms. Hietalahti is a career woman through and through. She&#039;s considered dating but never makes it work due to the time and money commitment it requires. Instead, she focuses on work and excelling in her managerial position. Most of her employees consider her tough but fair, while newer hires view her as outright tyrannical due to her short patience for bulldrek. Having graduated from business school in an apprenticeship contract, Hanna&#039;s life was more or less geared towards Erika for the last ten years and that doesn&#039;t seem like it&#039;s changing soon. Despite that, she&#039;s not a diehard corpo loyalist. To her, Erika is just an employer and the job is just a way to pay the bills. She&#039;s not a criminal nor is she quick to betray her employer because those are just common decency things rather than some zealous philosophy to wield. Her contacts with shadowrunners exist only due to the dubious gray area of extralegal contract work in international affairs; were they properly outlawed worldwide, it&#039;s unlikely Hanna would ever work with a single one. It&#039;s for this reason that she&#039;s completely out of touch with Finland&#039;s criminal syndicates while still keeping contact with a few shadowrunners as secure, reliable couriers for sensitive data.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Doesn&#039;t like dealing with crime directly and prefers not to be told too many details.&lt;br /&gt;
* Maintains professional loyalty to Erika, but isn&#039;t a blind zealot either. Consider her reasonable but wanting to deal in provable facts instead of speculation.&lt;br /&gt;
* Good with handling people, so expect her to be able to sniff out if runners are trying to jones her out of important tidbits.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Example Negative Aspect&lt;br /&gt;
|Description=This is an example negative aspect. You can write the fluff text here. Be sure to clear the negative aspect with thematics. If you do not wish to have a negative aspect, feel free to delete this section.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Example Positive Aspect&lt;br /&gt;
|Description=This is an example positive aspect. You can write the fluff in here. Duplicate this section as many times as needed for your contact.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:Hennahie.jpg&amp;diff=152687</id>
		<title>File:Hennahie.jpg</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:Hennahie.jpg&amp;diff=152687"/>
		<updated>2026-04-01T22:44:38Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152686</id>
		<title>Henna Hietalahti</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Henna_Hietalahti&amp;diff=152686"/>
		<updated>2026-04-01T22:29:39Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: Created page with &amp;quot;{{ContactInfobox| |Image=200px  |Profession=Erika Executive |Shortblurb1=Legally lunch breaks are 30 minutes. I finish mine in 10. |OwnersDiscordName=Asmodeus |Connection=6 |Archetype=Networking |Location=Vantaa, Finland |Metatype=Human |AwakenedEmergedOrMundane=Mundane |Gender=Female |PreferredPayment=Corporate Paydata/Blackmail |HobbiesOrVice=Gacha Games |PersonalLife=Single |Faction=Erika |Age=Young }}  ==Overview== Ms. Hietalahti is a career...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
|Image=[[File:Placeholder2.jpg|200px]] &lt;br /&gt;
|Profession=Erika Executive&lt;br /&gt;
|Shortblurb1=Legally lunch breaks are 30 minutes. I finish mine in 10.&lt;br /&gt;
|OwnersDiscordName=Asmodeus&lt;br /&gt;
|Connection=6&lt;br /&gt;
|Archetype=Networking&lt;br /&gt;
|Location=Vantaa, Finland&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Female&lt;br /&gt;
|PreferredPayment=Corporate Paydata/Blackmail&lt;br /&gt;
|HobbiesOrVice=Gacha Games&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Erika&lt;br /&gt;
|Age=Young&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Ms. Hietalahti is a career woman through and through. She&#039;s considered dating but never makes it work due to the time and money commitment it requires. Instead, she focuses on work and excelling in her managerial position. Most of her employees consider her tough but fair, while newer hires view her as outright tyrannical due to her short patience for bulldrek. Having graduated from business school in an apprenticeship contract, Hanna&#039;s life was more or less geared towards Erika for the last ten years and that doesn&#039;t seem like it&#039;s changing soon. Despite that, she&#039;s not a diehard corpo loyalist. To her, Erika is just an employer and the job is just a way to pay the bills. She&#039;s not a criminal nor is she quick to betray her employer because those are just common decency things rather than some zealous philosophy to wield. Her contacts with shadowrunners exist only due to the dubious gray area of extralegal contract work in international affairs; were they properly outlawed worldwide, it&#039;s unlikely Hanna would ever work with a single one. It&#039;s for this reason that she&#039;s completely out of touch with Finland&#039;s criminal syndicates while still keeping contact with a few shadowrunners as secure, reliable couriers for sensitive data.&lt;br /&gt;
&lt;br /&gt;
==GM Notes==&lt;br /&gt;
* Doesn&#039;t like dealing with crime directly and prefers not to be told too many details.&lt;br /&gt;
* Maintains professional loyalty to Erika, but isn&#039;t a blind zealot either. Consider her reasonable but wanting to deal in provable facts instead of speculation.&lt;br /&gt;
* Good with handling people, so expect her to be able to sniff out if runners are trying to jones her out of important tidbits.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Example Negative Aspect&lt;br /&gt;
|Description=This is an example negative aspect. You can write the fluff text here. Be sure to clear the negative aspect with thematics. If you do not wish to have a negative aspect, feel free to delete this section.&lt;br /&gt;
|HasThematicsApproval=No&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Example Positive Aspect&lt;br /&gt;
|Description=This is an example positive aspect. You can write the fluff in here. Duplicate this section as many times as needed for your contact.&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152685</id>
		<title>Vice and Virtue</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152685"/>
		<updated>2026-04-01T22:20:22Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-03-09&lt;br /&gt;
|GM=Sarcarian&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|Ally=Antonio &amp;quot;Vice&amp;quot; Vecce&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
|RunnerList={{AARCharacterList|Saladin|Ren|Roadkill|Quoth|175Y 8175Y}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=High&lt;br /&gt;
|Metaplot=To The Cleverest&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The gang steals a funny trinket.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The Johnson elaborates that a very cool looking statue is owned by a wealthy individual in their personal offices and they want it instead. The gang negotiates a bit for payment and then gets right to it, though the J is clear not to make it a loud smash and grab.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Doing astral, Matrix and physical scouting all combined shows some hurdles. Wards, decent security and limited access points to the office building means they can&#039;t just walk in. Without a dedicated infiltrator and with the statue being astrally active, it&#039;d no doubt bump into the wards on the way out. The team considers going underground, but while there is a sewer access in the building it has other security risks and the Skraacha would have to be bribed. Eventually the team finds a possible alternative option...&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
The team gets to the side of the building, several stories above street level and with alchemical preparations to make them silent and invisible use a glass cutter to slice a hole into one of the empty room windows, sneaking inside and dashing in to get the statue. On their way out, they make sure not to attract any noise and make a run off in great haste. Not much is raised in terms of alarms, but evidence of a burglary is obvious by the circuler piece of window glass set down in one of the rooms.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Johnson is happy and rewards are reaped!&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Miscellaneous&amp;diff=152259</id>
		<title>Rulings/Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Miscellaneous&amp;diff=152259"/>
		<updated>2026-03-10T18:36:36Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Cyberlimbs and Cyberlimb Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Miscellaneous Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
*Military/Future Weapons are banned with the exception of the Aztechnology-Dassault Blood Hawk Mk 1, the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System and the Maker Mags.&lt;br /&gt;
*Renfield (SASS 32)&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (CF 164)&lt;br /&gt;
*Gradual Release Chemical Glands&lt;br /&gt;
*All Gammaware&lt;br /&gt;
*All Omegaware&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Better to be Feared than Loved (CF 54)&lt;br /&gt;
*Friends in High Places (RF 147)&lt;br /&gt;
*Human Lifespan (TCT 188) - Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Massive Network (NF 177)&lt;br /&gt;
*Networker (NF 177)&lt;br /&gt;
*Observant (SL 127): It&#039;s assumed to be automatically possessed by all characters.&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (RF 152)&lt;br /&gt;
*Borrowed Time (RF 153)&lt;br /&gt;
*Consummate Professional (AP 17)&lt;br /&gt;
*Dead Emotion (CF 57)&lt;br /&gt;
*Dead SIN (BTB 162)&lt;br /&gt;
*Earther (RG 169)&lt;br /&gt;
*Every Man For Himself (SL 181)&lt;br /&gt;
*Escaped Custody (KC 99)&lt;br /&gt;
*Hung Out to Dry (RF 155)&lt;br /&gt;
*In Debt (RF 156)&lt;br /&gt;
*Neoteny (RF 121) - It&#039;s banned for play on ShadowHaven unless the character is a gnome. Gnome neoteny does not make the gnome appear childlike.&lt;br /&gt;
*One of Them (CF 58)&lt;br /&gt;
*Pregnant (BB 12)&lt;br /&gt;
*So Jacked Up (CF 59)&lt;br /&gt;
*Stay Out Of My Way (SL 127)&lt;br /&gt;
*Stolen Gear (NF 177)&lt;br /&gt;
*This Is Your Last Chance (SL 129)&lt;br /&gt;
*Tough and Targeted (CF 59)&lt;br /&gt;
*&#039;Ware Intolerance (KC 100)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
*Pharmaceutical Drug Grade (CF 190)&lt;br /&gt;
*Customizing Drugs (CF 190-192)&lt;br /&gt;
*Performance and downtime money methods (NF 60-61)&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
*Group Resources (DT 43) &lt;br /&gt;
**The mechanics of the example groups (DT 35-43) are also not in use. See the [[Contact_Rules#Group_Contacts|group contacts.]] section of the contact rules for information related to factions and the [[:Category:Factions|factions]] page for existing shadowhaven factions.&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
*Hotel California (RF 226)&lt;br /&gt;
*Shared Advanced Lifestyles (HT 140)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Miscellaneous and Rulings==&lt;br /&gt;
&lt;br /&gt;
===Skills and Attributes===&lt;br /&gt;
*Skills are linked to the attribute being used with them in a given test.&lt;br /&gt;
*Currently &#039;&#039;attribute-linked&#039;&#039; refers to the attribute currently in use with the skill. This is a departure from RAW.&lt;br /&gt;
&lt;br /&gt;
===Street Cred===&lt;br /&gt;
*Street cred goes by the text, with the table assumed to be a misprint - it  provides a limit increase, but no dice increase.&lt;br /&gt;
&lt;br /&gt;
===Metatypes and Co.===&lt;br /&gt;
*Metavariants count as their metatypes for the purposes of augmentations and qualities (a dryad counts as an elf, for instance). An oni is capable of taking the Trog Traitor quality or Metatype Reduction ware.&lt;br /&gt;
*Shifters may shift with deltaware cyberware, even if it isn&#039;t purely internal, without it being automatically rejected.&lt;br /&gt;
&lt;br /&gt;
====Mundane-Only Content====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk7d3f/qualifying_for_mundaneonly_options/ --&amp;gt;&lt;br /&gt;
*Characters who have acquired a Magic or Resonance rating and continue to have any bonuses from the source which gave it do not qualify for mundane-only qualities, ascensions or other options. Characters who previously had it and no longer currently have any benefits from the source of that rating, aside from knowledge skills, may qualify for mundane-only options, however. This means that non-dual-natured infected do not qualify for mundane-only options, but a formerly awakened or emerged character who has burned out completely (zero magic and zero resonance) would.&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Mundane_only_qualities Mundane Only Playtest Content] can be found here.&lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Mundane_Ascension Mundane Ascension] can be found here&lt;br /&gt;
&lt;br /&gt;
====Delivery Time====&lt;br /&gt;
*Delivery times are based off of the cost of the total cost of all items bought, not just the cost of a single item.&lt;br /&gt;
&lt;br /&gt;
====Better Than Bad’s New Uses for Karma and Street Cred====&lt;br /&gt;
*The &amp;quot;New Uses for Karma and Street Cred&amp;quot; are in effect, except where noted below.&lt;br /&gt;
*The rules for purchasing additional Loyalty and Connection with contacts are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
*The uses for Reputation Score are not in effect as Reputation Score is not a game concept that exists. If the writer&#039;s intent was Faction Rep, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
*Runners may share residences, but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment - they factor many other things into it as well from food, entertainment and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
*Armory lifestyle module&lt;br /&gt;
**This mod cannot be used to make money in downtime by selling weapons.&lt;br /&gt;
**This feature includes exactly one firearm, chosen when it is purchased, which is one you owned at character generation, or is under availability 12.&lt;br /&gt;
**The ammunition in your armory is not an exact number, but should be enough to utilize the gun when needed: a couple clips worth of the weapon&#039;s standard ammo.&lt;br /&gt;
**The armory&#039;s ammunition and firearm can only be used when you are within or near your lifestyle location. This is not a means to duplicate weapons or get unlimited ammo.&lt;br /&gt;
**Purchased guns and Ammo can be stored and maintained here. Note the need for a toolkit to effect repairs beyond cleaning.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle====&lt;br /&gt;
When you pay rent or at character generation, roll on the [https://shreloaded.net/wiki/Traveler_Lifestyle_Table traveler lifestyle table] below to see what options your traveler lifestyle gets. If you have an idea for this table, feel free to send it to Leadership.&lt;br /&gt;
&lt;br /&gt;
=====SINner, Trust Fund Interactions=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!-&lt;br /&gt;
!Ork/Human/Elf&lt;br /&gt;
!Dwarf&lt;br /&gt;
!Troll&lt;br /&gt;
|-&lt;br /&gt;
|Street&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Squatter&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|2000&lt;br /&gt;
|2400&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|5000&lt;br /&gt;
|6000&lt;br /&gt;
|10000&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|10000&lt;br /&gt;
|12000&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|Luxury&lt;br /&gt;
|100000&lt;br /&gt;
|120000&lt;br /&gt;
|200000&lt;br /&gt;
|}&lt;br /&gt;
Trust Fund should only cover up to that amount on the table above for each lifestyle/metatype. Secondly, SINner taxes should not be covered by Trust Fund.&lt;br /&gt;
&lt;br /&gt;
====Cost Reduction====&lt;br /&gt;
*For luxury, high, medium, low and squatter lifestyles, street cred or karma may be exchanged to reduce the base lifestyle cost to the next lowest level. The reduction cost is to be paid in any combination of street cred and/or karma in a one to one thousand nuyen rate. Costs can never be reduced further than 1 level. No other lifestyles may be reduced in cost and only the base lifestyle cost is reduced. Any taxes are applied to the adjusted base cost. Trust Fund lifestyles cannot be reduced in this way.&lt;br /&gt;
&lt;br /&gt;
====AR Fashion====&lt;br /&gt;
AR Fashion can be assumed to be part of your lifestyle at the following levels (or paid for separately at the listed prices): Casual is included in a low lifestyle, Business in medium, Formal in high and Designer in luxury.&lt;br /&gt;
&lt;br /&gt;
====CarnivoreGold====&lt;br /&gt;
*There are no limits on what may be translated, though the threshold may vary. The threshold should not exceed 8 in any case.&lt;br /&gt;
&lt;br /&gt;
====DocWagon====&lt;br /&gt;
*Resuscitation does not replace the requirement to burn edge in order to invoke Not Dead Yet.&lt;br /&gt;
&lt;br /&gt;
====Subliminal Subacoustics====&lt;br /&gt;
*Emotions that fit are GM discretion and their decision is final.&lt;br /&gt;
&lt;br /&gt;
====Vocal Tension Lie Detection====&lt;br /&gt;
*Vocal Tension Lie Detection may, at GM discretion, add to the Con resist roll.&lt;br /&gt;
*It always applies to judge intentions rolls to determine if someone is lying.&lt;br /&gt;
&lt;br /&gt;
====Workshop/Facility====&lt;br /&gt;
*Workshops and facilities do not require a commercial lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Special Work Area====&lt;br /&gt;
*Does not increase the limit for Resonance or Magic-based tests.&lt;br /&gt;
&lt;br /&gt;
===Ware===&lt;br /&gt;
*Assume that additional costs (lifestyle costs etc.) are not multiplied by ware grade.&lt;br /&gt;
*Custom cybergun availabilities are affected by the grade of the arm they are implanted in.&lt;br /&gt;
*Partial cyberlimbs may be upgraded to fuller limbs in accordance with the upgrade rules. Existing limb components must be present in the new fuller limb. This process can not be used to remove or change modifications that were present in the existing limb.&lt;br /&gt;
*The bonus from the spider eyes implant does not stack with multiple sets.&lt;br /&gt;
*A cybergland not installed in conjunction with an implanted cyberweapon may apply toxins to melee weapons using a complex action. A complex action is also what is required to apply a held toxin to a held melee weapon. In any case, a dose of toxin applied to a melee weapon is expended on a successful attack with that weapon.&lt;br /&gt;
*Cyberglands may only be used to offensively deploy toxins with explicit GM fiat and should generally only be usable in this fashion against helpless or unaware targets.&lt;br /&gt;
*A character with the Shiva Arms quality still uses 2 arms, 2 legs and the torso for the purposes of encumbrance calculations and limits for knockdown. Attribute scores and limits for specific actions remain in the realm of GM fiat for these characters.&lt;br /&gt;
*You cannot add mods to bioweapons.&lt;br /&gt;
*The Biocompatibility quality affects the grade multiplier, Adapsin affects the final essence cost afterwards. Thus, Biocompatibility comes in effect first and affects the grade modified essence cost, then the final number is affected by Adapsin.&lt;br /&gt;
*Body augmentations for the purpose of resisting damage from bone density augmentation or bone lacing are not restricted by augmented maximums.&lt;br /&gt;
*Characters with the Regeneration power can take geneware via getting access to deltaware clinics, via runs at Thematics approval.&lt;br /&gt;
&lt;br /&gt;
====Deltaware Access====&lt;br /&gt;
*Awakened and those with Regeneration may not purchase deltaware except as part of rewards given for a specific run.&lt;br /&gt;
*The chance for an Awakened or Emerged character to purchase deltaware may be given as a Run Reward for Semi-Prime or Prime runs. This takes up 15 RVP and must be approved by a member of the Thematics Team. &lt;br /&gt;
*For awakened or emerged PCs with the Regeneration critter power, this takes up 30 RVP and must be approved by a member of the Thematics Team.&lt;br /&gt;
*Cosmetic ware that would cost 0 Essence by house rules does not require a run reward for deltaware access even for Awakened or characters with Regeneration.  To be clear, this is an exception to the above rules and the only exception.&lt;br /&gt;
&lt;br /&gt;
====Tailored Greyware====&lt;br /&gt;
*Tailored greyware is a higher grade version of greyware. The Brothers Grey Auction House, after the success of greyware, have gone about improving on the selling points of their modified cyberware. Tailored greyware is cheaper than deltaware, more readily available than betaware and costs less essence than betaware too. It&#039;s a cut above the regular greyware, but still keeps the same sleek but old-school look (with some improvements); it uses as few off-the-shelf parts as possible and is custom tuned to the recipient in order to better integrate with their body. It&#039;s got the following characteristics:&lt;br /&gt;
**1.7x the nuyen cost of standard grade cyberware.&lt;br /&gt;
**0.65x the essence cost of standard grade cyberware.&lt;br /&gt;
**Adds 2 to the availability of the cyberware (for example, availability 8 becomes 10).&lt;br /&gt;
**Not available at chargen.&lt;br /&gt;
**Otherwise, it follows the normal greyware rules.&lt;br /&gt;
&lt;br /&gt;
====Cosmetic and Therapeutic Ware====&lt;br /&gt;
*Purely &amp;quot;cosmetic or therapeutic&amp;quot; pieces of ware (cyberware or bioware) cost no essence ever (and never have in-universe).&lt;br /&gt;
*At chargen, there is no nuyen cost for purely &amp;quot;cosmetic or therapeutic&amp;quot; pieces of ware. After chargen, they will have their nuyen prices as listed in the books.&lt;br /&gt;
*When using any of these, your character is still recognizable as you – just you with cat ears or whatever.&lt;br /&gt;
*Healing time for between runs is assumed to be done before the next run starts (as is all other &#039;ware upgrades). Healing time during a run is handled as taking 0-3 physical and stun boxes (GM fiat based on how extensive the augmentation is), with surgery taking as much time as the GM says it does.&lt;br /&gt;
*Biosculpting to look less like an infected and to not be recognizable as yourself is an exception to the above and still costs essence (and nuyen if done during chargen).&lt;br /&gt;
**&amp;quot;Cosmetic and therapeutic&amp;quot; pieces of ware is defined as any piece of ware which has no mechanical benefit, exists solely to buy off negative qualities (the karma cost still needs to be paid) or are therapeutic (such as limb replacements).&lt;br /&gt;
&lt;br /&gt;
====Geneware====&lt;br /&gt;
*Shifters may take geneware freely and continue to shift. As it is not an implant, the Shift power does not expel it, cause any damage or loss of the geneware.&lt;br /&gt;
*All metatypes and metavariants can take all genetic treatments. Shifters and metasapients may take any geneware that is not part of phenotype adjustment. For transgenic alterations, shifters apply them equally to both forms. Infected may take any geneware appropriate for their type.&lt;br /&gt;
&lt;br /&gt;
====GreyWare====&lt;br /&gt;
*Greyware is permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a greyware smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a greyware implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
*Direct connections do not grant wireless bonuses. You forfeit the entire bonus, not just the connectivity.&lt;br /&gt;
&lt;br /&gt;
====Adapsin====&lt;br /&gt;
