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	<updated>2026-05-15T15:19:55Z</updated>
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		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117691</id>
		<title>Rulings/Awakened</title>
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		<updated>2023-12-21T15:28:10Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Ally Spirits */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
*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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
===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;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Traveler_Lifestyle_Table&amp;diff=117622</id>
		<title>Traveler Lifestyle Table</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Traveler_Lifestyle_Table&amp;diff=117622"/>
		<updated>2023-12-19T23:46:12Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Traveler Lifestyle Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Traveler Lifestyle Table&lt;br /&gt;
|-&lt;br /&gt;
|Die Result&lt;br /&gt;
|Name&lt;br /&gt;
|Location&lt;br /&gt;
|Comforts and Necessities&lt;br /&gt;
|Security&lt;br /&gt;
|Neighborhood&lt;br /&gt;
|Assets, Services and Outings&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Crusher 495 Community Outreach Shelter&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Bat Cave (Sociology), Sports Court (Small, Basket Ball)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|R@-Pack Hacker Den&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Global Grid Subscription (Ares), Global Grid Subscription (NeoNet),Global Grid Subscription (MCT), Local Grid Subscription (Seattle), Bat Cave (Computer Science), Bat Cave (Matrix Design)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Redmond Public Pool Supply Shack&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|YMAC, Puyallup&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Swimming Pool, Gym, Sports Court (Small, Handball)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Underworld 93 Store Room&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Patron of the Arts(Underworld 93)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The Fish &amp;amp; Chips Hole, Shadowrunner Hangout&lt;br /&gt;
|Puyallup&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den(Shadow Community, AROs of runners on the walls), Armory, Shooting Range, Local Bar Patron, Walk-In Freezer&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|The Fun Zone Arcade&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den(Arcades)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Ghoul gang (Lunatic Horrors of Afterlife) Sewer hidout&lt;br /&gt;
|Redmond&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Indoor Arboretum, Subsistence Hutning/Gathering Rating 2, Escape Tunnel Rating 1&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Nuno Implants United Cleanrooms&lt;br /&gt;
|Tacoma&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Cleaning Service, Cleaning Serivce (Mage Sensitive), Cleaning Service (Pollution Sensitive)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Alan&#039;s Refurbished Flooring, Shadowrunner Hangout&lt;br /&gt;
|Aurburn&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Discreet Cleaning Service,Discreet Deliveryman&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Recently abandoned factory&lt;br /&gt;
|Tacoma&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Yard&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Radioshack&lt;br /&gt;
|Renton&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Merchandise: Goods (Radio Shack PCD-500)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Smuggling Tunnel&lt;br /&gt;
|Puyallup&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Private Room, Merchandise: Used Goods (Aztech Striker), Escape Tunnel Rating 4&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Islander Motel&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Garage (Boat), Local Grid Subscription (Seattle), Merchandise: Goods (Mitsubushi Waveskipper), Merchandise: Goods (Kawasaki Manta Ray)&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|U-stor-it Climate Controlled Storage&lt;br /&gt;
|Snohomish&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Garage (Small Car)&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Quick Rest Coffin Motel&lt;br /&gt;
|Ork Underground&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Indoor Arboretum, Local Grid Subscription (Seattle), Global Grid Subscription (Evo), Escape Tunnel (Rating 1)&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Sailor&#039;s Heart Motel&lt;br /&gt;
|Everett&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den (Maritime culture), Global Grid Subscription (Wuxing)&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Evergreen Ranch&lt;br /&gt;
|Snohomish&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Zen Den (Animal Husbandry)&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Into The Shadows, Theme Restaurant and Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|Bat Cave (Secuirty Design), Shooting Range&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Phase Shift Cybercafe and Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|Bat Cave (Matrix Law),Patron of the Arts(E-Gaming @ Phase Shift), Global Grid Subscription (Aztechnology), Global Grid Subscription (Ares),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp),&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Island House&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Ballyhoo Family Campground&lt;br /&gt;
|Renton&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Hotel Firangipani&lt;br /&gt;
|Bellevue&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|North Star Lodge&lt;br /&gt;
|Auburn&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Swiss Holiday Resort&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Harpers Ferry Guest House&lt;br /&gt;
|Everett&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|LANcity Cybercafe and Motel&lt;br /&gt;
|Auburn&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|Zen Den (Trid Games), Global Grid Subscription (MCT), Global Grid Subscription (Shiawase),Global Grid Subscription (Horizon), Global Grid Subscription (Sader-Krupp), Global Grid Subscription (Renraku)&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Bywater Bed &amp;amp; Breakfast&lt;br /&gt;
|Bellevue&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Radisson Hotels &amp;amp; Resorts&lt;br /&gt;
|Everett&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Cousin&#039;s Country Inn&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Higgins Beach Inn&lt;br /&gt;
|Ork Underground&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Heritage Manor&lt;br /&gt;
|Outremer&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Thunderbird Motel&lt;br /&gt;
|Renton&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Loveless Cafe&lt;br /&gt;
|Downtown&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Back Ground Count Motel&lt;br /&gt;
|Snohomish&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Castamere Motel&lt;br /&gt;
|Tacoma&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Zen Den (Medieval Literature)&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|Whispering Pines Cottages&lt;br /&gt;
|Auburn&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Inn On Church Street&lt;br /&gt;
|Bellevue&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|Country Inn-Somerset&lt;br /&gt;
|Everett&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Huntington Country Inn&lt;br /&gt;
|Fort Lewis&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Hexagon House Bed &amp;amp; Breakfast&lt;br /&gt;
|Outremer&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Budget Host&lt;br /&gt;
|Renton&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Aztec Motel&lt;br /&gt;
|Downtown&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|Lucas Palace, Luxury hotel&lt;br /&gt;
|Downtown&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|Manservant/Maid - Servant&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=117621</id>
		<title>Rulings/Rigging</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=117621"/>
		<updated>2023-12-19T22:47:16Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Ramming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Rigging Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
*Horizon Little Buddy (R5 146)&lt;br /&gt;
*Medusa Extensions (CA 147)&lt;br /&gt;
*Horizon Noizquito (R5 128)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (SS 187, 197)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven).&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.&lt;br /&gt;
*Yerz Kit (TCT 187). Use Yerzed Out (R5 171).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Rigging Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
*One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger&#039;s full-body Agility will be used.&lt;br /&gt;
*The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.&lt;br /&gt;
*When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.&lt;br /&gt;
&lt;br /&gt;
====Dice Pool, initiative and Limit Bonuses====&lt;br /&gt;
*Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to &amp;quot;vehicle tests&amp;quot; (but not &amp;quot;vehicle skill tests&amp;quot;) apply. This includes penalties for, say, flat tires.&lt;br /&gt;
*The hotsim bonus of +1 for vehicle actions and the control rig (booster/optimization) benefit applies to all piloting, stunt (and other specifically called out vehicle actions) and Gunnery. It does not apply to any other tests made through a vehicle.&lt;br /&gt;
*Threshold reductions do not apply to opposed tests unless specifically stated.&lt;br /&gt;
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.&lt;br /&gt;
*Hot-sim bonus dice never apply to defense tests.&lt;br /&gt;
*The limit increases from the vehicle modifier table only apply to handling.&lt;br /&gt;
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.&lt;br /&gt;
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.&lt;br /&gt;
&lt;br /&gt;
====Jumped-In Clarifications====&lt;br /&gt;
*A rigger making melee attacks while jumped into a drone uses the relevant melee skill.&lt;br /&gt;
*You cannot jump into medical gear.&lt;br /&gt;
*The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.&lt;br /&gt;
&lt;br /&gt;
====Drone Full Defense====&lt;br /&gt;
*Drones may be given orders which would cause them to use full defense.&lt;br /&gt;
&lt;br /&gt;
====Uncontrolled Vehicles====&lt;br /&gt;
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Crashes Houserule====&lt;br /&gt;
*The following does not apply to Ramming.&lt;br /&gt;
*Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.&lt;br /&gt;
**Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
**Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.&lt;br /&gt;
**Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.&lt;br /&gt;
*In all cases, the vehicle&#039;s speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
*Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle&#039;s physical condition track) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.&lt;br /&gt;
&lt;br /&gt;
====Small Unit Tactics Clarification====&lt;br /&gt;
*Drones can function as participants in Small Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They&#039;re also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren&#039;t given to them.&lt;br /&gt;
&lt;br /&gt;
====Ramming====&lt;br /&gt;
*Ramming attacks do not benefit from the bonuses of the Swarm program. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.&lt;br /&gt;
*For determining the effects of speed, use [https://docs.google.com/spreadsheets/d/1EXAPlcYYFlrgxpAQAV3Q9kauvzlAxnQczOkzfYOCpxY/edit#gid=0 the Scrapyard speed conversions reference document]. Use the CRB damage and -6 AP in accordance with the damage bracket from it.&lt;br /&gt;
*Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.&lt;br /&gt;
**Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.&lt;br /&gt;
&lt;br /&gt;
====Confuse Pilot====&lt;br /&gt;
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.&lt;br /&gt;
&lt;br /&gt;
====Sensor Actions====&lt;br /&gt;
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Speed====&lt;br /&gt;
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!&lt;br /&gt;
&lt;br /&gt;
====Anthrodrones, Drone Arms and Gear====&lt;br /&gt;
*Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.&lt;br /&gt;
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.&lt;br /&gt;
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
====Modifiers Gained====&lt;br /&gt;
The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:&lt;br /&gt;
&lt;br /&gt;
*Coldsim&lt;br /&gt;
**+2 handling limit if jumped in&lt;br /&gt;
***+1 die to all vehicle actions&lt;br /&gt;
***+CR rating to limits/accuracy&lt;br /&gt;
***+CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)&lt;br /&gt;
***+CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization&lt;br /&gt;
***CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters&lt;br /&gt;
***-CR rating on thresholds (Fixed only not opposed test thresholds)&lt;br /&gt;
*Hotsim&lt;br /&gt;
**Same as coldsim with an additional +2 dice pool to all &amp;quot;Matrix&amp;quot; actions; these actions extend to &amp;quot;vehicle actions&amp;quot; which the control rig boosts&lt;br /&gt;
*AR&lt;br /&gt;
**+1 handling limits&lt;br /&gt;
*Quality bonuses&lt;br /&gt;
**Chaser: +2 dice to &amp;quot;chase actions&amp;quot;&lt;br /&gt;
**Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving&lt;br /&gt;
**Stunt Driver: +2 dice to stunts&lt;br /&gt;
**Steely Eyed Wheelman: -1 threshold&lt;br /&gt;
**Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes&lt;br /&gt;
&lt;br /&gt;
====Drone and Vehicle Modifications Allowed====&lt;br /&gt;
*Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.&lt;br /&gt;
*Drones may take select vehicle enhancements, based on their type and size.&lt;br /&gt;
**Micro: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Mini: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Small: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Medium: Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft Only), Chameleon Coating Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Large: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Huge: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Anthro: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Missile: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.&lt;br /&gt;
*Increased seating may only be taken once per vehicle.&lt;br /&gt;
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.&lt;br /&gt;
&lt;br /&gt;
====Drone Mounts====&lt;br /&gt;
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.&lt;br /&gt;
*Flamethrowers fit on a &amp;quot;Heavy&amp;quot; weapon mount for drones.&lt;br /&gt;
*Hunting rifles include all sporting rifles.&lt;br /&gt;
*Sporting rifles include all weapons using the Sporting Rifle specialization.&lt;br /&gt;
*The Ruger 905 counts as a sporting rifle.&lt;br /&gt;
*Sniper rifles include all other non-shotguns utilizing the Longarms skill.&lt;br /&gt;
*Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.&lt;br /&gt;
*Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.&lt;br /&gt;
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.&lt;br /&gt;
*A large drone rack can hold one of the following drones:&lt;br /&gt;
**1 Large&lt;br /&gt;
**1 Medium&lt;br /&gt;
**2 Small&lt;br /&gt;
**4 Mini&lt;br /&gt;
*A medium drone rack can hold one of these:&lt;br /&gt;
**1 Medium&lt;br /&gt;
**1 Small&lt;br /&gt;
**3 Mini&lt;br /&gt;
*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren&#039;t compatible with holding other types of drones (or having microdrones fit into bigger racks).&lt;br /&gt;
*When jumped into an anthrodrone, riggers are not forced to use the drone arm&#039;s Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.&lt;br /&gt;
*Carbines can be mounted in large weapon mounts.&lt;br /&gt;
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.&lt;br /&gt;
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
*ShadowHaven assumes that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)&lt;br /&gt;
&lt;br /&gt;
====Smoke Projectors====&lt;br /&gt;
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn&#039;s effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM&#039;s discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.&lt;br /&gt;
&lt;br /&gt;
====Realistic Features====&lt;br /&gt;
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
====Autosofts and RCC Cyberprograms====&lt;br /&gt;
*RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.&lt;br /&gt;
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.&lt;br /&gt;
*The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.&lt;br /&gt;
*The Swarm program only benefits actions taken in the physical world. When moving in a awarm, the drones need to remain relatively close to one another. When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move. If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.&lt;br /&gt;
**For a drone to be considered part of a swarm and benefit from any of its benefits, it needs to be within line of sight and 3 meters of another drone that is part of the swarm, up to 18 drones per swarm. All drones in the swarm also must have the same propulsion type and be in the same size category. The effective Pilot rating cannot exceed 6. If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation while it cannot participate.&lt;br /&gt;
&lt;br /&gt;
====Personal Drone Rack====&lt;br /&gt;
*You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
&lt;br /&gt;
====Spinrad Global Skirmisher RCC====&lt;br /&gt;
*It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
====Shiawase Cyber-6 RCC====&lt;br /&gt;
*Instead of its normal special rules, refer to the following: while a rigger&#039;s persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
====Commlink Dongles on RCCs====&lt;br /&gt;
You cannot put any commlink dongles on an RCC.&lt;br /&gt;
&lt;br /&gt;
====Specific Vehicles and Drones====&lt;br /&gt;
*The Krime Barco De Pesca has a speed attribute of 4.&lt;br /&gt;
*The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.&lt;br /&gt;
*Acceleration of the Avibras-Nissan AN 822 from SFME is 3.&lt;br /&gt;
*The GMC Armadillo comes with a single &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; of your choice. Purchasing a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be &amp;quot;&amp;quot;off-road suspension&amp;quot;&amp;quot;, is not a pod option and is already factored into the statline.&lt;br /&gt;
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.&lt;br /&gt;
*The BMW Luxus has the availability of 14R.&lt;br /&gt;
*The Lone Star SecureSector Mk2 is considered a Small drone.&lt;br /&gt;
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.&lt;br /&gt;
*The Horizon Mini-Zep&#039;s &amp;quot;electrochromic coating&amp;quot; mod refers to chameleon coating (R5 163-164).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=117620</id>
		<title>Rulings/Rigging</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=117620"/>
		<updated>2023-12-19T22:46:31Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Ramming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Rigging Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
*Horizon Little Buddy (R5 146)&lt;br /&gt;
*Medusa Extensions (CA 147)&lt;br /&gt;
*Horizon Noizquito (R5 128)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (SS 187, 197)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven).&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.&lt;br /&gt;
*Yerz Kit (TCT 187). Use Yerzed Out (R5 171).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Rigging Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
*One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger&#039;s full-body Agility will be used.&lt;br /&gt;
*The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.&lt;br /&gt;
*When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.&lt;br /&gt;
&lt;br /&gt;
====Dice Pool, initiative and Limit Bonuses====&lt;br /&gt;
*Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to &amp;quot;vehicle tests&amp;quot; (but not &amp;quot;vehicle skill tests&amp;quot;) apply. This includes penalties for, say, flat tires.&lt;br /&gt;
*The hotsim bonus of +1 for vehicle actions and the control rig (booster/optimization) benefit applies to all piloting, stunt (and other specifically called out vehicle actions) and Gunnery. It does not apply to any other tests made through a vehicle.&lt;br /&gt;
*Threshold reductions do not apply to opposed tests unless specifically stated.&lt;br /&gt;
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.&lt;br /&gt;
*Hot-sim bonus dice never apply to defense tests.&lt;br /&gt;
*The limit increases from the vehicle modifier table only apply to handling.&lt;br /&gt;
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.&lt;br /&gt;
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.&lt;br /&gt;
&lt;br /&gt;
====Jumped-In Clarifications====&lt;br /&gt;
*A rigger making melee attacks while jumped into a drone uses the relevant melee skill.&lt;br /&gt;
*You cannot jump into medical gear.&lt;br /&gt;
*The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.&lt;br /&gt;
&lt;br /&gt;
====Drone Full Defense====&lt;br /&gt;
*Drones may be given orders which would cause them to use full defense.&lt;br /&gt;
&lt;br /&gt;
====Uncontrolled Vehicles====&lt;br /&gt;
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Crashes Houserule====&lt;br /&gt;
*The following does not apply to Ramming.&lt;br /&gt;
*Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.&lt;br /&gt;
**Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
**Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.&lt;br /&gt;
**Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.&lt;br /&gt;
*In all cases, the vehicle&#039;s speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
*Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle&#039;s physical condition track) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.&lt;br /&gt;
&lt;br /&gt;
====Small Unit Tactics Clarification====&lt;br /&gt;
*Drones can function as participants in Small Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They&#039;re also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren&#039;t given to them.&lt;br /&gt;
&lt;br /&gt;
====Ramming====&lt;br /&gt;
*Ramming attacks do not benefit from the bonuses of the Swarm program. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.&lt;br /&gt;
*For determining the effects of speed, use [We swapped to Core damage but instead of whatever Core tells you speed-wise, we use the Scrapyard Speed Conversion Tablehttps://docs.google.com/spreadsheets/d/1EXAPlcYYFlrgxpAQAV3Q9kauvzlAxnQczOkzfYOCpxY/edit#gid=0 the Scrapyard speed conversions] reference document. Use the CRB damage and -6 AP in accordance with the damage bracket from it.&lt;br /&gt;
*Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.&lt;br /&gt;
**Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.&lt;br /&gt;
&lt;br /&gt;
====Confuse Pilot====&lt;br /&gt;
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.&lt;br /&gt;
&lt;br /&gt;
====Sensor Actions====&lt;br /&gt;
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Speed====&lt;br /&gt;
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!&lt;br /&gt;
&lt;br /&gt;
====Anthrodrones, Drone Arms and Gear====&lt;br /&gt;
*Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.&lt;br /&gt;
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.&lt;br /&gt;
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
====Modifiers Gained====&lt;br /&gt;
The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:&lt;br /&gt;
&lt;br /&gt;
*Coldsim&lt;br /&gt;
**+2 handling limit if jumped in&lt;br /&gt;
***+1 die to all vehicle actions&lt;br /&gt;
***+CR rating to limits/accuracy&lt;br /&gt;
***+CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)&lt;br /&gt;
***+CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization&lt;br /&gt;
***CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters&lt;br /&gt;
***-CR rating on thresholds (Fixed only not opposed test thresholds)&lt;br /&gt;
*Hotsim&lt;br /&gt;
**Same as coldsim with an additional +2 dice pool to all &amp;quot;Matrix&amp;quot; actions; these actions extend to &amp;quot;vehicle actions&amp;quot; which the control rig boosts&lt;br /&gt;
*AR&lt;br /&gt;
**+1 handling limits&lt;br /&gt;
*Quality bonuses&lt;br /&gt;
**Chaser: +2 dice to &amp;quot;chase actions&amp;quot;&lt;br /&gt;
**Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving&lt;br /&gt;
**Stunt Driver: +2 dice to stunts&lt;br /&gt;
**Steely Eyed Wheelman: -1 threshold&lt;br /&gt;
**Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes&lt;br /&gt;
&lt;br /&gt;
====Drone and Vehicle Modifications Allowed====&lt;br /&gt;
*Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.&lt;br /&gt;
*Drones may take select vehicle enhancements, based on their type and size.&lt;br /&gt;
**Micro: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Mini: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Small: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Medium: Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft Only), Chameleon Coating Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Large: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Huge: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Anthro: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
**Missile: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.&lt;br /&gt;
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.&lt;br /&gt;
*Increased seating may only be taken once per vehicle.&lt;br /&gt;
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.&lt;br /&gt;
&lt;br /&gt;
====Drone Mounts====&lt;br /&gt;
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.&lt;br /&gt;
*Flamethrowers fit on a &amp;quot;Heavy&amp;quot; weapon mount for drones.&lt;br /&gt;
*Hunting rifles include all sporting rifles.&lt;br /&gt;
*Sporting rifles include all weapons using the Sporting Rifle specialization.&lt;br /&gt;
*The Ruger 905 counts as a sporting rifle.&lt;br /&gt;
*Sniper rifles include all other non-shotguns utilizing the Longarms skill.&lt;br /&gt;
*Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.&lt;br /&gt;
*Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.&lt;br /&gt;
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.&lt;br /&gt;
*A large drone rack can hold one of the following drones:&lt;br /&gt;
**1 Large&lt;br /&gt;
**1 Medium&lt;br /&gt;
**2 Small&lt;br /&gt;
**4 Mini&lt;br /&gt;
*A medium drone rack can hold one of these:&lt;br /&gt;
**1 Medium&lt;br /&gt;
**1 Small&lt;br /&gt;
**3 Mini&lt;br /&gt;
*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren&#039;t compatible with holding other types of drones (or having microdrones fit into bigger racks).&lt;br /&gt;
*When jumped into an anthrodrone, riggers are not forced to use the drone arm&#039;s Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.&lt;br /&gt;
*Carbines can be mounted in large weapon mounts.&lt;br /&gt;
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.&lt;br /&gt;
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
*ShadowHaven assumes that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)&lt;br /&gt;
&lt;br /&gt;
====Smoke Projectors====&lt;br /&gt;
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn&#039;s effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM&#039;s discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.&lt;br /&gt;
&lt;br /&gt;
====Realistic Features====&lt;br /&gt;
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
====Autosofts and RCC Cyberprograms====&lt;br /&gt;
*RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.&lt;br /&gt;
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.&lt;br /&gt;
*The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.&lt;br /&gt;
*The Swarm program only benefits actions taken in the physical world. When moving in a awarm, the drones need to remain relatively close to one another. When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move. If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.&lt;br /&gt;
