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		<title>Rulings/Combat</title>
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		<summary type="html">&lt;p&gt;Bulldogc: /* One-Handing Two-Handed Weapons */&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 Combat Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
* Hardened Mil-Spec Armor (RG 66)&lt;br /&gt;
* Krime Calliope (KK 19)&lt;br /&gt;
* Krime Ripper (KK 20)&lt;br /&gt;
* Krime Carpet (KK 21)&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
* One Shot Dart Gun (CF 91)&lt;br /&gt;
* Stirrup Interface (for implantating into Player Characters) (HS 182)&lt;br /&gt;
&lt;br /&gt;
====Banned Ammo &amp;amp; Grenades====&lt;br /&gt;
&lt;br /&gt;
* Zapper Rounds (KC 48) (including by GMs)&lt;br /&gt;
* Fuzzy rounds (KC 50) (including by GMs)&lt;br /&gt;
* E0-E0 rounds (KC 51) (including by GMs)&lt;br /&gt;
* COS Grenades (KC 54) (including by GMs)&lt;br /&gt;
* Douser grenades (KC 55) (including by GMs)&lt;br /&gt;
* DumDum grenades (KC 56) (including by GMs)&lt;br /&gt;
* MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (SL 132) (including by GMs)&lt;br /&gt;
* Painade (CA 135)&lt;br /&gt;
* The Krime Crackle Fin-Stabilized HEAT Slugs (KK 25) &lt;br /&gt;
* The Krime Splash Self-Defense Ammunition (KK 26)&lt;br /&gt;
* The Krime Party (KK 27)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Revels in Murder (CF 56)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&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 Combat Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
===Combat Actions===&lt;br /&gt;
*The free action in conjunction with the attack action for a called shot does not reset the take aim bonus.&lt;br /&gt;
*Barring the use of the multiple attack free action, you cannot take a second offensive action towards another character during your pass. This includes throwing grenades, shooting guns, casting &amp;quot;offensive&amp;quot; spells (recklessly or otherwise), spitting in their cheerios, spiking their tea with arsenic or anything else that can in any way, shape, or form be construed as a physical or mental attack. You may as an exception use a free action to cast disparaging remarks at their mother if you so choose. Final say in this is left up to the GM.&lt;br /&gt;
*You cannot shoot the same person with two different guns on the same pass, even if you split your dice pools.&lt;br /&gt;
*Pouncing Dragon is its own special complex action. Utilizing it as part of a subdual action is not possible as a result.&lt;br /&gt;
*In order to exit a subduing combat as the subduer, one must take a free action. If one has a free action available, they may do this at any time, the same as most other free actions - it need not be on their turn. However, the previously subdued party is free, since they are still in contact at that point, to take an interrupt action to attempt to subue their opponent. This is a -5 initiative interrupt action. They may also attempt a reversal, assuming they possess the appropriate training. There is no interrupt action needed to release a subduing combat, so your original question possesses an invalid supposition.&lt;br /&gt;
*All normal combat modifiers apply to the clinch action as if it were a normal attack.&lt;br /&gt;
*You may only make one clinch attempt per pass.&lt;br /&gt;
*Mixed/Small Unit tactics cannot be performed by a single person.&lt;br /&gt;
**Slicing the Pie is the only exception. &amp;lt;!-- Added as clarification by Synonym --&amp;gt;&lt;br /&gt;
*You may declare that you are taking one or multiple ranged and melee attacks in the same pass, provided you are in range of all the attacks. Doing so takes your lowest pool and splits it by the number of attacks made.&lt;br /&gt;
*No attack actions can ever be considered a free action. The Rapid Draw power allows you to ready a weapon once per pass without spending an action. Additionally, you may now quick draw any weapon that is properly holstered and the threshold for doing so is reduced by 1.&lt;br /&gt;
*Reach counts on the astral.&lt;br /&gt;
&lt;br /&gt;
====Called Shots====&lt;br /&gt;
*You cannot make a called shot with spellcasting of any variety (spells, rituals, alchemical preparations). &lt;br /&gt;
*Bull&#039;s Eye Burst does not provide any defense penalty regardless of how many bullets are fired.&lt;br /&gt;
*Shredded Flesh does not require physical damage to trigger. Stun damage is sufficient.&lt;br /&gt;
*Knock Down uses the strength of the attacker, even in cases where damage on the attack would normally be set by some other value, such as fixed-DV weapons or spellblades.&lt;br /&gt;
*At this time, one cannot call a shot using a touch attack.&lt;br /&gt;
*Damage from Called Shot: Vitals cannot be regenerated through the Regeneration critter power.&lt;br /&gt;
*Sharpshooter only applies to ranged attacks and does not apply to melee called shots.&lt;br /&gt;
*As the spider silk gland is not included in the restrictions of Called Shot: Entanglement, it is not a valid combination.&lt;br /&gt;
*When applying a called shot with a DV limit, first calculate the DV normally, then apply soak. If the resulting damage is greater than the DV limit reduce that DV to the limit. Any mention of &amp;quot;Original DV&amp;quot; applies to the DV before soak.&lt;br /&gt;
*Up the Ante is considered to be a collection of called shots which all require a free action to take. This doubles the DV limit for any location called shot made with an assault cannon. For example: Up the Ante: Sternum.&lt;br /&gt;
*Location specific called shots&lt;br /&gt;
**All net hits now add damage as well as allow you to select status effects for the target to resist. If the target fully resists all damage, they do not need to resist any status effects as normal.&lt;br /&gt;
&lt;br /&gt;
====Winded====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1i7dddz/the_winded_condition_from_called_shots/ --&amp;gt;&lt;br /&gt;
*When a called shot references a &#039;winded&#039; condition, substitute the following for that condition.&lt;br /&gt;
**&#039;&#039;A Winded target is unable to perform complex actions for a number of combat turns equal to the base DV of the weapon the attack was made with (that is before nethits are added). The character may reduce this time by attempting to catch their breath by making a BOD + WIL test using two simple actions (one roll by expending two simple actions). Any hits on this test reduce the number of combat turns the character is Winded.&#039;&#039;&lt;br /&gt;
***&#039;&#039;If the character has an air supply equipped, the BOD + WIL test uses only a single simple action, and they may make two such tests if they wish to expend both simple actions.&#039;&#039;&lt;br /&gt;
***&#039;&#039; If a character has an internal air tank they may make a single additional BOD + WIL test as a free action, capping the number of tests at three.  Characters with Perfect Time may not make an additional free action test, but that free action may be used for something else.&#039;&#039;&lt;br /&gt;
***&#039;&#039;Successive applications of winded do not stack, and once the character has removed the condition, they may not be winded again until after their next pass.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Multiple Attacks====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbwy9t/multiple_attacks_melee_and_ranged/ --&amp;gt;&lt;br /&gt;
*If attacking with different ranged and melee weapons with different dice pools, take the lowest dice pool of the set and split that among the attacks.&lt;br /&gt;
**Example: Overkill, a Nartaki, has had it with Johnsons screwing him over. The Johnson turns away with the prototype, without paying the team. This causes Overkill to draw a Barrens Special, A Knife, A Club, and A Laser Pistol. OVerkills knows how to use the Barrens Special, A Knife, A Club. They have 22 dice in those pools. But the laser pistol was more drawn in rage, and he only has 7 dice to fire it. Due to this, they divide their 7 laser pistol dice into their other 3 attacks.&lt;br /&gt;
====Suppression====&lt;br /&gt;
*The Take Cover action prevents damage as well as penalties as long as the following is true.&lt;br /&gt;
**The character remains in cover.&lt;br /&gt;
**The cover is between the suppressor and the character in said cover. &lt;br /&gt;
*Firing around corners with an imaging device does not expose the character to any effects of suppression and does not take the character out of cover. &lt;br /&gt;
*Using the Lucky Cover Edge action can be used in reaction to being suppressed to get into full cover provided any is within the character&#039;s immediate proximity. &lt;br /&gt;
**The character has to still have enough movement left to reach the cover in this instance.&lt;br /&gt;
&lt;br /&gt;
===Initiative Stacking===&lt;br /&gt;
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source. For the purposes of stacking, flat initiative boosts are separate from initiative dice boosts.&lt;br /&gt;
====Edge====&lt;br /&gt;
*Edge to seize the initiative or blitz functions with any other source of initiative, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5D6 initiative dice. These also work on the astral and the Matrix.&lt;br /&gt;
====Qualities====&lt;br /&gt;
*The seize effect from Adrenaline Surge only functions on the meat (and consequently AR matrix initiative).&lt;br /&gt;
*The initiative from Pain Is Gain applies only to Matrix initiative.&lt;br /&gt;
*The initiative from Lightning Reflexes does not stack with any drugs, adept powers, spells, cyberware, bioware or generware. The defense die stacks normally. Lightning Reflexes uniquely work on the astral, but not Matrix VR.&lt;br /&gt;
*The initiative from Poor Self-Control (Thrill-Seeker) stacks with all other sources.&lt;br /&gt;
====Spells====&lt;br /&gt;
*The Increase Reflexes spell does not stack with drugs, other spells, adept powers, cyberware, bioware or geneware.&lt;br /&gt;
*The Vampiric Speed spell does not stack with drugs, other spells, adept powers, cyberware, bioware or geneware.&lt;br /&gt;
====Adept Powers====&lt;br /&gt;
*The Adrenaline Boost power stacks with drugs, but not with spells, other adept powers, cyberware, bioware or geneware.&lt;br /&gt;
*The Improved Reflexes power does not stack with drugs, spells, other adept powers, cyberware, bioware or geneware.&lt;br /&gt;
====Other Magic====&lt;br /&gt;
*The initiative bonus from Channeling does not stack with drugs, spells, adept powers, cyberware, bioware or geneware.&lt;br /&gt;
====Cyberware====&lt;br /&gt;
*Wired reflexes stacks with drugs, but not with spells, adept powers, other cyberware, bioware or geneware.&lt;br /&gt;
*Move-by-wire systems do not stack with drugs, spells, adept powers, other cyberware, bioware or geneware. The sole exceptions are Predictive Analytics and Accelerator, which stack with it normally. Note the downsides for Accelerator.&lt;br /&gt;
====Bioware====&lt;br /&gt;
*Synaptic boosters do not stack with drugs, spells, adept powers, cyberware, other bioware or geneware. The sole exception is Accelerator, which stacks with it normally. Note the downsides for Accelerator.&lt;br /&gt;
*Boosted reflexes stack with drugs. They do not stack with spells, adept powers, cyberware, other bioware or geneware.&lt;br /&gt;
====Geneware====&lt;br /&gt;
*Synaptic acceleration stacks with drugs. It does not stack with spells, adept powers, cyberware, other bioware or geneware.&lt;br /&gt;
*Reaction optimization does not stack with drugs, spells, adept powers, cyberware, other bioware or geneware.&lt;br /&gt;
*As a reminder, drugs do not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.&lt;br /&gt;
====Echos====&lt;br /&gt;
*Predictive Analytics do not stack with any other source of initiative dice, except for Move By Wire.&lt;br /&gt;
&lt;br /&gt;
===Surprise===&lt;br /&gt;
*All surprised characters must make a surprise test, rolling Reaction + Intuition (3).&lt;br /&gt;
*Characters who have been alerted in some way receive a +3 dice pool modifier on this test.&lt;br /&gt;
*Characters who plan an ambush and delay their actions and wait for the arrival of their targets receive a +6 dice pool modifier.&lt;br /&gt;
*Ambushing characters are automatically not surprised by the characters they are ambushing if they have full awareness their targets movement and actions (Watching in open terrain, via fly spy, etc).&lt;br /&gt;
**In this situation, you still roll surprise, but cannot fail the test by rolling under the threshold for surprise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Notes&#039;&#039;&#039;&lt;br /&gt;
*Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.&lt;br /&gt;
*Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, Matrix initiative, hotsim or coldsim.&lt;br /&gt;
*Matrix and rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim or coldsim.&lt;br /&gt;
*Additional base dice, like those possessed by all shapeshifters and certain HMHVV infected, are just that – base dice. They functionally stack with everything.&lt;br /&gt;
&lt;br /&gt;
===Combat Defense===&lt;br /&gt;
*The run for your life interrupt action works against missiles, rockets and grenade launchers, in addition to indirect combat spells, explosive throwing weapon attacks and any other area of effect attack that they are aware of. It is worth noting that one is generally not going to be aware of direct combat spells, or non-combat spells, to the degree necessary to flee them.&lt;br /&gt;
*Perceptive Defender applies any bonuses that are non-specific Perception bonuses. (Example: Synch applies, vision enhancement doesn&#039;t.)&lt;br /&gt;
*Weapon specs generally apply, but may, at GM discretion, not apply to defensive interrupts. Specs in the interrupt (block, parry, dodge) will always apply.&lt;br /&gt;
*Dodge does not work on the astral.&lt;br /&gt;
*Parry and block work on the astral, but only with weapon foci. They add your Astral Combat skill to the defense roll.&lt;br /&gt;
*Full defense works on the astral.&lt;br /&gt;
*The DV for the comparison to determine if a character has been pinned does include the net hits on the defense test. The armor value for the above test includes only the armor of base armor pieces, not accessories, cyberware, magic, bioware or any other forms of armor. The defender&#039;s armor value is modified by AP of the weapon as long as that AP is not from electrical weapons. Note that attempting to pin your opponent with explosive weapons is unlikely to be a very fruitful endeavor as explosive bolts or arrows explode on impact, leaving nothing behind to pin with. As the comparison between DV and armor is not a process that has &#039;&#039;hits&#039;&#039;, the &#039;&#039;net hits&#039;&#039; part refers to the net hits of the original attack test.&lt;br /&gt;
*Chemical seal remains effective unless the armor is rendered useless. Generally, this means that if the armor is still worn and providing armor benefits, chemical seal still applies. This abstraction is in place to avoid attempting to determine how bullet riddled or cut you are. An exception to this is that any melee attacks with edged weapons which cause physical damage bypass a chemical seal and apply the toxin for that attack only. Further attacks must cause physical damage to apply it again.&lt;br /&gt;
*Suppressive fire and physical area attacks resolve as they would normally: without defense tests.&lt;br /&gt;
*Suppressive fire only applies the dice pool penalty to characters in cover. They do not take damage while in cover.&lt;br /&gt;
**Passengers are always considered to be in good cover.&lt;br /&gt;
*Shotgun blasts allow for defense tests, applying the defense test modifiers.&lt;br /&gt;
*Passengers do not get to dodge a ramming vehicle.&lt;br /&gt;
*All attacks affecting passengers, if they allow for armor, add the vehicle’s armor to passenger’s soak tests. This rule applies only to attacks that originate from outside the vehicle.&lt;br /&gt;
*Dodge and full defense is a permitted combination, including taking both with an interrupt action simultaneously for a total of -15.&lt;br /&gt;
*Dodge is ranks only. No Agility is applied, however, the physical limit is applied. It is a valid spec for Gymnastics and applies when taking the dodge interrupt action and the preemptive dodge action.&lt;br /&gt;
*If you are berserking, you may not use the full defense action.&lt;br /&gt;
*A wall or other structure or barrier that is hit by a cold attack would have to make an armor test. However, a hole is only made if the structure is damaged, not the armor.&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
*The AP of an attack influences the dice pool of the armor tests to avoid elemental side-effects.&lt;br /&gt;
*Ace of Diamonds gives a Concealability of -2, instead of the listed +2.&lt;br /&gt;
*The Restrictive gear quality is always applied if wearing the armor, even when not benefiting from the armor.&lt;br /&gt;
*CCOBs can accept armor mods, but armor mods which add to soak only apply to things protected by the CCOB&#039;s armor.&lt;br /&gt;
*Critter body armor has a capacity equal to the armor rating that it has.&lt;br /&gt;
*The Urban Explorer Daedalus (SL 47) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.&lt;br /&gt;
**The Urban Explorer Daedalus&#039;s parachute may be bought seperately in backpack form for the time being. Rules for its use should be tied to Body + Freefall if dice are involved, but are up to GM fiat at this time.&lt;br /&gt;
*A hazmat suit is damaged by receiving physical damage from a penetrative or slashing source.&lt;br /&gt;