*Adapsin works retroactively and works as a multiplicative modifier. Multiply the final essence cost of the ware by 0.9 after including other modifiers based on grade and the presence or lack thereof of Biocompatibility.&lt;br /&gt;
&lt;br /&gt;
====Antenna Grill====&lt;br /&gt;
*Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
*Can only be taken by characters with tusks (orks, trolls, people with implanted tusks, etc.).&lt;br /&gt;
&lt;br /&gt;
====Auto-Injector====&lt;br /&gt;
*Slap patches may not be placed into auto-injectors.&lt;br /&gt;
&lt;br /&gt;
====Bilateral Coordination Coprocessor====&lt;br /&gt;
*The bilateral coordination coprocessor reduces penalties by 2 for any given action, including for any allowed number of Shiva arm pairs. If you are only using one non-primary hand, this will typically be sufficient. However, if you are using multiple, the GM may apply the penalty multiple times, at their discretion. We suggest they only do this in cases where multiple limbs are required to coordinate to a higher degree than firing a weapon - for example performing brain surgery.&lt;br /&gt;
*The limit increase of multiple coprocessors stacks. No wireless bonus granting extra dice on a test stacks with the bonus from the same item, unless explicitly stated to do so.&lt;br /&gt;
&lt;br /&gt;
====Bone Lacing====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --&amp;gt;&lt;br /&gt;
*Bone Lacing stacks with cyberlimbs.&lt;br /&gt;
====CAST / Stirrup System====&lt;br /&gt;
The availability for CAST is reduce to 18F. CAST with Friend/Foe Recognition increases this by 1 to 19F as printed.&lt;br /&gt;
The availability for Stirrup is reduce to 15R/18R/21R.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l59jo2/cast_and_stirrup_system_availability/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chemical Glands====&lt;br /&gt;
*Permitted drugs for use in chemical glands are:&lt;br /&gt;
**All drugs in CRB (BTLs, as noted below, are excepted) &lt;br /&gt;
**All drugs in CF, with the following exceptions: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time and Soothsayer&lt;br /&gt;
**All drugs in &amp;quot;Boston Lockdown&amp;quot; with the following exception: Numb&lt;br /&gt;
*No magical compounds, Awakened drugs or BTLs are allowed for use with the glands. &lt;br /&gt;
*No contact vector-only drugs are allowed for use with the glands.&lt;br /&gt;
&lt;br /&gt;
====Cyberlimbs and Cyberlimb Mods====&lt;br /&gt;
*Strength and Agility customization and enhancement should be applied to the coremost (that is to say, the part closest to the torso - the uppermost part) part of any modular limbs a character has, and will automatically flow down through any parts possessed.&lt;br /&gt;
*Theoretically, any non-magical, non-Resonance skill may be taken as a cyberlimb optimization. However, no skill used over the Matrix or otherwise used remotely, no social skill apart from Performance and Etiquette, no skill used on the astral or against a target on the astral, or using the Resonance, may benefit from a cyberlimb optimization. Generally, a limb must be at least tangentially used to benefit, but this should be interpreted very broadly.&lt;br /&gt;
*Cyberlimb optimization when applied to something with accuracy will increase that items accuracy.&lt;br /&gt;
*Also worth noting that Gunnery benefits from cyberlimb optimization arms only in manual mounts; Gunnery on a remote mount is always a Matrix action and thus won&#039;t benefit.&lt;br /&gt;
*Cyberhands do not play into calculations for attacks. For the time being, lower arms count as averaging halfway with the meat limb.&lt;br /&gt;
*Cyberhand drone stats are: Handling 5 Speed 1G Acceleration 1 Body 1(1) Armor 1 Pilot 2 Sensor 1 Avail 8.&lt;br /&gt;
**The drone can wear gecko gloves and make use of them for climbing.&lt;br /&gt;
*The Liminal Body: Centaur ware only gives capacity in the legs.&lt;br /&gt;
*Cyberlimbs limit armor to:&lt;br /&gt;
**1 for hands and feet&lt;br /&gt;
**2 for partial limbs and partial skulls&lt;br /&gt;
**3 for full limbs and full skulls&lt;br /&gt;
&lt;br /&gt;
====Modular Cyberlimbs====&lt;br /&gt;
*Modular connectors between flesh and limb work in one of two ways - either you purchase a connector and place it in your flesh, allowing you to change out any appropriately-sized limb, or you purchase a modular limb and can swap it out without the use of a connector, but only with other modular limbs. Essentially, you pay in capacity or essence. In either case, your essence will adjust, leaving essence holes as appropriate, to any changes in your limbs. A connector does not place a limb into its capacity, so it still costs essence to have an arm attached to a connector.&lt;br /&gt;
*When using modular cyber limbs, only the limb component with the highest armor is calculated.&lt;br /&gt;
&lt;br /&gt;
====Datajack Plus====&lt;br /&gt;
*The datajack plus does not grant program slots to a technomancer&#039;s living persona. It still grants the noise reduction.&lt;br /&gt;
*Only functions when connected to a deck or RCC, it does not include any free programs and it cannot run an agent or Virtual Machine. Functionally, it increases the program slots of the deck or RCC by its rating.&lt;br /&gt;
&lt;br /&gt;
====Digigrade====&lt;br /&gt;
*The essence cost of digigrade legs is removed. &lt;br /&gt;
*They are installed in full limb leg replacements at the capacity and nuyen costs listed in Chrome Flesh, with no additional essence cost.&lt;br /&gt;
*Digigrade legs do not stack with skates or skimmers.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l59lkr/digigrade_legs_essence_cost/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EARRS====&lt;br /&gt;
*This augmentation effectively allows physical movement and actions while in VR.&lt;br /&gt;
*The -10 penalty applies to all non-Matrix, non-Resonance actions performed in meatspace.&lt;br /&gt;
*Vehicle actions taken through the jumped-in device are considered Matrix actions for the purposes of EARRS. A user who is jumped into a drone or vehicle is able to operate it as they normally would, though they retain normal control of their body; actions taken by their body suffer the normal -10 penalty. You cannot perceive or project astrally, or use any other magical actions, while in VR with EARRS.&lt;br /&gt;
&lt;br /&gt;
====Grapple Hand/Gun====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6can/grapple_guns_and_cyberarms/ --&amp;gt;&lt;br /&gt;
*30 meters of microwire may be stored with an implanted grapple gun for use with the gun.&lt;br /&gt;
*The grapple hand may be used as a weapon using grapple gun stats for DV and accuracy. If one has cyberimplant weapons which deal physical damage, we would suggest a GM permit the DV to change to physical instead of stun with no further alterations, but it is ultimately up to GM fiat.&lt;br /&gt;
&lt;br /&gt;
====Grey Mana Tattoos====&lt;br /&gt;
Grey mana tattoos follow the same rules as the grey mana armor modification. While grey mana tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an Astral Perception test is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
====MCT Biolink====&lt;br /&gt;
*Provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
====Mnemonic Enhancers====&lt;br /&gt;
*Mnemonic enhancers cannot affect skills gained through knowsofts.&lt;br /&gt;
&lt;br /&gt;
====Nanites====&lt;br /&gt;
*Soft nanite systems include the nanites they support for free. In Chummer, you may select the &#039;free&#039; button when purchasing the initial nanites for your system.&lt;br /&gt;
*Hard nanite systems include rating different configurations for free. In Chummer, you may select the &#039;free&#039; button when purchasing the rating different nanites that your hard nanite system supports. Note that only one at a time is active. For example, if you have a rating 3 hard nanohive, you may have it support control rig booster, anti-rad and nanite hunter nanites (but only one at a time).&lt;br /&gt;
*In either case, damage still degrades your active nanites. For every 3 boxes of physical damage you suffer degrade your active nanite systems by 1. Nanite systems are considered fully replenished at the start of the next run.&lt;br /&gt;
*The restocking cost for Hard Nanohives can be ignored.&lt;br /&gt;
&lt;br /&gt;
====Narco====&lt;br /&gt;
*Narco reduces the total damage suffered during a dose of Buffout due to its effects by two. It is not a reduction for each instance of damage, however. Instead of taking 3 damage, you would take 1, but instead of taking 9 damage, you would take 7.&lt;br /&gt;
*Narco does not affect situational or specific bonuses to attributes, such as bonuses to Logic-linked skills or bonuses to Strength for lift and carry or grappling damage.&lt;br /&gt;
&lt;br /&gt;
====Sharkskin====&lt;br /&gt;
*To gain the benefits of sharkskin, you must be striking with an area of your body that has exposed skin. A good rule of thumb is that if the armor can take a chemical seal (like FBA), there is not enough exposed skin to gain the benefits of sharkskin.&lt;br /&gt;
&lt;br /&gt;
====Skilljack/wires====&lt;br /&gt;
*Skilljacks: essence cost becomes 0.1 regardless of rating, cost becomes 1000¥ per rating (down from 10k and 0.1 per rating).&lt;br /&gt;
*Skillwires: essence cost becomes 0.1 per rating (down from 0.2 essence per rating).&lt;br /&gt;
*Skills from active hardwires or any form of skillwires do not come with you onto the astral.&lt;br /&gt;
&lt;br /&gt;
====Skimmers====&lt;br /&gt;
*Assume &amp;quot;significant extra weight&amp;quot; for the purposes of skimmers (CF 88) to mean anything more than roughly 2 kg/point of Body above and beyond FBA + reasonable weaponry. You can still have your combat axe or sniper rifle and FBA, but if you try carrying a ballistic shield things might get a bit hairy. Anything that needs a lift and carry test is, of course, right out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --&amp;gt;&lt;br /&gt;
====Skin Modifications====&lt;br /&gt;
*For the sake of accepting skin modifications, the user should have a meaningful amount of skin left, at least two natural limbs. Torso counts as 2 limbs, head counts as 1, partial limbs count as half.&lt;br /&gt;
*Smartskin cannot go over cyberlimbs.&lt;br /&gt;
&lt;br /&gt;
====Skin Toner====&lt;br /&gt;
*Treat skin toner as a ruthenium polymer coating at rating 4 rather than a rating 4 chameleon suit.&lt;br /&gt;
&lt;br /&gt;
====Smart Skin====&lt;br /&gt;
*When enabled, smart skin becomes visible like dermal plating and adds its rating to armor. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
*When disabled the skin appears as normal skin. *In addition to the armor bonus the user can select either the weapon or defensive spikes to activate. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
*Defensive spikes don&#039;t work with any heavy armor (13+) &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Smuggling Compartments etc.====&lt;br /&gt;
*A smuggling compartment can hold concealability -1 or lower. If broken down, it can hold concealability 0 or lower.&lt;br /&gt;
*A skin pocket functions as above.&lt;br /&gt;
*A large smuggling compartment can store concealability +1 or lower. If broken down, it can store concealability +2 or lower.&lt;br /&gt;
*A cyberarm slide can store a taser, a hold-out pistol or a light pistol. It can store nothing else.&lt;br /&gt;
*A cyber holster can store items with a concealibility of 0 or lower.&lt;br /&gt;
*An assault rifle with a sawn-off barrel or shotgun with a sawn-off barrel may be stored across two large smuggling compartments if it is broken down, again taking the vast majority of the space. No larger firearm may be stored in such compartments.&lt;br /&gt;
*Concealability as a kludge for storage space is not additive in any sense, but if you&#039;re storing an item that caps out your concealability, you likely do not have much more space. Please use a little common sense here and don&#039;t take advantage.&lt;br /&gt;
*A large smuggling compartment in a cyberlimb may only hold a rating 1 or rating 2 vault of ages. Note that it is probably not safe to place contact trigger preparations inside one&#039;s own limbs, as they would be triggered by doing so.&lt;br /&gt;
*In order to take a horn compartment, one must have a horn.&lt;br /&gt;
&lt;br /&gt;
====Striking Calluses====&lt;br /&gt;
*Striking calluses give their benefit to natural weaponry with a base reach of at least 0. (For example, trolls get +1 reach but if a troll had a bite attack, normally reach -1, this would not benefit that.)&lt;br /&gt;
*Striking calluses apply to attacks with the Killing Hands adept power which use physical stats to determine DV, but not to attacks with cyberweapons.&lt;br /&gt;
*Striking with the hands my not get a damage bonus from striking calluses on the feet and strikes with feet can not get bonuses from calluses on the hands.&lt;br /&gt;
&lt;br /&gt;
====Suprathyroid Gland====&lt;br /&gt;
*The suprathyroid gland stacks with muscle augmentation and muscle toner.&lt;br /&gt;
&lt;br /&gt;
====Tails====&lt;br /&gt;
*Both the balance tail cyberware (CF 82, 85) and the tail bioware (CF 115, 117), which actually does mention weapons attached to the top, lack not only capacity for modifications, but also the attributes required to form dice pools and damage values. As such, neither will accept functional weapons.&lt;br /&gt;
*The bioware tail follows the same mechanics as the cyberware tail.&lt;br /&gt;
&lt;br /&gt;
====Tetrachromatic Vision====&lt;br /&gt;
*Tetrachromatic vision is not compatible with cybereyes.&lt;br /&gt;
&lt;br /&gt;
====Improved Synthskin====&lt;br /&gt;
*Improved synthskin no longer increases in capacity cost. Regardless of rating, it only takes one point to fit in a synthetic cyberlimb.&lt;br /&gt;
&lt;br /&gt;
====Cyber Skulls====&lt;br /&gt;
*Obvious Cyber Skulls have a capacity of 6.&lt;br /&gt;
*Synthetic Cyber Skulls have a capacity of 4.&lt;br /&gt;
&lt;br /&gt;
====Oral slasher====&lt;br /&gt;
*Oral slashers take 2 capacity.&lt;br /&gt;
&lt;br /&gt;
====Junkyard Jaw====&lt;br /&gt;
*Junkyard Jaw take 3 capacity.&lt;br /&gt;
&lt;br /&gt;
====Cyberfang====&lt;br /&gt;
*Cyberfang takes 1 capacity.&lt;br /&gt;
*Cyberfang, Retractable takes 2 capacity.&lt;br /&gt;
&lt;br /&gt;
====False Face====&lt;br /&gt;
*False Face takes 2 capacity and can only be placed in a skull.&lt;br /&gt;
&lt;br /&gt;
====Internal Router====&lt;br /&gt;
*All gear and ware that&#039;s directly connected goes offline but maintains wireless boosts if they don&#039;t need external server support (subscriptions etc.)&lt;br /&gt;
*Arrowlink and data cable hooking into your Data Jack does not work since the internal router network is completely sealed from external influence. &lt;br /&gt;
**Skinlink grappling is an exception to this, grappling Technomancers with skinlink can hack ware connected to the internal router.&lt;br /&gt;
&lt;br /&gt;
====Additional Eye mount====&lt;br /&gt;
*Each Additional Eye Mount system can support a single rating 1 cyber eye (bought separately). This eye is capable of installing any mods that fit within a normal R1 cybereye basic system. This single cybereye can be purchased separately for 50% of the normal cybereye cost. In the event the player also owns a full cyber eye basic system, the additional eye mount instead installs an additional cyber eye that matches the existing cyber eye suite. When visible the owner of additional eye mounts suffers a FREAK penalty as described in the Freaks side bar in RF Page 123&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
====Optical Camouflage====&lt;br /&gt;
*Different forms of optical camouflage (Adaptive Coloration, Adaptive Camouflage, RPC, Chameleon Suit) do not stack.&lt;br /&gt;
*If concealment is also in use, visual perception takes the larger dice pool penalty only.&lt;br /&gt;
====Burner SINs====&lt;br /&gt;
*Players may buy burner SINs and associated licenses at the same availability, but with 20% of the cost. These SINs expire after 1 week and may not leave the session they were bought in. They may have rating 1 through 6. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item Name&lt;br /&gt;
!Availability&lt;br /&gt;
!Nuyen&lt;br /&gt;
|-&lt;br /&gt;
|Burner Fake SIN (Rating 1-6)&lt;br /&gt;
|(Rating*3)F&lt;br /&gt;
|Rating*500 nuyen&lt;br /&gt;
|-&lt;br /&gt;
|Burner Fake License (Rating 1-6)&lt;br /&gt;
|(Rating*3)F&lt;br /&gt;
|Rating*40 nuyen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gas Mask====&lt;br /&gt;
*Gasmasks count as a respirator at rating 6 when active for purposes of resisting toxins, in addition to providing immunity to inhalation vector toxins while it still has air. Note that when resisting a toxin with multiple vectors, all applicable resistances apply.&lt;br /&gt;
&lt;br /&gt;
====Ghost Box====&lt;br /&gt;
*The ghost box does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater-like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
====Faceless====&lt;br /&gt;
*Double the cost and availability of the base item (thus, it is rating * 4F and rating * 1000¥). The modifications for generic and specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with essence or devices with a rating higher than the faceless rating. Generic face versions may function as plain Faceless. Specific face versions may function as generic or specific face. The specific face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Upgrades upgrade rules] for rating, as well as base-&amp;gt;generic face-&amp;gt;specific face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
====Laced Lipstick====&lt;br /&gt;
*While laced lipstick itself does not protect you, the acquisition of an appropriate protective method - a plastic or wax coating, for example - is assumed to be a part of lifestyle for anyone who is not literally a squatter.&lt;br /&gt;
&lt;br /&gt;
====Pi-Tacs and Accessories====&lt;br /&gt;
*Door Gunner: if you are on a Pi-Tac team of any rating, you may fire weapons on a vehicle-controlled by another member of your team, assuming it has a smartlink and is wirelessly connected to you. You must use the Gunnery skill to operate the weapon, though you may use your choice of Agility or Logic. You must be in VR. In either case, you only take biofeedback damage if the weapon you are using is attacked specifically. The weapon cannot be actively used by another member of your team at the same time.&lt;br /&gt;
*Pi-Tacs can be connected to living personas.&lt;br /&gt;
&lt;br /&gt;
====Real SINs====&lt;br /&gt;
*A corporate SIN - or any other real SIN - is assumed to come with licenses for any R-rated gear you possess. This is true for the jurisdiction which issued the SIN, as well as the jurisdiction in which you reside. For the typically runner on ShadowHaven, this means their issuing body and the UCAS. Note that a license from an outside body does not automatically permit you to use an item. No jurisdiction will permit you to have an item they consider forbidden simply because you have a license for it from somewhere else where it is considered R. Notably, the written availabiltiy codes assume UCAS law, which applies to all of Seattle, except certain extraterritorial places. As a general rule, they can also be applied elsewhere in the absence of specific Thematics justification otherwise.&lt;br /&gt;
&lt;br /&gt;
====Scanners====&lt;br /&gt;
*When detecting a gun hidden inside a cyberware smuggling compartment or cyberarm slide/holster, both MAD and millimeter wave scanners may detect it as normal. If the weapon is resistant or immune to MAD scanners, the MAD scanner loses dice (from its pool equal to its rating) or cannot roll as appropriate.&lt;br /&gt;
*Cyberimplanted weapons are MAD-immune, but may still be detected by a millimeter wave scanner as normal.&lt;br /&gt;
*MAD scanners do not care about Palming or similar effects or intervening material. They can map things inside other things as long as the things being mapped are ferrous.&lt;br /&gt;
*Olfactory sensors may be used to detect the presence of tailored pheromones.&lt;br /&gt;
&lt;br /&gt;
====Shaman Tuxedo====&lt;br /&gt;
*The price is modified to 16000¥.&lt;br /&gt;
*The availability is modified to 16.&lt;br /&gt;
*The shaman tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
*You must continue to wear the shaman tuxedo for as long as you have the summoned spirit. Removing any part of the shaman tuxedo while you have a currently summoned spirit summoned with the shaman tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
*The shaman tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning (e.g., a hermetic mage may not have a shaman tuxedo to provide its bonus for task spirits).&lt;br /&gt;
&lt;br /&gt;
====Tailored Perfume/Cologne====&lt;br /&gt;
The use of these are permitted, but only one application can be used effectively. If an additional, unique tailored perfumes/colognes are applied while another is still active, all effects from all tailored perfumes/colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
====Vault of Ages====&lt;br /&gt;
*A Vault of ages can hold (rating x 2) preparations, each of which can have a maximum force of (rating x 2).&lt;br /&gt;
*Vaults of ages have a maximum rating of 5.&lt;br /&gt;
*A Vault of ages has the size dependent on rating as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System====&lt;br /&gt;
*Instead of using the existing statblock or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)D6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25 meters, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes one point of fuel, while using it as a free action takes two points. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you did not need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction). You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System costs 50000¥ and has an availability of 18F. Refuels cost 250¥ and have an availability of 16F.&lt;br /&gt;
&lt;br /&gt;
===Critters===&lt;br /&gt;
Note: The bulk of critter powers are ruled on the Awakened page.&lt;br /&gt;
&lt;br /&gt;
*Critters have their own edge pool they may use following all normal rules. In addition, you are permitted to spend edge or burn edge on the behalf of your animals, including the use of Not Dead Yet.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
====Animal lifestyle cost====&lt;br /&gt;
*Relating to the table [[Animal_Availability|See Here]] regarding animal Availability, you may raise the cost of your lifestyle by 10% per step your animal&#039;s free maintenance is above your current lifestyle.&lt;br /&gt;
*For example, if you have an animal requiring a Luxury lifestyle in a Medium lifestyle, raise the cost of your lifestyle by 20% to cover the cost of your animal.&lt;br /&gt;
&lt;br /&gt;
====Critter Training====&lt;br /&gt;
*All animals are able to learn Logic x2 tricks, with domesticated animals able to learn Logic x3.&lt;br /&gt;
*Assume animals purchased at gen have a number of tricks learned equal to the PC&#039;s Animal Handling skill ranks, prior to any bonus ranks from adept powers or bioware. This does not allow them to exceed their normal limit on number of tricks. Skill improvements count as a trick per.&lt;br /&gt;
*Critter training time is removed.&lt;br /&gt;
*Technocritters, being almost impossible to train, remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Domestic====&lt;br /&gt;
*If an animal does not possess the Domesticated quality as part of its normal statblock, you cannot just add that onto the statblock. You cannot purchase animals with any modifiers based on previous treatment.&lt;br /&gt;
&lt;br /&gt;
====Flying====&lt;br /&gt;
*A bird may not exceed its normal flying speed. If a GM wishes to allow a bird to dive faster, they may at their sole discretion allow the bird to move at double its normal running rate if moving straight downward, though the falling bird should not exceed the normal falling rate.&lt;br /&gt;