**For a drone to be considered part of a swarm and benefit from any of its benefits, it needs to be within line of sight and 3 meters of another drone that is part of the swarm, up to 18 drones per swarm. All drones in the swarm also must have the same propulsion type and be in the same size category. The effective Pilot rating cannot exceed 6. If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation while it cannot participate.&lt;br /&gt;
&lt;br /&gt;
====Personal Drone Rack====&lt;br /&gt;
*You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
&lt;br /&gt;
====Spinrad Global Skirmisher RCC====&lt;br /&gt;
*It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
====Shiawase Cyber-6 RCC====&lt;br /&gt;
*Instead of its normal special rules, refer to the following: while a rigger&#039;s persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
====Commlink Dongles on RCCs====&lt;br /&gt;
You cannot put any commlink dongles on an RCC.&lt;br /&gt;
&lt;br /&gt;
====Specific Vehicles and Drones====&lt;br /&gt;
*The Krime Barco De Pesca has a speed attribute of 4.&lt;br /&gt;
*The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.&lt;br /&gt;
*Acceleration of the Avibras-Nissan AN 822 from SFME is 3.&lt;br /&gt;
*The GMC Armadillo comes with a single &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; of your choice. Purchasing a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be &amp;quot;&amp;quot;off-road suspension&amp;quot;&amp;quot;, is not a pod option and is already factored into the statline.&lt;br /&gt;
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.&lt;br /&gt;
*The BMW Luxus has the availability of 14R.&lt;br /&gt;
*The Lone Star SecureSector Mk2 is considered a Small drone.&lt;br /&gt;
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.&lt;br /&gt;
*The Horizon Mini-Zep&#039;s &amp;quot;electrochromic coating&amp;quot; mod refers to chameleon coating (R5 163-164).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=It%27s_a_Small_Underworld_After_All&amp;diff=117616</id>
		<title>It&#039;s a Small Underworld After All</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=It%27s_a_Small_Underworld_After_All&amp;diff=117616"/>
		<updated>2023-12-19T19:54:38Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;plainlinks&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: gray 2px solid; width: 60%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color:black; color:orange&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;center&amp;gt;When ShadowHaven&#039;s repute outgrows Seattle, we discover we live in Interesting Times.&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The shadow community is a small underworld, after all. With ShadowHaven being established and known for runners like [[The Incredible Behemoth]], [[Pell]] or [[King Beef]] who can pull off some astonishing, larger-than-life feats, individuals from outside the Seattle Metroplex are willing to invest in them for out-of-town jobs. Locations vary. So do factions and kinds of gigs on offer. For ShadowHaven runners, it&#039;s an opportunity to expand their experience and make some pretty nuyen. For the powers that be, who knows? &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
Rather than factions involved from the start, this metaplot will focus on locations other than Seattle in an attempt to show runners new places, which may inspire other GMs to play outside the comfort zone. Due to this, the next sections will group Johnsons under the respective location, after describing it a bit, together with main sources. &lt;br /&gt;
&lt;br /&gt;
===Chicago===&lt;br /&gt;
&lt;br /&gt;
The second largest city of the UCAS until 2055 when it all went horribly wrong (read: bug-shaped), the Windy City in 2083 is indeed big on the whole Project Takeback deal. It&#039;s got much more to offer than just insect spirits. Infected all around the former Containment Zone, including in the eponymous Ghoultown. Toxic spirits. The AAAs fighting as viciously as the gangs, the Ancients, Chicago Union and Human Brigade included. Anarchist communes with assorted nefarious rumours. Merrow in Lake Michigan. Radiation around the Cermak Blast area. SURGElings in Freaktown. The Old Sears Tower in the Shattergraves, an alchera showing one of the taller Fifth World buildings every February the 10th. Farther away north of the South Milwaukee Sprawl, you may even end up finding some centaurs if urban legends are to be believed. &lt;br /&gt;
&lt;br /&gt;
If running in Chicago and its vicinity, keeping track of the outdoorsy skills, Navigation and Survival in particular, as well as protection from radiation and chemicals, are more important than in, say, Seattle. One, the irradiated Cermak Blast area is more than Pilsen - the zero ground zone. We&#039;re talking about a 3 km radius to cover the fallout grounds. The northern half falls under the Shattergraves neighbourhood with the Noose, the old Sears Tower, Union turf or ghoul communities like Ghoultown or the Sanctum. North of there, the McCaskill mafia family&#039;s smuggling routes via Lake Michigan are located, Wrigley Dome where KE made its last stand against the bugs before the nuke went off not far from the Lake View Ancients prowling grounds. &lt;br /&gt;
&lt;br /&gt;
Two, it&#039;s &#039;&#039;extremely&#039;&#039; easy for non-locals to get lost there. You don&#039;t want to be running from gangers, infected and worse without a good idea where you&#039;re going (other than &amp;quot;away&amp;quot;). A great deal of what used to be the heart of Chicago lies in ruins. Dangers range from hostile metahumans through magical bad news to environmental perils like the difficulty of obtaining potable water. Flashlights, survival kits, gasmasks and hazmat suits become essential to work deeper in. &lt;br /&gt;
&lt;br /&gt;
This is not to say that Chicago only offers &amp;quot;Mad Max&amp;quot;-style action. While acquired by Ares Global Entertainment, Truman Technologies is still significant in Chicago. Lone Star enjoys the municipal contract, with some straightlaced and many crooked cops on its payroll who want to use runners. FAB III pollution means the Astral Preservation Society may wish to hire instead of risking its own people. MIT&amp;amp;T and Aztechnology are also interested in studying the manascape and could employ irregular assets. Finally, small communities like the Maker Collective, Ghoultown, the Vault or Little Earth might be up for hooding if that&#039;s the direction you swing in. You can even navigate [https://www.google.com/maps/d/viewer?mid=1vygHbq7QG_M0MaKZ3dDJ2B6b09U&amp;amp;msa=0&amp;amp;ll=42.03118508014796%2C-87.8157805&amp;amp;z=9 the interactive map] before you end up there.&lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/2953 &amp;quot;Bug City&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/64109 &amp;quot;Target: UCAS&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3321 &amp;quot;Shadows of North America&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Chicago Chicago (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Chicago Chicago (unofficial)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Emily Young (Networking). In charge of the UCAS government ghoul program producing the Little Hornet decks, she&#039;s genuinely interested in seeing it succeed, if only to keep climbing the ranks. It&#039;s not hard to imagine her sponsoring runs to achieve both. She and Erik De Ruijter of the Midwest Pirates&#039; Guild have a long-running rivalry as both are rather skilled deckers. Runs from her tend to deal with reclaiming deeds to land in the CZ so that the government can take them over and personal advancement, so whatever makes her look good for her superiors. &lt;br /&gt;
* Erik De Ruijter (Gear). The mastermind behind the Xiao MPG-1, one of the members of the current top brass of the Guild is haughty and very much an alpha junkie. Unfortunately, apart from the unpleasant personality, he&#039;s also skilled with the deck. He likes to boast of himself as the People, calling Emily Young the Man. He could prove a worthy contact for deckers for sure. His jobs tend to involve the Matrix, regardless of the general Matrix noise being an everyday problem deeper in. &lt;br /&gt;
* Lisa Cutty (Fixer). Coming from a family of Seattleites, she&#039;s got expectations to live up to. Her grandmother Alice and mother Catherine both fixed in their time, leading to Lisa inheriting a vast network around North America, with some more superficial links in a number of European countries. But she wants to avoid her own daughter Rachel having to live the life as an adult. No-nonsense, she hopes to make her front as the administrator of Chicago State Hospital on the southern edge of the former Containment Zone her full professional focus. &lt;br /&gt;
* Alan &amp;quot;Kei&amp;quot; Limerick (Legwork). A retired runner and numerously submerged sourcerer, the follower of Delphi, this elf wears his tinfoil hat as a badge of honour. A survivor of an EVO technomancer experimentation black project &amp;quot;White House&amp;quot;, so more than aware of the prejudices Emerged face first-hand as a teen, he embraces the Resonance fully. Working as Head of Matrix Security for Chicago State Hospital, he values his time for sure and avoids straining any muscles. Typically, when he&#039;s not diving into the Deep Resonance Realms, he&#039;s content fending off two-bit hacker gangs, unsuccessfully trying to tame technovermin, programming oddly artistic indie games or glamming it up on his favourite conspiracy boards. This changes if technomancers are at risk or there&#039;s a juicy theory to follow. &lt;br /&gt;
* Jeoffrey Phillips (Networking). Truman Technologies may have been bought out by Ares Global Entertainment, but to Jeoffrey, with his raw charisma of a Super Bowl star and the looks of a younger Morpheus, its Irregular Assets Department continues to be his little kingdom. To him, anything happening around him is a potential business opportunity. Hiring runners for Bug City runs not in Chicago, but in the South Milwaukee Sprawl isn&#039;t rare, but this fellow somehow always gets the absolutely best Chicago-style pizza at Chicago&#039;s Own pizzeria (formerly Giordano&#039;s) whenever hosting meets. This seems to be a running theme for him: money, cars, tech, medical supplies, new contacts - he can get you anything. For a price. &lt;br /&gt;
* Sally Kitchi (Service). Lone Star holds the municipal contract in Chicago after KE&#039;s show of gross incompetence with the bugs costing so many lives made the survivors utterly fed up with them. Due to this (and the general short life expectancy of officers deployed anywhere near the CZ), it hires beat cops by the dozen. Sally is one of such cops. The young ork didn&#039;t fit the tribal elders&#039; expectations, but, naive as she is in it, had this fierce desire to serve and protect. A child of two worlds now, on one hand, her outdoorsy skills come in very handy in her line of work (and can be yours for a price when she&#039;s off-duty). On the other, she&#039;s a gun enthusiast, augmenting herself for that special edge - her datajack, smartlink and boosted reflexes were all bought on her own dime as she believes they can make her a more effective officer of the law. The pistolero isn&#039;t the sharpest knife in the drawer, but makes up for it with hard work and sheer enthusiasm.&lt;br /&gt;
&lt;br /&gt;
===Vancouver===&lt;br /&gt;
&lt;br /&gt;
The economic centre of the SSC, a highly important sprawl not far north of Seattle, Vancouver can prove lucrative for runners. It&#039;s the home of Universal Omnitech, with divisions of Eagle Security (the rent-a-cops providing the municipal contract security services), Gaeatronics, Kyuusei Medical and other corporations. It runs the gamut from Hallelujah Point and the lights of downtown to the grittiness of Boundary Bay docks, Downtown Eastside or False Creek where the poor live, with about everything in-between. For any barrens, go to Seattle, but Vancouver has a seedy underbelly just fine, with the Red Lotus Triad playing the main fiddle.&lt;br /&gt;
&lt;br /&gt;
On Vancouver Island, Masaru&#039;s condoplex is located. Dunkelzahn also had a crystal one erected underwater in reference to the Chinese belief dragons live in crystal palaces on the bottom of the sea. Richmond is the place for spookiness as the fateful earthquake of 2059, the magical terrorists responsible never caught, still features unquiet dead. The Woodwards Arcology boasts twenty-two floors and a SkyTrain station for corporate intrigue. The Triple Eight casino nearby invites Red Lotus Triad trouble. Hallelujah Point guards its upscale suburbia dreams with Eagle Security on every corner. Downtown Eastside is poor, although with some hipster clubs like the Magic Box. For a floating shanty town of squatters on boats, be sure to visit False Creek. The proximity to assorted water sources and the rest of the SSC invites smuggling and tribal-related runs. Or perhaps you wish to liberate Fu, the fourth Coin of Luck, from Akira Kageyama?&lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/145975 &amp;quot;Native American Nations Volume 1&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3321 &amp;quot;Shadows of North America&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Vancouver Vancouver (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Vancouver Vancouver (official)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Sarah Chang (Service). The Vancouver branch answers to the elder lodge of the Red Lotus Triad in China. Sarah isn&#039;t its leader - that&#039;s the eastern dragon Chiao - but nonetheless an important person in charge of recruitment. The Red Lotus Triad is willing to employ metahumans and people of ethnicity different than Chinese. Sarah, a Salish-Chinese, is an excellent example of the relative lack of bias. She&#039;s got her ear to the ground about all the smuggling and networks with the crooks at Kyuusei Medical. As fit for the Red Lotus Triad, however, her fighting and stealth prowess are what she&#039;s actually formidable for. She&#039;ll typically offer jobs dealing with smuggling or violence. &lt;br /&gt;
* Anne Pavati (Gear). One of the hotshot Universal Omnitech scientists, the biotechnologist Anne (with an &amp;quot;E&amp;quot;, something she&#039;s very touchy about) works with all kinds of genetech. Some describes her as neurotic, but her jumpiness disappears the moment she&#039;s got to focus on the job. Entirely unconcerned with the division between the legal world and the shadow community, she will sell the goods to runners with decent (R3+) fake SINs and may pay for assorted research. &lt;br /&gt;
* Caribou (Fixer). Trolls have horns, not antlers like caribou do, but don&#039;t tell this one that. Caribou is old and cranky, but his tribal connections, including in the Athabaskan Council, are not to be neglected. Maintaining a good relationship with all the big factions is why he&#039;s so respected. He&#039;s got a particular rapport with the Cascade Crow tribe and the Salish mafia, which is how he tends to get runners from Seattle to handle jobs the locals could view as bad luck, like in Richmond. &lt;br /&gt;
* Stanley Robertson (Gear). This elven Kyuusei Medical manager deals with the Red Lotus Triad, networking their fell-off-the-truck drug deals. Arrogant, but a gifted negotiator, would sell his own grandmother to advance. He&#039;s quite biased against the Salish mafia. Stanley tends to offer well-paying cold bastard corporate jobs. The elven assassin Long Lankin is basically his red right hand.&lt;br /&gt;
* Long Lankin (Service). An assassin for hire using the nickname Long Lankin works for the Salish mafia where they&#039;re not discreet enough to go as well as for any businessmen who can afford him. A full suit of alphaware probably didn&#039;t cause his superhuman psychosis, but brought underlying problems. Very stealthy and with a sadistic bent, a perennial favourite of Stanley Robertson when he doesn&#039;t want to get his own hands dirty.&lt;br /&gt;
* Eleonora Grayson (Networking). The matron of the Grayson family dating back to colonial times and a retired risk manager in Gaeatronics (holding shares to this day) is a stern, imposing woman with psychotic episodes. A proud psionic mystic adept of the analytical sort, despotic and unforgiving, she refuses the treatment of modern medicine, forced to deal with an almost-broken body.&lt;br /&gt;
* Darren Redoak (Legwork). The ork captain of Eagle Security for Vancouver. A proud Salishan and a Cascade Crow tribesman, he&#039;s prejudiced against &amp;quot;pinkskins&amp;quot; to a notable extent. That&#039;s the bad news. He also harbours no love for Humanis sympathisers, which is arguably the good news in there. Redoak has many officers patrol the area around Hallelujah Point in particular due to its affluence and good financing they receive from the neighbourhood, yet he&#039;s on edge due to the Chromeheads gang growing more and more daring. His (human Salishan) parents were friends of Eleonora Grayson and stayed this way despite Darren goblinising into an ork. While he&#039;s not a fan of &amp;quot;Anglos&amp;quot;, he still hires (out-of-town) runners if a case he&#039;d like solved for juicy PR for Eagle Security without risking his men.&lt;br /&gt;
&lt;br /&gt;
===Miami===&lt;br /&gt;
&lt;br /&gt;
Miami isn&#039;t the capital of the Caribbean League, but its touristic importance and the Awakened wonders of the Everglades make it a spot you don&#039;t want to miss when anywhere in the region. Officially, its main source of income is tourism of every stripe, ranging from Miami Beach through Wyndwood to Hollywood. In reality, even after Art Dankwalther brought the once-mighty AA, Gunderson Corporation, to its knees, gambling, smuggling, the drug trade, prostitution and metahuman trafficking fill Miami&#039;s pockets. Corporations also lair there - look at the mix of Downtown Miami, Wuxing Eastern Shores, Ares&#039;s Palatine Bank or Aztechnology&#039;s Sun Key. Gunderson Airport and Hospitality Centers area counts as the dying cry of Gunderson Corporation after 2061, having to sell TransSea (to Wuxing) and Montclair Industries (Global Oil). It&#039;s still a gyrating beach dancefloor for rich glitterati and retirees from the rest of North America, but slums are plentiful enough for an enterprising runner to disappear into. &lt;br /&gt;
&lt;br /&gt;
Miami demonstrates the might of water best. On one hand, it feeds its tourism through picturesque beaches and turquoise waves lapping at them, perfect for every kind of water sports. On the other, it jealously claims chunk after chunk of land, ripping what metahumans settled in floods big and small. The Everglades Awakened and bite back. Still, neither tourists nor smugglers would change the nuanced relationship the sprawl has with water. You may navigate this pirate paradise with the help of [https://www.google.com/maps/d/viewer?hl=en&amp;amp;mid=1r-qukODUBoG_WjlaU6oOV7tU7LQ&amp;amp;ll=25.74090979962329%2C-80.25247572556506&amp;amp;z=12 this interactive map].&lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/160111 &amp;quot;Hard Targets&amp;quot;]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/South_Florida South Florida]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Miami Miami (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Miami Miami (official)]&lt;br /&gt;
* [https://www.reddit.com/r/Shadowrun/comments/7yyknt/world_builder_wednesday_misfits_in_miami/ Worldbuilding Wednesdays: Miami]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3321 &amp;quot;Shadows of North America&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Gabe Bryant (Networking). CoolCo Inc. is a B-grade corporation started by Peter and Helen Bryant producing air conditioning systems headquartered in Miami. A successful owner of a &amp;quot;modelling agency&amp;quot; - a front for a high-class call-girl business - he feuds against his mother and twin sister to claim the corp for himself. This means he has contacts in the underworld, with crooked lawyers and cops, corrupt politicians, as well as among Miami runners.&lt;br /&gt;
* Seal (Fixer). She&#039;s not really an adept surfer. Well, she&#039;s not &#039;&#039;just&#039;&#039; an adept surfer. Seal fixes lower-scale jobs in Miami on the side. You won&#039;t go into the corporate enclaves, but work from her will show you how the less-affluent live. Prepare for the unexpected just in case, but you can pretty much expect having to swim.&lt;br /&gt;
* Peg-Leg Paco (Gear). This Jamaican ork can grate on you for his push to look like a stereotypical pirate, but what (and whom) he smuggles makes up for the Jack Sparrow cosplay. If you want someone to get you in and out safely, navigate the Everglades or get you that sniper rifle you&#039;ve been eyeing, you&#039;ll tolerate the &amp;quot;Arr, avast, matey!&amp;quot; speech, the bandannas, the smelly parrot and the fact the supposed peg leg is actually prime alphaware. &lt;br /&gt;
* Luís Rodríguez (Legwork). The Everglades Awakened and bite back as established. This parabiologist tends to be in the thick of it. No paracritter is too big, aggressive or difficult to reach for him. Luís can take you on a trip you will never forget to the end of your life. You may even return to tell the tale.&lt;br /&gt;
* Nonna (Service). This elven vodoun may be called &amp;quot;Grandmother&amp;quot;, but she&#039;s nothing like yours, that&#039;s for sure. She&#039;s a trusted Zobop supplier of House Trafficante, all but ruling Havana, but just like she&#039;s willing to sail to Seattle to oversee a particularly interesting transaction, she regularly visits Miami. Hot-blooded charisma serves her well both on her chosen path of magic and dealing with her underworld partners, subordinates and rivals. She&#039;s a good person to scour the black market for reagents, Awakened drugs and magical paraphernalia as well as vampire slaves and zombies. She also binds a lot of spirits she can assist with on a run, but better don&#039;t make her angry.&lt;br /&gt;
&lt;br /&gt;
===Portland===&lt;br /&gt;
&lt;br /&gt;
A home for over two million souls, not just elven movers and shakers from the Star Chamber, Portland, or Cara&#039;Sir as it&#039;s officially known now, the fabled Land of Promise has its shadows too. Even though Tír Tairngire hadn&#039;t signed the Business Recognition Accords, the local corporations like Telestrian Industries Corporation or Andalusian Light Industries offer a lot of work, just like the politicians. Sometimes, even the Tír Peace Force, if reluctantly - especially if you&#039;re not an elf. Hestaby&#039;s Mount Shasta home is probably not a place you want to visit, but the city is an excellent hub of runners. In fact, the Princes tend to hire from the nearby Seattle happily, because it lowers the risk of a local working for the political rival next. Telestrian spearheading a lot of cutting-edge technology, including genetics and neural networks, as well as military contracts and government services, means they&#039;re extremely influential and aggressive in their corner of the world. You may be hired for a lot of corporate espionage in corps they want to acquire. The Daisy Eater smuggling route runs from Puyallup to Portland, so smugglers come in all shapes and stripes. The relative vicinity of the forests can send you poaching Awakened animals for telesma. What if you&#039;re hired to tamper with someone&#039;s Rite of Progression? &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/2065 &amp;quot;Tír Tairngire&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/105562 &amp;quot;The Land of Promise&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/105890 &amp;quot;Elven Blood&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Portland,_Oregon Portland (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Portland_(Tir_Tairngire) Cara&#039;Sir (official)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Portland_(Tir_Tairngire)_(unofficial) Portland (unofficial)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3321 &amp;quot;Shadows of North America&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Sean Baltana (Gear). This elf from the noble caste is dedicated Johnson for Telestrian Industries Corporation in Cara&#039;Sir. Savvy and result-oriented, he&#039;s happy enough to strike deals with non-elves for a lot of Telestrian products, provided the business goes cleanly. He&#039;s also more than an acquisitions expert driving a hard bargain unless he likes you - he can offer assorted jobs for the corporation he works for. Whether busy with corporate espionage for a product Telestrian wants to put on the market first, performing extractions of experts they want to employ (or else) or going out into the wilds to research some magical phenomenon with a scientist you&#039;ve got to babysit, you can at least expect him to deal with you fairly, without metatypical bias frequent in the Tír. &lt;br /&gt;
* Vanessa Michaels (Service). The Willamette Hospital shares its stellar reputation with the Tír Tairngire Medical Center and competes with it. Vanessa isn&#039;t very liked as a dwarf and staunch loyalist of Prince Kevin Jaeger, but her skill in trauma surgery isn&#039;t challenged by her worst enemies. With her steady hands and keen (cyber)eyes, any beaten, shot-up, burnt, broken-limbed runner will appreciate the contact. As a non-elf, she takes great pains to avoid anyone on her immediate staff having any pronounced metatypical bias. This makes her quite popular with all but her most elven supremacist patients. &lt;br /&gt;
* Archer Lawson (Legwork). The CEO of Carlisle Consumables, an unrated corporation producing traditional edibles like dandelions. Yes, this expatriate from the United Kingdom is either a genius of marketing or culturally offensive for the Tírs. Regardless, they make good profits making dandelion-and-burdock fizzy drinks, ready-made salads from leaves, packages for use in soups, frying or boiling like spinach, wine from blossoms, flowers for cakes and prepared buds for use in fritters and omelettes. However, there&#039;s a market for vegetarian-based products and the corp has good expansion prospects. The product not yet on the market, in the last stage of the process to fix, is Carlisle Consumables Dandycaf, an alternative to soycaf traditionally used in the region Lawson is from to make a coffee substitute. The CEO of the small corporation is its loudest fan, &#039;&#039;rooting&#039;&#039; for its success (dandelion roots are the key ingredient). It&#039;s the brainchild of the man and allegedly his great-grandmother&#039;s recipe used, adjusted by the chemist to fit production on a larger scale. Popular among his employees, Archer is more of a researcher than a businessman, available to lend you his academic knowledge as long as he remains blissfully unaware of what you do for a living. &lt;br /&gt;
* Ryan Niriame (Networking). He&#039;s under-secretary for something convoluted and innocuous under Prince Johan van den Berg. Which means he&#039;s embedded in the very heart of government. Ostensibly a quiet statesman, Ryan is one of those nobility-hailing elves who know a lot and mind what slips past their lips. A dedicated classical music enthusiast, you can catch him at least weekly after the most elite performances hosted at the Portland Center for the Performing Arts. You can sway him to put a good word in for you if you can talk about the opera, orchestral music or ballet in particular. &lt;br /&gt;
* Patricia &amp;quot;Pat&amp;quot; Ethenia (Service). With the official bans on several AAAs operating in Tír Tairngire, smuggling like via the Daisy Eater route thrives. Yes, they insert themselves through shell companies, but an average citizen wants access to common Aztechnology products without having to jump through the hoops of buying in Seattle and going through the customs, needing connections or hefty bribes handled in such a way the official won&#039;t fake offence (because it&#039;s not as much as they felt like that day). This is where the rigger Pat comes in. Aware of the fact that aircraft is faster and less constrained by roads than wheeled vehicles, she flies her little modified plane with cargo and sometimes &amp;quot;tourists&amp;quot;. She&#039;s got an actual licence for touristic flights in the vicinity of Portland, ostensibly for safe sightseeing, which, together with her contacts in the Ancients, she uses for business and pleasure. If you need to get into the country fast, contact the gang in Puyallup and pay Pat - if you tolerate her nerding out about grease-monkeying, she&#039;s reliable and well worth her prices. &lt;br /&gt;