*Concealability stacking: concealability from multiple pieces of armor does not stack with other pieces of armor. It will, however, stack with &#039;&#039;a&#039;&#039; concealed pocket or &#039;&#039;&#039;a&#039;&#039;&#039; concealed holster. Note the singular articles there.&lt;br /&gt;
*The Ares bug stomper armor is compatible only with its own custom designed helmet. No other +armor accessories can be used with with this armor.&lt;br /&gt;
**The custom helmet has 6 capacity for vision and audio mods, adds +2 to the armor value of bug stomper armor, costs 5000¥ and allows the armor to be chemsealable - the armor can be chemsealed as long as the helmet is attached.&lt;br /&gt;
**Bug Stomper Armor does not provide Hardened Armor.  At all.&lt;br /&gt;
&lt;br /&gt;
====Armor Accessories====&lt;br /&gt;
*Armor accessory encumbrance is determined by average, full body Strength.&lt;br /&gt;
**The amount of armor gained from worn armor accessories is not limited by your strength attribute&lt;br /&gt;
*Cloaks are considered an armor accessory with zero armor bonus. You may benefit from exactly one and will receive the benefit of any armor modifications installed into it.&lt;br /&gt;
*Snakemesh socks only apply to soak through Called Shot: Legs.&lt;br /&gt;
*The PPP vitals cannot be used with &amp;quot;heavy armor&amp;quot; defined as base armors having armor rating 13 or more. (like what’s described by the Hang Time adept power on p. 171 of &amp;quot;Street Grimoire&amp;quot;). It will stack with any base armor of Rating 12 or lower and explicitly does not stack with Armor Vest or Armor Jacket.&lt;br /&gt;
*The PPP Arms/Legs/Vitals stack with Forearm Guards.&lt;br /&gt;
*The Ares Briefcase shield is non-ferrous and not affected by MAD scanners. It does not provide shielding to items within it.&lt;br /&gt;
*The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement is permitted with the following changes:&lt;br /&gt;
**Remove the &amp;quot;hardened&amp;quot; tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The Rampart does not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10 and is treated as being 10 cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test or by a contact with the same.&lt;br /&gt;
&lt;br /&gt;
====Armor Modifications====&lt;br /&gt;
*Armor mods may be applied to any base armor piece or accessory, subject to normal capacity rules. When possessing multiple instances of a rated armor mod, only the highest rated instance will apply to any situation. Additionally, one can only benefit from armor mods installed into pieces of armor one is benefiting from, or installed into cloaks. Thus, armor mods installed into (for example) a second skin underneath an armor jacket will not benefit you.&lt;br /&gt;
*The internal FBA helmet does not stack with a ballistic mask. Wearing a normal helmet is possible with a ballistic mask, but makes Chemical Seal unavailable.&lt;br /&gt;
*YNT softweave and gel packs may only be added to base armor pieces (armor that has a base armor value). Gel packs increase the base armor value.&lt;br /&gt;
*A rating 6 medkit can be added to armor, though it only functions for the wearer.&lt;br /&gt;
*Transfer of non-availability-altering armor modifications from base armor to base armor will be permitted.&lt;br /&gt;
*Charges of a pulse weave suit act in the same manner as a flash-pak.&lt;br /&gt;
*AR Enhanced creations of your own are permitted only on-table at GM discretion and aren&#039;t carried off the table on which they were created.&lt;br /&gt;
*Shock frills used to attack require a dedicated unarmed attack, but it does not need to be a clinch or grapple.&lt;br /&gt;
**Shock frills trigger defensively when clinched or grappled, as well as against unarmed attacks.&lt;br /&gt;
**Shock frills deal 8S(e) AP -5, and have an accuracy of [Physical].&lt;br /&gt;
*The grey mana integration armor modification (BTB 156) is permitted on ShadowHaven with the following changes:&lt;br /&gt;
**Rather than requiring a chemical seal for ratings 4 to 6, ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated, that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a rating 3 system.&lt;br /&gt;
**When targeted by a beneficial or other targeted magical effect (including AoE), grey mana integration opposes the Spellcasting roll with its rating in dice, reducing the hits on the test as appropriate.&lt;br /&gt;
**Grey mana does not penalize passive uses of magic (such as Improved Ability Negotiation) if the target is wearing it. Active uses of magic, such as Enthralling Performance, are still penalized.&lt;br /&gt;
**The penalties for Awakened wearing grey mana integration and grey mana tattoos apply any time a background count would penalize them. Treat it as a localized, stacking, inacclimacable background count.&lt;br /&gt;
**While grey mana integration is obvious, 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;
*Chemical Seal (&amp;quot;Chemseal&amp;quot;) may be applied to the following armors, with varying requirements:&lt;br /&gt;
**Can take Chemseal with no stipulations: Ares Arctic Forces (RG 77), Evo Armadillo Armored Spacesuit (RG 82), MCT EE Suit (RG 83), Security Space Suit (RG 81), Space Suit (RG 81), Survival Bubble (RG 83), Desert Suit (RG 75), Ares Victory Big Game Hunter (RG 64), Chameleon Suit (CRB 437)&lt;br /&gt;
**Can take Chemseal, replacing Chemical Protection: Evo HEL Suit (RG 81)&lt;br /&gt;
**Can take Chemseal, when combined with the corresponding helmet: Bunker Gear (RG 69), FBA (CRB 437), Hardened Mil-Spec Armor (RG 66), Riot Control Armor (RG 69), Security Armor (RG 67), SWAT Armor (RG 70), Urban Explorer Daedalus (SL 48), Urban Explorer Jumpsuit (CRB 437), Ares bug stomper (SL 130).&lt;br /&gt;
**Can take Chemseal, when combined with a Full Face Mask (RG 79) or Enclosed Breathing Helmet (RG 79): Arctic Diver Suit (RG 80), Diving Armor (RG 80), Dry Suit (RG 79). &lt;br /&gt;
&lt;br /&gt;
=====Custom Armor Mods=====&lt;br /&gt;
*Internal Heating Armor Modification&lt;br /&gt;
**The following custom Armor Modification are available for purchase:&lt;br /&gt;
***Internal Heating Rating 1-6&lt;br /&gt;
***Cost: 500 nuyen/Rating&lt;br /&gt;
***1 Modification Slot/Rating&lt;br /&gt;
***Availability: 6&lt;br /&gt;
**Description: Add up to 5 degrees + 5 degrees per Rating to the temperature your character is in to determine the effects of the Cold-Blooded Metagenetic Negative Quality. Requires Insulation of the same Rating to be effective. &lt;br /&gt;
**At Rating 1 you&#039;d have an effective +10C, and at Rating 6 an effective +35C.&lt;br /&gt;
&lt;br /&gt;
===Martial Arts===&lt;br /&gt;
*Knucklebreaker overrides the normal option of the Killing Hands adept power to select damage.&lt;br /&gt;
*The Elemental Strike adept power still applies normally to damage dealt by attacks modified by the Knucklebreaker technique.&lt;br /&gt;
*Iaijutsu permits drawing as a simple action upon successful completion of a quick draw test, then attacking as another simple at your discretion. It does not grant an attack as part of the quick draw test.&lt;br /&gt;
*Following the use of Half-Sword technique, Iaijutsu can be used to &amp;quot;ready&amp;quot; the weapon again.&lt;br /&gt;
*Martial Arts specializations in the Unarmed Combat skill or other combat skills will apply to only attacks utilizing techniques.&lt;br /&gt;
*Kick Attack does not apply to attacks made with weapons not involving kicks. Thus, the knucks or shock gloves on your hands do not get the reach bonus to attacks in any circumstances. Notably, it will now apply to the Nerve Strike adept power.&lt;br /&gt;
*Kick Attack applies in any case where all of the following are true:&lt;br /&gt;
**It is sensible for reach to be applied.&lt;br /&gt;
**Where the Unarmed Combat skill is used.&lt;br /&gt;
**Where one is able to use their feet in order to kick their opponent.&lt;br /&gt;
**When the possessor both has the technique and desires to apply it.&lt;br /&gt;
*A weapon focus bonus may apply to attacks made using the Two-Weapon Style Attack martial technique. Only a single focus may add to a dice pool for any given test.&lt;br /&gt;
*Grasping Vines are accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles.&lt;br /&gt;
*The Gun Kata martial art can use machine pistols.&lt;br /&gt;
*Neither Mana Strike nor Mana Choke may be utilized by mundanes using Lucky Move.&lt;br /&gt;
*When using unarmed weapons aside from bare hands or natural weapons, you may use either Counterstrike or Riposte at your preference.&lt;br /&gt;
*La Verdadera Destreza&#039;s Multiple Opponent Defense gives the Friends in Melee bonus.&lt;br /&gt;
*You cannot use One Trick Pony to learn Mana Strike.&lt;br /&gt;
*You cannot use One Trick Pony to learn Mana Choke.&lt;br /&gt;
*Mana Choke:&lt;br /&gt;
**Requires you to have subdued your opponent.&lt;br /&gt;
**Damage is resisted as drain. Body + Willpower for adepts and mundanes, Willpower + drain attribute for magicians and mystic adepts. This damage cannot be healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Technique Stacking====&lt;br /&gt;
*Martial Arts techniques (including actions) may be taken twice to increase the benefit from 1 to 2 unless stated otherwise.&lt;br /&gt;
*In accordance with RG pg 128, these stacking techniques must come from different Martial Arts.&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
====Water Damage====&lt;br /&gt;
*The water damage effect is altered from raw in the following ways:&lt;br /&gt;
**Elemental water damage matches the base damage of the source and is soaked as normal. This is in contrast to raw water damage setting DV to 0.&lt;br /&gt;
**An area around the target given by (base dv/2) meters is slippery for the next ten minutes. Follow the raw effects for this slippery area.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Cyberimplanted firearms roll with the skill associated with the base weapon and do not require an Exotic Ranged Weapon skill.&lt;br /&gt;
*Explosives without a drop-off do not cause the chunky salsa rules resolution.&lt;br /&gt;
*The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc. until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.&lt;br /&gt;
&lt;br /&gt;
====Accessories====&lt;br /&gt;
*Melee weapons may have the ceramic/plasteel components modification.&lt;br /&gt;
*Extra belts may be represented by the spare clip gun accessory or the gear item of the same name.&lt;br /&gt;
*Only one gyromount applies to a particular gun.&lt;br /&gt;
*For revolvers only, consider the ammo skip system to be slotless.&lt;br /&gt;
*Improved range finder does not stack with magnification of any kind, whether or not it is on the weapon.&lt;br /&gt;
*The smartgun must be wireless on in order to receive the wireless bonus. Directly connecting to a wireless off smartgun provides all the benefits of a smartlink except the wireless only dice bonus.&lt;br /&gt;
*All purchased clips, standard and extended alike, for the weapon, can be assumed to be of the proper size.  &lt;br /&gt;
*When purchasing an explosive magazine, you may purchase a grenade for free and add a note to it that it deals half damage.&lt;br /&gt;
*The Krime Happiness is permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won&#039;t stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.&lt;br /&gt;
*The Krime pack is permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming &amp;quot;KRIME!&amp;quot; at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.&lt;br /&gt;
**Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.&lt;br /&gt;
*The Narcoject Dazzler caps at a Blinding Glare for unprotected eyes and never inflicts blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler (or anyone broadly in their direction) is to suffer the glare penalties or to take the Blind Fire penalty.&lt;br /&gt;
=====Weapon Modification Clarifications=====&lt;br /&gt;
*In order to benefit from a Stock slot modification, a weapon must be wielded in two hands. This can be done even with one handed weapons, such as SMGs.&lt;br /&gt;
*Motorized Folding stock listed price is the same for the standard Simple Action stock. Activating the motor wirelessly is a Free Action.&lt;br /&gt;
*Bipods &amp;amp; Tripods&lt;br /&gt;
**Negate all recoil caused by firing the weapon they&#039;re attached to when deployed on a solid surface.&lt;br /&gt;
**Lifting the weapon or folding the bipod / tripod negates this benefit and it has to be deployed again with the appropriate action.&lt;br /&gt;
* &#039;&#039;&#039;Melee and Thrown&#039;&#039;&#039; – melee and thrown weapons (except for grenades) may not take any modifications except for a grip modification, &amp;quot;Custom Look&amp;quot;, &amp;quot;Overclocked&amp;quot;, &amp;quot;Sling&amp;quot;, &amp;quot;Tracker&amp;quot;, &amp;quot;Weapon Commlink&amp;quot;, &amp;quot; Plasteel/Ceramic Components&amp;quot; and &amp;quot;Weapon Personality&amp;quot;. They can make use of holsters, if the weapon is appropriately sized. Grenades may not take any modifications whatsoever.&lt;br /&gt;
* &#039;&#039;&#039;Tasers&#039;&#039;&#039; – Tasers have access to the Top, Side and Internal slots by default. They are one-handed.&lt;br /&gt;
* &#039;&#039;&#039;Holdouts&#039;&#039;&#039; – Holdouts cannot take any modifications that require slots. They are one handed.&lt;br /&gt;
* &#039;&#039;&#039;Pistols&#039;&#039;&#039; – Light, Heavy, and Machine Pistols have access to Top, Barrel, Side and Internal slots by default. They are one-handed.&lt;br /&gt;
** &#039;&#039;&#039;Revolvers&#039;&#039;&#039; – in addition to the above, they may take ammo skip.&lt;br /&gt;
* &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; – SMGs have access to the Top, Side, Barrel, Stock and Internal slots by default. They are one-handed.&lt;br /&gt;
* &#039;&#039;&#039;Carbines, ARs, Sporting Rifles, Snipers, Shotguns, MGs&#039;&#039;&#039; – Carbines, Assault Rifles, Sporting Rifles, Sniper Rifles, Shotguns and all categories of Machine Guns have access to all slots by default. They are two-handed.&lt;br /&gt;
* &#039;&#039;&#039;ACs and Launchers&#039;&#039;&#039; – Assault Cannons, Grenade Launchers, Rocket Launchers and Missile Launchers have access to the Top, Side, Underbarrel, Stock and Internal slots by default. They are two-handed.&lt;br /&gt;
* &#039;&#039;&#039;Flamethrowers&#039;&#039;&#039;, including Flame Bracers, cannot take any modifications that require slots. They are two-handed.&lt;br /&gt;
* &#039;&#039;&#039;Crossbows&#039;&#039;&#039; – Light, Medium and Heavy crossbows have access to the Top, Side, Stock and Internal slots. They cannot take Electronic Firing. They are two-handed.&lt;br /&gt;
** The Ranger Sliver Pistol Crossbow has access to the Top, Side and Internal slots. It cannot take Electronic Firing. The Ranger Sliver Pistol Crossbow is one-handed and has a concealability modifier of +0.&lt;br /&gt;
* &#039;&#039;&#039;Bows&#039;&#039;&#039; – Bows, including the Krime Trollbow and the Dynamic Tension Bow, are obligate two-handed weapons. They cannot be fired in one hand by taking a penalty. The Krime Trollbow and Dynamic Tension Bow as well as Compound Bows can take an Internal Smartgun System and a grip modification, as well as a probably superfluous laser sight. Traditional bows can take a grip modification, a probably superfluous laser sight, and their own special breakdown system detail on p. 197 of &amp;quot;Hard Targets&amp;quot;. Bows have access to top slots as well.&lt;br /&gt;
** The Winchester Airbow has the same slots as detailed in RAW. It is two-handed and has a concealability of +6.&lt;br /&gt;
** PEPS – the Narcoject PEP has the same slots as detailed in RAW. It is one-handed and has a concealability of +0.&lt;br /&gt;
* &#039;&#039;&#039;Excluded Individual Ranged Weapons&#039;&#039;&#039; – any weapon in the following list cannot take any modifications except for grips.&lt;br /&gt;
** Any weapon which has a paid essence or capacity cost, typically cyberweapons and bioweapons, are incapable of taking any modifications, grips included, except for those specifically called out in RAW.&lt;br /&gt;
** The Tiffani Elegance Shooting Bracers. They are treated as one-handed at concealability +0 for spotting it, though they retain the RAW modifier to discern the true function. They cannot benefit even from grips, but cannot be disarmed by called shots or similar effects.&lt;br /&gt;
** The SA Retiarus Net Gun (Basic and XL). They are treated as two-handed at concealability +6.&lt;br /&gt;
** The Mortimer of London &amp;quot;Trafalgar&amp;quot; Gun Cane and Knockoff Gun Cane. They are treated as one-handed.&lt;br /&gt;
** Bolas (Regular and Monofilament). Bolas are one-handed and have a concealability of +4. Additionally, bolas cannot take grips.&lt;br /&gt;
** Blowguns. Blowguns are one handed and have a concealability of +2.&lt;br /&gt;
** The Ares Giantslayer Slingshot. Slingshots are obligate two-handed weapons (you cannot take a penalty to wield them in one hand, due to their nature) with a concealability of +0.&lt;br /&gt;
** The Micro Flare Launcher. Micro Flare Launchers are typically one-handed weapons with a concealability of -2.&lt;br /&gt;
** The Modified Spray Pen and the Pepper Punch Pen may only take grips.&lt;br /&gt;
* &#039;&#039;&#039;Pistol-sized Individual Ranged Weapons&#039;&#039;&#039; – any weapon in the following list has access to the Top and Internal slots by default. They are one-handed and count as pistol-sized with a concealability of +0. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Parashield Dart Pistol, the Ares Redline Laser Pistol, the FN-AAL Gyrojet Pistol (in addition to the above, the Gyrojet pistol, The Narcoject Gas Gun, the Narcoject Trackstopper, the Narcoject Dazzler (this only applies to the standalone version, &#039;&#039;&#039;not&#039;&#039;&#039; the weapon modification version).&lt;br /&gt;