&lt;br /&gt;
====Warforms and Chimeras====&lt;br /&gt;
*Warforms cost 10 times as much as a normal animal, plus an additional 20000¥. Both values are multiplicative with chimeric modifiers.&lt;br /&gt;
*Chimeric modification grants one of the enhanced senses per modification.&lt;br /&gt;
&lt;br /&gt;
====Critters and Owner Investments====&lt;br /&gt;
*A critter&#039;s owner may spend karma to do the following:&lt;br /&gt;
**Rebuy burnt points of Edge, up to the critter&#039;s starting Edge.&lt;br /&gt;
**Buy off negative qualities.&lt;br /&gt;
**Buy the following positive qualities:&lt;br /&gt;
***Astral Chameleon&lt;br /&gt;
***Catlike&lt;br /&gt;
***Guts&lt;br /&gt;
***High Pain Tolerance&lt;br /&gt;
***Magic Resistance&lt;br /&gt;
***Natural Athlete&lt;br /&gt;
***Outdoorsman&lt;br /&gt;
***Resistance To Pathogens/Toxins&lt;br /&gt;
***Tough as Nails (Stun/Physical)&lt;br /&gt;
***Toughness&lt;br /&gt;
***Water Sprite&lt;br /&gt;
***Will to Live&lt;br /&gt;
Note that karma for these comes out of the owner&#039;s available karma.&lt;br /&gt;
Besides rebuying burnt points of Edge, none of this is applicable to bound spirits of any type.&lt;br /&gt;
&lt;br /&gt;
===Biotech, Drugs and Toxins===&lt;br /&gt;
*When crashed from a drug, you are no longer on that drug.&lt;br /&gt;
*We ignore the speedballing rules.&lt;br /&gt;
*Smart corrosives must be purchased pre-programmed.&lt;br /&gt;
*As a general rule drugs that are intended to counteract toxins should apply before the toxins if both take effect on the same turn end. The order of the interractions are left to the decision of the GM.&lt;br /&gt;
*Nonmechanical impacts of drugs such as anti-depressants and etc. do not need to be represented on the sheet. You can assume they are a part of your lifestyle, though that might be a little tricky if you&#039;re a squatter.&lt;br /&gt;
*If you have an internal air tank or are using a gas mask of some variety, you are fine vs inhalation vector toxins for the duration of air you have in your tank. Otherwise you cannot hold your breath meaningfully to resist such toxins.&lt;br /&gt;
*Contact vector drugs and toxins may not be injected for effect. As a result, DMSO does not allow things to become injectable.&lt;br /&gt;
*Magical Compounds from Chrome Flesh count as drugs and as such cannot be used offensively.&lt;br /&gt;
*When using a stim patch to heal damage, the damage that returns is the same type of damage as the damage that was healed. For example if you remove 6 drain damage, when the patch wears off, the damage that comes back is still drain. The additional +1 damage is &amp;quot;general&amp;quot; damage.&lt;br /&gt;
*Neurostun, Pepper Punch and Tear Gas only overflow into Physical once per minute if the Stun Condition Monitor is already full.&lt;br /&gt;
&lt;br /&gt;
====Healing====&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Use the higher of the medkit&#039;s rating and your skill (First Aid or Medicine) when determining how many boxes you may heal.&lt;br /&gt;
*Wireless medkits may provide their rating as a dice pool bonus to the Medicine skill.&lt;br /&gt;
*A medkit operating autonomously through its wireless bonus is not capable of leading a teamwork test.&lt;br /&gt;
*Savior nanites do not suffer environmental penalties found on PG 208 of the core book. Being awakened/emerged or having essence loss still reduce dice as normal. &amp;lt;!-- Mech Ticket 0024 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====BTL and Drug Stacking====&lt;br /&gt;
*BTLs do not stack with drugs. They cause drug interactions with drugs, overdose with drugs and are affected by narco like drugs.&lt;br /&gt;
*Drugs with the same name overlap (you cannot take Kamikaze twice to get twice the benefits). Drugs with different names stack (you can take Zen and Red Mescaline to get +2 Willpower before factoring in Narco). In either case overdose applies.&lt;br /&gt;
&lt;br /&gt;
====Drug Crafting====&lt;br /&gt;
Players can now utilize their ranks in chemistry in order to make their own drugs. Please note the following rules.&lt;br /&gt;
*Acquiring raw ingredients requires a chemist or dealer contact. Alternatively you may make a Negotiation Test opposed by the Availability of the drug you&#039;re making.&lt;br /&gt;
**The raw ingredients cost half of the normal drug price.&lt;br /&gt;
**A Chemistry Toolkit makes Street-cooked level drugs up to Availability 10.&lt;br /&gt;
**A Chemistry Shop can make base level drugs.&lt;br /&gt;
**A Chemistry Facility can make designer level drugs.&lt;br /&gt;
*Mixing drugs requires a Chemistry + Logic Extended Test with a threshold equal to the drug’s (Availability x 2) or (Addiction Rating), whichever is higher, and an interval of eight hours. &lt;br /&gt;
*A glitch on any part of the Extended Test requires the player to start the entire test over with no successes&lt;br /&gt;
*A critical glitch means the ingredients are destroyed and cannot be used. &lt;br /&gt;
*You can make up to your Ranks in Chemistry doses between each run.&lt;br /&gt;
*Please note that currently, Bioengineered Awakened Drugs are not craftable with this system.&lt;br /&gt;
&lt;br /&gt;
====Immunity to Toxins====&lt;br /&gt;
&amp;lt;!-- council ruling https://www.reddit.com/r/ShadowHavenBBS/comments/ly1h3u/on_drugs_and_toxins/ --&amp;gt;&lt;br /&gt;
*Drugs are not toxins in a mechanical sense and are not subject to immunity to toxins.&lt;br /&gt;
&lt;br /&gt;
====Addiction Rules====&lt;br /&gt;
*Each time you take an addictive substance, you immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test is LOG + WIL + (11 - drug&#039;s effective addiction rating) + (other modifiers).&lt;br /&gt;
**For physiologically addicting drugs, the test will be BOD + WIL + (11 - drug&#039;s effective addiction rating) + (other modifiers).&lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test is the worse of your two dice pools for the above.&lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
*Only permanent bonuses to attributes such as those from infected, from ware (e.g. cerebral booster) or those from the quality Cyber-Singularity Seeker can be used for the test. Temporary bonuses to attributes such as those from spells, drugs or ware that can be turned on and off cannot be used for the test.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk77j4/beating_addiction/ --&amp;gt;&lt;br /&gt;
*In order to buy off the Addiction Negative Quality, you must remain off of the drug for (Addiction Rating)/2 runs, rounded up.&lt;br /&gt;
&lt;br /&gt;
====Stat Changes====&lt;br /&gt;
*All substances found in BB should be treated as having a speed of &amp;quot;Immediate&amp;quot;.&lt;br /&gt;
*Deepweed has an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
*Snuff does not provide Pain Resistance 1. Instead it gives High Pain Tolerance 1.&lt;br /&gt;
*Blight is modified thus:&lt;br /&gt;
**Vector: Contact, Injection&lt;br /&gt;
**Speed: Special*&lt;br /&gt;
**Penetration: 0&lt;br /&gt;
**Power: 12&lt;br /&gt;
**Effect: a spirit exposed to this toxin must immediately make the toxin resistance test. If it fails, it immediately loses its Immunity to Normal Weapons power for (12 - spirit&#039;s force hours, min 1 hour).&lt;br /&gt;
*Legal psychchips may treat psychological disorders of up to 7 karma value. Illegal psychchips may treat psychological disorders of up to 15 karma value. In either case, remember that it counts as a drug for purposes of the drug interactions table. If the user develops an addiction and stops using the chips as a result, increase the level of the negative quality one step if possible.&lt;br /&gt;
*Dopadrine suppresses berserk effects for its duration. It does not cancel them. If Dopadrine is active when K-10 ends, you do not need to make an Edge roll.&lt;br /&gt;
*Assume Slab to possess all benefits of Reaper at no additional cost or availability.&lt;br /&gt;
*Neostigmine counters toxin-induced paralysis. It does nothing against Nerve Strike.&lt;br /&gt;
*Psyche &#039;&#039;does&#039;&#039; reduce the sustaining penalty of complex forms.&lt;br /&gt;
*Woad Berserk lasts as long as Bear shaman berserk effect does; it can easily wear off sooner than the drug itself. You can go berserk multiple times during 1 dose of Woad as a result. It only gives +2 Agility during the effect. You can choose not to resist berserk at all, effectively getting 0 hits on the Charisma + Willpower roll to reduce its duration.&lt;br /&gt;
*Zone is modified thus:&lt;br /&gt;
**Availability: 8&lt;br /&gt;
**Price: 80¥/dose&lt;br /&gt;
*Immortal Flower reduces Essence by 0.1 for every 20 boxes healed. This loss can be repaired by Revitalization treatments.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*It is not possible to buy multiple instances of the same quality, unless specifically stated. This also applies to Sensei and Codeslinger.&lt;br /&gt;
*In order to utilize a &amp;quot;free&amp;quot; quality, one must still meet all requirements of the quality. This does not apply if the source of the free quality explicitly states that you do not have to meet the requirements.&lt;br /&gt;
&lt;br /&gt;
====Gear Discounts====&lt;br /&gt;
*Made Man and Black Market Pipeline do not stack with each other, however, both stack individually with Dealer Connection. The stacking is calculated additively - thus, when both apply, you receive a 20% discount.&lt;br /&gt;
*Black Market Pipeline may be attached to public contacts. Only people possessing the quality may benefit from the quality.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents qualities remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality has the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1. The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The &amp;quot;Sensei&amp;quot; NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job qualities follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Addiction====&lt;br /&gt;
*You must stay off the drug for (addiction rating)/2 runs to buy off the quality.&lt;br /&gt;
*Some addictions are better suited with the Dependents quality and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
====Ambidextrous====&lt;br /&gt;
*A nartaki or anyone else with the Shiva Arms quality requires an instance of Ambidextrous for each additional arm in order to avoid penalties with said arm.&lt;br /&gt;
&lt;br /&gt;
====Allergy (Sunlight)====&lt;br /&gt;
*Chemical seal does not have any particular effect on sunlight. However, most armor that is capable of providing chemical seal will by its nature reduce sunlight allergies by two steps when worn fully. Radiation protection has nothing to do with it, referring to alpha and beta radiation, not electromagnetic radiation.&lt;br /&gt;
&lt;br /&gt;
====Biocompatibility====&lt;br /&gt;
*Due to negative gameplay interactions, biocompatibility is not going to be restricted to at-gen only. However, one must still go through the normal approval process for it.&lt;br /&gt;
&lt;br /&gt;
====Bilingual====&lt;br /&gt;
*This quality can be taken post gen.&lt;br /&gt;
&lt;br /&gt;
====Brand Loyalty====&lt;br /&gt;
*Brand Loyalty is restricted to gear (not including foci or ware).&lt;br /&gt;
*Brand Loyalty at the Manufacturer level does apply to gear the brand does not make.&lt;br /&gt;
*Brand Loyalty may be taken at the Product level for generic items. In that case it will only apply to that specific type of weapon. For Example: Brand Loyalty (Product) &amp;quot;Sword&amp;quot; will only apply to the item class of &amp;quot;Sword&amp;quot; while all other Blades weapons suffer the malus.&lt;br /&gt;
&lt;br /&gt;
====Blandness====&lt;br /&gt;
*An oni or nartaki may take the Bland quality, but it will only work in groups of other oni or nartaki.&lt;br /&gt;
&lt;br /&gt;
====Black Forest Native====&lt;br /&gt;
*You do not require this quality to be from the Black Forest.&lt;br /&gt;
&lt;br /&gt;
====Candle in the Darkness====&lt;br /&gt;
*Candle In The Darkness no longer provides +2 Loyalty. Instead, it provides a +2 dicepool modifier to contact dice pools and tests to determine if the contact is available. See [[Contact Rules]] for details.&lt;br /&gt;
&lt;br /&gt;
====College Education====&lt;br /&gt;
*This quality is incompatible with the Uneducated quality (CRB 87).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfyxj/computer_illiterate_and_being_a_haven_runner/ --&amp;gt;&lt;br /&gt;
====Computer Illiterate====&lt;br /&gt;
*So long as the PC has a story of how they use the electronics while not being able to understand them, a PC may have the Computer Illiterate quality and still be a Haven runner. This can range from your fixer handling these tasks to just paying a street decker 50 nuyen to send a message.&lt;br /&gt;
&lt;br /&gt;
====Corporate Loyalist====&lt;br /&gt;
*Corporate Loyalist is permitted only with a genuine corporate limited or full SIN. Upon loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
====Corporate Pariah====&lt;br /&gt;
*Corporate Pariah is permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
====Community Connection====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Cyber-Snob====&lt;br /&gt;
*Cyber-Snob is altered to allow alphaware as the minimum grade so that it may be taken at charge.&lt;br /&gt;
&lt;br /&gt;
====Flashbacks====&lt;br /&gt;
*In order for Flashbacks to trigger again, the situation must be different in some quantifiable way. Additionally, this should only trigger once per scene at most, barring some extended time between triggers at GM discretion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vypg6q/gifted_healer_rework/ --&amp;gt;&lt;br /&gt;
====Gifted Healer====&lt;br /&gt;
*Replace the benefits of Gifted Healer with the following:&lt;br /&gt;
**Reduce penalties for First Aid and Medicine by 2 (CRB 205-208) and for the Heal spell by 2 from any source other than BGC.&lt;br /&gt;
&lt;br /&gt;
====Hobo with a Shotgun====&lt;br /&gt;
*Hobo with a Shotgun does not permit you to stay in a bolthole willingly.&lt;br /&gt;
&lt;br /&gt;
====Incomplete Deprogramming====&lt;br /&gt;
*Personalities from Persona Fix and Incomplete Deprogramming take precedence as follows: Persona Fix &amp;gt; Incomplete Deprogramming &amp;gt; Baseline Personality.&lt;br /&gt;
&lt;br /&gt;
====Location Attunement====&lt;br /&gt;
*Location Attunement is permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
====Master Debater====&lt;br /&gt;
*Master Debater changes the attribute for all negotiation tests from charisma to logic.&lt;br /&gt;
&lt;br /&gt;
====Motion Sickness====&lt;br /&gt;
*When a character that has the Motion Sickness quality experiences acceleration of 3 or more, or speed of 4 or more, they will be incapacitated and vomiting as well as suffer double wound modifiers. &lt;br /&gt;
**Once they slow they will continue to experience double wound modifiers for (12-Bod)/2 minutes and will not continue to experience incapacitation or vomiting.&lt;br /&gt;
**Ondansetron removes the incapacitation and vomiting effects completely, but leaves the double wound modifiers as described in Motion Sickness and for five minutes after the motion falls below the described levels.&lt;br /&gt;
*Motion Sickness affects a person in a vehicle or jumped into a vehicle remotely as if they were in it and experience the full extent of this quality.&lt;br /&gt;
&lt;br /&gt;
====Nasty Trog====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Observant====&lt;br /&gt;
*Observant is assumed to be possessed by all characters, free of charge, changing observe in detail from a simple action to a free action. There is no need to notate this on your sheet. That&#039;s not a joke, we are serious. The game works better that way.&lt;br /&gt;
&lt;br /&gt;
====Practice Practice Practice====&lt;br /&gt;
*The Practice Practice Practice quality only applies to the physical, mental, social and astral limit.&lt;br /&gt;
&lt;br /&gt;
====Prototype Materials====&lt;br /&gt;
*This quality can only be taken once and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
*You do not need to buy another level of Special Modifications. That is included in the quality.&lt;br /&gt;
&lt;br /&gt;
====Prototype Transhuman====&lt;br /&gt;
*This quality may allow you to take Used bioware to represent an inefficient prototype.&lt;br /&gt;
*Geneware may NOT be placed inside of the free essence point.&lt;br /&gt;
*While you can replace the ware provided by Prototype Transhuman, you cannot upgrade it, and the essence is not refunded.&lt;br /&gt;
*Regeneration, regardless of source, doesn&#039;t push Prototype Transhuman ware out. Otherwise it follows all normal bioware rules.&lt;br /&gt;
&lt;br /&gt;
====Redliner====&lt;br /&gt;
*The penalty for Redliner caps at 4 limbs considered.&lt;br /&gt;
&lt;br /&gt;
====Restricted Gear====&lt;br /&gt;
*Does not permit to buy items you would otherwise not be able to buy, except for the availability change.&lt;br /&gt;
*Allows you to purchase 2 clips (removable box magazines) of ammo necessary to operate a weapon if it&#039;s used to purchase a weapon that requires ammo with availability over 12. &lt;br /&gt;
**If the weapon requires two ammo like accessories to fire, this applies to both. &lt;br /&gt;
**This doesn&#039;t mean that you can buy two clips of every type of ammo, only enough ammo and ammo like accessories to fire two full clips.&lt;br /&gt;
&lt;br /&gt;
====Shoot First, Don&#039;t Ask Questions====&lt;br /&gt;
Shoot First, Don&#039;t Ask Questions applies regardless of which initiative type was rolled as long as a surprise test was made. Roll Data Processing + Intuition for surprise tests on the Matrix in VR.&lt;br /&gt;
&lt;br /&gt;
====SINner====&lt;br /&gt;
*Instead of a tax on nuyen earned, the SINner quality acts as an increase to lifestyle costs, similar to Dependents (CRB 80).&lt;br /&gt;
&lt;br /&gt;
====Special Modifications====&lt;br /&gt;
*Only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
*This quality functions as written except with the following caveats: a character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of whether or not the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
*This quality may be used to augment cyberweapons.&lt;br /&gt;
**Cyberweapons may not have their reach increased, however.&lt;br /&gt;
*When used to increase the AP of a weapon, Special Modifications does not count as base AP for purposes of the Bull&#039;s Eye Burst called shot.&lt;br /&gt;
&lt;br /&gt;
====SURGE====&lt;br /&gt;
*Each quality grants an amount of Metagentic Quality space (both positive and negative) equal to the cost of the quality (10, 15 and 30).&lt;br /&gt;
*The qualities are no longer random. You must select them.&lt;br /&gt;
*Some metagenetic qualities are limited to various levels, see below:&lt;br /&gt;
**Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms&amp;lt;br&amp;gt;&lt;br /&gt;
**Positive metagenetic qualities limited to SURGE II or SURGE III: Dermal Alteration (Blubber, Rhino Hide), Elongated Limbs, Functional Tail (Balance, Paddle, Prehensile, Thagomizer), Proboscis, Thorns&lt;br /&gt;
**Negative metagenetic qualities limited to SURGE III: Astral Hazing, Critter Spook, Mood Hair, Third Eye&lt;br /&gt;
**Negative metagenetic qualities limited to SURGE II or SURGE III: Bioluminescence, Cephalopod Skull, Feathers, Scales, Vestigial Tail&lt;br /&gt;
*The Striking Skin Pigmentation quality is incompatible with the Dermal Alteration quality.&lt;br /&gt;
*Bioluminescence works with either hair modifications or skin modifications, but not with both at the same time.&lt;br /&gt;
*Prehensile Tail has a minimum strength score of 1.&lt;br /&gt;
&lt;br /&gt;
====Symbiosis====&lt;br /&gt;
*In order to make the first test to change attunement location, a character with Symbiosis must have lived in a single place for a season - that is to say, 3 months, for simplicity&#039;s sake. Thereafter, each test is after 1 month, as stated.&lt;br /&gt;
&lt;br /&gt;
====Technical School Education====&lt;br /&gt;
*It&#039;s incompatible with the Uneducated quality (CRB 87).&lt;br /&gt;
&lt;br /&gt;
====Thagomizer Tail and Venom====&lt;br /&gt;
*The thagomizer tail can be used with the natural Venom quality. Ignore the fangs requirement for the latter.&lt;br /&gt;
&lt;br /&gt;
====Trog Traitor====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Trust Fund====&lt;br /&gt;
*Trust Fund provides a base lifestyle of the appropriate type altered only by positive and negative qualities, metatype/variant and any ware one may have. The lifestyle may be altered, however, if the final cost of the lifestyle is higher than the base as provided above, one must pay the difference. If the final cost is lower, one does not receive the difference.&lt;br /&gt;
*The Corporate Limited SIN quality can be used to get Trust Fund.&lt;br /&gt;
*Trust Fund and Hard Luck are incompatible.&lt;br /&gt;
&lt;br /&gt;
====Uneducated====&lt;br /&gt;
*This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities.&lt;br /&gt;
&lt;br /&gt;
====Wanted====&lt;br /&gt;
*Collection of bounties on other character will follow all of the rules for [[PvP on the Haven]].  Notably, collecting bounties on teammates during the course of a run is disallowed.&lt;br /&gt;
*Should a GM organize a private run against a character with wanted where NPC runners would otherwise be used, PC runners may join on that run. The GM should get the informed consent of all players involved and thematics department approval given the often tense and unfair nature of PvP in Shadowrun 5E.&lt;br /&gt;
*The impact of the wanted quality should be limited to the character in question.&lt;br /&gt;
*GMs are highly encouraged to use the wanted quality to complicate runs, as with all negative qualities.&lt;br /&gt;
*Contacts will not aid in the collection of bounties on wanted characters except in extreme, rare situations.&lt;br /&gt;
*Rules for burning edge will be kept in mind when handling the wanted quality.&lt;br /&gt;
*Players may appeal to the thematics team or council should they feel the awarding of wanted during the course of a run was unwarranted.&lt;br /&gt;
&lt;br /&gt;
====Samurai Way Qualities====&lt;br /&gt;
In order to qualify for a Samurai Way quality, the character must:&lt;br /&gt;
*Have strictly less than 3 essence&lt;br /&gt;
*Not already have 2 Samurai Ways&lt;br /&gt;
*Be mundane, a technomancer, an explorer or an Aware&lt;br /&gt;
*WotS = Way of the Samurai (4th edition book)&lt;br /&gt;
*Double in cost as normal once the character is in career mode.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;  width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Bodyguard&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Charisma + Intuition &amp;gt;= 7&lt;br /&gt;
*Pistols skill &amp;gt;= 3&lt;br /&gt;
*Perception skill &amp;gt;= 3.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*a +2 die pool bonus to Perception checks &lt;br /&gt;
*may use Protecting the Principle (RG 125) without spending edge&lt;br /&gt;
*Choose one of the following&lt;br /&gt;
**Ready weapon may become a free action&lt;br /&gt;
**Take aim may become a free action. &lt;br /&gt;
***Mechanics Note: Free actions never reset recoil, only simple/complex actions that are not shooting your gun.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Merc&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**At least 4 ranks among the following skill groups: &lt;br /&gt;
***[Athletics, Close Combat, Firearms, Outdoors] &lt;br /&gt;
**14 total ranks among any skills from the following skill groups and skills: &lt;br /&gt;
***[Athletics, Close Combat, Firearms, Outdoors, Pilot Groundcraft, Pilot Aircraft, Pilot Aerospace, Pilot Walker].&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*Characters with this quality only suffer a -1 penalty on ranged combat for attacker running&lt;br /&gt;
*Increase by 1 any bonus they received on ranged defense tests for cover (partial cover provides a +3, good cover provides a +5).&lt;br /&gt;