* Liam O&#039;Connelly (Fixer). There aren&#039;t really &#039;&#039;old&#039;&#039; elves yet, so it&#039;s safer to call Liam like he wants: a middle-aged gentleman&#039;s gentleman. This is chivalry-caste speak for a fixer. He&#039;s been in the business for several decades now, an epitome of discretion and neutrality, managing to earn the respect of about every faction of Portland&#039;s underworld. Many good jobs go through him, so best stay on his good side.&lt;br /&gt;
* &amp;quot;Lovely&amp;quot; Lucy (Service). The area between East St John and Swan Lake is largely non-elven slums. A number of gangs comprised of orks, humans etc. dwell there. The Hawt Dawgs are an example of a tusked one, with &amp;quot;Lovely&amp;quot; Lucy leading it. Their combat bikes are largely all they own, squatting in tents pitched next to them, but the characteristic trait is their love of small dogs. The ork would do anything for her chihuahua wannabe Princess Loca, but aside from it, her gang can help stage a distraction or communicate with the non-elven poor. &lt;br /&gt;
&lt;br /&gt;
===London===&lt;br /&gt;
&lt;br /&gt;
Home to some ten million souls, the Smoke continues to be the capital of the United Kingdom, the financial heart of Europe. Outer and Inner London come together to create one of the most iconic European sprawls. Corporations like Aztechnology, Horizon and Saeder-Krupp Heavy Industries have their fingers in all kinds of pie there. The constitutional monarchy doesn&#039;t help its crime plague, which paradoxically makes it an excellent place to run in if you avoid stepping on any toes. The Tongs, especially the Silent Reeds Tong, clash with the local British crime families known as the Firms, other syndicates and gangs like the Yardies. Pollution is rampant, Tír Na nÓg contacts frayed. The political class is so decadent and corrupt no one expects anything good from them. Entertainment may easily feel trite, but it&#039;s where the nuyen&#039;s at. It&#039;s a dirty world even for those familiar with the ugliness of the shadows, but the multicultural nature makes for a good time for the more mercenary-minded of us.&lt;br /&gt;
&lt;br /&gt;
Inner London is the meat and potatoes of the Smoke. We can divide them into eleven districts including the Firm-dominated East End with as many dens of iniquity as your wretched little heart desires, the safe area of West End with its Tube Underplex and the Overground - a ripe ground for modest pickpockets - the political centre known as the Temple, the financial heart of the City, the motorway of Westway with its street gangs, the Palace&#039;s royalty and the Estates&#039; nobility in name only, the British Industrial PLC&#039;s Angel Towers Arcology, the Isle of Dogs&#039; expensive housing estates in fine skyscrapers, the idyllic pseudo-suburbia of the Village, the metahuman Docklands squats and the Lambeth Containment Zone (also known as the Squeeze) slums. The haves and the have-nots are separated from each other, with assorted shady characters, preying on the latter from either side of the law, which offers a vast array of runs (albeit from the more cutthroat end of the spectrum).&lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.amazon.com/London-Sourcebook-Shadowrun-7203-Sargent/dp/1555601316 &amp;quot;London Sourcebook&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/140722 &amp;quot;London Falling&amp;quot;]&lt;br /&gt;
* [https://www.amazon.com/gp/aw/d/1932564101/ref=cm_cr_arp_mb_bdcrb_top?ie=UTF8 &amp;quot;Shadows of Europe&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/London London (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/London London (official)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Important NPCs=====&lt;br /&gt;
* Giorgios &amp;quot;Jerry&amp;quot; Glikymenos (Legwork). The Dancing Zorba tavern in the Docklands is run by the Olympian adept couple of the satyr Giorgios and his minotaur wife Elena. The food is decent soy-based Greek cuisine, the live music events starring the man keeping in rather packed. There&#039;s nothing remotely British about the place as the proprietor believes mutton with mint sauce way too bland. Imports not from the Republic of Hellas? Alcohol other than ouzo. All the beer is from the AGS, vodka from the Russian Federation, whiskey from Tír Na nÓg, whiskey from the Scottish Highlands. Rumours through the grapevine, however, are absolutely local and even fresher than the soy souvlaki - yours for a price. &lt;br /&gt;
* Chandi Khan (Networking). This Horizon agent to Horizon-Bollywood starlets has been in the showbiz for a long time and has apparently seen it all (even though she doesn&#039;t look her age with all the plastic surgery she&#039;s got). She believes any kind of exposure is good for you, good, bad, in-between, it doesn&#039;t matter to her. A corporate loyalist, she frankly uses her charges, drumming up their moment in the sun and discarding them when their star is no longer on the ascendant, but to Horizon, it means results. To her credit, the passion for Bollywood-style trids and the Hindu culture in general isn&#039;t faked. &lt;br /&gt;
* Gai &amp;quot;Guy&amp;quot; Jin (Service). An enforcer among the Silent Reeds Tong, this fellow means business and is as cutthroat as the City politics. Drugs, gambling, BTLs, illegal weapons, paid sex, including on the Matrix - whatever your vice is, he or his underlings can and will provide it. A blade nut, he&#039;s an intimidating type, yet just as dangerous with guns. He&#039;s good enough at negotiations to moonlight as a Silent Reeds Tong J, so if they want someone intimidated, the opposing crime outfit surgically inhumed or so, he hires and pays well.&lt;br /&gt;
* Ebenezer Solomons (Gear). This nocturna comes from the Camden Town Jews and makes the most of his night shift work at Harrods. Benny as he&#039;s often nicknamed has very good supply lines, both above the counter and below it through the Tongs. A real nose for business. He&#039;s got customers in places high and low alike, with a lot of contraband provided by the Yardies. Often enough, he has to offer jobs involving smuggling something in or out, or perhaps overseeing an exchange of goods, when the unpredictable Afro-Jamaicans are unavailable. &lt;br /&gt;
* Fatima al-Samara (Service). This young hobgoblin lady is an Islamic enchanter and Alchemy Major, selling legal alchemical preparations in Camden Town. She does moonlight as Aperitif in the local shadows if you need a more esoteric prep. Her best-selling offerings are Heal, Resist Pain, Increase Reflexes, Armour, Sterilise, Detox, Cure Disease, Analyse Device, Combat Sense, Deflection and Blast, but she&#039;s able to crank out more. She can also talk about the various British magical phenomena, including the great dragon Celedyr.&lt;br /&gt;
* Sven Amundsen (Fixer). This giant is a good example of an immigrant starting over. He runs a successful runner bar styled into a traditional English pub called the Cheery Cervitaur. It&#039;s got tap beer, hearty local dishes from good soy substitutes, some rooms upstairs Sven rents. The last is particularly useful as he fixes jobs in Inner London - those areas are highly useful to Johnsons.&lt;br /&gt;
* Barry Swiney (Networking). An underboss in one of the Firms, the one thing he&#039;s quicker to roll than his Cockney accent is that beastly Warhawk of his. He&#039;s not getting old yet, but has the well-earned reputation of being quick in a fight and in the backroom sealing deals. If you want to do something illegal in East End, he will know even before you make the decision, it&#039;s rumoured. A very good bad guy, you can say.&lt;br /&gt;
* Emma Bellend (Legwork). Growing up in the Docklands wasn&#039;t easy, but this gnome journalist made it through and she&#039;s out with a vengeance to write all about the real dirt of the Smoke: the City, the Temple, the Palace. The pen can be mightier than the sword and compete with a pistol if your words are appropriately quick on the load. A dedicated whistleblower, she inspires extremely mixed reactions. Those whose dirt she launders vilify her. The little people view her as something of a candle in the darkness. Either, both or neither could be true, but her skill in finding information they don&#039;t want found isn&#039;t to be disputed.&lt;br /&gt;
&lt;br /&gt;
===Vladivostok===&lt;br /&gt;
&lt;br /&gt;
There are a few things you&#039;ve got to know about Vladivostok, one of the largest sprawls of the Russian Republic. One, it&#039;s distant enough from Moscow to let its Vory v Zakone do their own thing as long as revenue flows and they don&#039;t mess with the capital. Specifically, we&#039;re talking the Red Vory here. They&#039;ll react with extreme prejudice if you mix them up with the White Vory. They almost wiped themselves in the 2046-2048 war, letting the Seoulpa Rings and some Triads in, with the 2070s one leading to &amp;quot;Bloody&amp;quot; Otsana Kovalenko emerging victorious. You don&#039;t want to piss her or her people off. Two, EVO, the former Yamatetsu, has its headquarters here after Yuri Shibanokuji moved from the JIS to Russia, dominating the business landscape. Russian prejudices run the nationalistic stream, with non-Russians on the receiving end way more than non-human metahumans, Awakened or Emerged, but EVO&#039;s business model makes them mellow a bit. They&#039;re not doing it out of the goodness of their fake bleeding hearts: catering for everyone pays better than only for a single group. Ethnic Russians still rule, followed by European Slavs and Baltic peoples, with Transcaucasians treated with suspicion and the Russian Far East folks on the penultimate losing position (before everyone else). This leads to Russian Humanis skipping out on &amp;quot;their&amp;quot; metas to bash on Westerners, for example, or Russian Sons of Sauron paradoxically attacking their ethnically Russian kin. Don&#039;t try to make sense out of it, you won&#039;t. EVO wants to pretend they&#039;re getting better, but we&#039;re far from any real change. Since they&#039;re a member of the Pacific Prosperity Group, also headquartered in Vladivostok, corporate runs are common. Three, the whole society is highly militarised, with every SINner required to serve a minimum of two years. Politically and socially, they still dwell on the times they were an empire. You don&#039;t want to offend by even implying those times are gone, long gone, because they react poorly to it. With the great influence of the spy agencies like the Foreign Intelligence Service (SVR), the Federal Security Service (FSB) or military intelligence (GRU) in the whole country, you never know who is just a mole waiting to sell you out. The Russian Orthodox Church holds much influence, with Awakened typically forced to serve the state, so don&#039;t expect your confessions to be as secret as you hope. Its marriage with the national politics ensures the hands are appropriately greased to make the wheels of business turn. Four, for the tech-minded runners in particular, Vladivostok is a pilgrimage site for the sole reason of the Mosaic Data Haven being found there. The colourful mosaic of constantly shifting patterns and shapes hides one of the prime data havens of the entire world, with the then-Yamatetsu being one of the secret supporters. If you want to find something out, the Mosaic probably has you covered. Non-Vory syndicates include the Seoulpa Rings like the Northern Star Ring (the Mosaic Data Haven&#039;s sponsor, among others) and the Triads like the Red Dragon Association or the Ten Thousand Lions. With the Vory dominating wetwork, prostitution, smuggling and the drug trade, they focus on Matrix crime, the production of BTLs chief among their sources of income. &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/119271 &amp;quot;The Vladivostok Gauntlet&amp;quot;]&lt;br /&gt;
* [https://www.amazon.com/gp/aw/d/1932564101/ref=cm_cr_arp_mb_bdcrb_top?ie=UTF8 &amp;quot;Shadows of Europe&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/2703 &amp;quot;Shadows of Asia&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Vladivostok Vladivostok (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Vladivostok Vladivostok (official)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Denis Fyodorovich Yusupov (Networking). Sorry to dash your hopes, history buffs: Denis has no relation to the infamous Prince Yusupov. What he does have is his connections all over EVO, whose full SINner he proudly is: MetaErgonomics, CrashCart, Saotome Aquadomes, PensoDyne Biotechnical, Tsuruga International, ByDesign, MetaMatrix, Lightning Brands - if he cannot connect you with some middle tier exec there, this person just isn&#039;t worth knowing. As a corporate loyalist, his runs advance EVO&#039;s causes no matter what. He&#039;s also interested in cybernetics. &lt;br /&gt;
* Oksana &amp;quot;OK&amp;quot; Nikolayevna Mironova (Legwork). Part of the Mosaic Data Haven speaks for her skills. If you want a hacker for hire, she&#039;s your elf. Prepare for her nerding out about sprites, but this submerged technoshaman is excellent at digging up information deemed lost. An Ersatz! simsense fan. &lt;br /&gt;
* Boris Leonidovich Yakimov (Fixer). This one is openly part of the Red Vory of Vladivostok. He&#039;s thick with the Gruppa Obespechenie&#039;s accountants. He also never offers jobs which would imperil the rodina. That aside, a very good contact to have, especially if you also make yourself useful to the Reds. As the Gruppa is used to take care of the members who have been incarcerated and their families, Boris has many people indebted to him, some perhaps even genuinely liking him! He runs an upscale jewellery shop as the legal front of his operations. If you want to win his heart, be kind to the rodina, Matushka Russiya and cook well (read: traditionally, skill preferable but optional).&lt;br /&gt;
* Sergei Yegorovich Agafonov (Gear). A retired bojevik, Sergei uses his respect among the bojeviks and shestiorkas for overseeing smuggling in and out of Vladivostok. He&#039;s able to recommend some safehouses and boltholes when things grow too heated for runners he views as useful to the Reds. This ork is a fan of football and sponsors the local Little League, so fellow sports enthusiasts will have an easier time connecting with him.&lt;br /&gt;
* Irina Filippovna Kariyeva (Service). The head of one of the numerous CrashCart Medical Services clinics, she&#039;s the person you want to get stitched or implanted by legally. Or through political connections. Or through the Vory or EVO liking you. Whatever your in is, she does prime work, with up to alphaware available from the street and betaware access with prior appointment, the upfront payment, and a good enough SIN. &lt;br /&gt;
&lt;br /&gt;
===Tulum===&lt;br /&gt;
&lt;br /&gt;
The Yucatán Peninsula is harrowed by the fighting between toxic and non-toxic spirits, but if you want to visit anyway, make your destination Tulum. Largely kept out of the way of the drama, mostly hidden away from the rest of the world by the picturesque beaches to the southeast, jungles in the other directions, regardless of Aztechnology&#039;s power, Tulum stayed a fairly sleepy town. You&#039;ve got infrastructure, yes: a local teocalli dedicated to Quetzacoátl, assorted vacation rentals offering bikes or surfboards, small hotels and hostels, restaurants and bars, shops, if on the smaller scale, or stuff tourists want - tour guides, some BANCOMEX ATMs, language schools - and Aztech rules there. But the main emphasis to make to those considering visiting Tulum is: the ruins of the pre-Columbian Zama, the sea, the jungle and cenotes. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re planning on visiting, make sure you deal with some things much before you go. One, don&#039;t look like a Catholic. The Path of the Sun is the state religion and Catholicism has long been outlawed (even if underground worship exists). Two, don&#039;t look like a spy from Amazonia. They still have issues with Hualpa&#039;s DISA or the Ghost Cartels. Three, prepare for Aztec tradition Awakened, spirits and paracritters being quite commonplace, with a strong push for even the weakest of sparks honing what little talent they&#039;ve got. Four, infected are borderline sacred in Aztlan due to the connection with blood they&#039;ve got. You &#039;&#039;probably&#039;&#039; won&#039;t meet any Blood Panthers, but better to stay on the safe side. Finally, Tulum is far away from hubs like Tenochtitlán or Bogotá to be used as a kind of testing ground for various projects Aztechnology prefers to be quieter. While we&#039;re not talking about blacksites, laboratories playing with bioengineering security critters or archaeologists investigating the ruins of Zama, a pre-Columbian walled city located on the coast, and the purported religious site built by its people in Cenote Escondido, are hardly not to be expected. &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3640 &amp;quot;Aztlan&amp;quot;]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Source:Shadows_of_Latin_America &amp;quot;Shadows of Latin America&amp;quot;]&lt;br /&gt;
* [https://www.reddit.com/r/Shadowrun/comments/1yxiop/know_your_enemy_aztechnology_the_way_to_a_better/ Know Your Enemy: Aztechnology]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Tulum Tulum (Wikipedia)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Ana Sofía &amp;quot;Moustache&amp;quot; Mastache (Fixer). She used to live in Tenochtitlán&#039;s Iztapalapa barrens in her youth, but moved to Tulum when she could afford to leave the past behind. Extrovert and cheerful, she runs Hotel Ventura - an affordable family-style hotel with the secret of allowing many runners to rent rooms there if they don&#039;t draw attention to themselves. Moustache&#039;s nickname stems from her love for theatre and skill in disguise - in fact, you can pay her to help touch you up to blend in. Her jobs tend to involve the wilderness around Tulum, however - pack those survival kits.&lt;br /&gt;
* Chimalcoyotl (Legwork). Known as Yotl for short, this pantherine (jaguar with an elven form) shifter is getting too old to hunt big game, so she switched to hunting information. An accomplished enough Aztec magician and the follower of Snake, she&#039;s lived in Tulum all her life and has become something of a local wise jaguar… err, woman. Her beloved spell school is Detection, although she&#039;s a skilled healer as well. To gain access to her magical knowledge, the understanding of the jungle cenotes and free water spirits who inhabit them, folklore or history, you have to pay her in real meat, however. &lt;br /&gt;
* Diego Tlaqui (Networking). This elven adept, a follower of Seal and the Aztec tradition, is a dedicated Johnson for Aztechnology Tenochtitlán. His work tends to send him to Tulum every few months. While he&#039;s not quite a fan of the sleepy town, he understands the benefits of its location out of the way. Big on discretion, he&#039;s got a surprising preference for gringo runners - hiring outsiders means getting to pay them and forget about the whole affair. &lt;br /&gt;
* Alonso Tupac (Service). An Am-Azt War veteran and a boy next door, the boisterous ork has his community&#039;s respect. After returning home, he leads tours to the very edge of the jungles while his wife Nina runs an Aztlaner Spanish language school in the city centre (as much as Tulum can be called a city - doubtful - and having a discernable centre). He doesn&#039;t rap with much class. He raps with &#039;&#039;passion&#039;&#039;. He&#039;s arguably &#039;&#039;really&#039;&#039; good at outdoors and hunting with his sporting rifle, so canny runners may want to hire him as a guide. &lt;br /&gt;
* Guillermo Muñoz (Gear). Normally, he repairs all kinds of vehicles and drones, dabbling in weaponsmithing on the side. Through his cousin Ramón, however, he&#039;s got some minor connections to the smugglers from Havana, allowing him to organise some weapons if need be. Guillermo is much better at fixing your ride or weapon though. Mundanes may purchase Special Modifications if they gain him as a contact.&lt;br /&gt;
&lt;br /&gt;
===Goose Prairie===&lt;br /&gt;
&lt;br /&gt;
Not much more than a settlement for tourists to enjoy hardly altered nature, Goose Prairie seemingly avoids the typical troubles of the world. Bumping Lake provides a great spot for boating, fishing and angling. The nearby trails are rather easy. The woods invite sightseeing, including glimpses of wild game, which those with the correct permits may hunt. The lodgings like the Golden Goose, gift shops and the Yakima Valley Museum provide infrastructure for tourists, which private people and employees of Aztechnology, which owns a significant amount of land there, enjoy. It&#039;s not entirely an idyll, however: the Salish mafia use the areas above Deep Creek for their shady deals and the locals discourage pursuing the Copper City ghost town, although they clam up as to why.&lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/145975 &amp;quot;Native American Nations Volume 1&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3321 &amp;quot;Shadows of North America&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Goose_Prairie,_Washington Goose Prairie (Wikipedia)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Aleshanee Yoomee (Service). The shaman and best friend of Momo the bandit, fittingly a Raccoon follower, is the unofficial protector of the settlement. Skilled at storytelling, she&#039;s something of a mascot at the Yakima Valley Museum where she works as a custodian. In Goose Prairie, she advises everyone not to venture past Deep Creek. According to her, the Great Ghost Dance messed the abandoned settlement from the gold rush times up badly, with spirits resisting summoning there, mutated animals, feral infected becoming prey rather than predator to… something. Her tales can chill to the bone, but she&#039;s happy to heal with her magic at no price if she doesn&#039;t take drain and there&#039;s no need for reagents to be spent. &lt;br /&gt;
* Lallo Segenam (Legwork). The teenage dwarf fishes in Bumping Lake as opposed to the rest of the Okanogan-Wenatchee and is a veritable fount of wisdom about what tourists may want to do in Goose Prairie. The woods, as he and his family can attest, have deer, boars, raccoons (those keep stealing from tourists, pose for photos in return for snacks or shinies and somehow brick their commlinks if chased away), eagles, wolves and bears. Predator sightings are not as common as of herbivores and omnivorous species, but regular enough. With a hunting permit (which he can help you get), you can hunt as well, info available on the Matrix or at the Wading Wolf Lodge, a local hunting association. Bumping Lake boasts different fish, crustaceans, molluscs and even a small beaver family, local mascots, and Lallo can tell you everything about them. He&#039;s known for ruminating on the legal restrictions, sizes, bait and rods used for hours if not stopped. &lt;br /&gt;
* Wyome Whakan (Fixer). She&#039;s not even hiding the fact she and her brother are part of the Salish mafia. Wared up and rugged, she knows both the tribal traditions and how to avoid breaking the rules (too much) while dealing dirty with the underworld. There isn&#039;t much shadow presence in Goose Prairie, but the remote location lends itself well for hiding the mafia stashes while she plies most of her trade in Yakima and Naches. She won&#039;t offer jobs which imperil her syndicate, but if you bear the &amp;quot;pinkskin&amp;quot; yapping, she&#039;s reliable. &lt;br /&gt;
* Askook Whakan (Gear). He doesn&#039;t hide the fact he and his sister are part of the Salish mafia. Big on his tribal honour, he&#039;s a sharp shot, which the ware he&#039;s got certainly helps. The downside of it is his &amp;quot;My Country, Right or Wrong!&amp;quot; attitude, but the smuggling connections he&#039;s got can definitely come in handy for an enterprising runner. Just bear the &amp;quot;pinkskin&amp;quot; yapping and get down to business. &lt;br /&gt;
* Nirvelli Yoomee (Networking). A distant descendant of the woman who started the Golden Goose, Nirvelli runs the family-style inn. Cheerful, knowing everyone and known in like, an excellent storyteller, she can occupy any tourist through the chilly night. Why are the nights so windy anyway? Why won&#039;t she let anyone go to Copper City? What&#039;s the dirty secret of Goose Prairie?&lt;br /&gt;
&lt;br /&gt;
===Cairo===&lt;br /&gt;
&lt;br /&gt;
The ancient and storied capital of Egypt, Cairo started on the Nile River, although it has since spilled in every direction, east of the river in particular. A moderate enough Islamic Democracy, the country is noticeably more relaxed about metahumans and Awakened than its neighbours, although still troubled by tribal umbrages among the Bedouins and the New Islamic Jihad, the terrorist organisation still feared in spite of going underground. It&#039;s a rich sprawl thanks to the oldest and largest cinema and music industry in the Arab World, links with corporations like Global Sandstorm or Saeder-Krupp Heavy Industries and access to crude oil. Unsurprisingly, it suffers from high levels of pollution and traffic. The world&#039;s second-oldest institution of higher learning, Al-Azhar University, is part of it, together with museums and numerous digs, bolstering the Egyptian Sixth World Renaissance. Hosting the Desert Wars contributes to a strong mercenary and sports culture. It&#039;s also something of a safe haven for technomancers since the 2070s when the Coptic Church offered them protection. &lt;br /&gt;
&lt;br /&gt;
Running in Cairo and its vicinity, a number of things are worth bearing in mind. While the country isn&#039;t anywhere as radical as other places where Islam is the dominant religion, the New Islamic Jihad is still a problem in Egypt, targeting Awakened and metahumans. Hobgoblins have the easiest time due to the metavariant being rather widespread in the Middle East and adjusting well culturally, followed by dwarves. Traditional Islamic enchanters and Egyptian tradition conjurers are the most tolerated Awakened. In fact, the Egyptian mages responsible for the safety of execs and politicians are official priests and no pushovers, able to hold their ground to the point of offensive possession. The entire country is Mossad&#039;s prowling grounds. Those people have access to training and technology, including some government technomancers, and don&#039;t play around. Stories of Krav Maga used for enhanced interrogation? All true - don&#039;t get caught. The Egyptian tradition of iconoclasm is followed rigorously: local execs are protected by their likenesses, taking advantage of possession spirits to guard them from manipulation. Iconoclasm is deeply ingrained within the culture, especially strong with its Sixth World Renaissance. Imagistic representations are a matter of public face for the well-to-do as well as real magical defences. To weaken business rivals before negotiations, Johnsons tend to hire runners to vandalise the statues and deal with the spirits. In general, Awakened other than of the Egyptian or Islamic traditions tend to be outsourced talent. &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
[https://www.amazon.com/gp/aw/d/1932564101/ref=cm_cr_arp_mb_bdcrb_top?ie=UTF8 &amp;quot;Shadows of Europe&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/2703 &amp;quot;Shadows of Asia&amp;quot;]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Kairo Cairo (official)]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Cairo Cairo (Wikipedia)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Dhaafir al-Sultan (Fixer). Running in Cairo requires the know-how of how things are done here. Otherwise, one wrong step and you join the mummies. Dhaafir can amply provide that. Regal in bearing, he knows exactly when goods Mr Johnson wants stolen will be moved, which guard is lightweight and likes a drink, what route to take in order to make a speedy escape through the Nile. It&#039;s customary to bring him honeyed fruit, dates and raisins his favourite, because he&#039;s got a sweet tooth and believes business should be done with food and drink.&lt;br /&gt;