**FN-AAL Gyrojet Pistol in addition to the above, has access to the Barrel slot and Electronic Firing, but not Suppressors.&lt;br /&gt;
* &#039;&#039;&#039;Submachine Gun-sized Individual Ranged Weapons&#039;&#039;&#039; - Any weapon in the following list has access to the Top, Side, Stock, and Internal slots by default. They are one-handed and count as SMG-sized with a concealability of +4. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Ares Lancer MP Laser, Ares Screech Sonic Rifle, Grapple guns (regular and tactical). &lt;br /&gt;
* &#039;&#039;&#039;Carbine/Assault Rifle-sized Individual Ranged Weapons&#039;&#039;&#039; – any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two-handed and count as rifle-sized with a concealability of +6 Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Ares S-III Super Squirt, the Fichetti Pain Inducer, the Aquadyne Shark-XS Harpoon Gun, the Standard Harpoon Gun, the Ares Armatus (Laser Shotgun).&lt;br /&gt;
* &#039;&#039;&#039;Sniper-sized Individual Ranged Weapons&#039;&#039;&#039; – any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two-handed and count as rifle-sized with a concealability of +8. Unless otherwise indicated, they cannot take Electronic Firing.&lt;br /&gt;
** The Parashield Dart Rifle, The Ares Archon Heavy MP Laser, the Ares Thunderstruck Gauss Rifle.&lt;br /&gt;
* Weapons with multiple forms (i.e. HK XM30) share the Body, Stock, Top, Side and Grip slots across their forms. Those mods need to be added separately for each form, but only paid for once. Barrel and Magazine mods differ from form to form and need to be bought as normal.&lt;br /&gt;
&lt;br /&gt;
====Assault Rifles====&lt;br /&gt;
*The Ultimax Rain Forest carbine uses the [https://drive.google.com/file/d/1sU7jc8EpnBq7Zel53LbJJ2mKMoZHdZ9Z/view Missions Errata], rather than the original GH3 stats.&lt;br /&gt;
*The Onotari HL-13 (SL 38) uses Automatics rather than Firearms for its configuration roll.&lt;br /&gt;
&lt;br /&gt;
====Blades====&lt;br /&gt;
*The Aztechnology Blood Drinker Combat Axe has a reach of 0.&lt;br /&gt;
*The Collapsible Scythe uses the Blades skill and falls under the &amp;quot;Polearms&amp;quot; specialization.&lt;br /&gt;
*The Horizon-Flynn Defense-com Commlink Knife requires a Perception + Intuition [Mental] (3) test to identify that it is a weapons.&lt;br /&gt;
*The Renraku Red Samurai Katana (SL 132) is permitted, however, PC possession incurs the Wanted negative quality automatically, with a bounty of 50000¥. This may be bought off with 20 karma, 40000¥ or any combination thereof (2000¥ to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
*The Krime Trollbow used the stats from the book, correcting for the erroneous &amp;quot;reach&amp;quot; entry on the table for the ranged components. The stats are reproduced as follows:&lt;br /&gt;
**It uses Archery to fire, with an accuracy of 4, DV of (rating + 2) physical and AP of -(rating/4) for the ranged component.&lt;br /&gt;
**The melee component uses the Blades skill, with an accuracy of 3, a reach of 1, a DV of (Strength + 1) physical and an AP of -1.&lt;br /&gt;
**It may be used to overdraw up to rating 12. Additionally, one is free to buy arrows up to rating 12 for use with it.&lt;br /&gt;
*The light, medium and heavy crossbows have +5, +6 and +7 concealability, respectively.&lt;br /&gt;
&lt;br /&gt;
====Clubs====&lt;br /&gt;
*The Fluid motion mace disregards the penalties listed outside their statblock, for simplicity&#039;s sake. This means that it has no minimum Strength requirement to avoid penalties.&lt;br /&gt;
*In the event an osmium mace is made a weapon focus, your Charisma determines its variable stats in astral space.&lt;br /&gt;
&lt;br /&gt;
====Exotic Melee Weapons====&lt;br /&gt;
*In the specific case of the Krime stun lance, one may substitute one&#039;s Clubs pool at a -4 penalty to make attacks. One may not benefit from any specialization in Clubs when doing so.&lt;br /&gt;
*Monofilament whips may not be used with the Sweep technique unless explicitly permitted by the GM at their sole prerogative. They may never be used with the Called Shot: Entanglement. &lt;br /&gt;
*The shock ram deals (Strength + 2 + net hits)P DV -3 AP to the target, then an additional 12S(e) soaked separately. It can be turned on or off as a free action if the ram is wireless on. It has a single charge and takes 10 seconds to recharge when plugged into a power source.&lt;br /&gt;
&lt;br /&gt;
====Exotic Ranged Weapons====&lt;br /&gt;
*The atomizer has an accuracy of 3 and concealability of +0. It uses the skill Non-Ballistic Firearms with a range array of 0.1/0.25/0.5/1 meters. The atomizer takes a complex action to reload, and requires a simple action to fire.&lt;br /&gt;
**The preparation used with an atomizer triggers on a valid target after firing (i.e., a living aura, similar to a contact prep).&lt;br /&gt;
**The atomizer itself functions as the lynchpin for breaking sustained spells (i.e., if the atomizer is broken, the spell will drop).&lt;br /&gt;
**An atomizer cannot take accessories or modifications.&lt;br /&gt;
*The Ares Screech sonic rifle &lt;br /&gt;
**Affects targets who are deaf or who have cyberears off normally.&lt;br /&gt;
**Cannot be used for called shots.&lt;br /&gt;
**Can take an external power source instead of a clip.&lt;br /&gt;
*The Narcoject PEP are permitted as is, but it is a matter of official record that the explanation of &amp;quot;It shoots lasers to plasmatize your skin, then explodes that plasma&amp;quot; is marketing bullshit. How does it work? No clue, but not like that.&lt;br /&gt;
*The microwave gun is modified as follows:&lt;br /&gt;
**The cost is reduced from 1000000¥ to 100000¥.&lt;br /&gt;
**The microwave gun halves the armor of whatever it is attacking and always does physical damage.&lt;br /&gt;
***This means that even if the target had 100 armor (cut to 50), any damage that slips past is physical.&lt;br /&gt;
***This reduction happens before the damage resistance occurs.&lt;br /&gt;
*The Narcoject Trackstopper is permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.&lt;br /&gt;
**In addition to allowing the foam to dissipate on its own or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c’est la vie.&lt;br /&gt;
**Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.&lt;br /&gt;
**The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.&lt;br /&gt;
**It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and its soak values) before carrying through into the door... assuming you&#039;re clever enough to turn the doorknob when you bash into it.&lt;br /&gt;
&lt;br /&gt;
====Flame Throwers====&lt;br /&gt;
*Flamethrowers can take internal smart guns and advanced safety systems.&lt;br /&gt;
*The Flametosser may use Non-Ballistic Firearm Skill.&lt;br /&gt;
*Flamethrowers do not get choke settings. On flechette suppressive fire, they receive no bonus width, although it counts as enhanced suppression.&lt;br /&gt;
*The Halloweener Barbeque Lighter is a one-handed weapon connected to a backpack tank. The Shiawase Arms Incinerator and the Shiawase Blazer are two-handed.&lt;br /&gt;
&lt;br /&gt;
====Grenade/Rocket/Missile Launchers====&lt;br /&gt;
*The Aztechnology Striker is destroyed upon firing. It is not reusable in any sense of the word.&lt;br /&gt;
*Missiles do not have a &amp;quot;sensor rating&amp;quot; as described in CRB 435. They may be aquired as availability as +4 and cost +500¥ with respect to the base rocket.&lt;br /&gt;
*Armtech MGL-12 is Single Shot instead of semi auto.&lt;br /&gt;
*The Wuxing-Armstech PTL-02 is permitted, but note that it only functions underwater.&lt;br /&gt;
*Grenade, rocket and missile launchers are fired one of two ways:&lt;br /&gt;
**At a point in space, using a simple action rolling Heavy Weapons + Agility [Accuracy] (3) (or a complex action using the appropriate Gunnery test if mounted)&lt;br /&gt;
**At an enemy target, using a simple action rolling Heavy Weapons + Agility [Accuracy] (or a complex action rolling the appropriate Gunnery test if mounted) opposed by the enemy&#039;s defense test&lt;br /&gt;
**In either of these modes, the attacker fires a single munition downrange. If the attack fails to hit the threshold or misses the target, immediately roll a scatter test.&lt;br /&gt;
**The Mitsubishi Yakusoku MRL has specific rules which override this. In burst-fire mode, a character uses a simple action to fire the weapon, chooses two targets (a point in space, an enemy target or one of each) and splits their dice pool amongst these two targets. Ignore the text about &amp;quot;self-guided systems&amp;quot;.&lt;br /&gt;
***Note that this launch has 2 tubes and can be loaded with 2 different missiles. The missiles in each tube are fired in the reverse order that they were loaded.&lt;br /&gt;
**If a direct attacks with a launcher is taken roll the attack versus the defense test normally. Run for your life is not allowed for the target, but is allowed for those nearby. Net hits do not add to the damage. Misses, scatter and glitches will follow the rules on motion sensor triggers.&lt;br /&gt;
**Anti-Vehicular(AV) rockets/missiles always do physical damage to vehicles that are targeted directly with the weapon. Their damage can not be converted to stun/ignored.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*For Strength requirements of heavy weapons, use the full-body average, excluding the head.&lt;br /&gt;
*All light machine guns, medium machine guns and heavy machine guns innately have the option to expend twice as much ammunition when suppressing an area to increase the base DV of the weapon for the suppression by 50%.&lt;br /&gt;
**This bonus is added before any modifications and must be chosen when suppression begins.&lt;br /&gt;
&lt;br /&gt;
====Krime Katalog====&lt;br /&gt;
* The KRIME Vester is classified as a holdout pistol.&lt;br /&gt;
* The KRIME Heater is classified as a light pistol.&lt;br /&gt;
* The KRIME Varmint Stocked Pistol is a heavy pistol. It has -RC without the stock and 1 RC with the stock.&lt;br /&gt;
* The KRIME Chatter is classified as a machine pistol.&lt;br /&gt;
* The KRIME Tradition is classified as an SMG.&lt;br /&gt;
* Krime Saint Nicholas Carbine is classified as a carbine, the concealment of the weapon is changed to -2 if a character is wearing any armor or cloak with a concealment modifier.&lt;br /&gt;
* The AKM-97 when used as a carbine has its RC is changed to 0(1). When used as an assault rifle, it has a RC of 1.&lt;br /&gt;
* The Krime Ditch Combination Gun&#039;s rifle component is a sporting rifle.&lt;br /&gt;
* The Krime Stopper-II is classified as a shotgun.&lt;br /&gt;
* The Krime Junior Carbine is classified as a carbine.&lt;br /&gt;
* The Krime Soldier is classified as a sniper rifle.&lt;br /&gt;
* The Krime KAR-97-H is classified as an LMG.&lt;br /&gt;
* The Krime Monster is classified as an MMG.&lt;br /&gt;
* The Krime Confederate has its availability changed to 20F on ShadowHaven.&lt;br /&gt;
* The Krime T-Shirt Cannon may be fired with Longarms, Automatics or Heavy Weapons.&lt;br /&gt;
* The Krime Escalation is classified as a rocket launcher, fires rockets and you may perform Matrix Perception tests with it. &lt;br /&gt;
* The Krime Penetrators buckshot shells use flechette rules.&lt;br /&gt;
* The Krime Runner may not be equipped with a grenade.&lt;br /&gt;
&lt;br /&gt;
====Lasers====&lt;br /&gt;
*The Ares Lancer is SMG sized for the purposes of cyberimplanting. Note that you need an external clip port in order to load it, as it is not an (m) type weapon.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vps764/repeating_laser_price_reduction/ --&amp;gt;&lt;br /&gt;
*The Repeating Laser (LCD 209) costs 100,000 ¥.&lt;br /&gt;
*The Ares Armatus uses the Laser Weapon skill.&lt;br /&gt;
*Laser Weapons are adjusted as follows:&lt;br /&gt;
**Redline: +3DV : ACC 9 / DV 8 / AP -10 / SA&lt;br /&gt;
**Lancer: +3DV : ACC 7 / DV 10 / AP -10 / SA,BF&lt;br /&gt;
**Armatus: +6DV : ACC 6 / DV 12 / AP -5 / SA,BF&lt;br /&gt;
**Archon: +5DV : ACC 7 / DV 15 / AP -10 / SA, only consumes 3 charges per shot&lt;br /&gt;
**Repeating Laser: +4DV : ACC 7 / DV 11 / AP -8 / SA,BF,FA&lt;br /&gt;
*Peak Discharge Packs have their capacity increased to:&lt;br /&gt;
**Clip: 15&lt;br /&gt;
**Satchel: 30&lt;br /&gt;
**Backpack: 90&lt;br /&gt;
*When mounted in vehicle or drone turrets, consider laser weapons as the following weapons when determining which size turret to use.&lt;br /&gt;
**Redline - Heavy Pistol&lt;br /&gt;
**Lancer - Assault Rifle&lt;br /&gt;
**Armatus - Shotgun&lt;br /&gt;
**Archon - HMG&lt;br /&gt;
**Repeating Laser - HMG&lt;br /&gt;
&lt;br /&gt;
====Longarms====&lt;br /&gt;
*The Krime Whammy acts as listed. Additionally, it is able to take a complex action in order to both fire the shotgun and swing the hammer at a single barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.&lt;br /&gt;
&lt;br /&gt;
====Pistols and Machine Pistols====&lt;br /&gt;
*The Shiawase Puzzler is not immune or resistant to MAD scanners, however, even recognizing its separate components as a weapon requires the same test whether one is using a MAD scanner or not.&lt;br /&gt;
*The PPSK-4 Collapsible machine pistol and the PSK-3 Collapsible heavy pistol have a concealability modifier of -6 when collapsed.&lt;br /&gt;
*The Ranger Sliver pistol has a concealability of +0.&lt;br /&gt;
*All uses of the Barrens Special should conform to the printed statblock.&lt;br /&gt;
*The Horizon-Flynn Defense Commlink Holdout and Taser requires a Perception + Intuition [Mental] (3) test to identify that they are weapons.&lt;br /&gt;
*The Morrissey Alta is restricted, not forbidden.&lt;br /&gt;
*The Nemesis Arms Praetorian has an accuracy of 4(5), not 4(6).&lt;br /&gt;
&lt;br /&gt;
====Tusks and Horns====&lt;br /&gt;
*Orks and trolls may attack with their natural weapons (tusks for both and horns for trolls) with +2 accuracy.&lt;br /&gt;
&lt;br /&gt;
====Underbarrel Weapons====&lt;br /&gt;
*Underbarrel weapons are considered to possess all the modifications of the main weapon with the exception of its barrel slot mods &#039;&#039;&#039;&#039;&#039;UNLESS&#039;&#039;&#039;&#039;&#039; the modification wouldn&#039;t work with the UB weapon. UB weapons are unable to accept any additional mods.&lt;br /&gt;
*Underbarrel grenade launches may take the airburst modification as an exception to the above rule.&lt;br /&gt;
*The underbarrel bola launcher has accuracy 4, 1(m) and the SS firing mode.&lt;br /&gt;
*The underbarrel chainsaw mounts a chainsaw chosen at purchase. Once bought this chainsaw can&#039;t be changed or separated from the UB mount.&lt;br /&gt;
*The underbarrel flamethrower uses an existing (non-custom) flamethrower chooses at purchase. Once bought this flamethrower can&#039;t be changed or separated from the UB mount.&lt;br /&gt;
*The underbarrel grapple gun functions as a normal, non-tactical grapple gun.&lt;br /&gt;
*The underbarrel grenade launcher will have an accuracy of 3, 6(c) ammo capacity and the SS firing mode.&lt;br /&gt;
&lt;br /&gt;
====Throwing Weapons====&lt;br /&gt;
*Each throwing attack with wireless-on throwing knives or shuriken gains +1 die, pre-split, for each wireless-on throwing knife or shuriken you have thrown at that target in this combat turn.&lt;br /&gt;
*The Urban Tribe tomahawk used in melee has the same stats except for reach 0. It uses the Blades skill.&lt;br /&gt;
&lt;br /&gt;
===One-Handing Two-Handed Weapons===&lt;br /&gt;
&lt;br /&gt;
*Characters, when using two-handed weapons (defined below) with one hand, will take penalties.&lt;br /&gt;
&lt;br /&gt;
*Two-Handed weapons:&lt;br /&gt;
**All assault cannons&lt;br /&gt;
**All assault rifles&lt;br /&gt;
**The following Blades:&lt;br /&gt;
***Combat Axe&lt;br /&gt;
***Claymore&lt;br /&gt;
***Collapsible Scythe&lt;br /&gt;
***Cougar Collapsible Spear (Exception, this is 1h when throwing)&lt;br /&gt;
***Katana (Exception: takes -1 DV rather than -2 DV for one-handed use, other penalties as normal)&lt;br /&gt;
***Krime Bill&lt;br /&gt;
***Krime Reaver&lt;br /&gt;
***Nodachi&lt;br /&gt;
***Polearm&lt;br /&gt;
***Renraku Red Samurai Katana (Exception: takes -1 DV rather than -2 DV for one-handed use, other penalties as normal)&lt;br /&gt;
**All bows**&lt;br /&gt;
**All carbines&lt;br /&gt;
**All crossbows except for the Ranger Sliver Pistol Crossbow (though reloading still takes a free hand)&lt;br /&gt;
**The following Clubs:&lt;br /&gt;
***Fluid-Motion Mace&lt;br /&gt;
***Nemesis Arms Maul Stun Staff&lt;br /&gt;
***Osmium Mace&lt;br /&gt;
***Pitchfork&lt;br /&gt;
***Staff&lt;br /&gt;
***Telescoping Staff&lt;br /&gt;
**The following Exotic Melee Weapons:&lt;br /&gt;
***Ash Arms Chainsaw&lt;br /&gt;
***Ash Arms Monofilament Chainsaw&lt;br /&gt;
***All battering rams**&lt;br /&gt;
***Monofilament Chainsaw&lt;br /&gt;
**The following Flamethrowers:&lt;br /&gt;
***Shiawase Arms Incinerator&lt;br /&gt;
***Shiawase Blazer&lt;br /&gt;
**All grenade launchers&lt;br /&gt;
**All heavy machine guns**&lt;br /&gt;
**The following lasers:&lt;br /&gt;
***Ares Archon Heavy MP Laser&lt;br /&gt;
**All light machine guns&lt;br /&gt;
**All medium machine guns&lt;br /&gt;
**All missile launchers&lt;br /&gt;
**All shotguns with the exception of the Krime Stopper-II (any variant)&lt;br /&gt;
**Any Krime Stopper-II (or variant) with an under barrel attachment&lt;br /&gt;
**All Sniper rifles&lt;br /&gt;
**All sporting rifles&lt;br /&gt;
&lt;br /&gt;