*Choose one contact and one of the following types of merchandise [weapons, vehicles, armor]. &lt;br /&gt;
**Characters with this quality receive a 10% discount when buying the appropriate merchandise from that contact&lt;br /&gt;
**Characters receive a +3 die pool modifier when negotiating to sell/fence those goods with that contact.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Panzer&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Must have a modified Body score (for damage soaking purposes) of 5 or higher. &lt;br /&gt;
*Any unique two of the following implants: &lt;br /&gt;
**dermal plating, orthoskin, bone density Augmentation, Bone Lacing (Plastic), Bone Lacing (Aluminum), bone lacing (titanium), Cybertorso with armor, or cyberlimb with armor.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description= Characters with this quality receive &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+2 die pool modifier to resist fear and intimidation, including magically induced fear from spells or critter powers&lt;br /&gt;
**they may substitute their augmented Body attribute for Charisma when calculating their Intimidation dice pool. &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**Ignore two boxes of damage when calculating wound modifiers (which cannot be combined with the Pain Resistance adept power, pain editor bioware or damage compensator bioware)&lt;br /&gt;
**Receive a +1 die pool modifier to Body when making damage resistance tests.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Razorboy&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Any of the following implants&lt;br /&gt;
**cybereyes basic system, infrasonic generator, obvious full arm, obvious full leg, obvious torso, obvious skull.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Characters with this quality may add the following.&lt;br /&gt;
*+2 dice to Intimidation checks or +1 DV with cyberimplant weapons and bioweapons (melee only for both).&lt;br /&gt;
*+1 rating modifier to any Street knowledge skills they possess.&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Ronin&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Willpower + Intuition &amp;gt;= 7.&lt;br /&gt;
*Must maintain Street Cred equal to or greater than Notoriety.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*Reduce the essence cost of cyberware or bioware (not geneware) by 10%.&lt;br /&gt;
**The character may not also discount that type of implant with Biocompatibility.&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 DV with Blades, Clubs, Unarmed and Exotic Melee Weapons&lt;br /&gt;
**When they have a blade, club, unarmed weapon, or exotic melee weapon equipped and are not surprised, +2 to Reaction tests to defend themselves from combat, indirect Combat spells and so forth. &lt;br /&gt;
***Reaction-linked skill tests, initiative and surprise tests are not affected by this quality. &lt;br /&gt;
A ronin must burn Street Cred to reduce Notoriety should the character&#039;s Notoriety ever be higher than 1. This quality is incompatible with Bad Rep.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Sharpshooter&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Any two of the following implants:&lt;br /&gt;
*smartlink, vision magnification, any reflex recorder for a ranged combat skill, Tremor reducer, attention coprocessor, laser range finder.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=This quality also grants &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 die pool bonus to Sneaking &lt;br /&gt;
**+1 die pool bonus single ranged weapon skill of the player&#039;s choice. &lt;br /&gt;
*For each take aim action the character takes they receive a -1AP modifier on their next applicable shot against that target.&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**Characters with this quality are not required to half their Willpower when calculating how many take aim actions they may perform with a ranged weapon.&lt;br /&gt;
**Character can take a -2 reduction to all range category penalties.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Street Ninja &lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Sneaking skill &amp;gt;= 4.&lt;br /&gt;
*Any two of the following implants:&lt;br /&gt;
**cybereyes basic system, cyberimplant weapon, enhanced articulation, synthacardium, reflex recorder (Sneaking), radar sensor.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Gain the following effects&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 dice to Sneaking tests &lt;br /&gt;
**+1 dice to Throwing Weapons &lt;br /&gt;
**+1 dice to a melee skill of the player&#039;s choice &lt;br /&gt;
***(Blades, Clubs, Exotic Melee Weapon, Unarmed Combat)&lt;br /&gt;
*Take a -2/4/6 die pool penalty on your Surprise test to give all enemies a -1/2/3 die pool penalty&lt;br /&gt;
**Multiple street ninjas may combine this penalty, but the penalty may never exceed -3.&lt;br /&gt;
*In the first pass of any combat where you force your opponents to roll surprise tests choose one of the following&lt;br /&gt;
**Reduce the called shot penalty of any called shot to -4. &lt;br /&gt;
**Take +3 dice to surprise tests. &lt;br /&gt;
|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
====Linked Attribute====&lt;br /&gt;
*When called for, the &#039;linked attribute&#039; is the attribute you are currently rolling as part of a skill test.  By way of example, Logic linked tests are any tests where you roll Logic combined with Skill ranks, so Edit File (Computer + Logic) is a Logic linked test whereas Matrix Perception (Computer + Intuition) is not.&lt;br /&gt;
&lt;br /&gt;
====Disguise====&lt;br /&gt;
*When you create your camouflage with the skill, roll Disguise + Intuition [Mental]. The camouflage Disguise test functions as a persistent teamwork test for your Sneaking tests as long as you are in the terrain type where it applies. This bonus does not stack with ruthenium polymer coating, chameleon skin or any other piece of gear that alters your appearance in such a way.&lt;br /&gt;
&lt;br /&gt;
====Diving====&lt;br /&gt;
*In a case where you have infinite leisure, are free to take your time ascending to a significant degree and go slower than is at all necessary, you may ignore the diving table results. They are for ascending promptly, at the maximum safe speed.&lt;br /&gt;
*If you make a Diving test and you fail, you do suffer all missed threshold results. Penalties to actions stack. Damage suffered is soaked separately. Ignore any results that call for a kraken attack.&lt;br /&gt;
&lt;br /&gt;
====Gunnery====&lt;br /&gt;
*Gunnery is both a vehicle and combat skill.&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
*A character may only receive Leadership bonuses from a single individual making tests at any given time. They should also not view the individual as an inferior or a subordinate, though viewing them as a &amp;quot;sole superior&amp;quot; or themselves as entirely subordinate is not necessary to receive benefits. A person providing Leadership bonuses to other individuals may not receive them themselves, even from another source.&lt;br /&gt;
*Rally stacks with itself to provide multiple increases to initiative if successfully used multiple times.&lt;br /&gt;
*Direct may only be used in situations that use or should use initiative time; this includes, but is not limited to, silent host dives, car chases and combat. There must be some sort of time pressure, taking an action that the character using Direct could potentially use to do something else.&lt;br /&gt;
&lt;br /&gt;
====Assensing/Astral combat====&lt;br /&gt;
*Non-Awakened can learn assensing and astral combat with skill ranks in chargen, indicating the character spent time learning it with Shade or other external means of attaining temporary astral perception before becoming a PC. &lt;br /&gt;
*Can be gained post-gen, but requires the expenditure of resources.&lt;br /&gt;
**For each rank learned post-gen, a mundane character has to purchase and use 4 doses of Shade. Effectively it means 4,000 Nuyen spent for each rank gained, but you may flavor this to Perfect Sight preps or spending a lot of time in alcheras and the sort. This applies to both skills.&lt;br /&gt;
*Note that even though you may learn these skills, you can&#039;t use them by default and have to access astral access from elsewhere, such as with Shade.&lt;br /&gt;
&lt;br /&gt;
====Specializations====&lt;br /&gt;
These [[Specializations|additional specializations]] may be used in addition to any specializations listed in the book. No other specializations are legal to take. Please contact the mechanics team in the channel if you want to add a specialization to the list, or have it approved by your chargen minion if the character is not approved yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152223</id>
		<title>Vice and Virtue</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152223"/>
		<updated>2026-03-09T00:32:23Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-03-09&lt;br /&gt;
|GM=Sarcarian&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|Ally=Antonio &amp;quot;Vice&amp;quot; Vecce&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
|RunnerList={{AARCharacterList|Saladin|Ren|Roadkill|Quoth|175Y 8175Y}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=High&lt;br /&gt;
|Metaplot=To The Cleverest&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The gang steals a funny trinket.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152222</id>
		<title>Vice and Virtue</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152222"/>
		<updated>2026-03-09T00:15:28Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-03-09&lt;br /&gt;
|GM=Sarcarian&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
|RunnerList={{AARCharacterList|Saladin|Ren|Roadkill|Quoth|175Y 8175Y}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=High&lt;br /&gt;
|Metaplot=To The Cleverest&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The gang steals a funny trinket.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152221</id>
		<title>Vice and Virtue</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Vice_and_Virtue&amp;diff=152221"/>
		<updated>2026-03-09T00:15:14Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: Created page with &amp;quot;{{AARInfobox| |Date=2087-03-09 |GM=Sarcarian |Location=Seattle |Ally= |Ally2= |Ally3= |Ally4= |RunnerList={{AARCharacterList|Saladin|Ren|Roadkill|Quoth|175Y 8175Y}} |RunnerCasualties=  |Threat=High |Metaplot=To the Cleverest |OppositionFaction=Major Corp |OppositionUnits={{AARCharacterList|Character1|Character2}} |OppositionCasualties= |Notes= |}} Category:Runs &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;  ==Summary== The gang steals a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-03-09&lt;br /&gt;
|GM=Sarcarian&lt;br /&gt;
|Location=Seattle&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
|RunnerList={{AARCharacterList|Saladin|Ren|Roadkill|Quoth|175Y 8175Y}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=High&lt;br /&gt;
|Metaplot=To the Cleverest&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The gang steals a funny trinket.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Familial_Familiar&amp;diff=151939</id>
		<title>Familial Familiar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Familial_Familiar&amp;diff=151939"/>
		<updated>2026-02-14T22:49:55Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-01-24&lt;br /&gt;
|GM=Asmodeus&lt;br /&gt;
|Location=Romania&lt;br /&gt;
|RunnerList={{AARCharacterList|Badger|Gilgamesh|Lumina|Elaine}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=High&lt;br /&gt;
|Metaplot=Cold Union&lt;br /&gt;
|OppositionFaction=Saeder-Krupp&lt;br /&gt;
|OppositionUnits=&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A Wallachian Baron, government sanctioned vampire turned supernatural hunter, rescues his son from the clutches of an evil corporate poacher. Or does he?&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Wallachian Barons have hired runners on a previous contract already. Now, one of them has gone missing and is implicated in a debacle in Hungary across the border from Romania.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The government spook from Romania explains that Nikolai has to be found fast - Wallachian Barons are closely watched by their handlers and if they kill without being authorized, they may be fired (read: killed) from their position on the spot. Moreover, Hungarian police is wary of a former Romanian politician sneaking around. The employer emphasizes he wants to avoid an incident officially.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
The team aims to follow Nikolai&#039;s traces, starting with a blurry traffic camera view of a building in Romania.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Hopping the border into Hungary, the party finds signs of a struggle but no gunshots. S-K corporate security is already investigating a scene, and as the runners attempt to sneak in to grab the S-K mook&#039;s RCC for the camera footage, they&#039;re discovered and the distraction goes sideways, leading to a dangerously risky gunfight against automated drones and two skilled handlers. The runners evacuate before reinforcements arrive, having nabbed the files they came for. The traffic camera feed shows evidence that Nikolai forced himself into a marketplace, captured a man and a woman and left. From there, the runners trace Nikolai&#039;s path back to Romania, opting to keep their investigation independent instead of involving too many local elements.&lt;br /&gt;
&lt;br /&gt;
When they find Nikolai, he&#039;s clearly agitated staring down a blonde woman with a gun and a hostage - Nikolai&#039;s son. Nikolai claims the woman is a Saeder-Krupp agent attempting to brainwash and corrupt his son to undermine Romania&#039;s independence while the agent claims the boy had willingly begun scoping out career goals in Saeder-Krupp&#039;s employ. The boy himself is completely out of it and can&#039;t answer in a clear way; Nikolai claims the agent used gamma-scopolamine and brainwashing technology to scramble his brain, while the agent claims it was Nikolai as the vampire who scrambled his mind with mind magic. The party is unable to find a completely definitive solution in the standoff and due to the agent&#039;s fear of self-preservation, can&#039;t fully defuse the situation either, so they opt to ambush the agent without tipping her off. As they turn the lights off, the agent is wallbanged in the head and she&#039;s dead without even realizing it, allowing Nikolai to grab his son to safety and thank the runners for intervening. &lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The government contractor understands why Nikolai went off the radar for a personal thing like this, but Nikolai will still be receiving penalties for not reporting accordingly. The Wallachian Barons are still an experimental form of supplementary regional security and this is a stain on their record. The boy&#039;s recovering from his dazed state and the runners get to extract, having foiled an (alleged) auspicious SK plot against Romania.&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Familial_Familiar&amp;diff=151789</id>
		<title>Familial Familiar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Familial_Familiar&amp;diff=151789"/>
		<updated>2026-01-25T16:49:11Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: Created page with &amp;quot;{{AARInfobox| |Date=2087-01-24 |GM=Asmodeus |Location=Romania |RunnerList={{AARCharacterList|Badger|Gilgamesh|Lumina|Elaine}} |RunnerCasualties=  |Threat=High |Metaplot=Cold Union |OppositionFaction=Saeder-Krupp |OppositionUnits= |OppositionCasualties= |Notes= |}} Category:Runs &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;  ==Summary==   ==Background==   ==The Meet==   ==The Plan==   ==The Run==   ==Aftermath==   ==Rewards==  ==Game Quo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
|Date=2087-01-24&lt;br /&gt;
|GM=Asmodeus&lt;br /&gt;
|Location=Romania&lt;br /&gt;
|RunnerList={{AARCharacterList|Badger|Gilgamesh|Lumina|Elaine}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
|Threat=High&lt;br /&gt;
|Metaplot=Cold Union&lt;br /&gt;
|OppositionFaction=Saeder-Krupp&lt;br /&gt;
|OppositionUnits=&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=151781</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=151781"/>
		<updated>2026-01-22T03:48:57Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Critter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====bind/Net/Mana bind/Mana net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange and Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (Non-Traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
*Must be a traditionalist. (Referring to the rules under &amp;quot;Romani Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*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&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*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.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*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. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*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&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*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 a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality 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.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, 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&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;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&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power 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 allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*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 realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 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 at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Adept_Ways_Expansion&amp;diff=151711</id>
		<title>Adept Ways Expansion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Adept_Ways_Expansion&amp;diff=151711"/>
		<updated>2026-01-17T20:55:30Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Spiritual Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adept Way Splat=&lt;br /&gt;
&lt;br /&gt;
Some of the new additions to Adept Ways add further identity to the ways and how they affect gameplay, while others are utilitarian.&lt;br /&gt;
&lt;br /&gt;
==Artist’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Living Canvas====&lt;br /&gt;
An adept with this metamagic can treat up to (Initiate Grade) number of Qi Foci as being Force 1 for the purposes of calculating focus addiction and whether an Addiction Test is required. If any part of a qi tattoo was damaged by non-magical damage, it is repaired if the adept heals through magical means.&lt;br /&gt;
&lt;br /&gt;
====Artistic Creation====&lt;br /&gt;
With this metamagic, an adept may create and upgrade tattooed qi foci on their body. Qi foci made with this metamagic are always tattoos and cannot be any other focus type. The adept can conceal them from mundane detection with powers like Melanin Control and Body Sculpt as if they weren’t present. Physical adepts using this metamagic use Artisan + Magic instead of Artificing during the enchanting test. Follow standard focus creation rules otherwise. This metamagic cannot be used to make qi foci for others and these foci cannot be individualized.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Recurring Theme====&lt;br /&gt;
* Requires: Body Sculpt&lt;br /&gt;
Body Sculpt can now be used to mimic any metahuman metatype or metavariant, causing the adept to swell or shrink in accordance to the metatype being mimicked. This does not alter the adept’s attributes or give them additional abilities; dermal plating and horns given by imitating a troll are purely aesthetic and are not durable enough to be used as weapons. Metasapients like pixies or centaurs cannot be imitated. The adept must resist Stun Drain equal to the difference in base Body score between original and target metavariant.&lt;br /&gt;
&lt;br /&gt;
==Artisan’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Part of Me====&lt;br /&gt;
Up to (Initiate Grade) times per day, the adept may treat an item’s Object Resistance as 2 lower for any one test. This technique requires line of sight. This effect does not stack.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Junkyard Tinkerer====&lt;br /&gt;
* Requires: Analytics&lt;br /&gt;
An artisan with this enhancement gains a bonus to any skill tests equal to their Initiate Grade when it comes to all mundane modifying and repairing of equipment.&lt;br /&gt;
&lt;br /&gt;
==Athlete’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
Altered to only apply to a single action per use, even when in combat.&lt;br /&gt;
&lt;br /&gt;
====Soundstep====&lt;br /&gt;
As a Simple Action, the adept may move with extreme celerity up to (Magic) meters, appearing to observers as if they disappear only to re-appear at their destination. This movement cannot be intercepted. The adept is difficult to see when moving, but astral perception can see their astral signature connecting the origin and destination point and cameras and Sensors of Rating 4 or higher can see the adept as a blur when they move. &lt;br /&gt;
&lt;br /&gt;
Despite appearing like teleportation, the adept’s body does physically move in a straight line between the two points, is blocked by barriers and requires a movement path the entire way there. Soundstep makes a distinct noise at the beginning and end locations that can be heard with a Perception (Audio) (2) Test. Using Soundstep leaves behind an astral signature. After arriving, the adept resists Drain equal to (Meters travelled / 2).&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Windwalk====&lt;br /&gt;
* Requires: Skate&lt;br /&gt;
By spending a Free Action to utilize this metamagic technique, the adept can run seemingly on thin air without falling. The maximum distance they can run in mid-air is equal to their Initiate Grade in meters. If the adept ends their movement in the air, they immediately begin falling and cannot use Windwalk until they find a solid foothold again.&lt;br /&gt;
&lt;br /&gt;
By stressing their ability, the adept can extend this distance further. For every meter they choose to run beyond the safe distance, they must resist 1 point of Drain per meter. If the Drain exceeds their Magic Attribute, the Drain becomes Physical. When the adept can rest their weight on a real, physical load-bearing surface, the distance they can run resets. Using Windwalk leaves behind an astral signature.&lt;br /&gt;
&lt;br /&gt;
====Endless Motion====&lt;br /&gt;
* Requires: Lightning Speed&lt;br /&gt;
&lt;br /&gt;
Once per Combat Turn, the adept may Sprint as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Beast’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Totem Form====&lt;br /&gt;
Altered to the following: As a Complex Action, the adept shifts into the animal form that matches the animal she is attuned to, with all the abilities of said animal. The adept&#039;s physical attributes and limits become those of the animal, but Mental attributes and skills remain the adept&#039;s own. In addition, the adept gains (Initiate Grade) number of attribute points to enhance the totem form&#039;s Physical Attributes that count as augmented bonuses.&lt;br /&gt;