* Nafeesa al-Nasr (Legwork). The Coptic Church offered technomancers a safe refuge in Egypt, leading to their numbers increasing through migration. This Mossad-employed sourcerer follows the Archivist paragon, reaching entirely new heights of discovering secrets. She&#039;s very much a government loyalist, but if the runner has a goal which aligns with those of the ruling politicians - or she doesn&#039;t catch upon you being one - it&#039;s hard to go wrong with Nafeesa. &lt;br /&gt;
* Zeena al-Amini (Service). A research assistant at Al-Azhar University, Zeena proves hobgoblin possession specialists can be terrifying. Her main area of expertise is spirits, although she can sling a mean Comet as well. She views her Alligator mentor as Sobek, the crocodile-headed Egyptian god, the innate affinity for water spirits strengthened. Her jobs involve exploring the past, so better brush up on History and Arcana.&lt;br /&gt;
* Umar al-Zaher (Networking). Working as an upper middle executive at Arabia&#039;s largest corporation obliges. You have to know who to trust, who to betray, who to bribe - &#039;&#039;know people.&#039;&#039; Thankfully, Umar is a social butterfly, the life of the party, and knowing people is his element. Being mundane doesn&#039;t stop him from climbing the ranks. It&#039;s difficult to dislike him to his face even if you wake up to your enterprise being taken over by Global Sandstorm, his 24-carat grin on the photograph as you shake hands. He knows the art of social engineering like few others. He doesn&#039;t prejudice against runners, viewing them as good for business - you just have to hire them first and make an offer all counter-offers pale in comparison with. &lt;br /&gt;
* Husni al-Mostafa (Gear). The troll doesn&#039;t participate in the Desert Wars as a mercenary anymore. He&#039;s got enough accolades and the nuyen which follows to switch to mentoring the new generation. His erstwhile SpinGlobal sponsor is how he started angling for ware purchases, but his current network is all owed to his own business sense. If you want to buy alphaware or lower-grade cybernetics, solid restricted armour and weapons (automatics in particular), Husni is the man you want to go through.&lt;br /&gt;
&lt;br /&gt;
===Hong-Kong===&lt;br /&gt;
&lt;br /&gt;
The Hong-Kong Free Enterprise Zone is a painful reminder of corporations triumphing over governments in the Sixth World. There, China lost to megacorporate (particularly Wuxing) money. Corporate boardroom backstabs, crime centred on smuggling, drugs and talislegging, ruled by different Chinese Triads, dark magic and draconic plans spanning millennia are all present. Bordered by the Shen Zen city in the north and the Zhu Jiang (Pearl River) wetlands, Hong-Kong is nominally divided into eighteen districts, of which fourteen are sufficiently distinct, although the ancient dragon lines are much more important. &amp;quot;Everything here is designed to maximise and commodify qi,&amp;quot; many will tell you. It&#039;s a runner&#039;s paradise, however: from fields on the outskirts where drug-producing plants are grown under Triad control through the river&#039;s meanders where smuggling of goods and people happens, skyscrapers jutting straight to the sky where a little dragon&#039;s scale can occasionally be glimpsed, loud outdoors markets you can buy anything at, to the infamous slums of Kowloon Walled City, there&#039;s work to be had. Just don&#039;t go without a [https://www.google.com/maps/d/viewer?mid=1mycCK8ijWs_MxogrqP-e_dmYGhk&amp;amp;hl=en_US&amp;amp;ll=0%2C0&amp;amp;z=10 map].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;extremely&#039;&#039; robust criminal landscape of Hong-Kong, including Downtown Hong-Kong, Wan Chai, Eastern Hong-Kong, Southern Coast, Yau Tsim Mong, Kowloon City, Tolo Harbour Complex, Kwai Tsing and Lantau Island, deserves its own section. Apart from corporate (or even draconic) dirty dealings, it&#039;s home to a great deal of Triads or Triad wannabes. &lt;br /&gt;
* The Red Dragon Association headquartered in Hong-Kong is probably the closest to holding dominion there, purely due to their allegiances to the great dragon Lung and the Chinese Big Ten, Wuxing Inc. As the de facto the largest and most powerful Triad in the world, not to mention the sprawl, its criminal empire spans Asia, Australia, both Americas and Europe. It&#039;s got a centuries-old rivalry with the White Lotus Society dating at least to the Boxer Rebellion. Thanks to Lung&#039;s assistance, it annihilated the Majestic Peacock Association. The global underworld war of 2062-2063 destroyed the Yellow Lotus Triad. Very well-financed, they use a fairly rigid and organised structure to make forays into territories of other syndicates. Due to their connections, high-ranking members may even boast betaware. As par for the course for Triads, ethnicity matters, not the metatype or status as a mundane, Awakened or Emerged. This openness gives them a distinct edge over most Yakuza, for example. The 58th Battle Brigade mercenary group answers to them. Prostitution, drugs, gambling, Matrix crime, counterfeit goods, gunrunning, smuggling, protection rackets, metahuman trafficking, doing the bidding of Wuxing and Lung - the Red Dragon Association does it all.&lt;br /&gt;
* The White Lotus Triad is international, with a &amp;quot;division&amp;quot; in Hong-Kong. Their strong ties with the Singaporean technology A-grade corporation Tan Tien, one of founders of the Pacific Prosperity Group, lend them much clout. In fact, given their enmity with the Red Dragon Association, they &#039;&#039;need&#039;&#039; that. Their focus is on prostitution and gambling rackets.&lt;br /&gt;
* The Smoke Circle Society is one of the most powerful Triads of Asia, controlling the largest share of the trade in Golden Triangle opium and Awakened drugs, including the infamous Tempo. As demonstrated in the Smoke Circle-Black Chrysanthemum War during the Battle of Kowloon City of 2071, their magical might is significant even after losing approximately half their power. The conflict with the Black Chrysanthemum continues. They&#039;re also strong with gambling (in Hong-Kong) and metahuman trafficking for the flesh trade (across mainland Asia). The Golden Army, one of the lesser Triads, is vassalised to them and fought in the Smoke Circle-Black Chrysanthemum War on their side.&lt;br /&gt;
* The Black Chrysanthemum, while based in Macao, has a stronghold in the worst part of Hong-Kong: the Kowloon City. One of the most brutal and cruel syndicates in the Sixth World, one which is as feared there as Tamanous is in Seattle. Its backbone are the Kowloon gangs made up mostly of mainland refugees, although unlike most Triads, it&#039;s willing to recruit non-Chinese (still Asian though: Filipinos, Vietnamese and Indians). Because of the strong focus on Awakened members, it triumphed in the Smoke Circle-Black Chrysanthemum War of 2071, currently at 70% of its power prior to it. Mundanes working for them are wared up. The main metahuman trafficking syndicate, it forces its clients into slavery to pay off their debts, such as working in sweatshops or factories producing counterfeit goods, frequently to the death. Other forms of slavery include victims they need for the international sex trade, SINless residents of Hong-Kong to be harvested for their organs, possibly even those indentured workers deemed too slow at work to be useful outside their guts. They oversee gambling rackets and are involved in the trafficking part of the Golden Triangle. In the Canton Confederation outside of Macao, they do gunrunning and organlegging. Other branches include the Kingdom of Hawai&#039;i represented by Honolulu, the JIS (Neo-Tokyo), the Philippines (Manila) and the North American West Coast (Seattle, San Francisco). &lt;br /&gt;
* The Red Lotus Triad, while focused on mainland China, has two branches: Vancouver, SSC, where, overseen by the dragon Chiao, they largely control the water-based smuggling and drugs due to the partnership with Kyuusei Medical, and Hong-Kong. They work out of the Wan Chai and the Yau Tsim Mong. In the latter, not like in the former, Chinese ethnicity matters. Both focus on the drug trade, however, so if you want substances, you could certainly do worse than ask them.&lt;br /&gt;
* The Red Lantern Triad is another outfit with Hong-Kong presence actually more significant elsewhere. Before the brutal mob war of 2064-2065 they were decimated by the Kabul Maffiya, they had a stronghold in Tashkent, overseeing the local crime bosses and profits from the drug smuggling routes going from Afghanistan to Russia. In Hong-Kong, they use a marine salvage company named &amp;quot;ReVage&amp;quot; as a front for smuggling drugs. &lt;br /&gt;
* The Ten Thousand Lions started as a mere street gang and climbed to become a syndicate with presence on four continents. It&#039;s got pirate crews, smuggling rings and metahuman gangs these days. Built from survivors from the Yellow Lotus Triad annihilation by the Red Dragon Association in 2062-2063 who didn&#039;t escape to Seattle, it was the first Triad to give metahuman gangs real power and the first to establish their main operations in foreign refugee communities. Unlike others, they pay less attention to being ethnically Chinese - if you&#039;re Filipino, Vietnamese or Indian, they&#039;re happy enough to take your blood in. The Kwan Tong district constitutes its powerbase where they recruit from mixed immigrant and refugee populations from Vietnam, the Philippines and India. Into a variety of criminal enterprises, involved in the Golden Triangle drug trade, their focus is certainly on Wuxing BTL chips smuggled into markets throughout the Pacific Rim, wherever they are illegal.&lt;br /&gt;
* The Tolo Vory deal in prostitution, BTL chips and pornographic sim studios. EVO Hong-Kong&#039;s Yamatetsu Naval Technologies division has strong ties with them. As usual for the Vory v Zakone, you have to be Russian to enlist, a Slav to go anywhere, but they&#039;re not prejudiced against women or metas. In fact, orks, trolls and dwarves make up its numbers to a non-negligible extent. &lt;br /&gt;
* The Kim Dragons Korean syndicate is led by former dissident Kim Tak Goh. The man united a number of Korean gangs from the Sham Shui Po neighbourhood and manoeuvred assorted Triad wars by keeping their heads low enough to keep operating. Their niche is violent operations like kidnapping and home invasions, which ensures they can ply their trade without the bigger fish worrying about them. &lt;br /&gt;
* The 289s is a confederation of Hong-Kong gangs working out of the Yau Tsim Mong district. Flashy and ballsy, they live fast and proud, not long. Due to this, their focus is on scams you can pull off quickly and lose the payday in a nightclub even faster. Gambling, media piracy, counterfeit goods, the Golden Triangle drug trade, robberies - this is probably unsurprising. Interestingly, they produce low-budget flicks painting them as daring street heroes, wildly popular in Hong-Kong. &lt;br /&gt;
* The Gold Tigers aren&#039;t really a Triad - just a gang part of the 289s. Their turf is confined to Portland Street, revenue generated by orchestrating robberies and fencing the stolen goods.&lt;br /&gt;
* The Bronze Jian Triad is one of the less important. Definitely nowhere as significant as the Red Dragon Association or the White Lotus Triad, they do business while avoiding growing large enough for the big fish to mind them as potential threats. They deal in protection rackets, so if you want contacts to lean on a target for a bad cop, better than bad cop situation, the Jians are worth considering. &lt;br /&gt;
* The Golden Army is one of the lesser Triads of Hong-Kong. It&#039;s a vassal of the Smoke Circle Society. It fought on their side in the local Tempo Wars. Its focus, similarly to their bosses&#039;, is on drugs, particularly BADs. &lt;br /&gt;
&lt;br /&gt;
As anyone can see, it&#039;s a boiling pot of criminal groups even before you add Wuxing, other corps and dragon interests. If runners can take advantage of this, it&#039;s a runner&#039;s paradise. If not, a cold grave on the bottom of the Zhu Jiang River. &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
[https://www.drivethrurpg.com/m/product/192218 &amp;quot;Shadowrun: Hong-Kong&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/2703 &amp;quot;Shadows of Asia&amp;quot;]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Hong_Kong_Free_Enterprise_Zone Hong-Kong (official)]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Hong_Kong Hong-Kong (Wikipedia)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
&lt;br /&gt;
* Yanmi Xie (Fixer). She&#039;s something of an old hand almost on the very border of Kowloon City. She operates out of one of the numerous typhoon shelters at the old Kai Tak airport by Kowloon Bay converted into a hostel and noodle shop combo. The locals don&#039;t try to mess with her. Through the years, they&#039;ve learnt better than that. This is, those lucky enough to survive the ire of a former razorgirl. Her jobs tend to come from Johnsons who are connected to Wuxing, some Triad (usually the Red Dragon Association or the White Lotus Society) or both, although you can, on occasion, have hooding for the Po Lin Monastery on Lantau Island or the request from a Downtown Hong-Kong starlet looking for protection while slumming it. &lt;br /&gt;
* Arkadiy Leonidovich Karnaukhov (Gear). The Triads are by far the most powerful underworld faction(s), but EVO Hong-Kong has the Tolo Vory. Arkadiy&#039;s outfit, therefore, deals in prostitution, BTL chips and pornographic sim studios, supplied to his compatriots first, about everyone willing to pay shortly thereafter. As a rather important member of the Gruppa Obespechenie, he officially works as the Head Acquisition Manager for EVO Hong-Kong&#039;s Yamatetsu Naval Technologies division, but his day job aside, you can make a number of purchases through him, be they EVO miltech and aquatech or what the Tolo Vory can offer. &lt;br /&gt;
* Zhenya Luo (Service). He&#039;s an enforcer for the Gold Tigers. They usually steal whatever isn&#039;t nailed down, but Zhenya secretly dreams of the career of a young heartthrob in those trashy flicks they make. He knows Portland Street and the vicinity like the back of his own (grubby) hand, so if you want to hide there or have him shadow someone (robbing them likely, shanking optional), he&#039;s the guy you want to pay. If you can feed his acting vice, he&#039;ll love you, but in a pinch, a credstick will do.&lt;br /&gt;
* Iseri Genichi (Legwork). A custodian at the Sha Tin Museum, this korobokuru escapee from Yomi Island, JIS, loves his second home. Arguably, he would claim Hong-Kong is his &#039;&#039;first&#039;&#039; and only home. In general, academic subjects are his area of expertise, but he can also talk about the local folktales. He&#039;s fascinated by the mythos related to dragon lines and the Four Coins of Luck. &lt;br /&gt;
* Shi Yao (Gear). The Red Dragon Association is by far the most influential of the Triads of Hong-Kong. It&#039;s not surprising that Shi, a rather well-connected higher-up of theirs usually in charge of the different smuggling operations, can get you almost anything. With the Golden Triangle drug trade roaring, substances restricted or outright forbidden are easy to obtain for her, but she can also help with weapons or armour. &lt;br /&gt;
* Don Lingxin (Networking). Wuxing is the most important corporation in the sprawl. They&#039;ve got ESSY Motors, a great deal of banking, shipping, entertainment and services. Don holds the position of Deputy Chief Marketing Officer of Swift Wind Deliveries Hong-Kong. The elven social adept is a canny negotiator with an extensive social network in the AAA, the Pacific Prosperity Group and the assorted Triads, especially the Red Dragon Association. The district of Southern Coast, specifically, the Wuxing Skytower in the neighbourhood of Aberdeen he calls his home, is where you have to go for some really high-class deal-brokering and much understanding of magic the sprawl exudes. &lt;br /&gt;
* Gang Quan (Service). The Black Chrysanthemum rules Kowloon City with an iron fist. Seemingly, nothing is too heinous for them to do if the pay is right. Gang is one of their enforcers. The day job has him oversee one of the sweatshops in the worst slums of the district, Kowloon Walled City, taking advantage of his strength and propensity for violence to cow the indentured workers into obedience (or else; there&#039;s always money to be made organlegging if you ask him). The ex-con troll is as swole as they get, wared back up when his friends broke him out for deadly efficiency, mixing unarmed combat augmented by the 52 Blocks prison martial art with about any automatic or heavy weapon. When necessary, he will act as a shock trooper without any issues. He&#039;s not the most sneaky person around, but if you agree with his attitude (there&#039;s no &amp;quot;kill&amp;quot; like &amp;quot;overkill&amp;quot;), you can hire him for &amp;quot;locate and destroy&amp;quot; tasks or ask for tips on what&#039;s going on in the district. As long as his comrades in the Triad aren&#039;t unhappy with you, that is.&lt;br /&gt;
* Peng Cui (Legwork). The White Lotus Triad focuses on prostitution and gambling rackets, so Peng is highly useful as an infobroker if you&#039;re looking for dirt on the high and mighty of Hong-Kong. He seemingly always knows about the vice of this or that executive. The habit a starlet develops with the Golden Triangle drug trade roaring like it does isn&#039;t a secret for him. If it&#039;s something you wouldn&#039;t tell your grandmother about doing (and enjoying), chances are he knows. His words - and silence - are golden, but he accepts escrow and credsticks. &lt;br /&gt;
* Yang Lang (A,N,G,K). In Hong-Kong, the lowest power is the Triads. Above are the megacorps, especially Wuxing. The absolute top is taken up by the struggle between the two eastern great dragons, Lung and Ryumyo. He&#039;s one of the many agents the latter has. He&#039;s connected, he knows secrets, but not many runners would freely work for this particular Mr Johnson. &lt;br /&gt;
* Yin Lin (A,N,K,G). In Hong-Kong, the lowest power is the Triads. Above are the megacorps, especially Wuxing. The absolute top is taken up by the struggle between the two eastern great dragons, Lung and Ryumyo. She&#039;s one of the many agents the former has. She&#039;s connected, she knows secrets, but not many runners would freely work for this particular Mrs Johnson.&lt;br /&gt;
&lt;br /&gt;
===Cheyenne===&lt;br /&gt;
&lt;br /&gt;
The capital of the Sioux Nation, Cheyenne serves as an important hub of the country. Three million SINner inhabitants, around a hundred thousand SINless. Mostly humans (72%) followed by orks (16%). Luxuries for national SINners (provided you come from one of the &amp;quot;correct&amp;quot; NAN tribes - Lakota, Dakota, Nakota, Arapaho, Crow, Cheyenne, Lumbee, Mohawk, Potawatomi, Mohegan, Cherokee, so Tsalagi, Chocktaw, Navajo, Cree, Ojibwe, so Plains Chippewa, Shoshone, Delaware, Hidatsa, Mahican, Seminole, Oneida, Creek, Apache, Onondaga or Chickasaw), a bad time for the SINless, the worst for Anglos (decisively often dubbed &amp;quot;pinkskins&amp;quot;) - especially if they try to pretend to belong. Possibly the most racist NAN country, the Sioux Nation intentionally makes non-natives feel unwelcome, making getting in difficult, your stay if the colour of your skin is &amp;quot;wrong&amp;quot; less than enjoyable. The SIN laws are among the most stringent in the world: if you can&#039;t prove a tribal affiliation and are caught using a fake, you&#039;re jailed for a year, given a criminal SIN, deported to the native country and barred from ever returning. Can&#039;t tell where you came from? The Sioux National Police just dumps you wherever it&#039;s convenient for them. Being labelled as an Anglo or as an outsider often soft-bans you from certain establishments (even if you come from one of the tribes of the Sioux Nation, but not the &amp;quot;correct&amp;quot; one). Many locations in Cheyenne cater only to members of a specific tribe, deliberately leaving everyone else out in the cold. It&#039;s partially why the poor neighbourhood of Anglo Town or the hate crime-ridden ironically named No Boundaries Neighbourhood is where you will probably want to stay (as if you had options, chummer). Even if they let you visit an establishment, be prepared to speak to both the employees and the patrons in the language of the dominant tribe for that establishment until you are told you may speak another language. Fluency in the dialect of a particular tribe is not only expected, but frequently demanded in order to do business, leading to freelance faces often being hired by runners just to speak on their behalf. The Sioux Nation deliberately makes visiting their nation difficult for both Anglos and outsiders. Anyone coming in is thoroughly scrutinised by the Office of Military Intelligence (OMI) first, with paperwork taking weeks, months or even years to be approved. Smuggling is a thriving business as a result, but it&#039;s still difficult. If caught with one and guilty of what the authorities consider being an Anglo, you are looking at five to ten years in jail, not one year like you would face if you were simply SINless. A Native American poser trying to pull off an American Indian disguise, the fake SIN identifying you as part of a particular tribe? You&#039;re looking at twenty to twenty-five years in jail. Best not get caught, chummer: bring your best social work, disguises and paperwork, learn Sioux and the customs, avoid ever crossing paths with the Sioux National Police or the Office of Military Intelligence&#039;s current head, Sinopa.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not all so bad, however. Faces who know how to work there live the high life, because everybody needs them. An interactive map [https://www.google.com/maps/d/u/0/viewer?mid=1iPET2b3psi_ivYo_GjF21hKr4tM&amp;amp;ll=41.14414776535672%2C-104.77970125&amp;amp;z=10 here] helps navigate. There&#039;s no official recognition of extraterritoriality, so you have a little leeway in that regard. The Council of Chiefs and the Council of Elders in their two high-rise halls standing across from each other in downtown Cheyenne are still highly corrupt, so corps may count on some preferential treatment if they play their cards right. The second type of runners flourishing after faces is the rigger, specifically, the kind able to use aircraft to smuggle people and goods in. The Council of Chiefs goes to great lengths to hide their corruption, using runner teams from outside the Sioux Nation to make drops containing paydata to either the corporations or the local mob, or pick-ups of certified credsticks from the corporations, or lobbying for the Council of Elders to get rid of the single five-year term in office when elders are for life (unless successfully prosecuted). The powerful Lakota mafia, the Whiteclays, also hire, especially eager to remove government people ostensibly against crime. This means work for ShadowHaven if you&#039;ve got the chops. &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/145975 &amp;quot;Native American Nations Volume 1&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/3321 &amp;quot;Shadows of North America&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/product/144658/Shadowrun-Shadows-in-Focus-Cheyenne &amp;quot;Shadows in Focus: Cheyenne&amp;quot;]&lt;br /&gt;
* [https://www.drivethrurpg.com/product/142521/Shadowrun-Shadows-in-Focus-Sioux-Nation &amp;quot;Shadows in Focus: Sioux Nation&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Cheyenne Cheyenne (Wikipedia)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
* Wapasha Mato (Service). This Whiteclay ork asks no unnecessary questions. He&#039;s a Cheyenne local, but the circumstances of poverty he was born in led him to the tribal mafia. Wapasha is worth knowing to anyone running in Cheyenne. One, he&#039;s a crackshot with all kinds of guns Remington produces. Two, his job as a smuggler helps him with not only rigging - he can sneak you in and out for a price - but also offers a number of street smarts if you ask him. He&#039;s an avid Urban Brawl fan - he roots for the Lakota Arrows and hates the Apache Mustangs with a passion. Because he wants to attend every match, buying him and a couple of friends tickets is a surefire way to get into his good graces. &lt;br /&gt;
* Ehawee Chapa (Legwork). University of Cheyenne is an important fixture of the education landscape not just in the sprawl, but the whole Sioux Nation. Professor Ehawee Chapa is Chair of the Matrix Science Department and leads the think-tank investigating CFD. As a Lakota tribal, she&#039;s friends with President Tatonga, potentially groomed to take over from him. If you want research done, you certainly are in the correct place, although bear her tribal allegiances in mind. The dwarf is not going to help you if you officially target Lakota. &lt;br /&gt;
* Hotah Mahkah (Fixer). Tobacco and alcohol are severely restricted in the Sioux Nation. Of course the Lakota mafia Whiteclay mob family capitalises on that. Hotah focuses on smuggling these goods in and having his people enforce protection money from a number of businesses with less than legal booze and smokes sold under the counter. He also fixes on the side - the mob needs out-of-town talent and is willing to set you up in exchange for work. Conveniently, through Hotah, it&#039;s possible to be connected with Whiteclay smugglers and forgers - crucial for running in the Sioux Nation. &lt;br /&gt;
* Nathan Nootau (Gear). He works as a senior R&amp;amp;D designer at DeckTech Inc., a B-grade Cheyenne-based corporation producing middle-of-the-road cyberdecks, remotely now. His father was a Sioux Nation SINner, his mother - an &amp;quot;Anglo&amp;quot;, resulting in a happy household, but prejudice outside as typical for the Sioux Nation. After her death, Nootau Senior remarried, Nathan coming to genuinely love his stepmother Carly and half-sister Evie Jefferson-Nootau, even living with them in Seattle for almost a decade while his father commuted. Sadly, after the deaths of the seniors of the patchwork family, Nathan and Evie only have each other. After Evie&#039;s graduation, he expected to live in Cheyenne with her, but Hanska Akecheta, a fellow Miracle Shooter and the grandson of a Council of Elders politician, Chaska, became infatuated with Evie to a level where she was kidnapped. Runners broke her out, killing the Akechetas, but Nathan would take no chances. He moved to Seattle with Evie.&lt;br /&gt;
* Zonta Tahcawin (Networking). Clubs which don&#039;t have bias are few and far between in Cheyenne, but Zonta&#039;s Dancing Maid is a proud exception. Located in the No Boundaries Neighbourhood, the furnishings are nothing extraordinary, just decor like three dozen tables, a bar with licensed alcohol and tobacco, bar games and a modest dancefloor, but the kicker for runners is the availability of seven private booths and a couple apartments for rental upstairs. Zonta, a Sioux shaman and aspected sorceress, isn&#039;t biased against Anglos or any specific tribe, instead cheerfully profit-oriented, so you are a valued customer as long as you pay.&lt;br /&gt;
&lt;br /&gt;
===Los Angeles===&lt;br /&gt;
&lt;br /&gt;
Today&#039;s LA is a gemstone still being cut - coveted not just for what it is, but what it will soon be.&lt;br /&gt;
&lt;br /&gt;
In 2069, Los Angeles&#039; physical infrastructure was shattered, its population devastated and its geography upended. Epochal earthquakes, tsunamis and random magical phenomena wracked the landscape. Hard industry was flooded, crushed, destroyed in civil unrest or disappeared beneath the onrushing water. Los Angeles&#039; greatest industry, however, survived mostly unscathed - the production of beautiful and influential people. Cartelised by Horizon, the media industry in LA printed money even when the Twins reshaped the very land itself. That ever-beating heart stopped LA from slipping into dissolution and abandonment. Since 2070, however, the need for land reclamation and the noxious stew that was the Pacific coast have driven a construction boom that has grown from a raucous auction for poorly-regulated scavenger plots into a decade of reconstructive clawback. Horizon money and MCT manufacturing have seen a massive boom in these new &amp;quot;California Polders&amp;quot; and an expanding footprint of revitalized land and water resources. Naturally, as the dream of a truly resurrected Los Angeles grows closer to a reality, power mongers all dream of taking control for themselves.&lt;br /&gt;