*All ranged weapons on this list, when wielded with one hand, suffer the following penalties:&lt;br /&gt;
**-2 die pool penalty unless you are a troll(or Sasquatch) (in which case only a -1 die pool penalty).&lt;br /&gt;
**Considered to have already fired 6 bullets after recoil has been reset (see progressive recoil, CRB 175).&lt;br /&gt;
&lt;br /&gt;
*All melee weapons on this list, when wielded with one hand, suffer the following penalties:&lt;br /&gt;
**-2 dice pool penalty unless you are a troll(or Sasquatch) (in which case only a -1 dice pool penalty).&lt;br /&gt;
**-2 DV penalty EXCEPT for the katana and the Renraku Red Samurai Katana, which only take a -1 DV penalty.&lt;br /&gt;
* .**Battering rams, bows, heavy machine guns, assault cannons and sniper rifles cannot be used one-handed, unless braced against something (GM fiat here).&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
*You cannot buy hits to handload your own ammunition. However, remember that you can buy it.&lt;br /&gt;
*Handload ammunition retains the availability of the ammo it is duplicating.&lt;br /&gt;
*Explosive and ex-explosive rounds are non-penetrative rounds, thus do not penetrate barriers.&lt;br /&gt;
*Seeker shafts use the rating of the arrow and their bonus stacs with the smartlink bonus.&lt;br /&gt;
*DMSO can be added to the Narcoject gas gun.&lt;br /&gt;
*Looper rounds are permitted, but rather than using the text written, refer to the following: Looper rounds are available for 200¥ for every 10 rounds, and have an availability of 12R. When they strike a valid device – a sensor, a visual device, or an audio device – they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached and direct Matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind and may not be used against any device paid for with essence.&lt;br /&gt;
*ArrowLink is permitted. The existing types, cost and availability, rules for attaching and removing the arrow or cord remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for bows, trollbows, pistol crossbows, mounted crossbows, and light/medium/heavy crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer&#039;s end and they can not provide any connection to a targeted device paid for by essence (devices on the firer&#039;s end may be paid for with essence, if desired).&lt;br /&gt;
**Arrowlink has the option to provide a wireless connection to the device it hits. The wireless connection does not count as a direct connection (and thus is subject to noise) and may be accessed by everyone. Normally, the direct connection with the cable is still only accessible by the attacker; However, it can be given to another person instead. Only one person or device may benefit from the direct connection at a time.&lt;br /&gt;
====Anti Vehicle Ammunition====&lt;br /&gt;
;Below are Anti Vehicle Ammunitions that were not listed with stats in Run &amp;amp; Gun. Please find the following stats for them;&lt;br /&gt;
*AV rounds&lt;br /&gt;
** DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 175¥&lt;br /&gt;
*Assault Cannon AV rounds&lt;br /&gt;
** DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 400¥&lt;br /&gt;
====Gyrojet Ammunition====&lt;br /&gt;
;Pistol ammo&lt;br /&gt;
:the Gyrojet pistol has two types of ammo. The full statline will be provided below. One of these is fabricated but identical to what is listed in Hero Lab.&lt;br /&gt;
*Gyrojet ammo&lt;br /&gt;
** +0 DV, +0 AP. 12F availability. 80¥/10 rounds.&lt;br /&gt;
*Gyrojet SnS&lt;br /&gt;
** -2S(e), -5 AP. 14R availability. 160¥/10 rounds.&lt;br /&gt;
&lt;br /&gt;
;Rocket ammo&lt;br /&gt;
:Below are Gyrojet ammunitions that were not listed with stats in Run &amp;amp; Gun. Please find the following stats for them;&lt;br /&gt;
*Gyrojet Plus Rockets&lt;br /&gt;
** +1P AP-- 16F 200¥&lt;br /&gt;
*Gyrojet Taser Rockets&lt;br /&gt;
** Whenever a Called Shot calls for this, use our Gyrojet Stick n Shock rounds instead.&lt;br /&gt;
*Gyrojet Tracker Rockets with Security Tag&lt;br /&gt;
** — — — 14F 200¥&lt;br /&gt;
*Gyrojet Tracker Rockets with Stealth Tag&lt;br /&gt;
**  — — — 16F 125¥&lt;br /&gt;
&lt;br /&gt;
====Flechettes====&lt;br /&gt;
*Weapons with flechette as part of their damage code default can only fire flechette rounds. This does not include SnS flechettes.&lt;br /&gt;
*SnS flechettes can only be loaded into shotguns. &lt;br /&gt;
&lt;br /&gt;
====Maker Mags====&lt;br /&gt;
*Cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades are not permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.&lt;br /&gt;
&lt;br /&gt;
====Rockets====&lt;br /&gt;
*All missile/rocket launchers can fire rockets or missiles. Missiles gain the additional benefit:&lt;br /&gt;
**A user may make an active targeting test as a simple action:&lt;br /&gt;
***Vehicle-mounted launchers roll Gunnery + Agility/Logic [Mental OR Sensor Rating].&lt;br /&gt;
***Metahuman/critter carried launchers roll Heavy Weapons + Logic [Mental].&lt;br /&gt;
**The user gets a modifier on this test based on the Signature Table.&lt;br /&gt;
***Metahuman/critter targets roll Sneaking + Agility [Physical].&lt;br /&gt;
***Rigged vehicle/drone targets roll Sneaking + Reaction/Intuition [Handling].&lt;br /&gt;
***Autonomous vehicle/drone targets roll Pilot + [Model] Evasion [Handling].&lt;br /&gt;
**If the active targeting test succeeds, net hits on this test act as a defense penalty when making the next direct fire at that target. Note that the target may not run for their life unless the missile misses. This active targeting bonus only lasts for one attack.&lt;br /&gt;
**If, for some reason, an active targeting test succeeds and is not used in the same pass, the target may spend a simple action to evade detection: reroll the active targeting test. If the target succeeds, net hits on their test reduce the defense penalty from active targeting (to a minimum of 0).&lt;br /&gt;
**Missiles have no other benefit aside from damage. They do not have their own sensor rating.&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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Character_Generation_and_Maintenance&amp;diff=152693</id>
		<title>Rulings/Character Generation and Maintenance</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Character_Generation_and_Maintenance&amp;diff=152693"/>
		<updated>2026-04-03T10:58:57Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Metatypes and Metasapients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===X-Card and Roleplay Safety Systems===&lt;br /&gt;
The [[Charter#1:_The_Right_Not_to_be_Forced_to_Continue_and_Abandon_or_Cease_Uncomfortable_Scenes_.28Global_X-Card.29|X-Card]] and similar roleplay safety systems are honored when used and treated with respect and dignity. See [[The X-Card: A Guide for ShadowHaven GMs]] and [[Roleplay Safety Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Approved Books===&lt;br /&gt;
&lt;br /&gt;
We do not use any German-exclusive or 2050 content. For specific instructions on setting up Chummer, see [[ShadowHaven_Reloaded:Chummer_Setup|Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
*Assassin&#039;s Primer&lt;br /&gt;
*Aetherology &lt;br /&gt;
*Battle of Manhattan&lt;br /&gt;
*Better than Bad&lt;br /&gt;
*Bloody Business&lt;br /&gt;
*Book of the Lost&lt;br /&gt;
*Bullets and Bandages†&lt;br /&gt;
*Chrome Flesh&lt;br /&gt;
*Cutting Aces&lt;br /&gt;
*Data Trails&lt;br /&gt;
*Dark Terrors&lt;br /&gt;
*Forbidden Arcana&lt;br /&gt;
*Gun Heaven 3&lt;br /&gt;
*Hard Targets&lt;br /&gt;
*Howling Shadows&lt;br /&gt;
*Kill Code&lt;br /&gt;
*Krime Catalogue&lt;br /&gt;
*Lockdown&lt;br /&gt;
*No Future&lt;br /&gt;
*Rigger 5.0&lt;br /&gt;
*Run and Gun&lt;br /&gt;
*Run Faster&lt;br /&gt;
*Sail Away, Sweet Sister&lt;br /&gt;
*Shadow Spells&lt;br /&gt;
*Shadowrun 5th edition&lt;br /&gt;
*Shadows in Focus: Butte&lt;br /&gt;
*Shadows in Focus: Metrópole&lt;br /&gt;
*Shadows in Focus: San Francisco&lt;br /&gt;
*Shadows In Focus: Sioux Nation: Counting Coup&lt;br /&gt;
*Splintered State&lt;br /&gt;
*Stolen Souls&lt;br /&gt;
*Street Grimoire&lt;br /&gt;
*Street Lethal&lt;br /&gt;
*The Complete Trog&lt;br /&gt;
*The Seattle Gambit&lt;br /&gt;
*The Vladivostok Gauntlet&lt;br /&gt;
&lt;br /&gt;
† Only sections titled &amp;quot;New Qualities&amp;quot; (BB 11-12), &amp;quot;New Drugs, Toxins and Pathogens&amp;quot; (BB 19-21), &amp;quot;New Spells and Powers&amp;quot; (BB 21-22) and &amp;quot;New Gear&amp;quot; (BB 22-23).&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
*Priority and Sum-to-Ten are the permitted character generation types. Most characters will be built using Standard rules (As opposed to Prime Runner/Street Level). However, it is possible to create characters using the [[#Creating Prime Runners|Prime Runner]] rules (see below).&lt;br /&gt;
&lt;br /&gt;
===Character Slots===&lt;br /&gt;
&lt;br /&gt;
*Players are allotted 3 character slots. They may buy additional slots for 10 [[GMP]] each. When doing this, post a comment to your /r/ShadowHavenChargen thread with how much GMP you spent.&lt;br /&gt;
*Extralife prime slots are exempt from this limit.&lt;br /&gt;
&lt;br /&gt;
====Unretiring Characters====&lt;br /&gt;
&lt;br /&gt;
*Players may unretire a character so long as they haven&#039;t filled that slot yet. It isn&#039;t required, but it would be more fun if you included a short statement about how the character got dragged back into the shadows after escaping. For some examples: &lt;br /&gt;
**You have 3 standard slots with 2 characters. You retire character #2 and have a 3rd character approved. As long as you don’t have a 4th character approved before unretiring character #2, you may unretire them.&lt;br /&gt;
**You have 3 slots filled with 3 characters. You retire 1 character and submit a new character. Eventually, you retire another character or gain a new slot. You cannot unretire the first character retired.&lt;br /&gt;
**You have 3 character slots and 1 prime slot. You have 2 standard PCs and 1 prime PC. You retire the prime PC and submit a new prime PC. Even though you have kept a slot open the entire time you may not ever unretire the first prime character, since the slot it was occupying has been filled.&lt;br /&gt;
*Essentially, this is intended as a safeguard against people retiring their characters and regretting it, not as a way to allow people to play more characters than would normally be permitted.&lt;br /&gt;
*If the character slot was used for another PC already, once a year you can unretire any past PC as long as you have an appropriate slot available (default or prime). This excludes characters that were forcibly retired. If rules have changed since then, they must be adjusted appropriately to be gameplay legal. For minor adjustments, open a Council ticket.&lt;br /&gt;
*Please reduce any real world based timers to remove the time the character was retired. These clocks increment for only active characters.&lt;br /&gt;
&lt;br /&gt;
====Creating Prime Runners====&lt;br /&gt;
&lt;br /&gt;
*Players may purchase prime generation character slots at the cost of 100 [[GMP]] per slot, with a maximum of three prime generation slots.&lt;br /&gt;
*Prime generation slots purchased through our charity events count towards the limit of three slots, but have no GMP cost. You must always mark on your character&#039;s wiki page the source of the prime generation whether that is something like our extra life events or if it was purchased.&lt;br /&gt;
&lt;br /&gt;
===Attributes at Character Generation===&lt;br /&gt;
&lt;br /&gt;
*Physical and mental attributes with an unaugmented value of 1 represent severe handicaps. Often, these lead to poor gameplay, overly narrow characters, and/or a quick demise. As such, characters are limited to a single unaugmented attribute of 1, calculated using the full-body average for any cyberlimbs. Only permanent attribute augmentations count. Additionally, players are expected to provide at least some in-game justification at chargen for such a handicap (e.g. the Paraplegic quality, a metagenic defect etc.); these are not just numbers on a sheet.&lt;br /&gt;
&lt;br /&gt;
====Full Body Average====&lt;br /&gt;
&lt;br /&gt;
*For the purposes of determining &amp;quot;full body average&amp;quot; for Agility and Strength when cyberlimbs are involved, the average is determined using each limb and your torso (natural attribute). Cyberskulls should be disabled when [[Chummer_Setup#Character_Options|setting up Chummer]].&lt;br /&gt;
&lt;br /&gt;
===Metatypes and Metasapients===&lt;br /&gt;
*The optional rules for playable free insect spirits (DT 32) will not be used. At all.&lt;br /&gt;
*Pixies are not permitted for player use.&lt;br /&gt;
*Orks and Trolls are able to use their tusks and horns as “bioweapon implants” per Chrome Flesh Pg 120-122. These attacks can be made at normal +2 accuracy.&lt;br /&gt;
*The following metatypes may use horns.&lt;br /&gt;
** Fomorian, Troll, Satyr, Oni &lt;br /&gt;
*The following metatypes may use tusks&lt;br /&gt;
**Cyclops, Troll, Minotaur, Fomorian, Ork, Oni, Ogre.&lt;br /&gt;
*The following metatypes may use fangs&lt;br /&gt;
**Hobgoblins&lt;br /&gt;
*Centaurs now have a movement speed of 2x/6x and add 4/hit sprinting.&lt;br /&gt;
&lt;br /&gt;
===Logic Maximum===&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/11coaqn/all_metatypes_have_minimum_6_max_log/ --&amp;gt;&lt;br /&gt;
*Metatypes with maximum Logic less than 6 in source material are adjusted to have maximum Logic 6.&lt;br /&gt;
&lt;br /&gt;
===Shifter Attribute Improvement===&lt;br /&gt;
*Increasing the higher value of an attribute between the metahuman and animal form will also increase the lower one for free. Karma costs are refunded retroactively.&lt;br /&gt;
**Example: A bear shifter has 6 Strength in bear form and 3 in metahuman form. By increasing the bear form&#039;s 6 Strength to 7 and paying the appropriate cost, he may upgrade the metahuman form&#039;s Strength from 3 to 4 for free.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
*The default is for players to choose their contacts from the already made [[:Category:Public Contacts|public contacts]]. We additionally allow the option to create and stat out your own contact. [[Contact_Rules|ShadowHaven uses a custom contact system you can read about here]].&lt;br /&gt;
&lt;br /&gt;
===Latent Awakening/Emergence===&lt;br /&gt;
&lt;br /&gt;
Mundane PCs may pay karma to Awaken or Emerge post-gen. The karma costs are extreme. &lt;br /&gt;
*Latent Awakening/Emergence:&lt;br /&gt;
*Cost: Special&lt;br /&gt;
*Requirements: Mundane, at least 1 essence&lt;br /&gt;
*Not everyone Awakens or Emerges early. Such was not the case for you, though you always had the spark within you. The cost for this quality is variable, with a base value of 155 karma. Then, add the karma cost of the quality you are buying (5 for Aware, 15 for Technomancer or Aspected Magician including Explorer, 20 for Adept and 40 for Magician or Mystic Adept). Next, add an amount based on your current essence:&lt;br /&gt;
*5 karma if you have 6 essence.&lt;br /&gt;
*15 karma if you have 5 essence.&lt;br /&gt;
*30 karma if you have 4 essence.&lt;br /&gt;
*50 karma if you have 3 essence.&lt;br /&gt;
*75 karma if you have 2 essence.&lt;br /&gt;
*105 karma if you have 1 essence.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are now a mystic adept, you may pay 5 karma per power point you gain. You may gain up to current essence power points this way. Any mundane-only qualities are lost with no benefit. Any net Ascension Rewards over standard run RVP add to the cost of this quality at 1 RVP to 1 karma. After purchasing this quality, you have a Magic or Resonance score of 1 and follow all normal rules for the new quality henceforth. Any skills or spells need to be purchased separately.&lt;br /&gt;
&lt;br /&gt;
===Infected===&lt;br /&gt;
&lt;br /&gt;
*We allow ghouls, vampires (including the sukuyan variant), gnawers and banshees, bandersnatches, goblins, dzoo-noo-qua, fomóraig, grendels and loup-garou (with restrictions, see below) on ShadowHaven. PCs are not sterile unless they have the Sterile quality, so your teammates may be extra cautious around you.&lt;br /&gt;
*For all infected PCs, optional infected powers may not be bought at chargen.&lt;br /&gt;
*Strain 1 infected cannot take State of Purity.&lt;br /&gt;
*We allow loup-garou under the following conditions:&lt;br /&gt;
**Loup-garou must be implanted with at least a rating one adrenaline filter (DT 163), and must leave it on at all times.&lt;br /&gt;
**Loup-garou are considered to be at the peak of their cycle on the run before they pay rent.&lt;br /&gt;
*Essence lost from ware reduces the maximum essence they can store. (as per raw)&lt;br /&gt;
*Strain 1 can not take 6 or more essence worth of ware. (i.e they have the same capacity for ware as non-infected)&lt;br /&gt;
*Magic lost to essence loss from ware can not be regained with the methods from RF 141, and has to be raised normally.&lt;br /&gt;
**An infected character&#039;s maximum Magic attribute is reduced by essence lost to ware as outlined on SR5 pg. 278 and is only increased by standard Initiate Grade increases. &amp;lt;!-- Mech head clarification from Synonym RF 141 and SR5 278 relevant sections. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SURGED, Shifters and Extreme Body-Modders===&lt;br /&gt;
&lt;br /&gt;