&lt;br /&gt;
In addition, if the adept has Empowered their attuned animal with the Qi Marked ritual, their totem form gains identical benefits.&lt;br /&gt;
&lt;br /&gt;
The adept needs a successful Arcana + Magic [Mental] (2) Test to Shift back into their metahuman form. The threshold for this test is increased by (weeks in Totem Form - 1). Totem form subsumes augmentations similar to the Shapechange spell, but tattooed foci adjust with the form and remain functional, as do all other foci that can physically fit on the new form.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Instinctive Rage====&lt;br /&gt;
* Requires: Berserk&lt;br /&gt;
Activating the Berserk adept power is a Free Action. This applies to Berserker Rage as well.&lt;br /&gt;
&lt;br /&gt;
==Burnout Way==&lt;br /&gt;
* Changes: Burnout’s Way no longer may be used to grandfather previous metamagics into a new Way. If the adept changes Ways, they lose any bonuses gained from previous Ways. In addition, there is no longer a requirement to change Adept Ways after progressing in power.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Cybernetic Haze====&lt;br /&gt;
Activating this metamagic technique is a Complex Action and creates an aura of astral hazing around the adept. The rating of the astral hazing is equal to the Essence the adept has lost to augmentations, rounded down (maximum 5) and has a radius of (6 - Essence) Meters. &lt;br /&gt;
&lt;br /&gt;
The adept is partially attuned to this astral haze and doesn’t take penalties to non-magical Skill Tests even if they are enhanced by magic, but any foci in the area of effect including the adept’s own are reduced in Force normally. Cyberzombies and other Burnout’s Way adepts are always partially attuned to Cybernetic Haze, regardless of source. Possession of this metamagic renders the adept immune to a cyberzombie’s astral hazing.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Haze leaves behind an astral signature, but it is unreadable to be that of the adept themselves. An Arcana (3) Test will reveal it to be the result of this technique. Cybernetic Haze can be sustained for up to (Magic) Combat Turns, after which Physical Drain must be resisted equal to the number of turns the haze was active (minimum 2). Ending it prematurely is a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Hot Qi====&lt;br /&gt;
Now functions as following: Hot Qi may be used to activate a qi focus to gain ranks in an adept power that exceeds the adept’s Magic Attribute, but doing so inflicts 1 unresisted Physical Drain. If the power has an innate limit in Rating, it cannot be bypassed.&lt;br /&gt;
&lt;br /&gt;
==Invisible Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Fisher’s Method====&lt;br /&gt;
When using suppressed one-handed firearms, one-handed melee/natural weapons, the adept gains a bonus to DV on their first attack against a completely unaware target equal to their Initiate Grade. If the target gets a Defense Test against the attack, Fisher’s Method doesn’t apply. Firearms must use subsonic ammunition on top of being suppressed to gain this benefit. &lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Dampening Field====&lt;br /&gt;
* Requires: Traceless Walk&lt;br /&gt;
An adept with this enhancement finds his weapons quieter and harder to detect. Attempts to detect the sound of silent/suppressed weapons held by the adept suffer a dice pool penalty equal to the adept’s Initiate Grade. The threshold for Perception tests to detect suppressed firearms as well as silent melee (like knives) and ranged weapons (such as bows) have their threshold increased by 4, typically to 6 assuming no other modifications. This applies to Sensor Tests as well.&lt;br /&gt;
&lt;br /&gt;
====Living Nobody====&lt;br /&gt;
* Requires: Facial Sculpt&lt;br /&gt;
Memory Tests to recall any details about the adept’s appearance have to succeed at a threshold of (ranks in Facial Sculpt power) to give any useful information. Attempts to consciously memorize the adept’s physical appearance and characteristics suffer a penalty equal to his Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Vicious Lunge====&lt;br /&gt;
* Requires: Improved Grapple&lt;br /&gt;
After successfully subduing an opponent, the adept may immediately after subdual perform one of the three options tied to maintaining a grapple freely without spending an additional action. This effect only occurs once per grapple. The target cannot take any actions before Vicious Lunge resolves. If opting to do damage, this damage benefits from Fisher’s Method unless using a garrote.&lt;br /&gt;
&lt;br /&gt;
==Magician’s Way==&lt;br /&gt;
For the most part, Magician’s Way is very solid already for its intended role: metamagics and magical arts. Due to effectively having all the arts and metamagics accessible, Magician’s Way is unchanged.&lt;br /&gt;
&lt;br /&gt;
==Speaker’s Way==&lt;br /&gt;
For the most part, Speaker’s Way is very solid already for its intended role: social finesse. For this reason, Speaker’s Way gains only a slight combat utility.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Mocking Retort====&lt;br /&gt;
* Requires: Authoritative Tone&lt;br /&gt;
Whenever the adept dodges an attack, the attacker loses 1 Initiative per rank of Authoritative Tone the adept possesses (max 3).&lt;br /&gt;
&lt;br /&gt;
==Spiritual Way==&lt;br /&gt;
* Changes: Spiritual Way mystic adepts can now access the Invocation and Channeling arts, though the adept should still have the associated skills to actually make use of the techniques within the arts. Both Mystic Adepts and Physical Adepts can access Exorcism. They get +(IG) Dice to Wild Summoning Tests.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Departing Shot====&lt;br /&gt;
* Prerequisite: Exorcism&lt;br /&gt;
While the technique references firing a weapon, Departing Shot can be performed with both melee and ranged attacks. As a Complex Action, the adept may make a single melee attack or fire a single projectile of their choice. If this connects with a valid spirit target, they may immediately make an Exorcism test as per the metamagic. An attack using the Departing Shot metamagic is always considered magic damage for the purposes of magically gained Immunity to Normal Weapons and/or Regeneration.&lt;br /&gt;
&lt;br /&gt;
====Astral Reach====&lt;br /&gt;
* Prerequisite: Astral Perception or Dual Natured&lt;br /&gt;
By stretching his astral form out of his body, the spiritual adept can attain a portion of an astrally projecting magician’s ability. Treat this as astral projection, but the duration for any one projection attempt is limited to Essence + Initiate Grade in Combat Turns. After this, the adept’s astral form is forcibly rebounded back to his body. If something blocks the adept from returning, such as a mana barrier, make the test for astral intersection for each such obstacle. Any failed tests means the adept rebounds but his Stun Condition Monitor is completely filled and he falls unconscious. If the Stun Condition Monitor is already full, his Physical Condition Monitor fills instead. Can be performed (Magic) times per day.&lt;br /&gt;
&lt;br /&gt;
==Warrior’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Domain of the Warrior====&lt;br /&gt;
This metamagic has a new effect: when in combat initiative, the adept’s weapon focus is not affected by background counts. If the focus was turned off by background counts prior to combat, the adept still has to spend a Simple Action to activate it.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====One Man Army====&lt;br /&gt;
* Requires: Improved Ability (any Combat skill)&lt;br /&gt;
When splitting dice to attack multiple targets, the adept gains a bonus to each split dice pool equal to their Initiate Grade. The split dice pool cannot be higher than the original dice pool. This only works with attacks enhanced by the Improved Ability adept power, including Barehanded Adept.&lt;br /&gt;
&lt;br /&gt;
====Fearsome Mien====&lt;br /&gt;
* Requires: Kiai&lt;br /&gt;
A warrior adept with this enhancement adds their Weapon Focus’ Force to Intimidation Tests.&lt;br /&gt;
&lt;br /&gt;
====Clarity of Rage====&lt;br /&gt;
* Requires: Berserk&lt;br /&gt;
The penalties caused by the Berserk power to Mental Attributes are reduced by 1. If using the Berserker Rage power, it imparts only a -1 to Mental Attributes instead of -2.&lt;br /&gt;
&lt;br /&gt;
==New Adept Powers==&lt;br /&gt;
Many of these powers are connected to enhancements in the various adept Ways, but some are standalone. They’ll be linked in relevant spaces.&lt;br /&gt;
&lt;br /&gt;
===Lightning Speed===&lt;br /&gt;
0.5 PP / Rating (Discounted by Athlete’s Way)&lt;br /&gt;
&lt;br /&gt;
As a Free Action, make a Magic + (Power Rating) Test. For (Magic) Combat Turns, the adept adds their hits on the test to all Sprinting tests as successes regardless of the movement skill used (Swimming, Running, Flight). Physical Limit for Sprinting Tests is increased by the Rating of this power. After the power expires, resist Drain equal to twice the power’s Rating.&lt;br /&gt;
&lt;br /&gt;
===Improved Grapple===&lt;br /&gt;
0.5 PP / Rating (Discounted by Warrior’s &amp;amp; Athlete’s Way)&lt;br /&gt;
&lt;br /&gt;
Each Rating of this power adds a +1 dice pool modifier in tests related to Subduing or Clinching.&lt;br /&gt;
&lt;br /&gt;
==Mastery Qualities==&lt;br /&gt;
&lt;br /&gt;
===Flash===&lt;br /&gt;
* 10 Karma&lt;br /&gt;
* Prerequisite: Soundstep &amp;amp; Windwalk &lt;br /&gt;
&lt;br /&gt;
An adept with the prerequisite metamagics can combine them. As a Simple Action, they can use Soundstep to reach any location they would have a straight line to, assuming they jumped or used the Windwalk technique. The adept must resist Drain equal to the number of meters travelled after arriving. If the Adept moves more meters than their Magic score, the Drain is Physical.&lt;br /&gt;
&lt;br /&gt;
===Reckless Spellblade===&lt;br /&gt;
* 3 Karma&lt;br /&gt;
* Prerequisite: Character knows ‘Spellblade’ spell&lt;br /&gt;
&lt;br /&gt;
A character with this quality may recklessly cast and attack with a Spellblade in a single Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Spellblade Adept===&lt;br /&gt;
* 10 Karma&lt;br /&gt;
* Prerequisite: Adept Spell (Spellblade)&lt;br /&gt;
&lt;br /&gt;
The maximum force of Adept Spell is changed to twice the adept’s magic rating. The spell’s drain is reduced by 2, to a minimum of 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Adept_Ways_Expansion&amp;diff=151710</id>
		<title>Adept Ways Expansion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Adept_Ways_Expansion&amp;diff=151710"/>
		<updated>2026-01-17T20:54:54Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Spiritual Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adept Way Splat=&lt;br /&gt;
&lt;br /&gt;
Some of the new additions to Adept Ways add further identity to the ways and how they affect gameplay, while others are utilitarian.&lt;br /&gt;
&lt;br /&gt;
==Artist’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Living Canvas====&lt;br /&gt;
An adept with this metamagic can treat up to (Initiate Grade) number of Qi Foci as being Force 1 for the purposes of calculating focus addiction and whether an Addiction Test is required. If any part of a qi tattoo was damaged by non-magical damage, it is repaired if the adept heals through magical means.&lt;br /&gt;
&lt;br /&gt;
====Artistic Creation====&lt;br /&gt;
With this metamagic, an adept may create and upgrade tattooed qi foci on their body. Qi foci made with this metamagic are always tattoos and cannot be any other focus type. The adept can conceal them from mundane detection with powers like Melanin Control and Body Sculpt as if they weren’t present. Physical adepts using this metamagic use Artisan + Magic instead of Artificing during the enchanting test. Follow standard focus creation rules otherwise. This metamagic cannot be used to make qi foci for others and these foci cannot be individualized.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Recurring Theme====&lt;br /&gt;
* Requires: Body Sculpt&lt;br /&gt;
Body Sculpt can now be used to mimic any metahuman metatype or metavariant, causing the adept to swell or shrink in accordance to the metatype being mimicked. This does not alter the adept’s attributes or give them additional abilities; dermal plating and horns given by imitating a troll are purely aesthetic and are not durable enough to be used as weapons. Metasapients like pixies or centaurs cannot be imitated. The adept must resist Stun Drain equal to the difference in base Body score between original and target metavariant.&lt;br /&gt;
&lt;br /&gt;
==Artisan’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Part of Me====&lt;br /&gt;
Up to (Initiate Grade) times per day, the adept may treat an item’s Object Resistance as 2 lower for any one test. This technique requires line of sight. This effect does not stack.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Junkyard Tinkerer====&lt;br /&gt;
* Requires: Analytics&lt;br /&gt;
An artisan with this enhancement gains a bonus to any skill tests equal to their Initiate Grade when it comes to all mundane modifying and repairing of equipment.&lt;br /&gt;
&lt;br /&gt;
==Athlete’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
Altered to only apply to a single action per use, even when in combat.&lt;br /&gt;
&lt;br /&gt;
====Soundstep====&lt;br /&gt;
As a Simple Action, the adept may move with extreme celerity up to (Magic) meters, appearing to observers as if they disappear only to re-appear at their destination. This movement cannot be intercepted. The adept is difficult to see when moving, but astral perception can see their astral signature connecting the origin and destination point and cameras and Sensors of Rating 4 or higher can see the adept as a blur when they move. &lt;br /&gt;
&lt;br /&gt;
Despite appearing like teleportation, the adept’s body does physically move in a straight line between the two points, is blocked by barriers and requires a movement path the entire way there. Soundstep makes a distinct noise at the beginning and end locations that can be heard with a Perception (Audio) (2) Test. Using Soundstep leaves behind an astral signature. After arriving, the adept resists Drain equal to (Meters travelled / 2).&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Windwalk====&lt;br /&gt;
* Requires: Skate&lt;br /&gt;
By spending a Free Action to utilize this metamagic technique, the adept can run seemingly on thin air without falling. The maximum distance they can run in mid-air is equal to their Initiate Grade in meters. If the adept ends their movement in the air, they immediately begin falling and cannot use Windwalk until they find a solid foothold again.&lt;br /&gt;
&lt;br /&gt;
By stressing their ability, the adept can extend this distance further. For every meter they choose to run beyond the safe distance, they must resist 1 point of Drain per meter. If the Drain exceeds their Magic Attribute, the Drain becomes Physical. When the adept can rest their weight on a real, physical load-bearing surface, the distance they can run resets. Using Windwalk leaves behind an astral signature.&lt;br /&gt;
&lt;br /&gt;
====Endless Motion====&lt;br /&gt;
* Requires: Lightning Speed&lt;br /&gt;
&lt;br /&gt;
Once per Combat Turn, the adept may Sprint as a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Beast’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Totem Form====&lt;br /&gt;
Altered to the following: As a Complex Action, the adept shifts into the animal form that matches the animal she is attuned to, with all the abilities of said animal. The adept&#039;s physical attributes and limits become those of the animal, but Mental attributes and skills remain the adept&#039;s own. In addition, the adept gains (Initiate Grade) number of attribute points to enhance the totem form&#039;s Physical Attributes that count as augmented bonuses.&lt;br /&gt;
&lt;br /&gt;
In addition, if the adept has Empowered their attuned animal with the Qi Marked ritual, their totem form gains identical benefits.&lt;br /&gt;
&lt;br /&gt;
The adept needs a successful Arcana + Magic [Mental] (2) Test to Shift back into their metahuman form. The threshold for this test is increased by (weeks in Totem Form - 1). Totem form subsumes augmentations similar to the Shapechange spell, but tattooed foci adjust with the form and remain functional, as do all other foci that can physically fit on the new form.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Instinctive Rage====&lt;br /&gt;
* Requires: Berserk&lt;br /&gt;
Activating the Berserk adept power is a Free Action. This applies to Berserker Rage as well.&lt;br /&gt;
&lt;br /&gt;
==Burnout Way==&lt;br /&gt;
* Changes: Burnout’s Way no longer may be used to grandfather previous metamagics into a new Way. If the adept changes Ways, they lose any bonuses gained from previous Ways. In addition, there is no longer a requirement to change Adept Ways after progressing in power.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Cybernetic Haze====&lt;br /&gt;
Activating this metamagic technique is a Complex Action and creates an aura of astral hazing around the adept. The rating of the astral hazing is equal to the Essence the adept has lost to augmentations, rounded down (maximum 5) and has a radius of (6 - Essence) Meters. &lt;br /&gt;
&lt;br /&gt;
The adept is partially attuned to this astral haze and doesn’t take penalties to non-magical Skill Tests even if they are enhanced by magic, but any foci in the area of effect including the adept’s own are reduced in Force normally. Cyberzombies and other Burnout’s Way adepts are always partially attuned to Cybernetic Haze, regardless of source. Possession of this metamagic renders the adept immune to a cyberzombie’s astral hazing.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Haze leaves behind an astral signature, but it is unreadable to be that of the adept themselves. An Arcana (3) Test will reveal it to be the result of this technique. Cybernetic Haze can be sustained for up to (Magic) Combat Turns, after which Physical Drain must be resisted equal to the number of turns the haze was active (minimum 2). Ending it prematurely is a Free Action.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Hot Qi====&lt;br /&gt;
Now functions as following: Hot Qi may be used to activate a qi focus to gain ranks in an adept power that exceeds the adept’s Magic Attribute, but doing so inflicts 1 unresisted Physical Drain. If the power has an innate limit in Rating, it cannot be bypassed.&lt;br /&gt;
&lt;br /&gt;
==Invisible Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Fisher’s Method====&lt;br /&gt;
When using suppressed one-handed firearms, one-handed melee/natural weapons, the adept gains a bonus to DV on their first attack against a completely unaware target equal to their Initiate Grade. If the target gets a Defense Test against the attack, Fisher’s Method doesn’t apply. Firearms must use subsonic ammunition on top of being suppressed to gain this benefit. &lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Dampening Field====&lt;br /&gt;
* Requires: Traceless Walk&lt;br /&gt;
An adept with this enhancement finds his weapons quieter and harder to detect. Attempts to detect the sound of silent/suppressed weapons held by the adept suffer a dice pool penalty equal to the adept’s Initiate Grade. The threshold for Perception tests to detect suppressed firearms as well as silent melee (like knives) and ranged weapons (such as bows) have their threshold increased by 4, typically to 6 assuming no other modifications. This applies to Sensor Tests as well.&lt;br /&gt;
&lt;br /&gt;
====Living Nobody====&lt;br /&gt;
* Requires: Facial Sculpt&lt;br /&gt;
Memory Tests to recall any details about the adept’s appearance have to succeed at a threshold of (ranks in Facial Sculpt power) to give any useful information. Attempts to consciously memorize the adept’s physical appearance and characteristics suffer a penalty equal to his Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Vicious Lunge====&lt;br /&gt;
* Requires: Improved Grapple&lt;br /&gt;
After successfully subduing an opponent, the adept may immediately after subdual perform one of the three options tied to maintaining a grapple freely without spending an additional action. This effect only occurs once per grapple. The target cannot take any actions before Vicious Lunge resolves. If opting to do damage, this damage benefits from Fisher’s Method unless using a garrote.&lt;br /&gt;
&lt;br /&gt;
==Magician’s Way==&lt;br /&gt;
For the most part, Magician’s Way is very solid already for its intended role: metamagics and magical arts. Due to effectively having all the arts and metamagics accessible, Magician’s Way is unchanged.&lt;br /&gt;
&lt;br /&gt;
==Speaker’s Way==&lt;br /&gt;
For the most part, Speaker’s Way is very solid already for its intended role: social finesse. For this reason, Speaker’s Way gains only a slight combat utility.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Mocking Retort====&lt;br /&gt;
* Requires: Authoritative Tone&lt;br /&gt;
Whenever the adept dodges an attack, the attacker loses 1 Initiative per rank of Authoritative Tone the adept possesses (max 3).&lt;br /&gt;
&lt;br /&gt;
==Spiritual Way==&lt;br /&gt;
* Changes: Spiritual Way mystic adepts can now access the Invocation and Channeling arts, though the adept must still have the associated skills to make use of the techniques within the arts. Both Mystic Adepts and Physical Adepts can access Exorcism. They get +(IG) Dice to Wild Summoning Tests.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Departing Shot====&lt;br /&gt;
* Prerequisite: Exorcism&lt;br /&gt;
While the technique references firing a weapon, Departing Shot can be performed with both melee and ranged attacks. As a Complex Action, the adept may make a single melee attack or fire a single projectile of their choice. If this connects with a valid spirit target, they may immediately make an Exorcism test as per the metamagic. An attack using the Departing Shot metamagic is always considered magic damage for the purposes of magically gained Immunity to Normal Weapons and/or Regeneration.&lt;br /&gt;
&lt;br /&gt;
====Astral Reach====&lt;br /&gt;
* Prerequisite: Astral Perception or Dual Natured&lt;br /&gt;
By stretching his astral form out of his body, the spiritual adept can attain a portion of an astrally projecting magician’s ability. Treat this as astral projection, but the duration for any one projection attempt is limited to Essence + Initiate Grade in Combat Turns. After this, the adept’s astral form is forcibly rebounded back to his body. If something blocks the adept from returning, such as a mana barrier, make the test for astral intersection for each such obstacle. Any failed tests means the adept rebounds but his Stun Condition Monitor is completely filled and he falls unconscious. If the Stun Condition Monitor is already full, his Physical Condition Monitor fills instead. Can be performed (Magic) times per day.&lt;br /&gt;
&lt;br /&gt;
==Warrior’s Way==&lt;br /&gt;
===Metamagics===&lt;br /&gt;
====Domain of the Warrior====&lt;br /&gt;
This metamagic has a new effect: when in combat initiative, the adept’s weapon focus is not affected by background counts. If the focus was turned off by background counts prior to combat, the adept still has to spend a Simple Action to activate it.&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====One Man Army====&lt;br /&gt;
* Requires: Improved Ability (any Combat skill)&lt;br /&gt;