&lt;br /&gt;
Now, in addition to Horizon&#039;s glitterati empire, Los Angeles and its technological institutes are ground zero for the research, development, and deployment of manned and automated technologies meant to sift clean water from filth, land from the ocean, and a biome back from a poisoned landscape. The population is growing, businesses are booming, and telesmic exploitation of the Deep Lacuna means no shortage of magical talent even in a city renowned for astral instability. The work of rebuilding Los Angeles is ongoing and so-called &amp;quot;settlers&amp;quot; experience constant friction with displaced locals and those who call the unreclaimed ruins and wastelands home. Whether a settler or a visitor, you want to know about the most interesting places.&lt;br /&gt;
* The Ruins. Despite fourteen years of ongoing industrial effort, there still remain many acres of unreclaimed ruins, decaying day by day and housing the SINless and desperate (not to mention those who prey on them). Small watercraft moving to and fro from squatter communities living in the upper stories of flooded towers still putter around daily and while the vault-diving craze has cooled, the calcification of these ungoverned communities has proven fertile ground for organized crime. Refugee camps, hardened into prefab housing blocks, have inevitably decayed into the hives and warrens of those too poor not to engage in petty crime to survive and sit around the inland edges of the city.  There&#039;s nothing as permanent as a temporary solution.&lt;br /&gt;
* The Polders. The most visible fruits of the oceans of money poured into LA, the polders are a vision of the recovery, ton by ton and kilometre by kilometre, of broken land rebuilt according to the will of those who can afford to make it happen. Gated communities, new industries, vertical farming, religious communes - and, of course, rank upon rank of housing and services for the upstanding citizens and settlers of the realm. Even some low-income housing for the serfs who must serve rises up toward the sky here.  The patchwork of ownership claims and extraterritorial exclaves here means jurisdictions can change block by block (or canal-by-canal). This is where you find the top 50%.&lt;br /&gt;
* The Arcologies. The keep and the castle, Arcology Mile is now the home of the top 10% of the LA population. Unlike the homes and haunts of the glitterati, here the security is anything but discreet, the SINs are all Horizon issued and the machinery of power grinds day and night.&lt;br /&gt;
* The Glittering West. Hollywood is shinier than ever, the plastic people are more beautiful than ever and Horizon is richer than ever. Tourism brings in hefty margins, the celebs keep the whole marketing machine turning, and the daggers of their courtiers are razor-sharp. This is where you find the top 1%.&lt;br /&gt;
* The Deeps. The Lacuna is no longer an alchera cypher - it&#039;s a multidimensional space originating from one of the desperate experiments from the height of the fourth world. Echoes of the kaers of the ancient past and the strange history that developed within it during its long separation from the mortal world, along with its vast reaches, mean that it is hotly contested territory by everyone with an interest in powerful magic, abundant telesma or ungovernable smuggling routes (i.e. everyone). The deeper the explorations, the stranger the paracritters and the more dangerous the magical phenomena.&lt;br /&gt;
The key players mustn&#039;t be overlooked either. &lt;br /&gt;
* Horizon - still their backyard as well as the beating heart of the economy and political power within the city.  Predators with open hands look upon their works with hungry eyes and offer sweetheart deals, but for now, Horizon remains perched at the top of the heap, carefully keeping their rivals balanced against one another.&lt;br /&gt;
* Aztechnology - still feels like LA is theirs to take and they are hungry to assert control over the Deep Lacuna.  In the race to pour money into redevelopment, they&#039;ve managed to slide quite a bit of their own cash in over the last decade, so their &amp;quot;exclusion&amp;quot; from the city has gone from fig leaf to farce.&lt;br /&gt;
* PCC - too weak to fend off AZT themselves, too greedy to let go completely, they need a partner to help them keep collecting taxes here. For now, that remains Horizon, but others are eager to suggest alternatives.&lt;br /&gt;
* MCT - co-investment in UCLA and CalTech has borne enormous fruit for MCT since 2070 - the Japanese population of the city, which bottomed out in the mid-60s, has been consistently rising for the last ten years. Japanese students now make up a significant fraction of the student body and innovations in drone technology are tested here daily. Much of MCT&#039;s best press in the past decade has come from here and the drone designs and fleets born from the minds of CalTech researchers are the only things turning the vision of a restored Los Angeles into a reality. To make this miracle happen, of course, MCT had to build a significant presence in the city - now, they guard that investment jealously and dream of forcing Horizon to accept their place as &amp;quot;little brother&amp;quot;.&lt;br /&gt;
* UCAS - with PCCs grasp on the city tenuous and Horizon unable to assert a forceful monopoly over the city, many within the UCAS dream of returning another great pacific port to its rightful place under the stars and stripes. Naturally, anywhere the UCAS flag is being flown, Ares can be found in its shadow.&lt;br /&gt;
* Organised crime - the mafia has the homefield advantage here, but with a major aerospace port and extensive waterfront, the easy money in LA has been attracting ambitious competitors from the world over - a war in the ungoverned spaces seems inevitable if a new status quo arrangement cannot be struck.&lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drivethrurpg.com/product/57427/Shadowrun-Corporate-Enclaves &amp;quot;Corporate Enclaves&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Los_Angeles Los Angeles (wiki)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
&lt;br /&gt;
* Jack Drew (Fixer). A man who never quite made it as a proper talent agent and dipped a finger into the shadows to keep up with the bills, his legitimate career has by now almost completely evaporated in favor of full-time fixing and now, increasingly, professional Johnsoning. Jack Drew is a muscular black man of average height, with collar-length black hair and grey eyes. He has a wide face and wider smile that matches his easygoing, null-perspiration sense of humor. Jack is easy to get along with and always delivers on the absolute contractual minimum, but he is incurious about his employers, uninvested in his talent and totally unwilling to put himself at risk.&lt;br /&gt;
* Pomona Regis (Networking). When your life revolves around unwanted surveillance, it&#039;s only natural to offer your wares to whoever is willing to pay - and some people are willing to pay a great deal. Pomona, a paparazzo-turned-infobroker, is a nonbinary mestizo dwarf with brown hair and such eyes with a keen eye for detail. For the right price, they can buy or sell valuable paydata or provide stakeout and surveillance support.&lt;br /&gt;
* Regis Greentree (Gear). Horizon&#039;s prison reconditioning programs are sold as the most humane incarcerations on the globe and produce a significantly lower recidivism rate than other mega programs. A well-placed director of therapy at one of these facilities has wide access to powerful pharmaceuticals, mind control magic, ASSIST facilities, conditioned catspaws, under-the-table imprisonment and even actual therapeutic tools - if they can be convinced to take the risks. Dr Greentree, a prison psychologist, can be convinced, but not cheaply. He is a Native with close-cropped hair and an easy smile that never reaches his eyes.&lt;br /&gt;
* Andy Wataro (Legwork). Andy is one of many P2.1 &amp;quot;coaches&amp;quot; who provide services to those who need help raising their social credit score. By necessity, he is perpetually up-to-date on the latest developments and scandals across the Horizon and LA matrix and the fine art of P2.1 optimisation.  He also provides assistance with the creation of burner profiles.&lt;br /&gt;
&lt;br /&gt;
===Gangi===&lt;br /&gt;
&lt;br /&gt;
Before you book a cheap flight to Gangi, one of the lost treasures of Sicily, a small primer on the history of the island is necessary. It established itself as a sovereign state in 2038 after the collapse of the Italian Republic, then joined the Italian Confederation as a member state. In all the Italian states, the Roman Catholic Church has a strong presence among the movers and shakers. Their current involvement with magic to research and regulate rivals that of Aztlan, with a robust network of screening and reporting recruitment schemes. &lt;br /&gt;
&lt;br /&gt;
In Sicily, there&#039;s someone even more powerful, however. La Cosa Nostra, the Italian mob, the ur-mafia if you will. Over two hundred years of experience, families spanning the entire world and inspiring other ethnic syndicates, Sicily &#039;&#039;birthed&#039;&#039; them around the Napoleonic Wars. It cannot be too surprising they&#039;re the de facto government of the island, serving as a deterrent to &#039;&#039;foreign&#039;&#039; crime while taking advantage of the good rap they receive, not to mention the fiscal paradise of overseeing the decisions made by the puppet officials before they become official. The Feretti family boasts of it, with Don Feretti Capo di Tutti Capi. After all, it was Don Lucio Feretti who created the Alta Commissione in 2046. And fight off Franco Draghi, the challenger with the support of several other dons. The old hound emerged victorious from the ensuing bloodbath and proved his - and his progeny&#039;s - right to rule.&lt;br /&gt;
&lt;br /&gt;
In a nutshell: in Italy, one must honour the Roman Catholic Church, the Alta Commissione, the traditions of omertà (silence to the outsiders, be they cops or foreigners) and rispetto (respect to your higher-up mafiosi), but also speak at least some Italian and fear the Italian nonnas - the matriarchs of families ruling them with an iron fist and a smile for the grandchildren. All this is truth incarnate trumped up to eleven in Sicily. Because of the migratory storm Erebus influences the climate of the Middle Mediterranean, the countryside is much greener and with increased amounts of flora compared to the 5th World. Speaking of that: shortly before the Awakening, the enterprising mayor of Gangi, a sleepy village in about the upper part of the island&#039;s centre, started a peculiar revitalisation scheme of selling abandoned villas for a single euro in exchange for the obligation to renovate them with at least 35000€ invested over fifteen years. This actually proved a great success… &lt;br /&gt;
&lt;br /&gt;
Then Awakening hit.&lt;br /&gt;
&lt;br /&gt;
Due to the ability to take advantage of the revitalisation offer, paired with the turmoil and needing to hide from the mainland (closer to the Vatican and Pope John Paul IV), a lot of Italian metahumans, first elves and dwarves, then orks and trolls, fled to the sleepier areas of Sicily. This is why humans tend to congregate to the shoreline while villages like Gangi are mostly metahuman. While the mafia generally isn&#039;t too keen on metas, magic and women in their ranks, the Feretti family soon discovered they couldn&#039;t afford it. Instead, they tapped into the disenfranchised people unable to find work and opportunities outside the famiglia, tying them to themselves through a mixture of genuine loyalty and pragmatism. In Palermo, the front is quite human indeed, but for example in the interior areas like Gangi are dominated by metas. Say, metas like Bella Feretti, the mafia consigliere and the troll granddaughter of the current don, sent there to seize land before prices skyrocket due to the region calming down after Crash 2.0, the de facto ruler of the settlement through her boyfriend, Antonio &amp;quot;Toni&amp;quot; Caruso, the current elven mayor. &lt;br /&gt;
&lt;br /&gt;
Gangi of today is a flower only opening its petals once again after decades of dormancy. It&#039;s got a few historical landmarks worth visiting, but several fell into disuse and their renovation is just being planned. If you consider the fact Gangi had seen some of the most ferocious opposition of the mafia when the local prefect, Cesare Mori, tried to cull its influence in 1926, the Ferettis ruling it in all but name should more than explain why business and pleasure both trickle down to their involvement, one way or another. &lt;br /&gt;
&lt;br /&gt;
* Castello di Gangi on Mount Marone is the former residence of the Gangi princes like the Graffeos and the Valguarneras. Built in the 14th century by Francesco I Ventimiglia, Count of Geraci, it&#039;s open for visitors with a single small family-run hotel and an even tinier museum of the village&#039;s history not far from it. The custodian, Barbara Caia, is in bed with the mafia, owing to her Emerged skill on the Matrix.&lt;br /&gt;
* Chiesa della Badia is a Baroque church, no longer in use, although the mayor has big plans of revitalisation. By this, we mean Bella Feretti does, capitalising on history becoming trendy with guided tours and hospitality business infrastructure. &lt;br /&gt;
* Similarly to it, the churches of Santa Maria del Gesù with art by the late local artist, Filippo Quattrocchi, and the Spirito Santo are rich in legends and await ambitious revitalisation plans. They don&#039;t hold masses, but can be visited with a licensed guide like Bice Portinari, privately a Feretti made woman. &lt;br /&gt;
* Chiesa di San Giuseppe dei Ricchi is another abandoned church with a storied past. This time, the architectural style is Romanesque. It was built in the 15th century, originally dedicated to St Paul until the change in 1812. According to the rather recent folk legend, the statue of St Paul originally found there came to life in 2035 and defended a group of metahuman orphans from a human mob. Afterwards, it went to places unknown and different parties would really like to locate it.&lt;br /&gt;
* The Abbey of Gangivecchio was built in the 14th century by Benedictine monks, but it&#039;s still in operation. Benedetto Girolamo is the elderly (if perhaps not by elven standards) abbot and a devout Roman Catholic theurge, even with a Vatican dispensation for summoning. He and the other friars are known for doing charity which actually yields long-term results. You won&#039;t just be given a fish. You&#039;ll receive a fishing rod and some bait. The monks also produce wine and preserves for sale, which are very popular with the locals and start to garner good publicity among foodies. Occasionally, the Ferettis hire intermediaries - read: runners - to place orders without making direct contact so as not to risk wrath of the pious, which could easily pose PR problems for them. &lt;br /&gt;
* Trattoria Sant&#039;Anna is the only - for now! - restaurant in Gangi, but a fine if acceptably affordable one. Supplied by the local farmers and the abbey, it boasts all the traditional dishes and is a main employer to many. Predictably, the profitable business is all in the grasp of the mafia. Say, Bella Feretti herself owns it. There&#039;s live music provided by the duet of Cecilio Cieco on vocals and Bruno Angelo on the guitar, both made men. Luca Brasi rules in the kitchen, Christiano Gio heads the service and Michaela Mugnaio&#039;s firm provides security for the restaurant (as well as to the lion&#039;s share of other village businesses). If you&#039;re a tourist visiting Gangi, it&#039;s almost a given you will end up eating there - all the better for the mob to keep tabs on who&#039;s coming for dinner.&lt;br /&gt;
* Chiesa di San Nicolò di Bari may be abandoned, but if you had to fly a drone into one landmark, head there. Built in the 14th century, it still houses a number of artworks like the frescoes from the 18th century, Filippo Quattrocchi&#039;s sculptures or &amp;quot;The Final Judgment&amp;quot; by Giuseppe Salerno. How come they haven&#039;t been stolen yet? A very good question. Some theorise that the old church has paranormal defenders. A Fossa di Parrini hosts the remains of mummified priests who served in the parish. Perhaps it&#039;s related to that? &lt;br /&gt;
&lt;br /&gt;
In essence, in Gangi, runners have two kinds of jobs available to them if they don&#039;t feel like just kicking back. They either work for the mafia (a whole myriad of jobs, espionage, protection rackets, sabotage, embezzlement, but also being hired to help old Nonna Rini clear her olive grove from agropelters) or - an extreme minority - collect paydata on what they&#039;re up to for foreign groups. Add an occasional hooding job which the abbot can&#039;t (or just is unwilling) to hire the Ferettis for or a rare task for academics not even from Palermo to study the Awakened phenomena. Rest assured that you won&#039;t be bored there. Thems the breaks of the busman&#039;s holiday. &lt;br /&gt;
&lt;br /&gt;
====Sources====&lt;br /&gt;
&lt;br /&gt;
* [https://www.amazon.com/gp/aw/d/1932564101/ref=cm_cr_arp_mb_bdcrb_top?ie=UTF8 &amp;quot;Shadows of Europe&amp;quot;]&lt;br /&gt;
* [https://preview.drivethrurpg.com/en/product/75129/Shadowrun-Vice &amp;quot;Vice&amp;quot;]&lt;br /&gt;
* [https://preview.drivethrurpg.com/en/product/1882/shadowrun-underworld-sourcebook &amp;quot;Underworld Sourcebook&amp;quot;]&lt;br /&gt;
* [https://en.m.wikipedia.org/wiki/Gangi,_Sicily Gangi (Wikipedia)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Sicily Sicily (wiki)]&lt;br /&gt;
* [https://shadowrun.fandom.com/wiki/Italian_Confederation Italian Confederation (wiki)]&lt;br /&gt;
* [https://www.drivethrurpg.com/m/product/81942 &amp;quot;Sixth World Almanac&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=====Example NPCs=====&lt;br /&gt;
&lt;br /&gt;
* Bella Feretti (Networking). As established, the troll is the granddaughter of the current don of the Feretti family. She owes her standing in the famiglia - a woman metahuman consigliere! - to her smarts and the morals of an alley cat. Maybe she doesn&#039;t have an outstanding deal of charisma in comparison to a typical elven starlet, but you can&#039;t deny her the sheer &#039;&#039;presence&#039;&#039;. Moreover, although mundane, she&#039;s got a brain like a freight train, doing very well for herself in terms of business. Originally, her plans towards Antonio &#039;&#039;Toni&#039;&#039; Caruso were seduction into a puppet, but since then, she fell hard for him and the mayor, though perfectly aware of who wears the trousers in this relationship, happily does what she advises him. Why? Because Bella &#039;&#039;is&#039;&#039; genuinely invested in the betterment of Gangi, which she&#039;s got fond childhood vacation memories of. &lt;br /&gt;
* Antonio &#039;&#039;Toni&#039;&#039; Caruso (Networking). The elven mayor of Gangi may not be the actual power in the village, but his easygoing ways and real investment in the settlement&#039;s future earn him popularity - and the heart of the eminence grise in the person of Bella Feretti. He looks good, makes new contacts easily and generally fits the stereotype of la dolce vita. You can easily meet him outside the office too, which certainly helps. If you want to get in touch with the mafia and have plausible deniability, he&#039;s the most straightforward choice. &lt;br /&gt;
* Benedetto Girolamo (Service). The abbot of Gangivecchio is the local expert on theology and magic alike. Actual charity as investment rather than tossing a credstick at someone and never thinking about them twice. It&#039;s not unlikely to receive help from the monks if you stumble to their doorstep while heavily wounded, for instance. &lt;br /&gt;
* Calogero Oso (Gear). This Feretti made man, old school and famously stubborn, always seen with a smoking pipe, owns the largest vineyard, olive and orange grove as well as tomato plantations and many other businesses. If you shop in Gangi for anything from tomato concentrate to offroad trucks to transport the produce and, curiously enough, rugged toughs, sufficiently armoured to withstand country paracritters and Tommy gun fire, your purchase will probably bear the Sicilian bear logo. Calogero also has extensive connections to buy you &amp;quot;professional toys&amp;quot; - weapons, armour, drones, even more available decks and RCCs through his niece, Barbara Caia - if he trusts you not to use them against the famiglia. And if you cheat him, commission your tombstone already - the vindictive veteran doesn&#039;t forget. Due to their wealth and connections, the Osos often co-organise village fairs, harvest festivals and so on with the mayor&#039;s office. &lt;br /&gt;
* Barbara Caia (Legwork). Calogero&#039;s niece is the custodian of the local museum. Deep in the tourism business in Gangi, she organises various tours and cultural events with the mayor&#039;s office and her best friend, the elf Bice Portinari, a licensed guide. This dwarf is also a rather accomplished sourceress, not to mention a made woman, so whoever isn&#039;t at war with the Ferettis and needs a snoop to dig up dirt on someone - or just ask about the history of the area - does well hiring her. &lt;br /&gt;
* Gianni Costa (Fixer). This Feretti mobster runs the Mount Marone - the only real hotel in Gangi. Suave and generally recognisable due to the family wealth and participation in various village cultural events, he knows people over and under the counter. Nothing important really escapes him, so it&#039;s best to give the famiglia rispetto. If you want to meet other Ferettis, but don&#039;t have the kind of face to show up at the mayor&#039;s office, you have no choice but to go through him.&lt;br /&gt;
* Luca Brasi, Christiano Gio and Co. (Service). In other words, the troll chef of Trattoria Sant&#039;Anna, the manager and servers. Not only can they help you connect to the other Ferettis, but they offer a truly memorable service. The decor is unpretentious and authentic. The food has soul. There&#039;s live music every evening. The abbey and farmers like Calogero Oso supply the best products to cook with. And Luca, a retired consigliere and a terror in his youth, really fragging knows how to cook. You don&#039;t take marks to Trattoria Sant&#039;Anna just because it&#039;s the only restaurant in Gangi - you do due to the atmosphere and service. Excellent distraction, especially when you can pay the server to discreetly swipe a commlink, have a hacker friend copy the contents and then return it with the mark none the wiser.&lt;br /&gt;
* Michaela Mugnaio, Efisio Ioni, Salvatore Toro and Co. (A,G,N,K). Michaela runs the security firm the Ferettis use for laundering money and professional legbreakers. Most are fellow orks, but she&#039;s not metaracist. Efisio, her right hand ork, leads them in terms of meatspace combat. The dwarf Salvatore is responsible for drones and vehicles - both the wheels to move around and what sends lead raining down upon you. Calogero&#039;s combat gear comes from them. They&#039;re also quite savvy with the lower rungs of the mafia if you need an ear to the ground. &lt;br /&gt;
* Bruno Angelo and Cecilio Cieco (A,K,N,G). The adept duet is something of a household name in Gangi. Bruno plays the guitar - acoustic, electric, he doesn&#039;t mind - while Cecilio sings. They are both charismatic with the authentic feel. Still, Enthralling Performance, Improved Ability (Performance) and other social powers can&#039;t be underestimated. You may hire them as distractions or just listen to them at Trattoria Sant&#039;Anna. They love gossip, so you can hear a lot of interesting through-the-grapevine things from them.&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sinning_Jenny&amp;diff=117324</id>
		<title>Sinning Jenny</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sinning_Jenny&amp;diff=117324"/>
		<updated>2023-12-12T18:23:03Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &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:SinningJenny.jpg|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= Mundane Grifter Face&lt;br /&gt;
|header2= A minor actress coming back to the even humbler roots (grifting).&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Keeper M#0043&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://old.reddit.com/user/EnigmaticOxygen EnigmaticOxygen]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 7&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = -1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&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=12&lt;br /&gt;
|Bonuses=0&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 = March the 9th, 2060&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=3&lt;br /&gt;
|Day=9&lt;br /&gt;
|Year=2060&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/1X8w7Lji4WFgYFoMw2wDVIb-NzjmK9dFg G-Drive] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=11&lt;br /&gt;
|Day=29&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&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;
&lt;br /&gt;
Born as a national UCAS SINner to a lower-income troubled family, a former small-time actress in fantasy and SF movies produced by Pathfinder Multimedia, fallen into the shadows after angering a sleazy Horizon exec something fierce. After having to burn her SIN and abandon what little career she could count on, Jenny has to make a living as a grifter (a conwoman face) until she can hopefully get out of the life.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Currently, Jenny just wants to survive and preferably remain &amp;quot;better than bad&amp;quot; despite having to run. She&#039;s aware runners aren&#039;t heroes, she knows she&#039;s got to eat, but she&#039;d rather stay on the cleaner side of the business. Ideally, she&#039;d survive for a few years and save up enough to afford a really solid (R6) fake SIN which would allow her to retire from running, find a legitimate job in some theater or doing small-time movie gigs, and start over for the second time. Working through the trauma (originally represented by Impassive as less potentially troubling other teammates than Flashbacks and Phobia qualities) is her top priority short-time. Her not-so-secret dream is working her way up to a semblance of normalcy and starting a family, biological or through adoption - she&#039;s determined to do what her parents didn&#039;t offer her as a child. For this goal, she&#039;s got to set herself up - it&#039;s only responsible in her eyes.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Jenny&#039;s parents had quite a drinking problem, leading to her frequently picking up unsavory street smarts after school since coming home very early wasn&#039;t preferred by the girl. Always imaginative, with a daydreaming bent, she would typically spend most of her free time devouring theater and trid trivia while earning a little to make up for the days Mr and Mrs Voxola were too deep in their cups to bother with meals for their daughter through short cons. Who would believe a doe-eyed little girl, polite and seemingly walking innocence, would have sticky fingers and a silver tongue with lies galore? She learned from the trideo set always playing at the Comfy Teacup tea shop the family lived near and the elderly owner, Granny NY. In Granny, a small-time fixer as she discovered over time, she found a guardian figure, befriending her in the de facto absence of her own mom. Trids, tea and cats (seven, plus a rotating cast of kittens given away). The movies never turned off. Trivia related to all of them. Granny taught her about the streets, fostered her passion for acting, encouraged her to do well in school, acting classes eventually netting her a modest scholarship and the attention of one of Pathfinder Multimedia&#039;s managers, the dwarven philanthropist Harold J. Rutherford. Thanks to Harold, some talent, a lot of hard work, working late waiting tables on campus, with small-time gigs in fantasy and SF movies produced by Pathfinder Multimedia, Jenny earned her MA in Theater - it fit both passions and the hoped-for career. The manager of many of the flicks had proven himself to be quite a kindly mentor too. She fancied herself smitten with Max, her childhood friend employed by the KE Tukwila precinct as a beat cop. Things were looking up. She wasn&#039;t famous, the ware making her typical role of the lead&#039;s Humanoid Alien Sidekick (different eyes, ears, skin, hair, face - you name it) quite unlikely to result in people recognizing her, but Jenny was satisfied: unlike her parents, she was doing something with her life, she thought, and just had to keep working hard like this.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t to last.&lt;br /&gt;