*We acknowledge that SURGElings/shifters/extreme body-mod characters run up against other Internet subcultures, but this community is not a place to explore such things. You should have an understanding of the lore, ramifications and limitations of each type of character. Please contact Shadowhaven Chargen for resources regarding the nuanced lore of the SURGElings, shifters and extreme body-modders. We would like your help in having these types of PCs represented in a way that enriches the ShadowHaven living campaign.&lt;br /&gt;
&lt;br /&gt;
*ShadowHaven no longer bans player characters intended to look like bug spirits, either through SURGE or body-modding. PCs may have Insectoid Features or have biosculpting to look like bugs. However, be aware that the general populace will want to kill you.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic and Therapeutic Ware===&lt;br /&gt;
*Purely &amp;quot;cosmetic or therapeutic&amp;quot; ware has no essence cost, and no nuyen cost during chargen, [[Rulings/Miscellaneous#Cosmetic_and_Therapeutic_Ware|as described here]].&lt;br /&gt;
&lt;br /&gt;
===Shifters===&lt;br /&gt;
* Bovine shifters will have Natural Weapon (Goring Horns, DV (STR + 2)P, Reach —, AP –1)&lt;br /&gt;
* Equine shifters will have Natural Weapon (Kick, DV (STR + 2)P, Reach +1, AP +1)&lt;br /&gt;
&lt;br /&gt;
===Drakes and Changes to Drake Mechanics===&lt;br /&gt;
You may play a drake or latent drake character on the Haven. Please check the following changes and rules clarifications.&lt;br /&gt;
&lt;br /&gt;
;Powers&lt;br /&gt;
*There is no timer on purchasing new drake powers.&lt;br /&gt;
*Hardened Scales now costs 16 karma instead of 6.&lt;br /&gt;
*The draconic tradition remains banned for PCs (see below why).&lt;br /&gt;
*Transcend Form does not benefit from either drake Hardened Armor or drake Mystic Hardened Armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Armor&lt;br /&gt;
*Armor can be purchased that can shift with you between metahuman, drake and Transcended Form uses.&lt;br /&gt;
**The cost is 50% higher than normal for all armor and armor accessories besides chemical seal.&lt;br /&gt;
**The chemical seal armor modification&#039;s cost is 400% higher instead of 50% higher.&lt;br /&gt;
**The armor is obviously able to change size/shape from a cursory visual inspection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Changes&lt;br /&gt;
*Latent Dracomorphosis is unbanned. To become a drake, you will pay another 70 karma. In addition, to gain an awakened quality, further karma costs are required, with details in the Latent Awakening section.&lt;br /&gt;
*For latent drakes, powers are available to be purchased starting the first run after a character has shifted into drake form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Timers&lt;br /&gt;
*There is no timer for drake powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Clarifications&lt;br /&gt;
*Drakes may use any weapon type in drake form. Your hands change shape and size with the transformation, so personalized grip will only work in one form (and penalize the other).&lt;br /&gt;
*Drakes may not be in thrall to great dragons. This makes the draconic tradition unavailable to them. &lt;br /&gt;
*Characters with the Prototype Transhuman quality may not be drakes.&lt;br /&gt;
*The buff to adepts with no augmentations does not apply to drakes. &lt;br /&gt;
*Drakes are immune to HMHVV. They cannot take Carrier or any of the HMHVV qualities. Infected characters or carriers of HMHVV cannot ever have Latent Dracomorphosis or any of the drake qualities.&lt;br /&gt;
*Dracomorph qualities and SURGE are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
===Skill Specializations===&lt;br /&gt;
&lt;br /&gt;
*You may purchase a specialization with skill points even if the rank (or ranks) in the skill were purchased with karma.&lt;br /&gt;
&lt;br /&gt;
===Initiations and Submersions===&lt;br /&gt;
&lt;br /&gt;
*Initiations and submersions are not permitted at chargen.&lt;br /&gt;
*One initiation or submersion may be completed after chargen, but before your first run.&lt;br /&gt;
&lt;br /&gt;
====Paradigm Shift====&lt;br /&gt;
&lt;br /&gt;
*Rather than being a metamagic, paradigm shifts are performed by paying the same amount of karma one would ordinarily have to pay to initiate. Thus, an uninitiated mage must pay 13 karma, while an IG5 mage must pay 28. This does not increase initiate grade or the cost of future initiations. As part of this process, the mage will lose any current traditionalist benefits, if appropriate, and gain any new ones they qualify for based on IG and tradition, as appropriate. They no longer benefit from their current lodge and their reagents are out-of-tradition and thus count for only half, barring special circumstances. Fetishes, spells, foci and bound spirits (including ally spirits) will remain. If there are any inconsistencies or questions about the process, contact a member of the ShadowHaven Council with your concerns.&lt;br /&gt;
*Note that this process does not require formal approval, though it should still be noted on your wiki page. This can only be performed during downtime, or with explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
===Required Contacts===&lt;br /&gt;
&lt;br /&gt;
*All PCs must have a fixer. You may create your own by following our [[Contact Rules]] or select an [[:Category:Fixers|existing fixer]].&lt;br /&gt;
&lt;br /&gt;
===Minimum Age of PCs===&lt;br /&gt;
&lt;br /&gt;
*ShadowHaven has minimum ages for PCs. With the exception of shifters and cyborgs, ShadowHaven PCs have a minimum age of 18.&lt;br /&gt;
*The metahuman form of shifters is minimum age 18.&lt;br /&gt;
&lt;br /&gt;
===Submission Cool Down===&lt;br /&gt;
&lt;br /&gt;
*To prevent the ShadowHaven Chargen team from being overwhelmed, there is a 1 week waiting period between approvals of a player character. Once your character has been approved, we ask that you wait 1 week before submitting another character for review.&lt;br /&gt;
&lt;br /&gt;
===Sexual Themes===&lt;br /&gt;
&lt;br /&gt;
*We as a living community and leadership recognize that Shadowrun as a game and setting explores dark/mature themes. The ultimate bounds of what is acceptable will always be subjective based upon group and GM. In the case of our community, we strive for a standard that takes the setting&#039;s material seriously and allows for the exploration of grittier themes while considering the comfort of the maximum amount of people.&lt;br /&gt;
&lt;br /&gt;
*To this end, submitted characters may not solely be vehicles for the exploration of sexual themes. This includes character art. Of note, cropped versions of hardcore or softcore pornography remain unacceptable after cropping due to their &amp;quot;bedroom eyes&amp;quot; quality. Discretion lies with the ShadowHaven Chargen staff.&lt;br /&gt;
&lt;br /&gt;
===Banned Organizations for PCs===&lt;br /&gt;
&lt;br /&gt;
* Player characters may not belong to any organization that seeks the mass killing or genocide of any metatype, nationality, religion, the Awakened or the Emerged.&lt;br /&gt;
&lt;br /&gt;
* No runners may be active law enforcement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb5yh7/international_shadowrunning_operations/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===International Runners===&lt;br /&gt;
Runners may be internationally located.  Yes anywhere in the world.  This may increase their issues in getting to jobs in Seattle.  What follows are the thematic and mechanic considerations to living outside the Seattle sprawl where most jobs take place.  &#039;&#039;These also apply when moving to other international locations, so long as they are not harder to get to than Seattle.  Trust your GM, trust the process.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Lifestyle Makes Travel Easier====&lt;br /&gt;
*High lifestyle has free jet rental and free international commercial flights.&lt;br /&gt;
*Luxury lifestyle has free jet rental with staff.&lt;br /&gt;
*Private jets tend to have much fewer customs interactions and inspections.&lt;br /&gt;
**There is still room for GMs to intercept a private jet if something extreme happens, but no one is inspecting a private jet in the typical case. Especially one with a corp sinner on board and flying under a corp license.&lt;br /&gt;
&lt;br /&gt;
====Contacts Can Facilitate Travel====&lt;br /&gt;
*Those with the smuggler aspect can help in the vast majority of cases.&lt;br /&gt;
*Those with aspects like “VTOL pilot” have access to vehicles to facilitate travel. Contacts can lend those vehicles or fly them themselves.&lt;br /&gt;
*Fixers can arrange travel via a networking test to find a smuggler.&lt;br /&gt;
*Your runner will have to arrange and pay for these services, letting your GM know before hand that this is a consideration is good etiquette.&lt;br /&gt;
*A group contact can transport a runner anywhere they operate for free.&lt;br /&gt;
**For example, an Ancients member can travel to the following cities freely: Boston, New York, New Jersey, Baltimore, Milwaukee, Chicago, Los Angeles, Denver, Atlanta, Miami, San Francisco, England, France, Germany, Spain, and Tir Tairngire.&lt;br /&gt;
**This has the typical downside that the group knows what you are doing. See the group contact rules.&lt;br /&gt;
**Influence can be expanded via “stronghold runs”, contact thematics to make arrangements for your group to establish a new stronghold and unlock a new city.&lt;br /&gt;
**In some cases, a group may be willing to transport a group member’s whole team. The group member stakes their reputation in ensuring the team’s decent conduct.&lt;br /&gt;
&lt;br /&gt;
===Advisements===&lt;br /&gt;
====Lifestyle Location Advisement====&lt;br /&gt;
&lt;br /&gt;
*If your character&#039;s primary lifestyle is located outside of the city the mission takes place in and you lack a rail pass that is connected to the mission city, you will likely incur transportation fees and fatigue before runs, at GM discretion. The cost of a plane ticket between two cities is half the distance between the two cities in kilometers plus 100¥. &lt;br /&gt;
**Seattle is connected, via rail, to San Francisco.&lt;br /&gt;
&lt;br /&gt;
====Social Skills Advisement====&lt;br /&gt;
&lt;br /&gt;
*The ShadowHaven Council has ruled to officially recommend, but not require, at least 4 Etiquette dice. Having low dice pools in Etiquette can lead to difficulties on runs. The Council will be unsympathetic if negative events happen on a run due to a low Etiquette dice pool.&lt;br /&gt;
&lt;br /&gt;
====SINs====&lt;br /&gt;
&lt;br /&gt;
*Having a (fake) SIN is required for every day activities (like shopping, walking around in downtown etc). As such you&#039;ll need to either have a fake SIN, burner fake SIN, a real SIN (do not use your real SIN for crime). Any SIN below Rating 3 is largely useless when checked.&lt;br /&gt;
*All characters will be required to have at minimum a rating 3 burner sin, rating 3 fake sin, or the sinner quality in order to have a character approved. Exceptions to this rule are possible with chargen head approval.&lt;br /&gt;
&lt;br /&gt;
===Phobia / Allergy===&lt;br /&gt;
*Please see [[Approved Qualities]] for a list of phobias and allergies they have been previously approved and ar what grade they are considered.  This is not a complete list and other options can be approved during character review as normal.&lt;br /&gt;
&lt;br /&gt;
==Maintaining a Character==&lt;br /&gt;
===Burning Edge===&lt;br /&gt;
&lt;br /&gt;
*On ShadowHaven, characters  remain playable after burning edge on most runs. This does not mean there is no hardship in a near-death experience, but players should be able to run with their character again with scars from their experience which are not overwhelming, should they choose to continue to run.&lt;br /&gt;
&lt;br /&gt;
===Gaining Positive Qualities and Buying Off Negative Qualities===&lt;br /&gt;
&lt;br /&gt;
*Players are allowed to purchase positive qualities and buy off negative qualities, outside of character generation. Please record the quality purchase in the relevant channel in the Discord.&lt;br /&gt;
*Most qualities do not need approval, you simply need to post that you bought it and a justification for why you bought it, but some do. &lt;br /&gt;
**Qualities that require approval are approved by members of the Thematics Team. They also have veto power over all quality purchases. Below are qualities that must be approved by members of the Thematics team, which is subject to expansion, or by a GM after a run:&lt;br /&gt;
***Made Man (RF 148)&lt;br /&gt;
***Chosen Follower (FA 35)&lt;br /&gt;
***Any Infected Quality (RF 136-141)&lt;br /&gt;
***SURGE I-III (RF 101, 103, 109, 111-123)&lt;br /&gt;
***Solid/Legendary Rep (RF 149)&lt;br /&gt;
&lt;br /&gt;
===Training Time===&lt;br /&gt;
&lt;br /&gt;
*Training time for attributes, skills, martial arts and specializations is removed. However, GMs may enforce the normal training time rules during a run.&lt;br /&gt;
&lt;br /&gt;
*Due to removing training time, several qualities must change. See [https://shreloaded.net/wiki/Rulings/Miscellaneous#Qualities_affecting_Training Altered Qualities].&lt;br /&gt;
&lt;br /&gt;
===Delivery Time and Gear Acquisition and Upgrading===&lt;br /&gt;
===Gear Acquisition===&lt;br /&gt;
*Gear at or under availability 12 can be purchased without rolling or paying a finder&#039;s fee.&lt;br /&gt;
*You cannot purchase items with availability above 19, unless it is upgradable (i.e., has a rating). Exceptions:&lt;br /&gt;
**You cannot purchase foci over availability 19, even though they are otherwise upgradable and have a rating.&lt;br /&gt;
**Missiles are considered an upgrade to rockets.  If the same style of rocket&#039;s base availability is under 19 the missile equivalent can be purchased normally.&lt;br /&gt;
*Items beyond availability 19 may be obtained as run rewards with Thematics approval.&lt;br /&gt;
**Once obtained these items can be upgraded without further runs provided they could normally be upgraded.&lt;br /&gt;
*The Awakened or Emerged may only gain a chance to purchase deltaware as a run reward for semiprime or prime runs.&lt;br /&gt;
**For mundane PCs, there are no restrictions on getting deltaware.&lt;br /&gt;
*Delivery time while in-play on a table remains unchanged. GMs are free to and encouraged to allow immediate or near-immediate purchases of items at or below 12 Availability, including illegal items, assuming the PCs are not under undue time pressure. GMs are free to truncate any other delivery time on their table as they deem fit.&lt;br /&gt;
*Delivery time while not in-play on a table is immediate. A successful or tied availability test indicates that the player may add the item to their character&#039;s sheet immediately for the appropriate cost. In the event that a character fails a test, they must wait twice the normal delivery time for that item before they may try again to acquire that item through the same vector. In this case, a vector is a particular PC rolling Negotiation against availability to acquire an item (note, one cannot roll Negotiation to get gear for another PC outside of a run) or an NPC rolling their appropriate gear acquisition roll as outlined in our [[Contact Rules]]. For example, a character who wishes to acquire an item with a RAW delivery time of 2 days may roll their Negotiation themselves to acquire an item. If they fail, they may not attempt to roll for that item themselves again for 4 days. They may, however, still have an appropriate contact attempt to acquire it before that time. For these purposes, time is tracked in real time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |RAW Delivery Times&lt;br /&gt;
|-&lt;br /&gt;
|Gear Cost&lt;br /&gt;
|Cool down&lt;br /&gt;
|-&lt;br /&gt;
|Up to 100¥&lt;br /&gt;
|6 hours&lt;br /&gt;
|-&lt;br /&gt;
|101 nuyen to 1000¥&lt;br /&gt;
|24 hours&lt;br /&gt;
|-&lt;br /&gt;
|1001 nuyen to 10000¥&lt;br /&gt;
|2 days&lt;br /&gt;
|-&lt;br /&gt;
|10001 nuyen to 100000¥&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|More than 100000¥&lt;br /&gt;
|1 month&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Upgrades=====&lt;br /&gt;
*You can upgrade (paying only the difference in cost) anything that has a rating, as well as commlinks, cyberdecks, rigger control consoles and Pi-Tacs &amp;lt;!-- Mech Clarification for the pi-tacs --&amp;gt; and any cyberware or bioware. You must still make the availability roll for the upgrade.&lt;br /&gt;
*Regarding the above, prebuilt cyberdecks are upgradable into other prebuilds or custom deck cores. Customized decks cannot be upgraded into prebuilds, as corps don&#039;t accept your ramshackle homebrew circuitry.&lt;br /&gt;
*Bone Lacing can be upgraded from one form to the next better, plastic -&amp;gt; aluminum -&amp;gt; titanium.&lt;br /&gt;
*When upgrading a SIN using our upgrade rules, one may also upgrade the licenses attached to that SIN without making an availability test for each license. Only one test, for the base SIN, is required.&lt;br /&gt;
*Items with capacity may have new things put into the capacity without needing to rebuy the item. If this changes the availability of the item and/or it has its own availability, roll against the highest new availability. Notably, this extends to cyberlimbs and armor.&lt;br /&gt;
**Adding something to armor that doesn&#039;t take capacity but does change the availability of the armor will also use these upgrade rules.&lt;br /&gt;
&lt;br /&gt;
===IRL Timers and Backdating===&lt;br /&gt;