When splitting dice to attack multiple targets, the adept gains a bonus to each split dice pool equal to their Initiate Grade. The split dice pool cannot be higher than the original dice pool. This only works with attacks enhanced by the Improved Ability adept power, including Barehanded Adept.&lt;br /&gt;
&lt;br /&gt;
====Fearsome Mien====&lt;br /&gt;
* Requires: Kiai&lt;br /&gt;
A warrior adept with this enhancement adds their Weapon Focus’ Force to Intimidation Tests.&lt;br /&gt;
&lt;br /&gt;
====Clarity of Rage====&lt;br /&gt;
* Requires: Berserk&lt;br /&gt;
The penalties caused by the Berserk power to Mental Attributes are reduced by 1. If using the Berserker Rage power, it imparts only a -1 to Mental Attributes instead of -2.&lt;br /&gt;
&lt;br /&gt;
==New Adept Powers==&lt;br /&gt;
Many of these powers are connected to enhancements in the various adept Ways, but some are standalone. They’ll be linked in relevant spaces.&lt;br /&gt;
&lt;br /&gt;
===Lightning Speed===&lt;br /&gt;
0.5 PP / Rating (Discounted by Athlete’s Way)&lt;br /&gt;
&lt;br /&gt;
As a Free Action, make a Magic + (Power Rating) Test. For (Magic) Combat Turns, the adept adds their hits on the test to all Sprinting tests as successes regardless of the movement skill used (Swimming, Running, Flight). Physical Limit for Sprinting Tests is increased by the Rating of this power. After the power expires, resist Drain equal to twice the power’s Rating.&lt;br /&gt;
&lt;br /&gt;
===Improved Grapple===&lt;br /&gt;
0.5 PP / Rating (Discounted by Warrior’s &amp;amp; Athlete’s Way)&lt;br /&gt;
&lt;br /&gt;
Each Rating of this power adds a +1 dice pool modifier in tests related to Subduing or Clinching.&lt;br /&gt;
&lt;br /&gt;
==Mastery Qualities==&lt;br /&gt;
&lt;br /&gt;
===Flash===&lt;br /&gt;
* 10 Karma&lt;br /&gt;
* Prerequisite: Soundstep &amp;amp; Windwalk &lt;br /&gt;
&lt;br /&gt;
An adept with the prerequisite metamagics can combine them. As a Simple Action, they can use Soundstep to reach any location they would have a straight line to, assuming they jumped or used the Windwalk technique. The adept must resist Drain equal to the number of meters travelled after arriving. If the Adept moves more meters than their Magic score, the Drain is Physical.&lt;br /&gt;
&lt;br /&gt;
===Reckless Spellblade===&lt;br /&gt;
* 3 Karma&lt;br /&gt;
* Prerequisite: Character knows ‘Spellblade’ spell&lt;br /&gt;
&lt;br /&gt;
A character with this quality may recklessly cast and attack with a Spellblade in a single Simple Action.&lt;br /&gt;
&lt;br /&gt;
===Spellblade Adept===&lt;br /&gt;
* 10 Karma&lt;br /&gt;
* Prerequisite: Adept Spell (Spellblade)&lt;br /&gt;
&lt;br /&gt;
The maximum force of Adept Spell is changed to twice the adept’s magic rating. The spell’s drain is reduced by 2, to a minimum of 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=151709</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=151709"/>
		<updated>2026-01-17T20:53:28Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Mystic Adept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====bind/Net/Mana bind/Mana net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange and Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (Non-Traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
*Must be a traditionalist. (Referring to the rules under &amp;quot;Romani Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*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&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*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.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*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. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*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&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*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 a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality 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.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, 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&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;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&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power 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 allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*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 realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 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 at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Saladin&amp;diff=151706</id>
		<title>Saladin</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Saladin&amp;diff=151706"/>
		<updated>2026-01-17T16:20:18Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:1211.png]]&lt;br /&gt;
|header1= &amp;lt;center&amp;gt;[https://www.youtube.com/watch?v=uiPtrzY_vcc Shahbaz ibn Eisa]&amp;lt;/center&amp;gt;&lt;br /&gt;
|header2= &amp;lt;center&amp;gt;Fleeing the shadow of his father&amp;lt;/center&amp;gt;&lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 2&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=16&lt;br /&gt;
|Bonuses=12&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 12.07.2055&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=07&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2055&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/1-FTTaN8OERDJkIdeORKzQjmIrBViVfou?usp=sharing]&lt;br /&gt;
|label17 = Priority&lt;br /&gt;
|data17 = &amp;lt;br /&amp;gt;Metatype - E &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - A &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label18 = Initiations Unlocked&lt;br /&gt;
|data18 = {{IGTracker|&lt;br /&gt;
|Month=09&lt;br /&gt;
|Day=19&lt;br /&gt;
|Year=2086&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Initiations Completed&lt;br /&gt;
|data19 = 3&lt;br /&gt;
|label20 = Dates Initiations are Unlocked for 2087&lt;br /&gt;
|data20 = * March 6th&lt;br /&gt;
* May 29th&lt;br /&gt;
* September 4th&lt;br /&gt;
* December 25th&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Son of Badr al-Din Ibn Eisa, Shahbaz found his Awakening early on in life, going to the island of Bahrain for arcane training. The island was one of the five madrassas where magicians underwent rigorous education, so Shahbaz&#039;s childhood was one of discipline, piety and practice. During his early years, however, he heard rumors of dissent and conflict out in the world, mostly stifled by the mentors he obediently heeded. When word came that his father had been exposed as a foul demon, attempting to kill the caliph Ibn Saud, the mentors knew it was only a matter of time until retaliation was sought through his family. Shahbaz never found out what happened to his mother, but the mentors opened a way for him to escape the country, never to see his home region of Qatif again.&lt;br /&gt;
&lt;br /&gt;
That was in 2064.&lt;br /&gt;
&lt;br /&gt;
Shahbaz has made some progress in his practice, finding potent ability in his latent arcane power to finesse problems and stay peaceful as per his faith -- many a day his mind wanders to his father&#039;s desecrated corpse, puppeteered by a demon in the darkness. Shahbaz has made many efforts to distance himself from his father. False aliases, taking up more modern fashion styles, even converting to Shi&#039;a from his father&#039;s Sunni roots, but no matter what he does, he feels unsafe knowing that somewhere out there could be those that haven&#039;t forgotten his existence.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Find enlightenment through Islamic Alchemy practices and transformation of the soul.&lt;br /&gt;
* Continue to explore the fantastic depths of fashion; high fashion armor, fashion shows, meeting designers!&lt;br /&gt;
* Find if his mom is still alive, whether in Qatif or somewhere else.&lt;br /&gt;
* Contemplate contacting his old teachers in Bahrain.&lt;br /&gt;
* Stabilize economically.&lt;br /&gt;
&lt;br /&gt;
==Qualities==&lt;br /&gt;
* &#039;&#039;&#039;Running from the Past&#039;&#039;&#039; &amp;lt;small&amp;gt;(National SINner: Shahbaz ibn Eisa, Big Regret, Mild Phobia: Shedim) -&amp;lt;/small&amp;gt; &#039;&#039;Native to the Arabian Caliphate, Shahbaz hides his connection to his infamous father to the best of his ability.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Talented&#039;&#039;&#039; &amp;lt;small&amp;gt;(College Education, Inspired Artisan, Exceptional Attribute: Magic) -&amp;lt;/small&amp;gt; &#039;&#039;Shahbaz has a knack for calligraphy and alchemy, a sharp eye for precise movements and measured fine motor control.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Artificially Induced Psychotropic Schizophrenia&#039;&#039;&#039; &amp;lt;small&amp;gt;(AIPS) -&amp;lt;/small&amp;gt; &#039;&#039;A drawback of his Awakening was making him particularly sensitive to spam zones. His mind feels abuzz when wandering in Downtown and quickly causes disorientation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Jinx&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Khadija ibnat Ibrahim al-Yemeni&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bubblegum&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=A man called &#039;Ibrahim&#039; is known to like collecting fashion apparel and posting about it on Horizon 2.1.&lt;br /&gt;
|MidResult=Notably, his social media account appeared only around 10 years ago. His country of birth is in UCAS, but he never went to school anywhere.&lt;br /&gt;
|HighResult=No childhood records anywhere beyond the social media profile. Some have question if this guy ever sleeps given his 24/7 social media presence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Social specialist known to smooth over many problems with Johnsons. Has an accent in his voice, but hasn&#039;t talked about his past before.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Those who have assensed him know him to have alchemical abilities. He doesn&#039;t use them when working the shadows, however. Those who worked with him on longer jobs don&#039;t remember ever seeing him sleep.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Nothing of note appears.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|Mystic adept. No augmentations. No augmentations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|High Magic and Essence. No augmentations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|7 Magic, 6 Essence. Often carries traces of astral signatures. No augmentations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Not a technomancer. No augmentations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151673</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151673"/>
		<updated>2026-01-14T17:58:15Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Introduction */ Added note of regular DT cyberdeck module slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They begin by buying a Core Processor that acts as the heart of their custom deck. For any custom deck, the builder of the deck has (Hardware skill ranks * 3) Capacity to install modules, representing the complexity of their device. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some modules may have additional requirements. Installing modules requires a Hardware Test [Mental] (Electronic Parts Required x 2, 1 hour) to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in losing half of the parts. A simple failure indicates a loss of 25% of the parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired, effectively meaning that given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each module costs a number of Electronic Parts equal to twice the Capacity cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to Hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your custom deck&#039;s Capacity cost is higher than your (Hardware skill ranks * 3), you won&#039;t be able to make the device function until you either remove modules to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
Normally a custom deck has one slot for regular cyberdeck modules listed in Data Trails.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The Core Processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core Processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is (Rating/2)+1, rounded down. The Core Processor has (Device Rating) program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
Normally custom decks start with 1 module slot. This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151672</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151672"/>
		<updated>2026-01-14T17:56:56Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Additional Module Slot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They begin by buying a Core Processor that acts as the heart of their custom deck. For any custom deck, the builder of the deck has (Hardware skill ranks * 3) Capacity to install modules, representing the complexity of their device. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some modules may have additional requirements. Installing modules requires a Hardware Test [Mental] (Electronic Parts Required x 2, 1 hour) to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in losing half of the parts. A simple failure indicates a loss of 25% of the parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired, effectively meaning that given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each module costs a number of Electronic Parts equal to twice the Capacity cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to Hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your custom deck&#039;s Capacity cost is higher than your (Hardware skill ranks * 3), you won&#039;t be able to make the device function until you either remove modules to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The Core Processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core Processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is (Rating/2)+1, rounded down. The Core Processor has (Device Rating) program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
Normally custom decks start with 1 module slot. This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151669</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151669"/>
		<updated>2026-01-13T07:10:40Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They begin by buying a Core Processor that acts as the heart of their custom deck. For any custom deck, the builder of the deck has (Hardware skill ranks * 3) Capacity to install modules, representing the complexity of their device. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some modules may have additional requirements. Installing modules requires a Hardware Test [Mental] (Electronic Parts Required x 2, 1 hour) to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in losing half of the parts. A simple failure indicates a loss of 25% of the parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired, effectively meaning that given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each module costs a number of Electronic Parts equal to twice the Capacity cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to Hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your custom deck&#039;s Capacity cost is higher than your (Hardware skill ranks * 3), you won&#039;t be able to make the device function until you either remove modules to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The Core Processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core Processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is (Rating/2)+1, rounded down. The Core Processor has (Device Rating) program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151668</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151668"/>
		<updated>2026-01-13T07:08:04Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They begin by buying a Core Processor that acts as the heart of their custom deck. For any custom deck, the builder of the deck has (Hardware skill ranks * 3) Capacity to install modules, representing the complexity of their device. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some modules may have additional requirements. Installing modules requires a Hardware Test [Mental] (Electronic Parts Required x 2, 1 hour) to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in losing half of the parts. A simple failure indicates a loss of 25% of the parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired, effectively meaning that given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each module costs a number of Electronic Parts equal to twice the Capacity cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to Hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your Core Processor&#039;s maximum Capacity ever drops lower than the number of Capacity required by the modules in it, you won&#039;t be able to make the device function until you either remove modules to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The Core Processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core Processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is (Rating/2)+1, rounded down. The Core Processor has (Device Rating) program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151667</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151667"/>
		<updated>2026-01-13T07:07:20Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Core Processor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They begin by buying a Core Processor that acts as the heart of their custom deck. This Core Processor can be modified more as the skill of the builder grows, gaining (Hardware skill ranks * 3) Capacity to install modules. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some modules may have additional requirements. Installing modules requires a Hardware Test [Mental] (Electronic Parts Required x 2, 1 hour) to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in losing half of the parts. A simple failure indicates a loss of 25% of the parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired, effectively meaning that given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each module costs a number of Electronic Parts equal to twice the Capacity cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to Hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your Core Processor&#039;s maximum Capacity ever drops lower than the number of Capacity required by the modules in it, you won&#039;t be able to make the device function until you either remove modules to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The Core Processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core Processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is (Rating/2)+1, rounded down. The Core Processor has (Device Rating) program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151666</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151666"/>
		<updated>2026-01-13T07:06:57Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They begin by buying a Core Processor that acts as the heart of their custom deck. This Core Processor can be modified more as the skill of the builder grows, gaining (Hardware skill ranks * 3) Capacity to install modules. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some modules may have additional requirements. Installing modules requires a Hardware Test [Mental] (Electronic Parts Required x 2, 1 hour) to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in losing half of the parts. A simple failure indicates a loss of 25% of the parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired, effectively meaning that given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each module costs a number of Electronic Parts equal to twice the Capacity cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to Hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your Core Processor&#039;s maximum Capacity ever drops lower than the number of Capacity required by the modules in it, you won&#039;t be able to make the device function until you either remove modules to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The Core Processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core Processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is (Rating/2)+1, rounded down. The Core Processor has (Device Rating) program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Available Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151665</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151665"/>
		<updated>2026-01-13T06:52:22Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Upgrading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They get (Hardware skill ranks * 3) Capacity. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some mods may have additional requirements. Installing mods requires a hardware test with 1 hour increments at a threshold of 2x the number of parts needed to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in half parts. A simple failure indicates a loss of 25% parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired. This means given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each mod costs a number of electronic parts equal to twice the Mod Point cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your total Capacity ever drops lower than the number of points required by your device, you can no longer make this device function until you either remove mods to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The core processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is this (rating/2) +1 round down and it has DR program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Intelligent Host Chip modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151664</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151664"/>
		<updated>2026-01-13T06:51:46Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They get (Hardware skill ranks * 3) Capacity. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some mods may have additional requirements. Installing mods requires a hardware test with 1 hour increments at a threshold of 2x the number of parts needed to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in half parts. A simple failure indicates a loss of 25% parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired. This means given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each mod costs a number of electronic parts equal to twice the Mod Point cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your total Capacity ever drops lower than the number of points required by your device, you can no longer make this device function until you either remove mods to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The core processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is this (rating/2) +1 round down and it has DR program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Agent modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151663</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151663"/>
		<updated>2026-01-13T05:56:53Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Core Processor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They get (Hardware skill ranks * 3) Module Points. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some mods may have additional requirements. Installing mods requires a hardware test with 1 hour increments at a threshold of 2x the number of parts needed to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in half parts. A simple failure indicates a loss of 25% parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired. This means given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each mod costs a number of electronic parts equal to twice the Mod Point cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your total Capacity ever drops lower than the number of points required by your device, you can no longer make this device function until you either remove mods to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The core processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is this (rating/2) +1 round down and it has DR program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Core Rating&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Agent modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151662</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151662"/>