&lt;br /&gt;
Her last movie was directed by one Mark Pierce, an out-of-town Horizon exec with a fancy for elven starlets. Jenny wasn&#039;t his type, but the lead, Ella Lopez, was. His reputation preceded him. A disaster waiting to happen. Ella and Jenny weren&#039;t exactly friends, just buddies, but Mark gaslighting Ella to join the harem of his mistresses strained the whole team. One night, with the man getting drunk and attempting to prey on Ella when they were together in the Chez Ogino hotel, the elf pleading for help, Jenny acted on instinct, spilling some scalding hot tea in his face. While the girls fled and Pierce was just left with some facial scars and hurt predator pride, it spelled doom for both. &lt;br /&gt;
&lt;br /&gt;
First, Ella and Jenny lost their roles, replaced overnight - a clear revenge move on the part of the scorned exec. The elf, dreaming of being Pathfinder Multimedia&#039;s next star, didn&#039;t recover from the trauma and took her life when she found out her limited Horizon SIN would be terminated along with the contract. This, on top of witnessing the assault attempt on a movie buddy, traumatized Jenny as well - being the one to find the body in the restroom can&#039;t have helped here. Harold couldn&#039;t protect her, only recommend burning her national UCAS SIN, ditching her life and running away to avoid whatever (para)legal battle Pierce would unleash if given the chance. &lt;br /&gt;
&lt;br /&gt;
That&#039;s how Jenny found herself SINless in Seattle, with barely anything apart from her talents. Time to pull herself up by her bootstraps, learn runner survival skills, not die.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* School of Hard Knocks. While she went to school and even earned herself a degree, growing up, Jenny learned much on the streets. In chargen, she buys Street skill ranks at a 1:2 ratio when using points. Afterwards, ranks 3+ receive a -1 karma discount.&lt;br /&gt;
&lt;br /&gt;
* First Impression. Jenny has a knack for sliding into new situations easily - a survival skill at this point. Every social skill test when meeting for the first time receives +2.&lt;br /&gt;
&lt;br /&gt;
* Alibi. Running short cons from an early age and developing finesse through her acting career, Jenny tends to come up with white lies and half-truths on the spot with ease. When she&#039;s got plausible-seeming evidence, she always receives the +2 social modifier to Con tests.&lt;br /&gt;
&lt;br /&gt;
* Closer. When [[Blackhawk]] suddenly went radio silence on the 30th of December 2083, she had to take matters into her own hands, you could say.&lt;br /&gt;
&lt;br /&gt;
* Rabble Rouser. On [[Geoff Montgomery XLII the Raccoon]]&#039;s run, [[Ez-Azael]] showed her that her career, however long and dusted, still has applications. &lt;br /&gt;
&lt;br /&gt;
* Photographic Memory (from the Neuro Retention Amplification). Jenny saved up for this cultured bioware to memorize the script better - she can now instantly recall facts, dates, numbers, or anything else she&#039;s seen or heard. She receives +2 to Memory Tests. &lt;br /&gt;
&lt;br /&gt;
* Linguist. Jenny&#039;s got a knack for languages - she can remember a lot with ease and her acting accustomed her to faking different accents. The cosmopolitan character of the campus and the nature of her work for Pathfinder Multimedia helped too. She&#039;s fluent in Aztlaner Spanish and Japanese (6 ranks - about C2?), but she doesn&#039;t plan on stopping. After all, there&#039;s no better way to get people to like you than speaking the same language and understanding the nuances of vocabulary used. In chargen, she buys Language skill ranks at a 1:2 ratio when using points. Afterwards, ranks 3+ receive a -1 karma discount. All Language skills are at +1 too.&lt;br /&gt;
&lt;br /&gt;
* Analytical Mind. Having to memorize script trains the mind. Having to think on your feet and analyze patterns can save your life on the run. She makes LOG tests like pattern recognition, evidence analysis, clue hunting, figuring out traps or solving puzzles with a +2 bonus. Problem-solving takes half as long as it does other people.&lt;br /&gt;
&lt;br /&gt;
* Speed Reading. Originally used to quickly go through the script to be memorized, Jenny&#039;s since taken to less on the counter applications of her knack for reading. Not only does she like reading, it&#039;s useful to be able to quickly swift through something before the mark returns and remember next. With Photographic Memory, she can speedread and recall the facts later.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Family Curse. If not for parental neglect caused by drinking addiction, Jenny wouldn&#039;t have ever ended up picking up grifting skills. She may not have fallen into the shadows, had she received support from her parents when the Pierce trouble started. She&#039;s never ever touched any addictive substances out of fear of becoming like them, but she&#039;s still genetically at risk of ending up addicted: her Addiction Tests all suffer a -2 penalty. &lt;br /&gt;
&lt;br /&gt;
* Lightweight. While a determined teetotaler just in case, Jenny&#039;s organism handles addictive substances poorly. All Addiction Thresholds are 2 higher for her.&lt;br /&gt;
&lt;br /&gt;
* No Man Left Behind. Aware of the difficulties of being on your own and how much Gran NY, Harold and Max helped her avoid ending up in a dark place, Jenny feels obligated to give back. Unless she manages to pass a Threshold 4 Composure Test (CHA + WIL), she won&#039;t leave a teammate behind if they fall, regardless of how much (or how little) she likes them. Ella&#039;s death she blames herself for must be the first and last time. &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=Gran NY&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Maxwell &amp;quot;Max&amp;quot; Mourire&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Geoff Montgomery XLII the Raccoon&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Granny Tusk&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ashley Davis&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Chantal Houellebecq&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Crazy Otter&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=4&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;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=Images of her helping around the Comfy Teacup tea shop and eatery, as much as she can be made out through the ever-present cat infestation. Likely some activity on free forums related to acting, fantasy and SF, a bit of math. Small-font job ads as Abigail Carter, a private investigator.&lt;br /&gt;
|MidResult=Records of some postgraduate acting courses at the Seattle University, ones making an MA in Theater, Journalism, English Philology with rather high scores mandatory upon entry. A person named Genevieve Voxola, a UCAS SINner looking very similar to Carter &amp;quot;after hours&amp;quot;, can be found in the records of recipients of the Will in the World Acting Scholarship (yearbook 2078-2082), the initiative earning Pathfinder Multimedia promising young actors, one of the responsible people being Harold J. Rutherford, a limited Horizon SINner. Voxola played secondary roles in a number of fantasy and SF trids made by the corporation next. Classified deceased after a vacant building fire in Columbia, Downtown Seattle, in 2083.&lt;br /&gt;
|HighResult=Genevieve Voxola and Abigail Carter must be the same person. Only trace DNA was found at the site, KE assuming the fire was started intentionally and destroyed evidence. Wilson and Winona Voxola didn&#039;t show any interest in further investigation of their daughter&#039;s demise. Records from her life align closely with Carter&#039;s, however, which, paired with the sacking by Mark Pierce of Horizon shortly before the death, could imply faking it.&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=A face and conwoman running short cons around Downtown Seattle and Tacoma, taking private eye gigs as well. A good deal of fast talk and decent legerdemain action. Mundane, with some ware - they&#039;re a dime a dozen.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s got the gift of the gab, but also worked for it for years, starting grifting very early on in the vicinity of the Comfy Teacup tea shop and eatery. She still visits on the regular, with a good relationship with the proprietor. Not caught? Luck, some skill, friends with that one troggy nerd detective working at the KE Tukwila Precinct.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=She used to have a real UCAS SIN and worked in several Pathfinder Multimedia productions. No blockbusters, entry gigs, really. You won&#039;t recognize her on screen, because she&#039;d always play the role of the lead&#039;s Humanoid Alien Sidekick - amazing how much acting ware can change the looks. Burned that SIN after helping this elven starlet, Ella Lopez, in self-defense when Mark Pierce, a Horizon exec in overseeing the filming of &amp;quot;Infrared&amp;quot;, got handsy with her. Chummer sacked them both, Lopez hanged herself in the restroom when she couldn&#039;t cope with that and losing her limited SIN, Voxola allegedly killed herself in a fire started in some empty squat. But of all the ways to off yourself, would you go for such a grueling death? ...I didn&#039;t think so. Carter cropped up suspiciously soon afterwards too. An educated guess: Voxola faked her death to dodge corpo Legalese and lives as Carter and Richards now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Mundane, healthy (short of fluctuations related to the scene). Ask for the general mood please as you get it for one hit, but it fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair). Whether or not her remaining essence is lower or greater than yours.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Betaware cyber: on the left temple (datajack), in her meat eyes (smartlink), ears (cyberears), across the body (reaction enhancers). Something in her skull (math SPU, skilljack and orientation system) and skin (skin toner). Her facial muscles and smaller bones have been replaced with beta grade cyberware (false face). Bioware alterations to her pores (tailored pheromones), to her eyes (perfect eyes), muscles (muscle toner) and the brain (sleep regulator, mnemonic enhancers and Neuro Retention Amplification). Exactly 1.875 ESS.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus her being subject to genetic treatment (attribute optimization: CHA, synaptic acceleration and tetrachromatic vision). Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Abigail Carter (UCAS, R6). Licenses: Restricted Augmentations, Restricted Armor, Concealed Carry Permit, Firearms, Driver&#039;s, Private Investigator. This SIN is used for her legal life. She hopes to survive long enough to retire on it.&lt;br /&gt;
&lt;br /&gt;
* Charlotte Richards (UCAS, R6). Licenses: Restricted Augmentations, Restricted Armor, Concealed Carry Permit, Firearms, Driver&#039;s, Private Investigator. This SIN is for running in general.&lt;br /&gt;
&lt;br /&gt;
* Aiko Arasaki (Shiawase Toys - Seattle division, R6). Licenses: Restricted Augmentations, Restricted Armor, Concealed Carry Permit, Firearms, Driver&#039;s, Shiawase Toys Security Consultant. This SIN is for running with her Aiko Arasaki looks.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Not using any of the ware from her past life as a minor actress, Jenny is actually quite average. Average height, on the skinnier side, gray eyes, straight brown hair about neck-length, not much in terms of curves and other &amp;quot;feminine&amp;quot; features. Nothing to write home about. However, she has a way with words and can prove herself to be a rather compelling, dedicated actress. As [https://drive.google.com/file/d/1k1QznfnBOHo_ly0A5b4Bq5SGiHhbxXYz/view?usp=drivesdk Aiko Arasaki], she&#039;s Japanese, with a slightly rosier skin tone, fiberoptic hair turned black in an updo, polychromic lenses set to black as well, discreet makeup, including some reddish lipstick.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
She prefers more covering clothes, pants over dresses, something comfortable and on the classy side, rarely in garish colors. To meets, she tends to wear an anthracite women&#039;s suit, white dress shirt, slim wine red tie, black synthleather belt and a beige coat plus a trilby and wooden bangles over her wrists on both hands (nothing special, just broad wood with simple abstract patterns etched in it). As Aiko, she tends to wear clothes made by Shiawase and its subsidiaries, including a Vashon Island (Ace of Cups, mechanically) business kimono style dress.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
Jenny actually adjusts hers on the regular. On burners, she tends to cycle through the freely-available default personas like Metalink&#039;s Michelin Man. On the Avalon commlink, it&#039;s usually a bioscan of a [https://shreloaded.net/images/4/46/Mandrill_Persona.jpg mandrill] or a [https://shreloaded.net/images/6/62/Elf_Persona.jpg Caucasian elf] with light coppery brown hair in a thick braid, wearing vantablack Lennon glasses, a gold-brown cocktail dress and matching pumps. Many just take it to be Jenny&#039;s bioscan, which is precisely the appeal.&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 she&#039;s in use. If you want to use them in a run unrelated to Jenny, 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;
|Consequences Matter&lt;br /&gt;
|I like consequences, because they lend weight to the game. Obstacles needing surmounting are what makes playing worth the while. Don&#039;t be afraid to create runs which aren&#039;t milkruns! This is, incidentally, why I pay minute attention to disguising and would like the effort made recognized.&lt;br /&gt;
|This applies everywhere and isn&#039;t really tied to any specific run.&lt;br /&gt;
|-&lt;br /&gt;
|Contacts for Life&lt;br /&gt;
|Contacts matter a lot. They&#039;re people. This is why Jenny hangs out with them in downtime and generally tries to do favors for them. &lt;br /&gt;
|This applies everywhere and isn&#039;t really tied to any specific run.&lt;br /&gt;
|-&lt;br /&gt;
|Antiheroes&lt;br /&gt;
|Jenny doesn&#039;t delude herself she&#039;s a hero(ine). She knows she&#039;s the anti- bit, breaking the law to put food on the table. She wants to be better than bad and do damage control with her crimes. The world is not black and white - we operate in the shadows of it. Feel free to introduce emotional oomph.&lt;br /&gt;
|[[Of Gangsters and Tea Parties]], for example. We were hitting the oyabun for the Finnigans and his daughter was an innocent, so Jenny worked around scaring her (or introducing her to the life). &lt;br /&gt;
|-&lt;br /&gt;
|Careful Around HMHVV&lt;br /&gt;
|Jenny has the &amp;quot;be sympathetic if not given the reason not to, but extremely careful&amp;quot; around infected. She always wears a bangle from real wood (unless specifically stated otherwise). She wants to be respectful, but her healthy fear of HMHVV is a relevant character trait. Strain 1 feeding, for example, would probably freak her out big time - consider this if you want infected NPCs other than gnawers and non-feral ghouls, who can believably sustain themselves off graveyards, for example. &lt;br /&gt;
|[[Saving Private Blackhawk]] is best, [[Pests for Progeny]] starting, [[You Ottern&#039;t Stay]] as an example of working with an infected PC too.&lt;br /&gt;
|-&lt;br /&gt;
|Children Are Innocent&lt;br /&gt;
|As per her negative qualities, Jenny &#039;&#039;really&#039;&#039; doesn&#039;t want to see kids suffer, let alone contribute towards it. On all runs, expect her not to want to engage in plans which would put them at risk. She&#039;s also very likely to interact with child NPCs encountered. &lt;br /&gt;
|[[Of Gangsters and Tea Parties]], [[Groceries for Granny Tusk]] - in both cases, she tried to limit dangers to kids and enjoyed interacting with them.&lt;br /&gt;
|-&lt;br /&gt;
|Ren Tanaka&lt;br /&gt;
|On her first job with the Finnigans, Jenny met - and, looks like, actually &#039;&#039;befriended&#039;&#039; - Ren Tanaka, the daughter of the Shotozumi-gumi oyabun. Ren knows her in her Aiko Arasaki SIN, a Shiawase SINner, and has one of the burners with a few digits of the commcode changed. It&#039;s up to Axiomshift if the girl fixed it and thus can contact Jenny when the burner is online. Frequently - on jobs, really - it isn&#039;t. &lt;br /&gt;
|[[Of Gangsters and Tea Parties]] - really, the run explains it all. &lt;br /&gt;
|-&lt;br /&gt;
|Cute and Fascinating &lt;br /&gt;
|She really enjoys learning about animals and magic, which bleeds into all sorts of runs. Sometimes, it&#039;s out of &amp;quot;forewarned is prepared&amp;quot;. In other cases, it&#039;s a matter of fun interactions like with [[Geoff Montgomery XLII the Raccoon]], [[Crazy Otter]] and so on.&lt;br /&gt;
|[[Pests for Progeny]] freaks her out with invae and leads to research of magic despite being mundane. [[New Year&#039;s Thieves]] marks meeting Geoff (and interest in food). [[You Ottern&#039;t Stay]] kickstarted the partnership between Geoff and Crazy Otter (as well as increasing connections).&lt;br /&gt;
|-&lt;br /&gt;
|Cooking with Class&lt;br /&gt;
|Deep down, Jenny really misses a normal home - which, with her negligent parents, she never had. Part of that normality manifests as interest in cooking, which she&#039;s trying to learn to do better, prompted by contacts like [[Gran NY]], [[Geoff Montgomery XLII the Raccoon]] or [[Granny Tusk]]. Besides, tasty noms make excellent bribes! &lt;br /&gt;
|[[Groceries for Granny Tusk]] would be the best example. [[New Year&#039;s Thieves]] would also count. &lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder Multimedia&lt;br /&gt;
|Jenny doesn&#039;t really have negative qualities associated with that anymore, but her time at Pathfinder Multimedia could maybe result in a slightly harder time if you somehow made Mark Pierce make a comeback. In the flicks, she&#039;s effectively impossible to recognize, because she would be an alien sidekick in full makeup, with ware to boot, but she cannot conceal her aura. (Poor mundies, us.) I don&#039;t mind hardships I can overcome, so if you want her past to return to haunt her, why not? Saying something OOC beforehand is very welcome, but if it makes a lot of sense, I won&#039;t whine if you don&#039;t either. &lt;br /&gt;
|None yet, really. &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;
==My GM-ing==&lt;br /&gt;
&lt;br /&gt;
My GM style sheet can be found [https://shreloaded.net/wiki/Keeper_M_GM_Style_Sheet here].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sinning_Jenny&amp;diff=117323</id>
		<title>Sinning Jenny</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sinning_Jenny&amp;diff=117323"/>
		<updated>2023-12-12T18:14:29Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &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:SinningJenny.jpg|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= Mundane Grifter Face&lt;br /&gt;
|header2= A minor actress coming back to the even humbler roots (grifting).&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Keeper M#0043&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://old.reddit.com/user/EnigmaticOxygen EnigmaticOxygen]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Human&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 7&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = -1&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&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=12&lt;br /&gt;
|Bonuses=0&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 = March the 9th, 2060&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=3&lt;br /&gt;
|Day=9&lt;br /&gt;
|Year=2060&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/1X8w7Lji4WFgYFoMw2wDVIb-NzjmK9dFg G-Drive] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - B&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=11&lt;br /&gt;
|Day=29&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&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;
&lt;br /&gt;
Born as a national UCAS SINner to a lower-income troubled family, a former small-time actress in fantasy and SF movies produced by Pathfinder Multimedia, fallen into the shadows after angering a sleazy Horizon exec something fierce. After having to burn her SIN and abandon what little career she could count on, Jenny has to make a living as a grifter (a conwoman face) until she can hopefully get out of the life.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Currently, Jenny just wants to survive and preferably remain &amp;quot;better than bad&amp;quot; despite having to run. She&#039;s aware runners aren&#039;t heroes, she knows she&#039;s got to eat, but she&#039;d rather stay on the cleaner side of the business. Ideally, she&#039;d survive for a few years and save up enough to afford a really solid (R6) fake SIN which would allow her to retire from running, find a legitimate job in some theater or doing small-time movie gigs, and start over for the second time. Working through the trauma (originally represented by Impassive as less potentially troubling other teammates than Flashbacks and Phobia qualities) is her top priority short-time. Her not-so-secret dream is working her way up to a semblance of normalcy and starting a family, biological or through adoption - she&#039;s determined to do what her parents didn&#039;t offer her as a child. For this goal, she&#039;s got to set herself up - it&#039;s only responsible in her eyes.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Jenny&#039;s parents had quite a drinking problem, leading to her frequently picking up unsavory street smarts after school since coming home very early wasn&#039;t preferred by the girl. Always imaginative, with a daydreaming bent, she would typically spend most of her free time devouring theater and trid trivia while earning a little to make up for the days Mr and Mrs Voxola were too deep in their cups to bother with meals for their daughter through short cons. Who would believe a doe-eyed little girl, polite and seemingly walking innocence, would have sticky fingers and a silver tongue with lies galore? She learned from the trideo set always playing at the Comfy Teacup tea shop the family lived near and the elderly owner, Granny NY. In Granny, a small-time fixer as she discovered over time, she found a guardian figure, befriending her in the de facto absence of her own mom. Trids, tea and cats (seven, plus a rotating cast of kittens given away). The movies never turned off. Trivia related to all of them. Granny taught her about the streets, fostered her passion for acting, encouraged her to do well in school, acting classes eventually netting her a modest scholarship and the attention of one of Pathfinder Multimedia&#039;s managers, the dwarven philanthropist Harold J. Rutherford. Thanks to Harold, some talent, a lot of hard work, working late waiting tables on campus, with small-time gigs in fantasy and SF movies produced by Pathfinder Multimedia, Jenny earned her MA in Theater - it fit both passions and the hoped-for career. The manager of many of the flicks had proven himself to be quite a kindly mentor too. She fancied herself smitten with Max, her childhood friend employed by the KE Tukwila precinct as a beat cop. Things were looking up. She wasn&#039;t famous, the ware making her typical role of the lead&#039;s Humanoid Alien Sidekick (different eyes, ears, skin, hair, face - you name it) quite unlikely to result in people recognizing her, but Jenny was satisfied: unlike her parents, she was doing something with her life, she thought, and just had to keep working hard like this.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t to last.&lt;br /&gt;
&lt;br /&gt;
Her last movie was directed by one Mark Pierce, an out-of-town Horizon exec with a fancy for elven starlets. Jenny wasn&#039;t his type, but the lead, Ella Lopez, was. His reputation preceded him. A disaster waiting to happen. Ella and Jenny weren&#039;t exactly friends, just buddies, but Mark gaslighting Ella to join the harem of his mistresses strained the whole team. One night, with the man getting drunk and attempting to prey on Ella when they were together in the Chez Ogino hotel, the elf pleading for help, Jenny acted on instinct, spilling some scalding hot tea in his face. While the girls fled and Pierce was just left with some facial scars and hurt predator pride, it spelled doom for both. &lt;br /&gt;
&lt;br /&gt;
First, Ella and Jenny lost their roles, replaced overnight - a clear revenge move on the part of the scorned exec. The elf, dreaming of being Pathfinder Multimedia&#039;s next star, didn&#039;t recover from the trauma and took her life when she found out her limited Horizon SIN would be terminated along with the contract. This, on top of witnessing the assault attempt on a movie buddy, traumatized Jenny as well - being the one to find the body in the restroom can&#039;t have helped here. Harold couldn&#039;t protect her, only recommend burning her national UCAS SIN, ditching her life and running away to avoid whatever (para)legal battle Pierce would unleash if given the chance. &lt;br /&gt;
&lt;br /&gt;
That&#039;s how Jenny found herself SINless in Seattle, with barely anything apart from her talents. Time to pull herself up by her bootstraps, learn runner survival skills, not die.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* School of Hard Knocks. While she went to school and even earned herself a degree, growing up, Jenny learned much on the streets. In chargen, she buys Street skill ranks at a 1:2 ratio when using points. Afterwards, ranks 3+ receive a -1 karma discount.&lt;br /&gt;
&lt;br /&gt;
* First Impression. Jenny has a knack for sliding into new situations easily - a survival skill at this point. Every social skill test when meeting for the first time receives +2.&lt;br /&gt;
&lt;br /&gt;
* Alibi. Running short cons from an early age and developing finesse through her acting career, Jenny tends to come up with white lies and half-truths on the spot with ease. When she&#039;s got plausible-seeming evidence, she always receives the +2 social modifier to Con tests.&lt;br /&gt;
&lt;br /&gt;
* Closer. When [[Blackhawk]] suddenly went radio silence on the 30th of December 2083, she had to take matters into her own hands, you could say.&lt;br /&gt;
&lt;br /&gt;
* Rabble Rouser. On [[Geoff Montgomery XLII the Raccoon]]&#039;s run, [[Ez-Azael]] showed her that her career, however long and dusted, still has applications. &lt;br /&gt;
&lt;br /&gt;
* Photographic Memory (from the Neuro Retention Amplification). Jenny saved up for this cultured bioware to memorize the script better - she can now instantly recall facts, dates, numbers, or anything else she&#039;s seen or heard. She receives +2 to Memory Tests. &lt;br /&gt;
&lt;br /&gt;
* Linguist. Jenny&#039;s got a knack for languages - she can remember a lot with ease and her acting accustomed her to faking different accents. The cosmopolitan character of the campus and the nature of her work for Pathfinder Multimedia helped too. She&#039;s fluent in Aztlaner Spanish and Japanese (6 ranks - about C2?), but she doesn&#039;t plan on stopping. After all, there&#039;s no better way to get people to like you than speaking the same language and understanding the nuances of vocabulary used. In chargen, she buys Language skill ranks at a 1:2 ratio when using points. Afterwards, ranks 3+ receive a -1 karma discount. All Language skills are at +1 too.&lt;br /&gt;
&lt;br /&gt;
* Analytical Mind. Having to memorize script trains the mind. Having to think on your feet and analyze patterns can save your life on the run. She makes LOG tests like pattern recognition, evidence analysis, clue hunting, figuring out traps or solving puzzles with a +2 bonus. Problem-solving takes half as long as it does other people.&lt;br /&gt;