*Things with IRL timers may now be backdated to their earliest possible qualifying date so that you cannot miss your timer. For example, if your mundane PC has been in play for 6 months, but only taken 1 mundane ascension, you may take two more ascensions (treating them as having been taken at their earliest possible date).&lt;br /&gt;
&lt;br /&gt;
===Initiations and Submersions===&lt;br /&gt;
&lt;br /&gt;
*Initiations remain linked to real-life passage of time, however, the timeframes differ from RAW. An Awakened character may initiate after chargen, but time progression for future initations starts after the first run is completed.&lt;br /&gt;
*This does not require a roll and does not take any time, but costs the normal amount of karma.&lt;br /&gt;
*If the first initiation is performed after a character is approved but before the first run, the second initiation for a full magician or mystic adept may not be undertaken until 6 real-life weeks have passed from the first run, requires no time or roll and costs the usual amount of karma. &lt;br /&gt;
**Each additional initiation adds an additional 2 weeks to this timer. There is no upper cap on how long one must wait before initiating again. Other types of Awakened must wait half as long as magicians and mystic adepts, but must still pay the normal karma cost.&lt;br /&gt;
**This means the formula for how long after your previous initiation you must wait in order to initiate again for mystic adepts and magicians is (4+2*(Current Initiate Grade)) weeks.&lt;br /&gt;
**For all other forms of Awakened, the formula is (2+1*(Current Initiate Grade)) weeks.&lt;br /&gt;
&lt;br /&gt;
*Submersions, as per RAW, have no roll required, no time and no cooldown.&lt;br /&gt;
&lt;br /&gt;
====Ordeals====&lt;br /&gt;
&lt;br /&gt;
*Characters who undertake a qualifying run for an ordeal within 1 week before or after an initiation or submersion may refund 10% of the cost (rounded down) of a single initiation or submersion. No other discounts on the karma cost initiations or submersions, regardless of source, are valid, and this discount may not be stacked multiple times.&lt;br /&gt;
&lt;br /&gt;
*Karma discounts for ordeal runs (initiation/submersion) do not count against RVP.&lt;br /&gt;
&lt;br /&gt;
*Nine Paths of Enlightenment (SG 140), Asceticism (SG 141), Familiar (SG 142), Hermit (SG 142), Sacrifice (SG 142) and Thesis/Masterpiece (SG 142) initiatory ordeals are banned.&lt;br /&gt;
&lt;br /&gt;
*Metaplanar Quest (SG 140) and Deed (SG 141) require a run focused around them.&lt;br /&gt;
&lt;br /&gt;
*Geas (SG 142) requires explicit Thematics approval from the Thematics Head or one duly deputized by the current Thematics Head. &lt;br /&gt;
**Geas must also be noted on the PC&#039;s wiki page in a separate section so GMs can easily interact with them.&lt;br /&gt;
&lt;br /&gt;
===Medical Needs and Downtime===&lt;br /&gt;
&lt;br /&gt;
*All health is restored at the end of a run, unless the GM tells you the run occurs in the same pocket universe as the previous run.&lt;br /&gt;
&lt;br /&gt;
*Cyberware, bioware, geneware and other augmentations requiring surgery or vat time are installed instantly, without the need for healing.&lt;br /&gt;
&lt;br /&gt;
===Downtime Edge===&lt;br /&gt;
&lt;br /&gt;
*If edge is used during downtime, it can be regained after the start of the next run. That is, you start with the lost edge but start regaining it with normal rest in play. At the end of a run, all edge is regained.&lt;br /&gt;
&lt;br /&gt;
===WFTM / WFTP===&lt;br /&gt;
&lt;br /&gt;
After a run, you may convert awarded karma into Nuyen (Working for the Man), or vice versa (Working for the People) at a ratio of 2000¥ to 1 karma. This can be done up to 5 times per run. For example, your initial rewards for a run are 7 Karma and 10,000¥. You Work for the Man, converting 5 karma into 10,000¥, making your final rewards 2 Karma and 20,000¥.&lt;br /&gt;
&lt;br /&gt;
In any case, you must document this in the paperwork channel on the Discord server.&lt;br /&gt;
&lt;br /&gt;
===Character Development Points===&lt;br /&gt;
&lt;br /&gt;
*Contacts can be purchased and upgraded via [[CDP]], a new system which encourages story-driven character growth outside of core competencies. CDP (Character Development Points) are a new run reward separate from RVP. It can be used to upgrade knowledge skills and buy or upgrade contacts. It may not be used for any other purpose. GMs should feel free to suggest CDP expenditures to reflect lessons learned and contacts made during a run. Players can work together and contribute CDP to a public contact to globally boost that contact’s Connection Rating. For the purposes of awarding contacts on a run at GM discretion, the GM may convert RVP from the run rewards into CDP at an exchange rate of 1 [[RVP]] = 2 CDP. This may be used for buying or upgrading contacts in accordance with the [[Contact_Rules#Buying_and_Upgrading_Contacts|contact rules]].&lt;br /&gt;
&lt;br /&gt;
*Players will receive 2 CDP per run. This can be increased with Thematics approval for low payout (for example hooding) or failed runs.&lt;br /&gt;
&lt;br /&gt;
*CDP can alternatively be spent on knowledge skills, at a rate equivalent to karma. While not required, it is considered tradition to spend some CDP on knowledge skills which reflect the runs your character has been on, showing things learned over their career.&lt;br /&gt;
&lt;br /&gt;
===Resubmit Rules===&lt;br /&gt;
&lt;br /&gt;
====Voluntary Resubmit Rules====&lt;br /&gt;
&lt;br /&gt;
*At any given time, a player may choose to resubmit an approved character for a respec or full rebuild. The resubmitted character must go through the approval process again. The character can keep run rewards from one previous run it was on, before the resubmit. It loses all other run rewards, initiations, metamagics, post-gen gear etc. GMP invested into the character is not refunded. A character may be resubmitted as a prime-gen character should the player have an open prime slot.&lt;br /&gt;
*All relevant timers, initiation or otherwise, will be considered linked to the date of the kept run.&lt;br /&gt;
&lt;br /&gt;
====Triggered Resubmit Rules====&lt;br /&gt;
&lt;br /&gt;
*Occasionally, the rules on ShadowHaven may change. This could be due to the release of a new book, recognition that a mechanic is problematic, introduction of new house rules or a new ruling. When this happens, council may allow full or partial resubmits for some or all characters. A player may (or occasionally must) elect to resubmit a character. The resubmitted character must go through the approval process again. The character may keep *all* prior run rewards (whether they are karma, nuyen, constrained purchases of gear, contacts, etc.). All GMP invested into the character may be freely reassigned to the same character. GMP does not need to be spent at the time of the resubmit, but it may not be transferred to another character, player or spent on non-character purchases (such as an additional or prime-gen character slot). A character may not be resubmitted using a different character generation scheme (normal or prime-gen).&lt;br /&gt;
&lt;br /&gt;
*Any event which allows for triggered resubmits will be called out explicitly in the post. It will specify which characters are allowed or mandated to do so and any other constraints attached to the process.&lt;br /&gt;
&lt;br /&gt;
====Permitted Minor Changes====&lt;br /&gt;
&lt;br /&gt;
*Sometimes, purchases are made due to a misunderstanding of the mechanics behind it. Minor changes, such as requesting to change a specialization out or swap a spell for a different spell, may be permitted. These are handled on a case by case basis. Please open a leadership ticket for the Council to consider.&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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=152671</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=152671"/>
		<updated>2026-03-28T19:07:32Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Downtime Binding */&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;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&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 attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility 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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Adept_Ways_Expansion&amp;diff=152670</id>
		<title>Adept Ways Expansion</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Adept_Ways_Expansion&amp;diff=152670"/>
		<updated>2026-03-28T18:45:44Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Part of Me */&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;
*Reduces the opposing dice pool when targeting an inanimate object in your possession for a magic skill test by IG dice.&lt;br /&gt;
*This may be performed IG times per day.&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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=The_Brazen_Bull&amp;diff=152586</id>
		<title>The Brazen Bull</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=The_Brazen_Bull&amp;diff=152586"/>
		<updated>2026-03-22T16:58:06Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterInfobox&lt;br /&gt;
|YourWikiUsername = Bulldogc&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Bronzebull.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= &lt;br /&gt;
|header2= Pit Fighter&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @bulldogc&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/bulldogc]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Minotaur&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 2&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 2&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=32&lt;br /&gt;
|Bonuses=12&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = June 17 2066&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month= 06&lt;br /&gt;
|Day= 17&lt;br /&gt;
|Year= 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/12ZKifaoV4c5dyPdV8o05DW-LIbbLyynR?usp=drive_link]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - A &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = # Max Ascension&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened. If you are a techno you may just delete this part from label17 to the delete pointer.--&amp;gt;&lt;br /&gt;
|Month=09&lt;br /&gt;
|Day=10&lt;br /&gt;
|Year=2084&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}} &amp;lt;!-- delete until this line if you are a techno. --&amp;gt;&lt;br /&gt;
|label18 = # Ascensions Taken&lt;br /&gt;
|data18 = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A durable pit fighter looking to make a name for himself in the streets and elevate his lifestyle.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Get a better house.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Become well known locally&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Bulk out all of his limbs&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Do some community service.&lt;br /&gt;
&lt;br /&gt;
Learn more about Seattle Software and Special Investigations and his role in the organization.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Atticus&#039; first memories are those of a Horizon training ground. He was drilled from the start to fight protect and die for his charge. The product of genetic experimentation, scientists hoping to produce a more human friendly trog without sacrificing their strength and durability. The goal, make them smarter, easier to look at, and much more loyal. To this end he was augmented and trained for one purpose, protection. While physically successful the scientists missed key personality traits which led Atticus to be brash, violent, and withdrawn. While these traits might make a reasonable soldier if properly trained he was insufficient as a bodyguard. Atticus was transferred to a military theater where his invested ware could be put to better use. Not long after arriving at his new barracks Atticus escaped, despising the confines of military life.&lt;br /&gt;
&lt;br /&gt;
Atticus drafted for a few years eventually making his way to Seattle where he hoped to be able to disappear. He took up the mantle The Brazen Bull, and began doing the one thing he knew well, fight and win. He rather liked the life, blood sport suited him but he hated the pay and yearned for more. This yearning led him to the shadows where he sells his muscle to teams needing the support. BB continues to spend many nights in the arena and on his off nights performing runs through his fixer the arena master.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Biocompatibility - Despite his weakened immune system, all the ware implanted into Atticus&#039; body has left his mind more willing to accept artificial parts.&lt;br /&gt;
&lt;br /&gt;
Black Market Pipeline - Dr. Wallace is Atticus&#039;s personal streetdoc and Wallace is bit fan of the fights and total body modding. As a result he has offered Atticus a discount on his cyber enhancements.&lt;br /&gt;
&lt;br /&gt;
Fame: Local - Atticus has earned a name for himself in the Dallas fighting pits, trideos of these fights have made their back to Seattle and have made him a bit of a local legend. He&#039;s got a new manager and is ready to make this fame work for him. Will this new found fame tip off his pursuers to his location? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
Panzer -  Atticus is a really imposing figure and that figure is great at striking fear into the hearts of his enemies.&lt;br /&gt;
&lt;br /&gt;
Ronin - Atticus is a one man army and willing to do what ever he is paid for, his reputation reflects that.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
Prototype gone wrong?(Prototype trans human, Superhuman Psychosis, Wanted) - Atticus is a vat baby grown in a Horizon lab. An attempt to breed out some of the less desirable traits common to his trogg brothers. Hoping to make better high grade body guards. Their explements were somewhat successful, creating a more pleasant looking troll but also managing to greatly expand on some of their negative social traits.&lt;br /&gt;
&lt;br /&gt;
A product of the arena (Addiction kami/betameth, Distinctive Style, Weak immune system) - With little skills beyond killing Atticus needed to make a living and he has found that calling in the pits as a gladiator. Like most in his profession, he is addicted to combat stims and likes his flair. Atticus&#039; body has been replaced by Bronze plated &amp;quot;chrome&amp;quot;. His body has been altered to appear more bull like and he has steamers implanted in his nose to complete the look. All this augmentation has put a major strain on his immune system leaving him more susceptible to disease than most.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Henry Wallace&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pierce Rogers&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Angi Harris&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mickey Marciano&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ghostwire&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ms. K&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dora Kicker&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Marika&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Seattle Software and Special Investigations&lt;br /&gt;
|Position=Member&lt;br /&gt;
|RepBonus=33&lt;br /&gt;
|RepExpense=30&lt;br /&gt;
|DateJoined=2085-01-14&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
+2 Knight Errant&lt;br /&gt;
&lt;br /&gt;
+2 Blessed&lt;br /&gt;
&lt;br /&gt;
+5 SK&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
-5 Ordo Maximus&lt;br /&gt;
&lt;br /&gt;
-2 CEU&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=Current champion of the Dallas, fort worth &amp;quot;Snake pit&amp;quot;.&lt;br /&gt;
|MidResult=Well known in the fighting pits of Redmond&lt;br /&gt;
|HighResult=Escaped from Horizon custody and is on the run for unknown reasons.&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=Famous pit fighter known to fight with axes.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Thick with armor BB is a deadly package. Able to take many hits and not feel a thing while dishng out stunning punishment.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=When an axe doesn&#039;t quite fit his needs BB will pull out his heavy armaments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Fake SIN (Rating 6) : Atlas Brown&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Weapons License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Restricted Armor License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Restricted Augmentations License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Firearms License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Standing 8&#039;5 (256cm) with tan browned skill and deep red eyes Atticus is an imposing sight. His limbs and head, and body are bronze metal. The project of extreme bio-modding Atticus sports a tail cloven hooves on his feet and a bull like snout. He is never without his golden axe by his side.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
BB sports a sleek trench coat covering a set of PPP customized to fit in with his bronze body theme and to appear like medieval plate armor.&lt;br /&gt;
In heavy combat he trades up to a set of FBA themed to look like bronzed full plate.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Commlink standard.&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&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;
|Aspect 1&lt;br /&gt;