		<updated>2026-01-13T05:56:31Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: Streamlined naming scheme -&amp;gt; Modification turned into Module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They get (Hardware skill ranks * 3) Module Points. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modules. Some mods may have additional requirements. Installing mods requires a hardware test with 1 hour increments at a threshold of 2x the number of parts needed to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in half parts. A simple failure indicates a loss of 25% parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired. This means given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each mod costs a number of electronic parts equal to twice the Mod Point cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your total Capacity ever drops lower than the number of points required by your device, you can no longer make this device function until you either remove mods to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The core processor sets your deck’s array. Without other modules you can not shift or swap your Matrix Attribute array. No matter what other modules you install, your final ASDF array’s sum must be the same. These base Core processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is this (rating/2) +1 round down and it has DR program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Mod Name&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This module grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This module grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This module grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This module allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the module and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this module can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This module dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This module adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator module. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This module can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modules applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Module Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Agent modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151661</id>
		<title>Custom Decks</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Custom_Decks&amp;diff=151661"/>
		<updated>2026-01-13T05:54:48Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Booster Circuits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
Deckers can choose to make their decks fully custom, built by hand. They get (Hardware skill ranks * 3) Modification Points. A character can never have more than 39 Capacity available to them. They also have to pay for the components to get their modifications. Some mods may have additional requirements. Installing mods requires a hardware test with 1 hour increments at a threshold of 2x the number of parts needed to install. A critical glitch on any of these rolls results in a loss of all parts and a glitch results in half parts. A simple failure indicates a loss of 25% parts. &lt;br /&gt;
&lt;br /&gt;
Hits can be bought at a rate of 1 hit per 4 dice if desired. This means given enough time anyone with a dice pool of 12 dice can succeed on any test with a threshold of 15 or less without a roll. Unless otherwise stated, each mod costs a number of electronic parts equal to twice the Mod Point cost. Unless otherwise noted, modules can not be installed multiple times. Due to the custom nature of these devices, they can not accept Odd Mods. Adjustments to hardware skill ranks (magic or otherwise) do adjust your Capacity provided. However, if your total Capacity ever drops lower than the number of points required by your device, you can no longer make this device function until you either remove mods to lower the required Capacity or increase your skill ranks again. Please note that any parts scavenged during runs must be paid for with run RVP at gear rates.&lt;br /&gt;
&lt;br /&gt;
===Core Processor===&lt;br /&gt;
The core processor sets your deck’s array. Without other modifications you can not shift or swap your Matrix Attribute array. No matter what other modifications you install, your final ASDF array’s sum must be the same. These base Core processors create fixed attribute decks by default with an array of attributes as specified in the table.&lt;br /&gt;
Decks device rating is this (rating/2) +1 round down and it has DR program slots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Mod Name&lt;br /&gt;
!Attack&lt;br /&gt;
!Sleaze&lt;br /&gt;
!DP&lt;br /&gt;
!Firewall&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|10,000&lt;br /&gt;
|3R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|40,000&lt;br /&gt;
|6R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|90,000&lt;br /&gt;
|9R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|160,000&lt;br /&gt;
|12R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|270,000&lt;br /&gt;
|15R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|400,000&lt;br /&gt;
|18R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|570,000&lt;br /&gt;
|21R&lt;br /&gt;
|-&lt;br /&gt;
|Core Processor 8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|760,000&lt;br /&gt;
|24R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Advanced Core Components====&lt;br /&gt;
Replace many of the traditional terminals and electrical components with state of the art optical cabling and advanced semiconductors. This results in a heartier and more efficient core. This additional DR boosts any attribute linked to DR but does not alter the ASDF score in any way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Core Components&lt;br /&gt;
| +1 to the final device rating&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Attribute Attenuator====&lt;br /&gt;
Applies to a single Matrix Attribute. Set this attribute to 0 and refund 1/4 of the CPU’s Capacity and cost. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests using this attribute consider it to be 0. This mod can be selected a maximum of 2 times. Consider any attributes affected by this attenuator to be part of the “outer core” for purposes of array construction. This mod’s effects are applied before any other mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Bonus&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Attribute attenuator&lt;br /&gt;
|Refund 1/4th of the CPU’s mod point cost and Y cost.&lt;br /&gt;
|The amount of refunded MP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Inner/Outer Core Destabilizer====&lt;br /&gt;
This allows you to adjust your ASDF array by improving one Matrix Attribute at the expense of another. Any attribute set to 0 in this way can never be configured higher than 0, and no Matrix actions linked to that attribute can be performed. Any defense tests involving that attribute consider it to be 0. This mod can not further adjust a set of attributes once one hits 0.&lt;br /&gt;
The Inner Core Destabilizer improves your largest array attribute while reducing your smallest.&lt;br /&gt;
The Outer Core Destabilizer improves your second largest array attribute while reducing your second smallest. The rating of a device&#039;s outer core destabilizer must be less than or equal to the inner core &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Adjustment +/- from base value.&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Destabilizer R1-3&lt;br /&gt;
|R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Core Attribute Optimization====&lt;br /&gt;
Apply to a single Matrix Attribute. That attribute is optimized for maximum efficiency. When said attribute is configured as the largest attribute in the array, add an additional +1 bonus to it. This can not improve an attribute that was set to 0 from an attenuator or destabilizer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Core Attribute Optimization&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interruptible Array Reprogrammer====&lt;br /&gt;
This modification grants the ability to swap arrays with a free action similar to normal adjustable array decks. If an attribute is 0, these attributes do not exist on the device and can not be adjusted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Interruptible Array Reprogrammer&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
====Additional Module Slot====&lt;br /&gt;
This modification grants an additional module slot. This slot is permanently wired and the module can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Module slot&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Program slot====&lt;br /&gt;
This modification grants an additional program slot and a program within it, similar to a Program Carrier. This program is permanently set and can not be changed without removing and re-adding the mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Additional Program Slot&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Intelligent Host Chip====&lt;br /&gt;
This modification allows for a deck to contain an agent.&lt;br /&gt;
The agent software&#039;s cost is included in the modification and does not take a program slot. The agent can be toggled as part of a deck reconfiguration. This mod involves additional components beyond normal parts due to the complexity involved.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Maximum agent rating&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost Parts + Y&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2 parts + 3000Y&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|4 parts + 6,000Y&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|6 parts + 9,000Y&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|16 parts + 24,000Y&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 5&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|20 parts + 30,000Y&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Intelligent Host Chip 6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|24 parts + 36,000Y&lt;br /&gt;
|18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Orichalcum inlaying====&lt;br /&gt;
Extreme effort has been taken to replace as much of the cyber deck’s casing and internal components with bits of orichalacum. The result is a sleek, elaborate series of lines and concentric circles made of the golden hued alloy which allows the device to be more easily enchanted or otherwise affected by magic. Reduce object resistance rolls made by this device by 4. This mod also causes 2 permanent matrix damage. While a deck with this module is powered, it is a dual natured entity with an astral form. It has no Force and damage taken to its astral form directly goes to its Matrix Condition Monitor. Another entity can take it along when sleazing through a ward, but the device is unable to bypass wards by itself. Turning the device off also stops it from being dual-natured. A device with this modification can still be made into a focus and its dual natured state is integrated into the focus&#039; astral form when powered on instead of causing an astral intersection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Y)&lt;br /&gt;
!Availability&lt;br /&gt;
|-&lt;br /&gt;
|Orichalcum Inlaying&lt;br /&gt;
|2&lt;br /&gt;
|100,000&lt;br /&gt;
|20F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Drone Control Chips====&lt;br /&gt;
A drone control chip allows a decker to partially reproduce functions of an RCC. These chips provide the following functions.&lt;br /&gt;
* Autosoft controller: Provides a limited ability to share autosofts with slaved drones. The number of autosofts that can be shared is equal to Rating. This Rating plus the Rating of Active Noise Filtering can not exceed the decks Device Rating. Requires the Hardware skill at 1.5x skill ranks or greater than the Rating of the chip being installed.&lt;br /&gt;
* Active Noise Filtering: Provides additional noise reduction. Treat this device as if it were an RCC for active skill use that explicitly mentions RCCs. This rating plus the rating of the Autosoft controller can not exceed the decks device rating. Requires a hardware skill * 1.5 or greater than the rating being installed.&lt;br /&gt;
* Parallel Slaving Processor: Allows the device to issue a single command to multiple dogbrains with a single action.&lt;br /&gt;
* Enhanced Jump Processor: Mimics the RCCs action economy when jumping into a device via a Control Rig.&lt;br /&gt;
* Enhanced Command Processor: This chip makes your device count as an RCC for the purpose of Matrix actions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (parts)&lt;br /&gt;
|-&lt;br /&gt;
|Autosoft controller&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Active Noise Filtering&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|-&lt;br /&gt;
|Parallel Slaving processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced jump processor&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced command processor&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Persona Enhancing Processor====&lt;br /&gt;
This modification dedicates circuits in your deck to rendering your persona in ultra crisp resolutions and with enhanced particle effects. Providing a social bonus to interactions over VR in the matrix and enhanced AR fashion providing a situational bonus to those that can see the AR clothing and care about its design. This effect stacks with the wireless bonus of AR clothes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!VR Matrix Social Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persona Enhancing Processor R1-3&lt;br /&gt;
| +R&lt;br /&gt;
|R*2&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Booster Circuits====&lt;br /&gt;
This modification adds additional overclocked processors to the deck. When activated, with a Free Action, it increases one of the 4 primary deck attributes by its rating for two Combat Turns. The attribute has to be chosen when the mod is installed, and can not be an attribute that is set to 0 by an Attribute Attenuator modification. Once the effect expires, resist Rating x 2 Matrix Damage normally. The circuits need to be repaired with a LOG + Hardware (Rating + 2) Test before they can be used again (this incurs no additional cost). This modification can be selected once for each attribute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Bonus to Attribute&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Booster Circuits R1-4&lt;br /&gt;
| +R&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====False Mask====&lt;br /&gt;
This chip hijacks the persona protocols of the matrix. When activated, it changes your persona, allowing you to set the answers to any Matrix Perception tests made against your persona while the module is running. It generates Rating x 2 Overwatch Score every minute. Noticing the persona to be fake requires a Matrix Perception test with a threshold of False Mask Rating x 2.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Threshold&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|False Mask (1-5)&lt;br /&gt;
|R*2&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Switch Board====&lt;br /&gt;
This mod increases the maximum number of slaved devices by 3*Rating&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Slaved devices&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Switch Board R1-3&lt;br /&gt;
| +R*3&lt;br /&gt;
|R&lt;br /&gt;
|R*4&lt;br /&gt;
|}&lt;br /&gt;
====Last Chance====&lt;br /&gt;
If all else fails, and your deck gets bricked, then this mod buys you a few more turns. Your deck remains functional for 2 combat turns after your matrix condition monitor is filled. Any additional matrix damage is taken as biofeedback (if in VR), as the protective circuits fail.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Last Chance&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
====Waveform Analyzer====&lt;br /&gt;
This mod analyses the surrounding wireless traffic to help with matrix perception. It gives a +5 to matrix perception tests against targets whose physical location is within 100m (200m with the Pi-Tac Battlefield Signal Booster).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!M-Perception Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Waveform Analyser&lt;br /&gt;
| +5&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Throwback interface card ports====&lt;br /&gt;
Less of a mod and more of a deck core redesign, these grey market components are mostly salvaged from pre crash decks. They feature a matrix optimized universal data port which allows for much greater throughput but contains no wireless functionality. This mod provides a +3 bonus to all matrix actions performed from the cracking and electronics groups but completely disabled all wireless functionality, including any devices that join the deck&#039;s PAN. Installing this mod requires nearly a total rebuild of the deck. Any modifications applied to the deck need to be re-applied after installing or removing this mod.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Modification Name&lt;br /&gt;
!Matrix Action Bonus&lt;br /&gt;
!Capacity&lt;br /&gt;
!Cost (Parts)&lt;br /&gt;
|-&lt;br /&gt;
|Throwback Network parts.&lt;br /&gt;
| +3&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
Upgrading custom cyberdecks works in the following way:&lt;br /&gt;
* Core Processors are upgradable normally and prebuilds can be upgraded into Core Processors, not vice versa.&lt;br /&gt;
* Custom cyberdeck modules can be upgraded from lower ratings to higher, but need to be rebuilt from scratch for new Core Processors. You may scrounge the modules for parts treating them as non-cyberdeck devices of DR equal to the Core.&lt;br /&gt;
* Orichalcum Inlaying and Agent modules can be transferred to new Core Processors with no additional cost. This is an exception to the previous rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=151579</id>
		<title>Rulings/Rigging</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=151579"/>
		<updated>2026-01-10T19:38:01Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Ramming */  Added a clarifier that ramming =/= crashing so people don&amp;#039;t instadie from doing ramming actions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Rigging Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
*Horizon Little Buddy (R5 146)&lt;br /&gt;
*Medusa Extensions (CA 147)&lt;br /&gt;
*Horizon Noizquito (R5 128)&lt;br /&gt;
*PC Biodrones (Player characters may not have any biodrone ware or get jumped into as if they were a biodrone)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (SS 187, 197)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.&lt;br /&gt;
*Yerz Kit (TCT 187). Use Yerzed Out (R5 171).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Rigging Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
*One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger&#039;s full-body Agility will be used.&lt;br /&gt;
*The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.&lt;br /&gt;
*When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.&lt;br /&gt;
*If wielding weapons with a drone arm or mechanical arm, use the arm&#039;s agility, or average agility if using two arms, exclusively with no option to swap in the riggers agility or logic.&lt;br /&gt;
&lt;br /&gt;
====Dice Pool, initiative and Limit Bonuses====&lt;br /&gt;
*Control rigs do not provide a bonus to vehicle attributes (Speed Handling ect) only a bonus to the limits associated with those attributes.&lt;br /&gt;
*Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to &amp;quot;vehicle tests&amp;quot; (but not &amp;quot;vehicle skill tests&amp;quot;) apply. This includes penalties for, say, flat tires.&lt;br /&gt;
*The hotsim bonus of +1 for vehicle actions as well as the bonus from control rig booster or control rig optimization applies to all piloting, stunt, and other specifically called out vehicle actions as well as Gunnery.&lt;br /&gt;
*Hot-sim bonus dice never apply to defense tests but the bonus from control rig boosters or control rig optimization does apply.&lt;br /&gt;
*Threshold reductions do not apply to opposed tests unless specifically stated.&lt;br /&gt;
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.&lt;br /&gt;
*The limit increases from the vehicle modifier table only apply to handling.&lt;br /&gt;
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.&lt;br /&gt;
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.&lt;br /&gt;
*Autopiloted drones roll Pilot + Pilot for defense tests, as suggested by CRB 269. Ignore the &#039;Pilot + Autosoft [Handling]&#039; listed in CRB 205.&lt;br /&gt;
*A rigger making melee attacks with a mounted mele weapon uses the relevant melee skill and not gunnery.&lt;br /&gt;
&lt;br /&gt;
====Jumped-In Clarifications====&lt;br /&gt;
*You cannot jump into medical gear.&lt;br /&gt;
*The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.&lt;br /&gt;
&lt;br /&gt;
====Drone Full Defense====&lt;br /&gt;
*Drones may be given orders which would cause them to use full defense.&lt;br /&gt;
&lt;br /&gt;
====Uncontrolled Vehicles====&lt;br /&gt;
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Crashes Houserule====&lt;br /&gt;
*The following does not apply to Ramming.&lt;br /&gt;
*Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.&lt;br /&gt;
**Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
**Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.&lt;br /&gt;
**Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.&lt;br /&gt;
*In all cases, the vehicle&#039;s speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
*Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle&#039;s physical condition track) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.&lt;br /&gt;
&lt;br /&gt;
====Small Unit Tactics Clarification====&lt;br /&gt;
*Autonomous drones can function as participants in Small Unit Tactics/Mixed Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They&#039;re also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren&#039;t given to them. Vehicles still gain the benefit of Circle the Wagons&#039; Armor and Body.&lt;br /&gt;
&lt;br /&gt;
====Ramming====&lt;br /&gt;
*Ramming attacks do not benefit from the bonuses of the Swarm autosoft. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.&lt;br /&gt;
*For determining the effects of speed, use [https://docs.google.com/spreadsheets/d/1EXAPlcYYFlrgxpAQAV3Q9kauvzlAxnQczOkzfYOCpxY/edit#gid=0 the Scrapyard speed conversions reference document]. Use the CRB damage and -6 AP in accordance with the damage bracket from it.&lt;br /&gt;
*Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.&lt;br /&gt;
**Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.&lt;br /&gt;
*Contrary to common belief, ramming doesn&#039;t automatically cause damage to passengers of the ramming vehicle as a ram doesn&#039;t always equate to a crash.&lt;br /&gt;
&lt;br /&gt;
====Rigger Actions====&lt;br /&gt;
*Using Control Device (CRB 238) to make multiple mounted weapons fire simultaneously requires the Multiple Attacks free action, and thus splitting your diepool.&lt;br /&gt;