&lt;br /&gt;
* Speed Reading. Originally used to quickly go through the script to be memorized, Jenny&#039;s since taken to less on the counter applications of her knack for reading. Not only does she like reading, it&#039;s useful to be able to quickly swift through something before the mark returns and remember next. With Photographic Memory, she can speedread and recall the facts later.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Family Curse. If not for parental neglect caused by drinking addiction, Jenny wouldn&#039;t have ever ended up picking up grifting skills. She may not have fallen into the shadows, had she received support from her parents when the Pierce trouble started. She&#039;s never ever touched any addictive substances out of fear of becoming like them, but she&#039;s still genetically at risk of ending up addicted: her Addiction Tests all suffer a -2 penalty. &lt;br /&gt;
&lt;br /&gt;
* Lightweight. While a determined teetotaler just in case, Jenny&#039;s organism handles addictive substances poorly. All Addiction Thresholds are 2 higher for her.&lt;br /&gt;
&lt;br /&gt;
* No Man Left Behind. Aware of the difficulties of being on your own and how much Gran NY, Harold and Max helped her avoid ending up in a dark place, Jenny feels obligated to give back. Unless she manages to pass a Threshold 4 Composure Test (CHA + WIL), she won&#039;t leave a teammate behind if they fall, regardless of how much (or how little) she likes them. Ella&#039;s death she blames herself for must be the first and last time. &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=Gran NY&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Maxwell &amp;quot;Max&amp;quot; Mourire&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Geoff Montgomery XLII the Raccoon&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Granny Tusk&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ashley Davis&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Chantal Houellebecq&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Crazy Otter&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=4&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;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=Images of her helping around the Comfy Teacup tea shop and eatery, as much as she can be made out through the ever-present cat infestation. Likely some activity on free forums related to acting, fantasy and SF, a bit of math. Small-font job ads as Abigail Carter, a private investigator.&lt;br /&gt;
|MidResult=Records of some postgraduate acting courses at the Seattle University, ones making an MA in Theater, Journalism, English Philology with rather high scores mandatory upon entry. A person named Genevieve Voxola, a UCAS SINner looking very similar to Carter &amp;quot;after hours&amp;quot;, can be found in the records of recipients of the Will in the World Acting Scholarship (yearbook 2078-2082), the initiative earning Pathfinder Multimedia promising young actors, one of the responsible people being Harold J. Rutherford, a limited Horizon SINner. Voxola played secondary roles in a number of fantasy and SF trids made by the corporation next. Classified deceased after a vacant building fire in Columbia, Downtown Seattle, in 2083.&lt;br /&gt;
|HighResult=Genevieve Voxola and Abigail Carter must be the same person. Only trace DNA was found at the site, KE assuming the fire was started intentionally and destroyed evidence. Wilson and Winona Voxola didn&#039;t show any interest in further investigation of their daughter&#039;s demise. Records from her life align closely with Carter&#039;s, however, which, paired with the sacking by Mark Pierce of Horizon shortly before the death, could imply faking it.&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=A face and conwoman running short cons around Downtown Seattle and Tacoma, taking private eye gigs as well. A good deal of fast talk and decent legerdemain action. Mundane, with some ware - they&#039;re a dime a dozen.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s got the gift of the gab, but also worked for it for years, starting grifting very early on in the vicinity of the Comfy Teacup tea shop and eatery. She still visits on the regular, with a good relationship with the proprietor. Not caught? Luck, some skill, friends with that one troggy nerd detective working at the KE Tukwila Precinct.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=She used to have a real UCAS SIN and worked in several Pathfinder Multimedia productions. No blockbusters, entry gigs, really. You won&#039;t recognize her on screen, because she&#039;d always play the role of the lead&#039;s Humanoid Alien Sidekick - amazing how much acting ware can change the looks. Burned that SIN after helping this elven starlet, Ella Lopez, in self-defense when Mark Pierce, a Horizon exec in overseeing the filming of &amp;quot;Infrared&amp;quot;, got handsy with her. Chummer sacked them both, Lopez hanged herself in the restroom when she couldn&#039;t cope with that and losing her limited SIN, Voxola allegedly killed herself in a fire started in some empty squat. But of all the ways to off yourself, would you go for such a grueling death? ...I didn&#039;t think so. Carter cropped up suspiciously soon afterwards too. An educated guess: Voxola faked her death to dodge corpo Legalese and lives as Carter and Richards now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Mundane, healthy (short of fluctuations related to the scene). Ask for the general mood please as you get it for one hit, but it fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair). Whether or not her remaining essence is lower or greater than yours.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Betaware cyber: on the left temple (datajack), in her meat eyes (smartlink), ears (cyberears), across the body (reaction enhancers). Something in her skull (math SPU, skilljack and orientation system) and skin (skin toner). Her facial muscles and smaller bones have been replaced with beta grade cyberware (false face). Bioware alterations to her pores (tailored pheromones), to her eyes (perfect eyes), muscles (muscle toner) and the brain (sleep regulator, mnemonic enhancers and Neuro Retention Amplification). Exactly 1.875 ESS.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus her being subject to genetic treatment (attribute optimization: CHA, synaptic acceleration and tetrachromatic vision). Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Abigail Carter (UCAS, R6). Licenses: Restricted Augmentations, Restricted Armor, Concealed Carry Permit, Firearms, Driver&#039;s, Private Investigator. This SIN is used for her legal life. She hopes to survive long enough to retire on it.&lt;br /&gt;
&lt;br /&gt;
* Charlotte Richards (UCAS, R6). Licenses: Restricted Augmentations, Restricted Armor, Concealed Carry Permit, Firearms, Driver&#039;s, Private Investigator. This SIN is for running in general.&lt;br /&gt;
&lt;br /&gt;
* Aiko Arasaki (Shiawase Toys - Seattle division, R6). Licenses: Restricted Augmentations, Restricted Armor, Concealed Carry Permit, Firearms, Driver&#039;s, Shiawase Toys Security Consultant. This SIN is for running with her Aiko Arasaki looks.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Not using any of the ware from her past life as a minor actress, Jenny is actually quite average. Average height, on the skinnier side, gray eyes, straight brown hair about neck-length, not much in terms of curves and other &amp;quot;feminine&amp;quot; features. Nothing to write home about. However, she has a way with words and can prove herself to be a rather compelling, dedicated actress. As [https://drive.google.com/file/d/15shT06Fw6IgAJtuu-tQRcdAU_WG_gIXf/view?usp=drivesdk Aiko Arasaki], she&#039;s Japanese, with a slightly rosier skin tone, fiberoptic hair turned black in an updo, polychromic lenses set to black as well, discreet makeup, including some reddish lipstick.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
She prefers more covering clothes, pants over dresses, something comfortable and on the classy side, rarely in garish colors. To meets, she tends to wear an anthracite women&#039;s suit, white dress shirt, slim wine red tie, black synthleather belt and a beige coat plus a trilby and wooden bangles over her wrists on both hands (nothing special, just broad wood with simple abstract patterns etched in it). As Aiko, she tends to wear clothes made by Shiawase and its subsidiaries, including a Vashon Island (Ace of Cups, mechanically) business kimono style dress.&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
Jenny actually adjusts hers on the regular. On burners, she tends to cycle through the freely-available default personas like Metalink&#039;s Michelin Man. On the Avalon commlink, it&#039;s usually a bioscan of a [https://shreloaded.net/images/4/46/Mandrill_Persona.jpg mandrill] or a [https://shreloaded.net/images/6/62/Elf_Persona.jpg Caucasian elf] with light coppery brown hair in a thick braid, wearing vantablack Lennon glasses, a gold-brown cocktail dress and matching pumps. Many just take it to be Jenny&#039;s bioscan, which is precisely the appeal.&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 she&#039;s in use. If you want to use them in a run unrelated to Jenny, 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;
|Consequences Matter&lt;br /&gt;
|I like consequences, because they lend weight to the game. Obstacles needing surmounting are what makes playing worth the while. Don&#039;t be afraid to create runs which aren&#039;t milkruns! This is, incidentally, why I pay minute attention to disguising and would like the effort made recognized.&lt;br /&gt;
|This applies everywhere and isn&#039;t really tied to any specific run.&lt;br /&gt;
|-&lt;br /&gt;
|Contacts for Life&lt;br /&gt;
|Contacts matter a lot. They&#039;re people. This is why Jenny hangs out with them in downtime and generally tries to do favors for them. &lt;br /&gt;
|This applies everywhere and isn&#039;t really tied to any specific run.&lt;br /&gt;
|-&lt;br /&gt;
|Antiheroes&lt;br /&gt;
|Jenny doesn&#039;t delude herself she&#039;s a hero(ine). She knows she&#039;s the anti- bit, breaking the law to put food on the table. She wants to be better than bad and do damage control with her crimes. The world is not black and white - we operate in the shadows of it. Feel free to introduce emotional oomph.&lt;br /&gt;
|[[Of Gangsters and Tea Parties]], for example. We were hitting the oyabun for the Finnigans and his daughter was an innocent, so Jenny worked around scaring her (or introducing her to the life). &lt;br /&gt;
|-&lt;br /&gt;
|Careful Around HMHVV&lt;br /&gt;
|Jenny has the &amp;quot;be sympathetic if not given the reason not to, but extremely careful&amp;quot; around infected. She always wears a bangle from real wood (unless specifically stated otherwise). She wants to be respectful, but her healthy fear of HMHVV is a relevant character trait. Strain 1 feeding, for example, would probably freak her out big time - consider this if you want infected NPCs other than gnawers and non-feral ghouls, who can believably sustain themselves off graveyards, for example. &lt;br /&gt;
|[[Saving Private Blackhawk]] is best, [[Pests for Progeny]] starting, [[You Ottern&#039;t Stay]] as an example of working with an infected PC too.&lt;br /&gt;
|-&lt;br /&gt;
|Children Are Innocent&lt;br /&gt;
|As per her negative qualities, Jenny &#039;&#039;really&#039;&#039; doesn&#039;t want to see kids suffer, let alone contribute towards it. On all runs, expect her not to want to engage in plans which would put them at risk. She&#039;s also very likely to interact with child NPCs encountered. &lt;br /&gt;
|[[Of Gangsters and Tea Parties]], [[Groceries for Granny Tusk]] - in both cases, she tried to limit dangers to kids and enjoyed interacting with them.&lt;br /&gt;
|-&lt;br /&gt;
|Ren Tanaka&lt;br /&gt;
|On her first job with the Finnigans, Jenny met - and, looks like, actually &#039;&#039;befriended&#039;&#039; - Ren Tanaka, the daughter of the Shotozumi-gumi oyabun. Ren knows her in her Aiko Arasaki SIN, a Shiawase SINner, and has one of the burners with a few digits of the commcode changed. It&#039;s up to Axiomshift if the girl fixed it and thus can contact Jenny when the burner is online. Frequently - on jobs, really - it isn&#039;t. &lt;br /&gt;
|[[Of Gangsters and Tea Parties]] - really, the run explains it all. &lt;br /&gt;
|-&lt;br /&gt;
|Cute and Fascinating &lt;br /&gt;
|She really enjoys learning about animals and magic, which bleeds into all sorts of runs. Sometimes, it&#039;s out of &amp;quot;forewarned is prepared&amp;quot;. In other cases, it&#039;s a matter of fun interactions like with [[Geoff Montgomery XLII the Raccoon]], [[Crazy Otter]] and so on.&lt;br /&gt;
|[[Pests for Progeny]] freaks her out with invae and leads to research of magic despite being mundane. [[New Year&#039;s Thieves]] marks meeting Geoff (and interest in food). [[You Ottern&#039;t Stay]] kickstarted the partnership between Geoff and Crazy Otter (as well as increasing connections).&lt;br /&gt;
|-&lt;br /&gt;
|Cooking with Class&lt;br /&gt;
|Deep down, Jenny really misses a normal home - which, with her negligent parents, she never had. Part of that normality manifests as interest in cooking, which she&#039;s trying to learn to do better, prompted by contacts like [[Gran NY]], [[Geoff Montgomery XLII the Raccoon]] or [[Granny Tusk]]. Besides, tasty noms make excellent bribes! &lt;br /&gt;
|[[Groceries for Granny Tusk]] would be the best example. [[New Year&#039;s Thieves]] would also count. &lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder Multimedia&lt;br /&gt;
|Jenny doesn&#039;t really have negative qualities associated with that anymore, but her time at Pathfinder Multimedia could maybe result in a slightly harder time if you somehow made Mark Pierce make a comeback. In the flicks, she&#039;s effectively impossible to recognize, because she would be an alien sidekick in full makeup, with ware to boot, but she cannot conceal her aura. (Poor mundies, us.) I don&#039;t mind hardships I can overcome, so if you want her past to return to haunt her, why not? Saying something OOC beforehand is very welcome, but if it makes a lot of sense, I won&#039;t whine if you don&#039;t either. &lt;br /&gt;
|None yet, really. &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;
==My GM-ing==&lt;br /&gt;
&lt;br /&gt;
My GM style sheet can be found [https://shreloaded.net/wiki/Keeper_M_GM_Style_Sheet here].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sundar&amp;diff=117322</id>
		<title>Sundar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sundar&amp;diff=117322"/>
		<updated>2023-12-12T18:08:24Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Negative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Sundar&lt;br /&gt;
|image= [[File:Sundar.jpg|200px]]&lt;br /&gt;
|header1= Former Horizon-Bollywood Starlet&lt;br /&gt;
|header2= Faceless Hindu Face Adept&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human &lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = November 12, 2056&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1JyrAr3cNa75Rn8wn0vFE3av--uoccHjP G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::Yes]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Sundar (सुंदर, Hindi-Urdu for &amp;quot;Beautiful&amp;quot;) is a Hindu social adept who, since her life and career at Horizon-Bollywood crashed and burned after the crash she lost her identical twin in, fears seeing her own face in the mirror. She&#039;s starting over in Seattle now, hoping her social and disguise skills can help keep others alive.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive. &lt;br /&gt;
&lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
&lt;br /&gt;
* Make friends she could trust and call her second family. &lt;br /&gt;
&lt;br /&gt;
* Not succumb to hereditary addictions running in her family. &lt;br /&gt;
&lt;br /&gt;
* Master her magic with numerous initiations (Masking, Flexible Signature, Harmonious Reflection, PPs, Danger Sense), paying her respect to the Hindu gods that way.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, minding her looks - she feels the need for cleanliness and a tidy appearance. Very curious about other cultures and wanting to be respectful. An extrovert, she makes friends easily, but hates seeing her own face in the mirror as it painfully reminds her of her deceased identical twin. Dislikes violence and prefers to talk things out. Likes the outdoors - outdoors don&#039;t like her.&lt;br /&gt;
* Favorite animals: orangutan, Asian elephant, white Bengal tiger. &lt;br /&gt;
* Favorite color: green.&lt;br /&gt;
* Favorite food: spicy curry followed by mango lassi filling pralines and mango sherbet. &lt;br /&gt;
* Favorite drink: Assam tea.&lt;br /&gt;
* Pants or skirts: pants. &lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
Depending on what face she&#039;s wearing at any given time, Parvati can appear as a woman, a man, a nonbinary person. Any ethnicity is fair game. She can play a human or a shorter than average elf or ork (within 10% of her natural height and weight, up or down). She tends toward Indian humans, however, particularly women. This matches her real appearance of a tanned, brown-eyed black-haired woman on the slightly taller side, with a slim body shape. &lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Comfortable at a high society party or on the streets, she favors green if she can choose. Pants and blouses, women&#039;s business suits, traditional clothes like saris. She almost always wears jewelry, because you can hide a microcam in a pendant or bangle bracelet. Other accessories are gloves, scarves, glasses, earbuds and discreetly hidden trodes. See, people frequently remember things like glasses, scarves, the bright color of a camisole and forget the person behind them. Almost always, she wears contacts with another microcam to let the team see what she sees.&lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. She uses them as part of disguises. For example, you could see her as the elven bombshell protagonist from Pathfinder Multimedia&#039;s &amp;quot;Infrared&amp;quot; SF flick, a bulky armored intergalactic trooper when acting as an ork or a dancing stylized nartaki. She likes variety in personas: she could be a cartoon Asian elephant from Horizon-Disney, a hanuman in a pinstripe suit, a dwarf-sized Horizon Flying Eye drone. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Sundar was born as Parvati Kalaakaar, a Horizon SINner, the third generation of their citizens. The Kalaakaars worked different jobs around the megacorporation: her dad Devansh dealt with finances as part of Colbert Group, her mom Shakti held a junior manager post in one of Wanderlust tourism offices, her identical twin Durga made fashion consumer electronics for Common Denominator before trading designer commlinks for simsense as part of Columbia Industries, whereas Parvati herself quickly found herself prepared for work for Horizon-Bollywood. Her extrovert personality and the early Awakening as an adept with a decidedly social bent guaranteed that. She adored acting, dancing and making people smile watching her, so she applied herself to her studies from the very start. &lt;br /&gt;
&lt;br /&gt;
However, instead of following her bright-looking future, her life was plagued by tragedies. Devansh and Shakti loved to live to the fullest. &#039;&#039;Too much.&#039;&#039; After one of the corporate parties, they perished when, tipsy, they failed to maneuver their sports car and crashed. Parvati and Durga were of age already, but the loss hit them hard. They suddenly had only each other. Their parents were… gone. Parvati found some solace in her magic and Hindu spirituality, which had always been close to her heart, but Durga instead threw herself into numbing herself with hedonism. Parties, raves, extreme sports, assorted short-lived affairs. Alcohol, drugs, BTLs. They had very different ways of coping, but their sisterly bond held strong. How could it be different when you&#039;re the mirror image of one another? &lt;br /&gt;
&lt;br /&gt;
Years went by. Parvati acted. Durga was slipping deeper into the spiral of vices. And yet, they had each other. Parvati wanted to support her sister best she could. One fateful night when visiting Seattle, Durga wished to go driving around Snohomish River. She took her twin - and a cocktail of drugs like Novacoke and Cram. Ending up driving into the river. Trying her best, Parvati stood no chance - Durga was instantly dead, Parvati herself only managing to stumble out, heavily injured and traumatized. &lt;br /&gt;
&lt;br /&gt;
Because of the trauma, injuries and the fact she&#039;s always been abysmal at navigation, instead of finding help, she wandered into Everett and collapsed of her wounds, her powers of Maintain Warmth and Sustenance letting her survive until… &lt;br /&gt;
&lt;br /&gt;
Right. The next few months were a blur. When recuperating better, she learned of what happened from [[Biggie Beefcake]], a currently retired street samurai making ends meet as an Uber driver. The man found her comatose when traveling and nursed her to health. &lt;br /&gt;
&lt;br /&gt;
Yet, by that time, Horizon had already assumed Parvati to have been lost to the currents of Snohomish River. Her SIN was flagged as deceased, the apartment she shared with Durga belonging to another SINner family. She had nothing to return to. &lt;br /&gt;
&lt;br /&gt;
The only direction was forward, with her new friend, his hamster and the magic in her. New street name, fake papers, a multitude of new faces. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* First Impression. Parvati has always been friendly, outgoing and mindful of how others feel. This manifests in +2 to any social test when she first meets someone.&lt;br /&gt;
&lt;br /&gt;
* Exceptional Attribute: Magic. She Awakened as a young girl and took to magical classes like a fish to water, nurturing her talent and doing everything to make her family proud of her through this. Parvati is very concerned about the risk of harm which would force her to get invasive implants like cyberlimbs or wired reflexes, because her Hindu tradition understanding of magic teaches her that it&#039;s a gift from the Hindu pantheon of many gods - to willingly hamper it instead of studying it would be a great offense. The deities she worships the most are Radha, the love goddess, Krishna, her husband and fun-loving trickster, and Ganesha, the god of wisdom, luck and assorted arts. &lt;br /&gt;
&lt;br /&gt;
* Seer. Her first powers when she Awakened were Astral Perception, Eidetic Sense Memory and Enthralling Performance. The slow, scholarly approach to magic typical of the Hindu tradition manifested in being slower to open the astral eye, but seeing more. Astral Perception is a complex action, but she has access to Psychometry (SG 145) and Sensing (SG 155) at IG0 - no bonus until she has runs and can initiate (into Masking, CRB 326, first). In addition, as seers cannot use any skills which are linked to MAG, she can never use Adept Spell as this power requires Spellcasting, which she&#039;s banned from.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Faceless. She is haunted by the trauma and shame from the deadly accident where her twin sister Durga and only surviving family perished in. She does not really wear her own face anymore - looking in the mirror and &#039;&#039;seeing&#039;&#039; Durga without the ability to talk and laugh together would be too much to bear. She suffers -2 to all social tests unless wearing a disguise, for example looking different through her adept powers. This penalty only vanishes when facing people she trusts, such as [[Biggie Beefcake]] - she would have perished without her best friend in Seattle. Thankfully, she&#039;s a bodysnatcher adept with the past of a career on the stage, meaning she is rather skilled at disguises. An assortment of typical looks is available [https://drive.google.com/drive/folders/1kq1Icniy_f2HWkZGoLi_823cVdMeps2v here]. Her fake SIN for Kala Sanjay uses [https://drive.google.com/file/d/1bpXC5qRKoHRYs_nLxdefIAlQ58W8phr-/view?usp=drivesdk the following looks]. &lt;br /&gt;
&lt;br /&gt;
* Family Curse and Lightweight. In her family, becoming addicted was always a serious threat. Whatever causes this, Parvati herself also takes -2 to addiction tests and they are treated as two levels higher (mild becomes severe etc.). She&#039;s aware of this and intentionally shuns anything which could be addictive, in no small part due to the fact Durga was evidently under the influence of a BTL during the fateful car drive. &lt;br /&gt;
&lt;br /&gt;
* Force of Chaos. It&#039;s not that she can&#039;t follow orders. It&#039;s that she can&#039;t parse the commands flying in combat. Any Small Unit or Mixed Unit Tactics bonuses from combat maneuvers are cut in half (rounded up).&lt;br /&gt;
&lt;br /&gt;
* Incompetent: Outdoors. She&#039;s a dedicated urbanite and virtually helpless in the sticks. She can&#039;t fend for herself in the great outdoors. This is a problem as she&#039;s always loved to travel. She gets lost easily, mosquito bites are a serious life problem and she honestly believes there are mountain lions in Puyallup. Without [[Biggie Beefcake]] rescuing her, she would have probably starved in Pinehurst, because she would have never found her way back to civilization. She can never have any ranks of skills in the Outdoors group: that&#039;s Navigation, Survival and Tracking.&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=Depending on the face worn and identity assumed, assorted (fake) results. For example, her SIN for Kala Sanjay links to a number of small articles for different smaller news outlets, usually about magic or acting. If looking Parvati Kalaakaar up, her acting career in Horizon-Bollywood and being deceased. &lt;br /&gt;
|MidResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, more information about the entire family and the status as Horizon SINners. &lt;br /&gt;
|HighResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, the grisly details of the car crash and that her body was never found, only of her identical twin sister Durga. &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=One of the numerous new kids on the block. A face. Let&#039;s see how long she lasts.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s a social adept, the kind that can look differently for any occasion. Besties with Biggie Beefcake - after his pet hamster, of course. &lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hindu, pure, assumed dead by Horizon after a nasty crash. Fears her own face after it. Used to have a career at Horizon-Bollywood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene). The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|She&#039;s an adept. If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair), on her skin (cosmetic surgery). Whether or not her remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if a magician sustains Increase Charisma on her and doesn&#039;t scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Alphaware bioware: on her skin (silky skin, cosmetic alterations), in her meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Kala Sanjay (UCAS, R4). Licenses: Firearms and Freelance Adept Reporter. [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk Looks here.]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Sundar is a face, which means she excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. She&#039;s a force multiplier and has to support the team, the team supporting her in turn. Don&#039;t expect to be dropping the opposition in combat - it&#039;s your job to skip it, the adrenalin-fueled escape after going loud and patching people up with bullets. You&#039;re also a serious contributor for the legwork stage, asking around, getting in touch with contacts and cheering on teammates who consider you a trusted ally to make them eveb better. You&#039;re a particularly good match-up with mages of the utility sort and hackers. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Sundar should be treasuring her CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC, but especially for a face. CA 153-154 lists social maneuvers, which can be very helpful as you develop larger social pools. For knowledge skills, Informed Opinion can be quite useful, because faces frequently need to milk every modifier they can get:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