|BB is gathering a bit of a local following via the underground fighting pits. This is great for his ego but he is desperately trying to avoid being located by Horizon bounty hunters.&lt;br /&gt;
|[[A Foreigner in the Ring]]&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=The_Brazen_Bull&amp;diff=152585</id>
		<title>The Brazen Bull</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=The_Brazen_Bull&amp;diff=152585"/>
		<updated>2026-03-22T16:48:30Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterInfobox&lt;br /&gt;
|YourWikiUsername = Bulldogc&lt;br /&gt;
|title = {{PAGENAME}} &amp;lt;!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. --&amp;gt;&lt;br /&gt;
|image= [[File:Bronzebull.png|200px]] &amp;lt;!-- You can change the filename to whatever you like, and upload a picture of your character to be displayed on the wiki. --&amp;gt;&lt;br /&gt;
|header1= &lt;br /&gt;
|header2= Pit Fighter&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @bulldogc&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/bulldogc]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Minotaur&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 2&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 2&lt;br /&gt;
|label11 = Titles and Awards&lt;br /&gt;
|data11 = &lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=32&lt;br /&gt;
|Bonuses=12&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically add +2 CDP for each AAR your character is tagged in. You can note expenses and any bonus CDP you gain above to adjust your current CDP total. --&amp;gt;&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = June 17 2066&lt;br /&gt;
|label14 = Age&lt;br /&gt;
|data14 = {{Age| &amp;lt;!-- Leave this line alone, enter the month, day, and year of birth below in numeric format. Yes, a second time. I know. --&amp;gt;&lt;br /&gt;
|Month= 06&lt;br /&gt;
|Day= 17&lt;br /&gt;
|Year= 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label15 = Folder&lt;br /&gt;
|data15 =[https://drive.google.com/drive/folders/12ZKifaoV4c5dyPdV8o05DW-LIbbLyynR?usp=drive_link]&lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - A &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = # Max Ascension&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run below in numeric format. Set the awakened status to 0 if you are mundane, 1 for Mage/Mystic Adept and 2 for the other awakened. If you are a techno you may just delete this part from label17 to the delete pointer.--&amp;gt;&lt;br /&gt;
|Month=09&lt;br /&gt;
|Day=10&lt;br /&gt;
|Year=2084&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}} &amp;lt;!-- delete until this line if you are a techno. --&amp;gt;&lt;br /&gt;
|label18 = # Ascensions Taken&lt;br /&gt;
|data18 = 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A durable pit fighter looking to make a name for himself in the streets and elevate his lifestyle.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Get a better house.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Become well known locally&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Bulk out all of his limbs&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Do some community service.&lt;br /&gt;
&lt;br /&gt;
Learn more about Seattle Software and Special Investigations and his role in the organization.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Atticus&#039; first memories are those of a Horizon training ground. He was drilled from the start to fight protect and die for his charge. The product of genetic experimentation, scientists hoping to produce a more human friendly trog without sacrificing their strength and durability. The goal, make them smarter, easier to look at, and much more loyal. To this end he was augmented and trained for one purpose, protection. While physically successful the scientists missed key personality traits which led Atticus to be brash, violent, and withdrawn. While these traits might make a reasonable soldier if properly trained he was insufficient as a bodyguard. Atticus was transferred to a military theater where his invested ware could be put to better use. Not long after arriving at his new barracks Atticus escaped, despising the confines of military life.&lt;br /&gt;
&lt;br /&gt;
Atticus drafted for a few years eventually making his way to Seattle where he hoped to be able to disappear. He took up the mantle The Brazen Bull, and began doing the one thing he knew well, fight and win. He rather liked the life, blood sport suited him but he hated the pay and yearned for more. This yearning led him to the shadows where he sells his muscle to teams needing the support. BB continues to spend many nights in the arena and on his off nights performing runs through his fixer the arena master.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Biocompatibility - Despite his weakened immune system, all the ware implanted into Atticus&#039; body has left his mind more willing to accept artificial parts.&lt;br /&gt;
&lt;br /&gt;
Black Market Pipeline - Dr. Wallace is Atticus&#039;s personal streetdoc and Wallace is bit fan of the fights and total body modding. As a result he has offered Atticus a discount on his cyber enhancements.&lt;br /&gt;
&lt;br /&gt;
Fame: Local - Atticus has earned a name for himself in the Dallas fighting pits, trideos of these fights have made their back to Seattle and have made him a bit of a local legend. He&#039;s got a new manager and is ready to make this fame work for him. Will this new found fame tip off his pursuers to his location? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
Panzer -  Atticus is a really imposing figure and that figure is great at striking fear into the hearts of his enemies.&lt;br /&gt;
&lt;br /&gt;
Ronin - Atticus is a one man army and willing to do what ever he is paid for, his reputation reflects that.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
Prototype gone wrong?(Prototype trans human, Superhuman Psychosis, Wanted) - Atticus is a vat baby grown in a Horizon lab. An attempt to breed out some of the less desirable traits common to his trogg brothers. Hoping to make better high grade body guards. Their explements were somewhat successful, creating a more pleasant looking troll but also managing to greatly expand on some of their negative social traits.&lt;br /&gt;
&lt;br /&gt;
A product of the arena (Addiction kami/betameth, Distinctive Style, Weak immune system) - With little skills beyond killing Atticus needed to make a living and he has found that calling in the pits as a gladiator. Like most in his profession, he is addicted to combat stims and likes his flair. Atticus&#039; body has been replaced by Bronze plated &amp;quot;chrome&amp;quot;. His body has been altered to appear more bull like and he has steamers implanted in his nose to complete the look. All this augmentation has put a major strain on his immune system leaving him more susceptible to disease than most.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&amp;lt;!-- You do not need to edit this section. The above stuff will auto-generate a list of runs based on AARs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the contact table. --&amp;gt;&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new contacts below using the HasContact template you see below. To add additional contacts, simply copy/paste one of the blocks below and update it with the name, loyalty, and chips. Everything else is automatically pulled from your contacts page. This template should also add your character to the contacts page automatically after your character has had a run. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dr. Henry Wallace&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Pierce Rogers&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Angi Harris&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Mickey Marciano&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ghostwire&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ms. K&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Dora Kicker&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Marika&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below characters. It&#039;s super important The HasContact template should be used above this point. You may duplicate it as many times as necessary, or leave it blank.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. This is what ends the ContactTable template. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Seattle Software and Special Investigations&lt;br /&gt;
|Position=Member&lt;br /&gt;
|RepBonus=33&lt;br /&gt;
|RepExpense=30&lt;br /&gt;
|DateJoined=2085-01-14&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
+2 Knight Errant&lt;br /&gt;
&lt;br /&gt;
+2 Blessed&lt;br /&gt;
&lt;br /&gt;
+5 SK&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
-5 Ordo Maximus&lt;br /&gt;
&lt;br /&gt;
-2 CEU&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=Current champion of the Dallas, fort worth &amp;quot;Snake pit&amp;quot;.&lt;br /&gt;
|MidResult=Well known in the fighting pits of Redmond&lt;br /&gt;
|HighResult=Escaped from Horizon custody and is on the run for unknown reasons.&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=Famous pit fighter known to fight with axes.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Thick with armor BB is a deadly package. Able to take many hits and not feel a thing while dishng out stunning punishment.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=When an axe doesn&#039;t quite fit his needs BB will pull out his heavy armaments.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Fake SIN (Rating 6) : Atlas Brown&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Weapons License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Restricted Armor License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Restricted Augmentations License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Firearms License&lt;br /&gt;
&lt;br /&gt;
- Fake License (Rating 6) : Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Standing 8&#039;5 (256cm) with tan browned skill and deep red eyes Atticus is an imposing sight. His limbs and head, and body are bronze metal. The project of extreme bio-modding Atticus sports a tail cloven hooves on his feet and a bull like snout. He is never without his golden axe by his side.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
BB sports a sleek trench coat covering a set of PPP customized to fit in with his bronze body theme and to appear like medieval plate armor.&lt;br /&gt;
In heavy combat he trades up to a set of FBA themed to look like bronzed full plate.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Commlink standard.&lt;br /&gt;
&lt;br /&gt;
==Character Plot Hooks==&lt;br /&gt;
&lt;br /&gt;
Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first. &lt;br /&gt;
&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;
|Aspect 1&lt;br /&gt;
|BB is gathering a bit of a local following via the underground fighting pits. This is great for his ego but he is desperately trying to avoid being located by Horizon bounty hunters.&lt;br /&gt;
|[[A Foreigner in the Ring]]&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Railway_Robbery,_Redux&amp;diff=152584</id>
		<title>Railway Robbery, Redux</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Railway_Robbery,_Redux&amp;diff=152584"/>
		<updated>2026-03-22T16:32:21Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Player After Action Reports (AARs) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-02-21&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=archtmag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|The Brazen Bull|Dango|Meepo|Oberon|Holosuu}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&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;
&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;br /&gt;
[[The Brazen Bull]] - &amp;quot;I just took a rocket to the face and didn&#039;t even feel it! How amazing is that! Talking  for real though, Starting to think maybe this gung ho attitude is going to get me hurt. I&#039;ve got a step back and assess a little maybe.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152583</id>
		<title>Aggressive Trading</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152583"/>
		<updated>2026-03-22T16:29:18Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-03-16&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Archtmag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Nu11st@ck|Obsidian|Pacho}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&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;
&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;br /&gt;
[[Nu11st@ck]] - &amp;quot;Not really a huge fan of these kinds of jobs, but money is money and I&#039;ve got to get paid. Really wishing I just sunk that boat at this point though, The J asked for a total wipe and we thought we knew better. I guess maybe we check in next time instead.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152582</id>
		<title>Aggressive Trading</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152582"/>
		<updated>2026-03-22T16:27:57Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Player After Action Reports (AARs) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-03-16&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Archtmag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Nu11st@ck|Obsidian|Runner3|}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&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;
&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;br /&gt;
[[Nu11st@ck]] - &amp;quot;Not really a huge fan of these kinds of jobs, but money is money and I&#039;ve got to get paid. Really wishing I just sunk that boat at this point though, The J asked for a total wipe and we thought we knew better. I guess maybe we check in next time instead.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Railway_Robbery,_Redux&amp;diff=152581</id>
		<title>Railway Robbery, Redux</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Railway_Robbery,_Redux&amp;diff=152581"/>
		<updated>2026-03-22T16:24:44Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: Created page with &amp;quot;{{AARInfobox| &amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;  &amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt; |Date=2087-02-21  &amp;lt;!-- Required: Name of the GM. --&amp;gt; |GM=archtmag  &amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt; |Location=  &amp;lt;!-- Optional: Any factions who were allied to the ru...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-02-21&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=archtmag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|The Brazen Bull|Dango|Meepo|Oberon|Holosuu}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&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;
&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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152580</id>
		<title>Aggressive Trading</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152580"/>
		<updated>2026-03-22T16:23:18Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-03-16&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Archtmag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Nu11st@ck|Obsidian|Runner3|}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&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;
&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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152579</id>
		<title>Aggressive Trading</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Aggressive_Trading&amp;diff=152579"/>
		<updated>2026-03-22T16:22:51Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: Created page with &amp;quot;{{AARInfobox| &amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;  &amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt; |Date=2087-03-16  &amp;lt;!-- Required: Name of the GM. --&amp;gt; |GM=Archtmag  &amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt; |Location=  &amp;lt;!-- Optional: Any factions who were allied to the ru...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-03-16&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Archtmag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Nu11St@ck|Obsidian|Runner3|}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&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;
&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>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152549</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152549"/>
		<updated>2026-03-20T03:44:05Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Redmond===&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=B&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152548</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152548"/>
		<updated>2026-03-20T03:42:13Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343 ~~ red&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Redmond===&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=B&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120 ~~ orange&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152547</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152547"/>
		<updated>2026-03-20T03:39:29Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Redmond===&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=B&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152537</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152537"/>