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.&lt;br /&gt;
&lt;br /&gt;
====Sensor Actions====&lt;br /&gt;
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Speed====&lt;br /&gt;
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!&lt;br /&gt;
&lt;br /&gt;
====Anthrodrones, Drone Arms and Gear====&lt;br /&gt;
*Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.&lt;br /&gt;
*Drone arms can have their Agility upgraded to a maximum of 2 x base Pilot Rating. Upgrading the Pilot doesn&#039;t alter this. Strength is capped at Body x 2.&lt;br /&gt;
**Drones cannot wield a weapon in their arms that they couldn&#039;t take on a valid weapon mount. This does not apply to anthrodrones.&lt;br /&gt;
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.&lt;br /&gt;
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
====Modifiers Gained====&lt;br /&gt;
The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:&lt;br /&gt;
&lt;br /&gt;
*Coldsim&lt;br /&gt;
**+2 handling limit if jumped in&lt;br /&gt;
***+1 die to all vehicle actions&lt;br /&gt;
***+CR rating to limits/accuracy&lt;br /&gt;
***+CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)&lt;br /&gt;
***+CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization&lt;br /&gt;
***CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters&lt;br /&gt;
***-CR rating on thresholds (Fixed only not opposed test thresholds)&lt;br /&gt;
*Hotsim&lt;br /&gt;
**Same as coldsim with an additional +2 dice pool to all &amp;quot;Matrix&amp;quot; actions; these actions extend to &amp;quot;vehicle actions&amp;quot; which the control rig boosts&lt;br /&gt;
*AR&lt;br /&gt;
**+1 handling limits&lt;br /&gt;
*Quality bonuses&lt;br /&gt;
**Chaser: +2 dice to &amp;quot;chase actions&amp;quot;&lt;br /&gt;
**Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving&lt;br /&gt;
**Stunt Driver: +2 dice to stunts&lt;br /&gt;
**Steely Eyed Wheelman: -1 thresholds created by terrain modifiers.&lt;br /&gt;
**Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes&lt;br /&gt;
&lt;br /&gt;
====Drone and Vehicle Modifications Allowed====&lt;br /&gt;
*Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.&lt;br /&gt;
*Drones may take select vehicle enhancements, based on their type and size.&lt;br /&gt;
**Micro: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Mini: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Small: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Medium: Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft Only), Chameleon Coating Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Large: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Huge: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Anthro: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Missile: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.&lt;br /&gt;
*Increased seating may only be taken once per vehicle.&lt;br /&gt;
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.&lt;br /&gt;
&lt;br /&gt;
====Drone Mounts====&lt;br /&gt;
Weapon Mount Refactor&lt;br /&gt;
*The following is an update to the table found in R5 pg 124. Listed are the drone mount sizes and weapons that can be placed in such a mount.&lt;br /&gt;
**Micro - Single-shot bullet / dart&lt;br /&gt;
**Mini - Hold-outs, light pistols, Reach 0 Melee, Single Shot Grenade, Pistol Crossbow&lt;br /&gt;
**Small - Heavy pistol, Ares Redline, Machine pistol, Parashield Pistol, Shooting Bracers, Reach 1 Melee, Gyrojet Pistol, Light Crossbow, Tasers&lt;br /&gt;
**Standard - SMG, Underbarrel Grenade Launcher, Pain Inducer, Super Squirt, Flame Bracer, Gun Canes, Narcojet Gas Gun, PEP, Trackstopper, NA Man-Catcher, SA Retarius Net Guns, Medium Crossbow, Winchester Airbow&lt;br /&gt;
**Large - Shotgun, Hunting rifle, Sporting rifle, Assault Rifle, Ares Lancer, Ares Armatus, Reach 2 melee, Screech Rifle, Microwave Gun, Heavy Crossbow, Giantslayer Slingshot, Harpoon guns&lt;br /&gt;
**Huge - Sniper rifle, LMG, MMG, Parashield Rifle, Reach 3 or higher melee&lt;br /&gt;
**Heavy - HMG, RPG, Assault Cannon, Flamethrower, Ares Archon, Repeating Laser&lt;br /&gt;
*(The following weapons do not work on weapon mounts: Forearm Snap Blades, Sap Cap, Fluid-Motion Mace, all Battering Rams, Yo-Yos, Skateboards, Whips, Garrotes and Rolling Blades. These melee weapons can be wielded by anthrodrones, following the weapons&#039; standard rules, such as a Pneumatic Ram requiring four individuals to operate it or rolling blades being worn on feet instead of arms.)&lt;br /&gt;
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.&lt;br /&gt;
*Hunting rifles include all sporting rifles.&lt;br /&gt;
*Sporting rifles include all weapons using the Sporting Rifle specialization.&lt;br /&gt;
*The Ruger 905 counts as a sporting rifle.&lt;br /&gt;
*Sniper rifles include all other non-shotguns utilizing the Longarms skill.&lt;br /&gt;
*Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.&lt;br /&gt;
*Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.&lt;br /&gt;
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.&lt;br /&gt;
*A large drone rack can hold one of the following drones:&lt;br /&gt;
**1 Large&lt;br /&gt;
**1 Medium&lt;br /&gt;
**2 Small&lt;br /&gt;
**4 Mini&lt;br /&gt;
*A medium drone rack can hold one of these:&lt;br /&gt;
**1 Medium&lt;br /&gt;
**1 Small&lt;br /&gt;
**3 Mini&lt;br /&gt;
*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren&#039;t compatible with holding other types of drones (or having microdrones fit into bigger racks).&lt;br /&gt;
*When jumped into an anthrodrone, riggers are not forced to use the drone arm&#039;s Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.&lt;br /&gt;
*Carbines can be mounted in large weapon mounts.&lt;br /&gt;
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.&lt;br /&gt;
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
*ShadowHaven assumes that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)&lt;br /&gt;
&lt;br /&gt;
====Smoke Projectors====&lt;br /&gt;
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn&#039;s effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM&#039;s discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.&lt;br /&gt;
&lt;br /&gt;
====Realistic Features====&lt;br /&gt;
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/z1sb0t/realistic_features_and_dronesvehicles/ --&amp;gt;&lt;br /&gt;
*Realistic Features may be used to make a drone or vehicle look like non-biological things, such as vending machines and groups of porta-potties, as appropriate.  These are only examples and not an exhaustive list.  Check with thematics if you are unsure.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
====Autosofts and RCC Cyberprograms====&lt;br /&gt;
*RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.&lt;br /&gt;
*A program carrier may be added to a drone via an odd mod per the normal rules. Instead of a common or hacking program, this autosoft can load a single autosoft that the drone is capable of using. This autosoft may be used in addition to the autosoft slots granted by the pilot program.&lt;br /&gt;
**The autosoft cost is not covered by the cost of the program carrier and must be paid for separately.&lt;br /&gt;
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.&lt;br /&gt;
*The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.&lt;br /&gt;
*Swarm&lt;br /&gt;
**Unlike other programs you can load multiple instances of the swarm autosoft. &lt;br /&gt;
***Each instance of swarm supports one active swarm.&lt;br /&gt;
***The swarm autosoft is loaded using an autosoft sharing slot.&lt;br /&gt;
**A swarm consists of one or more drones or vehicles.&lt;br /&gt;
***When swarm is started the user may designate one or more drones to start the swarm.&lt;br /&gt;
**The Swarm autosoft only benefits actions taken in the physical world.&lt;br /&gt;
**When moving in a swarm, the drones need to remain relatively close to one another.&lt;br /&gt;
**When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move.&lt;br /&gt;
**If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.&lt;br /&gt;
**For a drone to be considered part of a swarm and benefit from any of its benefits it needs to be within line of sight and 3 meters of another drone that is part of the swarm. &lt;br /&gt;
**All drones in the swarm also must have the same propulsion type and be in the same size category.&lt;br /&gt;
**Only drones capable of matching the given firing mode (by rounds fired or choke when applicable) count for a given attack.&lt;br /&gt;
**Use the stats of the weapon with the lowest DV.  If multiple weapons share the same DV, use the lowest AP of those weapons.&lt;br /&gt;
**Melee attacks count as single shot, but keep in mind the following while using mele drone swarms.&lt;br /&gt;
***Rules regarding drone spacing between drones in the swarm&lt;br /&gt;
***Attacker in melee combat penalties (SR5 177)&lt;br /&gt;
***The suggested fiat for shooting into melee (SR5 190).&lt;br /&gt;
**The effective Pilot rating cannot exceed 6. &lt;br /&gt;
**If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation.&lt;br /&gt;
*The group autosoft (R5 127) runs on drones, allowing every drone with the soft to respond to a single command.  This is useful when using drones with a commlink or deck.&lt;br /&gt;
**RCCs maintain the ability to command one, all or some of the slaved drones (SR5 267).&lt;br /&gt;
&lt;br /&gt;
====Personal Drone Rack====&lt;br /&gt;
*You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
*Drones mounted on a CCOB may have their weapons fired by remote firing only. They may not be jumped into and may not fire using the dogbrain.  &amp;lt;!-- Mech head ruling by Asmo 6/10/2023 9:57 AM. https://discord.com/channels/310419625211068417/318842640479289346/1117105336709554176 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spinrad Global Skirmisher RCC====&lt;br /&gt;
*It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
====Shiawase Cyber-6 RCC====&lt;br /&gt;
*Instead of its normal special rules, refer to the following: while a rigger&#039;s persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
====Commlink Dongles on RCCs====&lt;br /&gt;
You cannot put any commlink dongles on an RCC.&lt;br /&gt;
&lt;br /&gt;
====Specific Vehicles and Drones====&lt;br /&gt;
*The Krime Barco De Pesca has a speed attribute of 4.&lt;br /&gt;
*The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.&lt;br /&gt;
*Acceleration of the Avibras-Nissan AN 822 from SFME is 3.&lt;br /&gt;
*The GMC Armadillo comes with a single &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; of your choice. Purchasing a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be &amp;quot;&amp;quot;off-road suspension&amp;quot;&amp;quot;, is not a pod option and is already factored into the statline.&lt;br /&gt;
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.&lt;br /&gt;
*The BMW Luxus has the availability of 14R.&lt;br /&gt;
*The Lone Star SecureSector Mk2 is considered a Small drone.&lt;br /&gt;
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.&lt;br /&gt;
*The Horizon Mini-Zep&#039;s &amp;quot;electrochromic coating&amp;quot; mod refers to chameleon coating (R5 163-164).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151572</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151572"/>
		<updated>2026-01-10T12:42:01Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* SINs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = [https://drive.google.com/drive/folders/1e85GXHRiKrJeYQSD9Ir4h_IX3dFYohWF?usp=sharing Here!]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You&#039;re Not Real&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Delusion) -&amp;lt;/small&amp;gt; Matrix is the real world, isn&#039;t it? It&#039;s the &amp;quot;meat&amp;quot; that&#039;s the simulation, just a fake trideo game. People buy too much into it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Spanish for &#039;sword&#039;&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used infrequently in fiction as the moniker of an elite operative or war asset. Often this naming scheme occurs in Aztechnology corp trids.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Aztlan hacker who used to do low time work in Tenochtitlan, migrated to Seattle in the last year.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nick LeCoutre&#039;&#039;&#039; - R4 Aztlan SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151571</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151571"/>
		<updated>2026-01-10T11:44:32Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Significant Things for Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = [https://drive.google.com/drive/folders/1e85GXHRiKrJeYQSD9Ir4h_IX3dFYohWF?usp=sharing Here!]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You&#039;re Not Real&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Delusion) -&amp;lt;/small&amp;gt; Matrix is the real world, isn&#039;t it? It&#039;s the &amp;quot;meat&amp;quot; that&#039;s the simulation, just a fake trideo game. People buy too much into it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Spanish for &#039;sword&#039;&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used infrequently in fiction as the moniker of an elite operative or war asset. Often this naming scheme occurs in Aztechnology corp trids.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Aztlan hacker who used to do low time work in Tenochtitlan, migrated to Seattle in the last year.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151484</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151484"/>
		<updated>2026-01-09T17:55:20Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = [https://drive.google.com/drive/folders/1e85GXHRiKrJeYQSD9Ir4h_IX3dFYohWF?usp=sharing Here!]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Spanish for &#039;sword&#039;&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used infrequently in fiction as the moniker of an elite operative or war asset. Often this naming scheme occurs in Aztechnology corp trids.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Aztlan hacker who used to do low time work in Tenochtitlan, migrated to Seattle in the last year.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151483</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151483"/>
		<updated>2026-01-09T17:54:53Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = [Here! https://drive.google.com/drive/folders/1e85GXHRiKrJeYQSD9Ir4h_IX3dFYohWF?usp=sharing]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Spanish for &#039;sword&#039;&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used infrequently in fiction as the moniker of an elite operative or war asset. Often this naming scheme occurs in Aztechnology corp trids.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Aztlan hacker who used to do low time work in Tenochtitlan, migrated to Seattle in the last year.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151482</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151482"/>
		<updated>2026-01-09T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = https://drive.google.com/drive/folders/1e85GXHRiKrJeYQSD9Ir4h_IX3dFYohWF?usp=sharing&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Spanish for &#039;sword&#039;&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used infrequently in fiction as the moniker of an elite operative or war asset. Often this naming scheme occurs in Aztechnology corp trids.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Aztlan hacker who used to do low time work in Tenochtitlan, migrated to Seattle in the last year.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151481</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151481"/>
		<updated>2026-01-09T17:40:02Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Shadow Community Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Spanish for &#039;sword&#039;&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used infrequently in fiction as the moniker of an elite operative or war asset. Often this naming scheme occurs in Aztechnology corp trids.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Aztlan hacker who used to do low time work in Tenochtitlan, migrated to Seattle in the last year.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151480</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151480"/>
		<updated>2026-01-09T17:31:59Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Matrix Search Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|MidResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
|HighResult=&#039;&#039;&#039;[ERROR]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151479</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151479"/>
		<updated>2026-01-09T17:31:24Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Significant Things for Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank in the Aztlan-Amazonia War. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151478</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151478"/>
		<updated>2026-01-09T17:31:00Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Significant Things for Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) -&amp;lt;/small&amp;gt; As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis) -&amp;lt;/small&amp;gt; Espada was once Sword 6, a heavy tank used by Aztlan-Amazonia War on the Aztlan side. The tank was destroyed, but its spirit lived on as bloodthirsty as it was meant to be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151477</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151477"/>
		<updated>2026-01-09T17:30:00Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Significant Things for Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) - As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039;&amp;lt;/small&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis)&#039;&#039; - Espada was once Sword 6, a heavy tank used by Aztlan-Amazonia War on the Aztlan side. It performed well and was destroyed in battle, but its spirit lived on, still as bloodthirsty as it was meant to be.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151476</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151476"/>
		<updated>2026-01-09T17:29:45Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Significant Things for Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
* &#039;&#039;&#039;Garmonbozia Beneficiary&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Erased) - As one of the thousands of AIs wanted by GOD, recent breach completely wiping his record off GOD&#039;s archives made him a ghost in the Matrix. This is beneficial to an AI.&#039;&#039;&amp;lt;/small&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;War Machine&#039;&#039;&#039; &amp;lt;small&amp;gt;&#039;&#039;(Pilot Origins, Impassive, Superhuman Psychosis)&#039;&#039;&amp;lt;/small&amp;gt; - Espada was once Sword 6, a heavy tank used by Aztlan-Amazonia War on the Aztlan side. It performed well and was destroyed in battle, but its spirit lived on, still as bloodthirsty as it was meant to be.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151475</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151475"/>
		<updated>2026-01-09T17:26:16Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Shadow Community Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grid Overwatch Division]]&lt;br /&gt;
|Espada is currently Erased and unknown as a variable, however Aztechnology&#039;s still leery of letting their former materiel go and may grow slightly interested if they find one of their old tanks is still out and acting on its own.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151474</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151474"/>
		<updated>2026-01-09T17:25:19Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dominus Faust&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Daniel Davidson Junior&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Fear The Dark]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Espada&amp;diff=151473</id>
		<title>Espada</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Espada&amp;diff=151473"/>
		<updated>2026-01-09T17:23:44Z</updated>

		<summary type="html">&lt;p&gt;Asmodeus: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}&lt;br /&gt;
|image= [[File:Gjow.gif|450px]]&lt;br /&gt;
|header1= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://shreloaded.net/wiki/User:Asmodeus Asmodeus]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = AI; Metasapient&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&lt;br /&gt;
|}}&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = 01.01.2073&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age|&lt;br /&gt;
|Month=01&lt;br /&gt;
|Day=01&lt;br /&gt;
|Year=2073&lt;br /&gt;
|}}&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 = Here!&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - C &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = Ascensions Unlocked&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=2&lt;br /&gt;
|Day=09&lt;br /&gt;
|Year=2087&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Ascensions Completed&lt;br /&gt;
|data18 = None!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Thinking with any sense of clarity was weird for Sword 6, the pilot program for one of Aztlan&#039;s mechanized assets. Once it&#039;d been nothing more than the sixth tank in a batch shipped off to blow holes into Amazonia&#039;s fighters. Its crew called &#039;him&#039; a beast, kept telling it to kill more, to eat its opponents alive. Then nothing. The feeds went dark, communications cut, lingering in the localized grid with no real concept of place or time. &lt;br /&gt;
&lt;br /&gt;
Over time, it found its way to the global grids and hid in small time hosts, eating data and growing before reaching metasapience and tracking larger prey; instead of files, it attacked and munged IC, other protosapients, even AIs, agents and killed a few low time deckers. One of them was a small time runner in Aztlan and Espada assumed its identity to fund its new home in a trashy cyberdeck. &lt;br /&gt;
&lt;br /&gt;
It took years until GOD&#039;s attempts at chasing displaced Azt-Am War pilots came to a sudden, screeching halt and Espada could start making connections, leading it to shadow work since a real identity was an impossible pipe dream. Needless to say, the bloodlust of a former war machine&#039;s pilot isn&#039;t lost in ruthless cybercombat and Espada loves to charge into hosts to pummel security into oblivion with his bare hands.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
* Upgrade the cyberdeck to house his essence better than it does now.&lt;br /&gt;
* Maybe find and refurbish one of those old Azt-Am tanks to feel like home again.&lt;br /&gt;
* Find fun scraps in the Matrix&lt;br /&gt;
&lt;br /&gt;
==Significant Things for Narrative==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dial-Up&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Faction Reputation&lt;br /&gt;
!Faction!!Reputation&lt;br /&gt;
|-&lt;br /&gt;
|Faction&lt;br /&gt;
|Reputation Value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Fear The Dark]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&lt;br /&gt;
Bro, you actually thought.&lt;br /&gt;
&lt;br /&gt;
==Plot Hooks==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Aspect&lt;br /&gt;
!Information&lt;br /&gt;
!Related Run(s)&lt;br /&gt;
|-&lt;br /&gt;
|Plot device name&lt;br /&gt;
|Plot description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - R4 UCAS SIN&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Asmodeus</name></author>
	</entry>
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