		<updated>2026-03-20T03:26:50Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152531</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152531"/>
		<updated>2026-03-20T03:21:48Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152528</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152528"/>
		<updated>2026-03-20T03:13:19Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Redmond===&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=B&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152520</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152520"/>
		<updated>2026-03-20T02:23:49Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Coordinates::+]]&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | polygons={{#ask: [[SecurityLevel::+]] [[Is a::District]] &lt;br /&gt;
    | ?AreaCoordinates &lt;br /&gt;
    | format=plainlist &lt;br /&gt;
    | link=none &lt;br /&gt;
    | mainlabel=- &lt;br /&gt;
    | headers=hide &lt;br /&gt;
    | sep=;&lt;br /&gt;
   }}&lt;br /&gt;
 | allow_simplification=false&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
 | cluster=on&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152518</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152518"/>
		<updated>2026-03-20T02:11:26Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Redmond===&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=B&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152511</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152511"/>
		<updated>2026-03-20T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Coordinates::+]]&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | polygons={{#ask: [[SecurityLevel::+]] [[Is a::District]] &lt;br /&gt;
    | ?AreaCoordinates &lt;br /&gt;
    | format=plainlist &lt;br /&gt;
    | link=none &lt;br /&gt;
    | mainlabel=- &lt;br /&gt;
    | headers=hide &lt;br /&gt;
    | sep=;&lt;br /&gt;
   }}&lt;br /&gt;
 | polygonep=;&lt;br /&gt;
 | allow_simplification=false&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152510</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152510"/>
		<updated>2026-03-20T01:55:34Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Redmond===&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |Noise=1&lt;br /&gt;
 |BGC=1&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152507</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152507"/>
		<updated>2026-03-20T01:44:06Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |AreaCoordinates=47.665,-122.145:47.685,-122.145:47.685,-122.100:47.665,-122.100:47.655,-122.120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152506</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152506"/>
		<updated>2026-03-20T01:23:15Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Downtown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152505</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152505"/>
		<updated>2026-03-20T01:19:10Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |AreaCoordinates=47.618,-122.349:47.610,-122.330:47.600,-122.328:47.595,-122.332:47.602,-122.343:47.618,-122.349&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152503</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152503"/>
		<updated>2026-03-20T01:12:42Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Downtown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |AreaCoordinates=47.60,-122.33:47.61,-122.34:47.61,-122.31:47.60,-122.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152502</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152502"/>
		<updated>2026-03-19T23:29:46Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask:&lt;br /&gt;
 [[SecurityLevel::+]]&lt;br /&gt;
 [[Is a::District]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |?SecurityLevel&lt;br /&gt;
 |?AreaCoordinates&lt;br /&gt;
 |?#-Has subobject=Located On&lt;br /&gt;
&lt;br /&gt;
 |format=table&lt;br /&gt;
 |mainlabel=District Name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Coordinates::+]]&lt;br /&gt;
&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | polygons=47.60,-122.33:47.61,-122.34:47.61,-122.31:47.60,-122.3&lt;br /&gt;
 | allow_simplification=false&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152501</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152501"/>
		<updated>2026-03-19T23:20:08Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask:&lt;br /&gt;
 [[SecurityLevel::+]]&lt;br /&gt;
 [[Is a::District]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |?SecurityLevel&lt;br /&gt;
 |?AreaCoordinates&lt;br /&gt;
 |?#-Has subobject=Located On&lt;br /&gt;
&lt;br /&gt;
 |format=table&lt;br /&gt;
 |mainlabel=District Name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Coordinates::+]]&lt;br /&gt;
&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | polygons=47.60,-122.33:47.61,-122.34:47.61,-122.31:47.60,-122.33&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152500</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152500"/>
		<updated>2026-03-19T22:03:28Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask:&lt;br /&gt;
 [[SecurityLevel::+]]&lt;br /&gt;
 [[Is a::District]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |?SecurityLevel&lt;br /&gt;
 |?AreaCoordinates&lt;br /&gt;
 |?#-Has subobject=Located On&lt;br /&gt;
&lt;br /&gt;
 |format=table&lt;br /&gt;
 |mainlabel=District Name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Coordinates::+]]&lt;br /&gt;
&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | kml=https://shreloaded.net/wiki/File:Seattle_Area_Polygon.kmz&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152499</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152499"/>
		<updated>2026-03-19T21:42:05Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Downtown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |SecurityLevel=AAA&lt;br /&gt;
 |AreaCoordinates=47.60,-122.33:47.61,-122.34:47.61,-122.31&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Property:SecurityLevel&amp;diff=152498</id>
		<title>Property:SecurityLevel</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Property:SecurityLevel&amp;diff=152498"/>
		<updated>2026-03-19T21:41:58Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: Created page with &amp;quot;Has type::Text&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Has type::Text]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152497</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152497"/>
		<updated>2026-03-19T21:27:06Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
===Downtown===&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |Security Level=AAA&lt;br /&gt;
 |AreaCoordinates=47.60,-122.33:47.61,-122.34:47.61,-122.31&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152493</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152493"/>
		<updated>2026-03-19T03:58:55Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Coordinates::+]]&lt;br /&gt;
&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | kml=https://shreloaded.net/wiki/File:Seattle_Area_Polygon.kmz&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152492</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152492"/>
		<updated>2026-03-19T03:56:05Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Coordinates::+]]&lt;br /&gt;
&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | kml=File:Seattle_Area_Polygon.kmz&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:Seattle_Area_Polygon.kmz&amp;diff=152491</id>
		<title>File:Seattle Area Polygon.kmz</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:Seattle_Area_Polygon.kmz&amp;diff=152491"/>
		<updated>2026-03-19T03:55:35Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152490</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152490"/>
		<updated>2026-03-19T03:48:53Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Coordinates::+]]&lt;br /&gt;
&lt;br /&gt;
 | ?Coordinates&lt;br /&gt;
 | ?Archetype&lt;br /&gt;
 | ?Faction&lt;br /&gt;
 | ?BackgroundCount&lt;br /&gt;
 | ?Noise&lt;br /&gt;
 | format=leaflet&lt;br /&gt;
 | kml=File:Shadowrun_Map_Unification_Project.kmz&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152488</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152488"/>
		<updated>2026-03-19T03:45:10Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:&lt;br /&gt;
  polygons={{#ask: [[AreaCoordinates::+]]&lt;br /&gt;
&lt;br /&gt;
    | ?AreaCoordinates&lt;br /&gt;
    | mainlabel=-&lt;br /&gt;
    | format=template&lt;br /&gt;
&lt;br /&gt;
    | template=DistrictMapFormat&lt;br /&gt;
    | link=none&lt;br /&gt;
    | delimiter=;&lt;br /&gt;
  }}&lt;br /&gt;
  | color=blue&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152487</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152487"/>
		<updated>2026-03-19T03:43:23Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |Security Level=AAA&lt;br /&gt;
 |AreaCoordinates=47.60,-122.33:47.61,-122.34:47.61,-122.31&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152486</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152486"/>
		<updated>2026-03-19T03:41:38Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:&lt;br /&gt;
  polygons={{#ask: [[AreaCoordinates::+]]&lt;br /&gt;
&lt;br /&gt;
    | ?AreaCoordinates&lt;br /&gt;
    | ?Security Level&lt;br /&gt;
    | mainlabel=-&lt;br /&gt;
&lt;br /&gt;
    | format=template&lt;br /&gt;
    | template=DistrictMapFormat&lt;br /&gt;
    | link=none&lt;br /&gt;
    | delimiter=;&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152461</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152461"/>
		<updated>2026-03-19T02:47:45Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |Security Level=AAA&lt;br /&gt;
 |AreaCoordinates=47.60,-122.33:47.61,-122.34:47.61,-122.31:47.60,-122.33&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152455</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152455"/>
		<updated>2026-03-19T00:59:57Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:&lt;br /&gt;
  {{#ask: [[Is a::District]] [[AreaCoordinates::+]]&lt;br /&gt;
&lt;br /&gt;
   | ?AreaCoordinates&lt;br /&gt;
   | ?Security Level&lt;br /&gt;
   | format=template&lt;br /&gt;
&lt;br /&gt;
   | template=DistrictMapFormat&lt;br /&gt;
   | link=none&lt;br /&gt;
   | sep=&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
 | width=100%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152453</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152453"/>
		<updated>2026-03-19T00:48:27Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:{{#ask: [[Is a::District]] [[AreaCoordinates::+]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | ?AreaCoordinates&lt;br /&gt;
 | ?Security Level&lt;br /&gt;
 | format=template&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | template=DistrictMapFormat&lt;br /&gt;
 | link=none&lt;br /&gt;
 | sep=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | width=100%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Seattle&amp;diff=152451</id>
		<title>Seattle</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Seattle&amp;diff=152451"/>
		<updated>2026-03-19T00:28:23Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: /* Security Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. This describes roughly what purpose the location serves. e.g. Bar, Store, Church, ect. --&amp;gt;&lt;br /&gt;
|Archetype= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required field. You may change the placeholder out for another image if one is available. --&amp;gt;&lt;br /&gt;
|Image=[[File:LocationPlaceholder.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the owner of the location is defined, you may note it here. This will automatically link to their page. --&amp;gt;&lt;br /&gt;
|ICowner= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following 4 lines can optionally be used for any fluff or flavor blurbs you like. --&amp;gt;&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|CreatorsRedditName=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Here you can designate where the location can be found. Metroplex should note the larger area (e.g. Seattle, Montreal, Denver, ect. Neighborhood should make note of the more specific local, e.g. Touristville. &lt;br /&gt;
Please use a format for coordinates that looks like this &amp;quot;47°36&#039; N, 122°19&#039; W&amp;quot; or &amp;quot;47.13276567000101, -122.26650631778706&amp;quot;  This value can be obtained from google maps by right clicking on a location.--&amp;gt;&lt;br /&gt;
|Metroplex=&lt;br /&gt;
|Neighborhood=&lt;br /&gt;
|Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This is where you would write a short description of the location, and optionally upload and include a thumbnail for a map.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
This is for a more detailed description, highlighting specific features using Level 3 sub-headers where reasonably sensible.&lt;br /&gt;
&lt;br /&gt;
==Security Zones==&lt;br /&gt;
{{#subobject:Downtown&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |Security Level=AAA&lt;br /&gt;
 |AreaCoordinates=47.60,-122.33:47.61,-122.34:47.61,-122.31:47.60,-122.33&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#subobject:Redmond&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |Security Level=B&lt;br /&gt;
 |AreaCoordinates=47.67,-122.12:47.68,-122.13:47.67,-122.10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#subobject:Puyallup&lt;br /&gt;
&lt;br /&gt;
 |Is a=District&lt;br /&gt;
 |Security Level=Z&lt;br /&gt;
 |AreaCoordinates=47.18,-122.29:47.19,-122.30:47.18,-122.27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle 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;
==Runs Featuring This Location==&lt;br /&gt;
{{LocationRuns}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152449</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152449"/>
		<updated>2026-03-19T00:25:07Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:{{#ask: [[Is a::District]] [[AreaCoordinates::+]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | ?AreaCoordinates&lt;br /&gt;
 | ?Security Level&lt;br /&gt;
 | format=template&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | template=DistrictMapFormat&lt;br /&gt;
 | link=none&lt;br /&gt;
 | sep=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152443</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152443"/>
		<updated>2026-03-19T00:03:25Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:{{#ask: [[Is a::District]]&lt;br /&gt;
&lt;br /&gt;
 | ?AreaCoordinates#RAW&lt;br /&gt;
 | ?Security Level&lt;br /&gt;
 | format=template&lt;br /&gt;
&lt;br /&gt;
 | template=DistrictMapFormat&lt;br /&gt;
 | link=none&lt;br /&gt;
 | sep=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=47.6062, -122.3321&lt;br /&gt;
&lt;br /&gt;
 | zoom=9&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152441</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152441"/>
		<updated>2026-03-18T23:51:37Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:{{#ask: [[Is a::District]] [[-Has subobject.Category:Locations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | ?AreaCoordinates&lt;br /&gt;
 | ?Security Level&lt;br /&gt;
 | format=template&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | template=DistrictMapFormat&lt;br /&gt;
 | link=none&lt;br /&gt;
 | sep=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=47.6062, -122.3321&lt;br /&gt;
 | zoom=9&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152440</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152440"/>
		<updated>2026-03-18T23:49:05Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:{{#ask: [[-Has subobject::{{FULLPAGENAME}}]] [[Is a::District]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | ?AreaCoordinates&lt;br /&gt;
 | ?Security Level&lt;br /&gt;
 | format=template&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | template=DistrictMapFormat&lt;br /&gt;
 | link=none&lt;br /&gt;
 | sep=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=47.6062, -122.3321&lt;br /&gt;
 | zoom=9&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152438</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152438"/>
		<updated>2026-03-18T23:44:37Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map: polygons=47.60,-122.33:47.61,-122.34:47.61,-122.31 | color=red }}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152437</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152437"/>
		<updated>2026-03-18T23:42:16Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map: polygon=47.60,-122.33:47.61,-122.34:47.61,-122.31 | color=red | service=leaflet }}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152436</id>
		<title>Dynamic Map</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Dynamic_Map&amp;diff=152436"/>
		<updated>2026-03-18T23:38:53Z</updated>

		<summary type="html">&lt;p&gt;Bulldogc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#display_map:&lt;br /&gt;
  {{#ask: [[-Has subobject::{{FULLPAGENAME}}]] [[Is a::District]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   | ?AreaCoordinates&lt;br /&gt;
   | ?Security Level&lt;br /&gt;
   | format=template&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   | template=DistrictMapFormat&lt;br /&gt;
   | link=none&lt;br /&gt;
   | sep=&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 | width=90%&lt;br /&gt;
 | height=800px&lt;br /&gt;
 | center=Seattle, WA&lt;br /&gt;
 | zoom=9&lt;br /&gt;
 | service=leaflet&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bulldogc</name></author>
	</entry>
</feed>