&lt;br /&gt;
For languages, ranks limit the number of ranks you can use, translating into most likely fewer dice. However, Sundar possesses six ranks of Hindi-Urdu, the language of the Indian Union also used in many neighboring countries, rolling 11 dice there. Moreover, the Linguistics power helps you learn new languages like no one else. Now go impress that Renraku Madras Johnson. &lt;br /&gt;
&lt;br /&gt;
Her knowledge of magic can be highly useful, because she can help analyze plans from this angle with it. [https://old.reddit.com/r/Shadowrun/comments/5xfiav/know_your_enemy_horizon_we_know_what_you_think/ Horizon], Law Enforcement Procedures, Underworld and News should also aid the team, especially if getting lucky with the dice. Sundar&#039;s mental limit is six, meaning six hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, she currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (her commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
&lt;br /&gt;
As an adept face, Sundar shines in social situations, whether she initiates them or not. Social maneuvers and blackmail information are from CA. The limit defining hits you can keep without resorting to blowing the limit EDG action is social. The base social limit is 9 (wwith Voice Control factored in). &lt;br /&gt;
* Animal Handling. Pacifying and commanding animals. At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book with critters and tricks they can be taught is HS. Powers, gear and qualities which can be helpful: Animal Empathy (SG 169), Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), pet food (RF 254), pet treats (RF 254), Tanake Tiger (CA 143), Winter Wolf (CA 143), Animal Empathy (RF 145), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Con. Lying, fasttalking, seduction and resisting the above. A key face skill. What shadowrunner struggles not to admit to a random beat cop there&#039;s an Ares Alpha in the trunk? Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Aztec Fly (CA 143), Black Panther (CA 143), Alibi (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Misdirection, Shake It, Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19. &lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. A key face skill. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Social Chameleon (BTB 161), Trog Networker (TCT 189), Trustworthy (RF 151). Social maneuvers: Faux Pas, Pressing Flesh, Saving Face. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Impersonation. Acting like a specific person different from yourself. You can add hits from Disguise (mental limit) and Impersonation (social limit) to set the total threshold to recognize you. Sundar rolls 12 base dice there. Voice Control adds +1 (also to the social limit), Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Voice Control (CRB 311), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Informed Opinion. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 20.&lt;br /&gt;
* Intimidation. Coercing people to do what you want in not-nice ways.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book detailing ways to put on the pressure is CA. Check out RG for certain martial techniques like Tricking. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kiai (HT 190), Kinesics (CRB 310), Black Panther (CA 143), Lion&#039;s Roar (CA 143), Winter Wolf (CA 143), Alibi (CA 150), First Impression (CRB 74), Nasty Trog (TCT 188). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Instruction. Teaching people. Regrettably, ShadowHaven makes it obsolete in nearly every situation.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Motivational Teacher, Peer Tutoring. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Leadership. Leading people to perform better in combat and outside of it. Switch from a nasty drill sergeant to a charming cheerleader, but ask for OOC consent around the table before you do it. This is probably the best thing you can do in combat as you aren&#039;t a combat character, so take cover and peptalk teammates. Others can choose to fail to resist you, turning every hit of yours into a net hit. Sundar rolls 7 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trog Leader (TCT 188), Trustworthy (RF 151). Social maneuvers: Drill Sergeant. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 11. &lt;br /&gt;
* Negotiation. Persuading people to do what you want, especially when it comes to contracts - like with Mr Johnson (not necessarily asking for money - they can offer a beneficial deal if you buy gear they can procure at a steep discount!). A key face skill. Also a potential lifesaver when you talk a desperate suicide bomber down. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), Closer (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Rub It In. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Performance. Wowing (and distracting) people with acting, dancing, singing, playing an instrument. This character is a dedicated performer. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Enthralling Performance is a power all about being the ultimate distraction. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Enthralling Performance (SSP 23), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Charming Performance. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
&lt;br /&gt;
Moreover, at gen, Sundar possesses First Impression, which gives a powerful +2 to meeting someone the first time (any social tests accept this), an Ace of Hearts suit for +1 and the Black Panther cologne for another +1. Ask the GM if wearing a different disguise actually triggers First Impression again.&lt;br /&gt;
&lt;br /&gt;
===Bodysnatching===&lt;br /&gt;
&lt;br /&gt;
Two skills - Disguise and Impersonation - and a number of adept powers are crucial here. &lt;br /&gt;
* Disguise uses INT and the mental limit to &#039;&#039;look&#039;&#039; differently. The Disguise toolkit she&#039;s got grants her an additional +1, same with the Facial Sculpt power. Body Sculpt grants a cumulative flat +2. If used in conjunction with Impersonation, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Impersonation uses CHA and the social limit to &#039;&#039;act&#039;&#039; differently. The Ace of Hearts suit and the Black Panther cologne can both grant +1 each, same with the Voice Control power. If used in conjunction with Disguise, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Adept powers:&lt;br /&gt;
** Body Sculpt to make the entire body look different - within 10% more or less than Sundar&#039;s normal size. You can change your physical sex as well. Additionally, +2 to Disguise while it&#039;s in effect. &lt;br /&gt;
** Facial Sculpt to change the face, ears, nose etc. In addition, +1 to Disguise tests. &lt;br /&gt;
** Keratin Control to change your hair, including facial hair. Fiberoptic hair can also aid you here.&lt;br /&gt;
** Melanin Control to change your complexion and skin in general, for example to fake the rougher skin of orks.&lt;br /&gt;
** Mimic to steal people&#039;s retinal and fingerprint patterns. &lt;br /&gt;
&lt;br /&gt;
With the powers and the disguise toolkit, Sundar rolls 14 dice, whose hits are added to the Impersonation hits for determining the final threshold. Think about other ways to steal someone&#039;s looks and behavior, for example by getting clothes which match your mark&#039;s style, asking the hacker for help with compiling a dossier about them. People often focus on characteristic elements of how someone looks and acts: a stammer, some catchphrase, limping, glasses, outrageous headwear or memorable clothing. Need to be a little taller than 10% of her natural height? Sundar wears high heels or combat boots. Should look shorter? Flat shoes. &lt;br /&gt;
&lt;br /&gt;
===Assensing &amp;amp; Seer Perks===&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for a face. The details of what you receive are present in the table in CRB 313. Adepts require the Astral Perception power, which Sundar possesses from the very start. With INT + Assensing ranks (astral - 9), she rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). Normally, shifting perception is a simple action. As Sundar is a seer, it takes a complex action for her. The benefit of this trade is access to two metamagics at IG0 (for now):&lt;br /&gt;
* Psychometry (SG 145): INT + Assensing ranks (+ IG, + modifiers from the table from CRB 146, if applicable, for example the boost from analyzing items which aroused strong emotions), hits kept capped by the astral limit, to read psychic impressions of objects. For example, you could see the flashbacks of the mark whose engagement ring you&#039;re reading proposing to their partner. The GM says how long you&#039;re distracted (-2 to doing anything else). &lt;br /&gt;
* Sensing (SG 155): without having to astrally perceive (without having to become dual-natured), you can sense negative background counts and assorted astral phenomena: alchera, mana storms, surges and warps, but not astral forms like projecting magicians, spirits, foci, spells or mana barriers. Useful for sensing something is odd in the basement of a corporation without giving away you&#039;re aware of it.&lt;br /&gt;
&lt;br /&gt;
===Adept Powers===&lt;br /&gt;
&lt;br /&gt;
Sundar is a Hindu adept, which means channeling mana inward to enhance her abilities. Any drain is dealt with through BOD + WIL. This is the flavor necessary to roleplay her path respectfully to real-life Hinduist practitioners. &lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The Hindu tradition is based on the Hindu religious system, and it is designed to provide a path for the enlightened to reach transcendence. The path is one of ritual devotion, asceticism, and karmic purity. While the exact scriptures followed by each school vary, most accept the precepts from the Vedas, texts originally written in Ancient India. Those followers who are Awakened believe following the precepts of their faith assist them along the path. The Hindu believes the soul is in a constant cycle of death and rebirth, governed by a relationship with karma. Those who follow their particular school of thought (dasarnas) and caste&#039;s rules are reincarnated into a higher caste, eventually reaching moksha, or transcendence. Those who refuse to follow their destined path are reincarnated as a lesser being.&amp;quot; SG 46&lt;br /&gt;
&lt;br /&gt;
Sundar&#039;s family was part of the Vaishya caste of businessmen, merchants and artisans. Radha, Krishna and Ganesha are the deities she feels the closest bond to. She doesn&#039;t have a mentor spirit yet and can only initiate after commencing running. As a pure adept (ESS 6), she multiplies her starting power points (normally equal to MAG) by 1.5 - as she increases magic in play, she will receive a single PP every time MAG rises. Her powers fall into the following categories and none incur drain - as per [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures the Awakened houserules], they leave astral signatures when you activate them which require scrubbing:&lt;br /&gt;
* Bodysnatching:&lt;br /&gt;
** Body Sculpt (as per [https://shreloaded.net/wiki/Rulings/Awakened#Body_Sculpt the Awakened houserules], 1 minute to start, 60 to finish). Within 10% of her natural height and weight, Sundar can change her physical looks, including metatype (human, elf or ork) and sex. The effect lasts for MAG h; multiple changes require MAG + BOD where one additional change per hit can be done. &lt;br /&gt;
** Facial Sculpt 1 (complex, 1 minute). You can change the face, ears, nose, grow tusks etc., crucial when disguising yourself (especially as a human acting as an elf or ork). In addition, +1 to Disguise tests. The effect lasts for MAG h and like with Body Sculpt, MAG + BOD can introduce more changes at the same time. &lt;br /&gt;
** Keratin Control (complex). You can change your hair etc., retaining the changes for MAG h. &lt;br /&gt;
** Melanin Control (complex). You can change your skin color etc., retaining the changes for MAG h.&lt;br /&gt;
** Mimic 6 (1-6 minutes). +6 to fool a print scanner by stealing the mark&#039;s retinal and fingerprint patterns when you spend 1-6 minutes in contact with them. Each minute spent increases the quality, up to 6. The changes last for MAG h, during which you can fool the relevant technology into believing you really are Dr. Smith. &lt;br /&gt;
** Voice Control 1. You can mimic other metahuman voices by rolling CHA + Impersonation ranks + 1 from this power (social limit, which on the sheet includes +1 from this power) vs INT + Perception (mental limit) or voice recognition system rating x2. Ties go to the defenders - people or systems you&#039;re fooling. &lt;br /&gt;
* Social:&lt;br /&gt;
** Authoritative Tone 3. +3 to any social tests you initiate. You&#039;re that convincing. &lt;br /&gt;
** Kinesics 3. +3 to resisting social tests, for example when being interrogated, judge intentions etc. as you learn to control your body language, obscuring your emotional state.&lt;br /&gt;
* Utility:&lt;br /&gt;
** Astral Perception (complex). You become dual-natured and can interact with the astral. This means scrubbing astral signatures - extremely important for a face - assensing and possibly attacking other dual-natured forms (which is determined by the extensive houserules). Seriously though: don&#039;t do that. You&#039;ll only harm yourself. You&#039;re the best at &#039;&#039;avoiding&#039;&#039; escalation. &lt;br /&gt;
** Demara. After working with the material documenting the use of a skill you don&#039;t have for at least an hour, you can use it as if you had a single rank of it for MAG h - for example, you can learn how to shoot that pistol you currently have just to avoid looking like a magician (the guy they geek first). Possibly crucial if, say, playing an intern at a hospital, a chemist in a drug lab or that exec&#039;s replacement secretary. &lt;br /&gt;
** Eidetic Sense Memory. You can recall everything you&#039;ve seen, heard, felt, smelled, tasted. You also photo-read. Very convenient for detailing the layout of the building you visited as a pizza delivery person. &lt;br /&gt;
** Enthralling Performance. MAG + Performance ranks (social) lets you play the ultimate distraction - your hits become a threshold of Perception checks of people watching your show. Start busking, for example, and let your teammates pass unbothered by the mesmerized guards.&lt;br /&gt;
** Linguistics. You pick up new languages fast. After 12 - MAG h of exposure to a new language, roll LOG + INT. Common languages need 1 hit, uncommon - 2, obscure - 3. If successful, you get a single rank of it with no karma expenditure.&lt;br /&gt;
** Maintain Warmth. You can shrug off hypothermia etc, ignoring weather modifiers to Survival tests.&lt;br /&gt;
** Motion Sense (free). In MAG m from you, you can sense living organisms through making a MAG + Perception ranks (mental) test. The hits necessary to detect them are available in the table below power descriptions. Useful to map out even stationary guards in another room. &lt;br /&gt;
** Sustenance. You can function with a single meal a day just fine. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst. &lt;br /&gt;
** Three-Dimensional Memory (free). You can roll MAG + Perception ranks (mental) to examine your surroundings in detail and be able to recall it later. You can record up to MAG areas, each MAG x MAG cubic m tops. The hits necessary to recall them with a memory test are available in the table below power descriptions.&lt;br /&gt;
** Ventriloquism. You can throw your voice for MAG m, making it appear to originate from any point within MAG m and LoS. Excellent for distractions (&amp;quot;Fire!&amp;quot;) and messing with people (&amp;quot;You called me &#039;&#039;what&#039;&#039;?!&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Motion Sense (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Creature size&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than a dog&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Kids and dwarves&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Average adult (human, elf, ork)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Troll and larger&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Three-Dimensional Memory (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Time lapsed&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|24 h&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Week&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Month&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Year&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Longer&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stealth &amp;amp; Perception Skills===&lt;br /&gt;
&lt;br /&gt;
In addition, Sundar brings secondary skills to the table. The base mental limit is 6, physical - 4. &lt;br /&gt;
* Palming. Hiding objects on your person or pilfering them. The limit used is physical, the stat - AGI. Small items, for instance her concealable surveillance gear jewelry, imposes penalties for others trying to spot them (-6 for the bugs and tags, for example). Moreover, onlookers are attackers rather than defenders, so on ties, they lose. She rolls 10 dice. &lt;br /&gt;
* Perception. Noticing all kinds of things as well as the skill whose ranks are used for several of her utility powers. The limit used is mental, the stat - INT. In addition, her R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. She rolls 10 dice base, 13 for vision and audio tests when the contacts and earbuds are wireless (mental limit 9 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical, the stat - AGI. She rolls 10 dice. &lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
Even starting out, Sundar knows helpful people. Consult individual contact pages for the best ways to ask for help. Every run, you earn at least 2 CDP, usually able to spend RVP on more, including contacts at discounted prices. Faces make excellent networkers, so think about every situation where the team is stumped and you can go &amp;quot;I know a guy…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here.&lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr Johnson, new teammates etc.&lt;br /&gt;
* Your concealable surveillance gear jewelry can stream what goes on around you to the team, the hacker slaving it to their deck to conceal it on the Matrix. &lt;br /&gt;
* The bug promotional pen can likewise record things while being all innocuous with a bunch of other, normal, pens in an office. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG -1) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Hinduist magical lodge creates a mana barrier at your flat for added protection. &lt;br /&gt;
* The Black Panther cologne adds +1 to social tests, same with the Ace of Hearts suit. &lt;br /&gt;
* The fashion gasmask makes for excellent innocuous facial recognition fullstop. With the houserules, even when out of air, it works as an R6 fashion respirator, so you never incur penalties for improper attire.&lt;br /&gt;
* The backpack is full of little odds and ends for taking innocuous notes while observing someone. For example, you can use the crayons to draw. Or bribe kids, I won&#039;t judge. &lt;br /&gt;
* The survival kit, flashlight, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding face, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Leadership. You&#039;re not a combat character, Sundar can have a single rank of Pistols through Demara for a few hours (+1 from the red dot sight when in short range), but in most cases, you won&#039;t have a chance to prepare like this. Her light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and her starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk.&lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can carry runs to the point not a single bullet needs firing. You can be anyone, let yourself in bringing wageslaves pizza, phish passwords for the hacker from the IT specialist over lunch, get the sam passkeys by pilfering them from the guard you dance at the bar after work with and much, much more. Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
===Play Aid: Social Maneuvers Cheatsheet===&lt;br /&gt;
&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153-154&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Social Maneuvers Cheatsheet (CA)&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver&lt;br /&gt;
|Penalty&lt;br /&gt;
|Test&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
|Charming Performance&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Performance&lt;br /&gt;
|1 net hit minimum improves NPC attitude by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Drill Sergeant&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Intimidation&lt;br /&gt;
|Target takes -2 on next WIL + Leadership to oppose your CHA + Leadership.&lt;br /&gt;
|-&lt;br /&gt;
|Faux Pas&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Target takes -2 on next social test.&lt;br /&gt;
|-&lt;br /&gt;
|Hustling the Mark&lt;br /&gt;
| -6&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|Gain +2 on next Con/Negotiation.&lt;br /&gt;
|-&lt;br /&gt;
|Informed Opinion&lt;br /&gt;
| -4&lt;br /&gt;
|INT/LOG + Knowledge&lt;br /&gt;
|Hits increase encounter&#039;s social limit.&lt;br /&gt;
|-&lt;br /&gt;
|Misdirection&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|1 net hit makes target take -4 Perception on next action.&lt;br /&gt;
|-&lt;br /&gt;
|Motivational Teacher&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Leadership&lt;br /&gt;
|Gain +2 on next Instruction.&lt;br /&gt;
|-&lt;br /&gt;
|Peer Tutoring&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Instruction, all must have 1-3 ranks of skill being trained&lt;br /&gt;
|Scoring hits equal to rank being trained reduces training time for all.&lt;br /&gt;
|-&lt;br /&gt;
|Pressing Flesh&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Gain +2 next Palming.&lt;br /&gt;
|-&lt;br /&gt;
|Rub It In&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Negotiation (w/ leverage on target)&lt;br /&gt;
|Gain +4 Negotiation mod (blackmail/bargaining chip).&lt;br /&gt;
|-&lt;br /&gt;
|Saving Face&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Retake failed social test.&lt;br /&gt;
|-&lt;br /&gt;
|Shake It&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con (Seduction)&lt;br /&gt;
|Target gets +2 Perception at you, others -2.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Gun&lt;br /&gt;
| -4&lt;br /&gt;
|AGI + Palming vs INT + Perception&lt;br /&gt;
|Gain +2 Con/Intimidation. &lt;br /&gt;
|-&lt;br /&gt;
|Zanshin&lt;br /&gt;
| -2&lt;br /&gt;
|Judge Intentions&lt;br /&gt;
|1 net: having Close Combat skill(s); 2: which is highest; 3: amateur (1-2), well-trained (3-5), highly trained (6+).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sample Run==&lt;br /&gt;
&lt;br /&gt;
===Setup &amp;amp; Meet===&lt;br /&gt;
&lt;br /&gt;
Mr Johnson hires Sundar (face), [[Biggie Beefcake]] (street samurai) and [[Niamh O&#039;Sullivan]] (decker) to retrieve a new blockbuster script from Truman Distribution Network, a subsidiary of Horizon Group. They have to gain access to the cyberdeck of the exec in charge of it, which is treated as offline storage and thus requires physical access. Niamh needs to be gotten to the very office and given time to let her do her thing. &lt;br /&gt;
&lt;br /&gt;
In preparation, Sundar deals with the following:&lt;br /&gt;
* She rolls 9 dice of Horizon Media &amp;amp; Entertainment Ventures to learn more about the upcoming blockbuster and the people involved in its production as well as hiring habits. She&#039;s the most interested in the exec, his secretary and a couple of other close workers (including corpsec, receptionist desk clerks, the firm responsible for janitorial staff outsourced and the delivery equivalent). &lt;br /&gt;
** This will show the Johnson the team is prepared and be useful for the next step. &lt;br /&gt;
* She offers the entire team different looks for the meet: BB and Niamh have their disguises created with 11 dice, she uses adept powers she cannot bestow on anyone else with 14. In her case, hits are then added to those from 20 Impersonation dice (powers, qualities and gear) for the final threshold to connect her to her real appearance. &#039;&#039;&#039;Every time she activates a power, she immediately goes to scrub the astral signature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When it comes to negotiations, she roleplays looking to network with the Johnson and who he represents later, earning the &amp;quot;advantageous outcome&amp;quot; +1 situational modifier, and scores 3 net hits on the opposed Negotiation roll where she uses 16 Negotiation dice (she doesn&#039;t want to disrespect him by trying to use Authoritative Tone 3 since it&#039;s possible for him to notice and be offended). She asks for the team being provided burner SINs showing them to be a janitor (BB), technician (Niamh) and temporary secretary (Sundar); burner SINs for use as tourists touring the studio; relevant uniforms and two borrowed EVO Proletarian drones with hidden compartments; fitting clearances. The Johnson is pleased about this as it increases the team&#039;s chances and promises a bonus if they can handle the job without being caught in the crossfire of suspicions. Trodes (Sundar) and datajacks (BB and Niamh) give the team DNI for immediate communication. &lt;br /&gt;
&lt;br /&gt;
===Legwork===&lt;br /&gt;
&lt;br /&gt;
Expanding upon the first-minute legwork for the meet, she does additional things:&lt;br /&gt;
* She compiles a list of who in the building the team is hitting is a human, elf or ork similar to her body build within 10%.&lt;br /&gt;
* Discovering a few names, she browses the P2.1 profiles to see what hobbies they have and asks [[Harold J. Rutherford]] about the same. &lt;br /&gt;
* In contact with BB and Niamh, who are doing their own legwork (BB drives around and shows people his hamster, Niamh researches on the Matrix), she spends 5 (12 - 7) h learning Japanese just in case, then takes notes of what eateries different workers frequent after work.&lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 1===&lt;br /&gt;
&lt;br /&gt;
She disguises herself as part of one of the tours which walk around much of the studio with Disguise (14 dice) and Impersonation (20 dice), hits added. The tour allows her to use Three-Dimensional Memory, Eidetic Sense Memory and Motion Sense when people are distracted or special effects magic is shown, together with the microcams in her contacts and necklace (concealable surveillance gear), to map everything they are being shown and report it to the team later. Her tech is slaved to Niamh&#039;s deck for Matrix protection. &#039;&#039;&#039;Only gear which would raise suspicion runs silent (-2 to Matrix uses, but not immediately visible on the Matrix) - trodes, earbuds, contacts, pistol and commlink in use in the disguise do not since the absence of such items is more suspicious than seeing them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, she disguises herself differently (see above) and uses Enthralling Performance to busk on the street near the office to keep the workers occupied while BB snatches a maglock passcard, hands it to Niamh to quickly copy and drops the original near the owner before the performance is over. &lt;br /&gt;
&lt;br /&gt;
Afterwards, she creates another disguise and visits the office as a delivery person bringing the workers pizza. This allows her to observe the general attitude of the exec&#039;s secretary, discovering she&#039;s a party animal with a tendency to drink too much on the weekend, and of the IT specialist, who enjoys evenings dancing, but can&#039;t handle spicy food well. Moreover, she takes note of water cooler gossip, names and the building layout the tour didn&#039;t let her see with the same approach in terms of powers and gear. That&#039;s how she learns the exec has the early onset of Type B Diabetes while having a sweet tooth. She uses a jogging app to estimate how long it takes to walk from the entrance to the restrooms the inner workers use. All the information is given to the team so they know about possible escape routes, patrols, stationary guards and more. Sundar&#039;s player asks the other players for consent to use Leadership to help them on the run, which they both give. The exec&#039;s diabetes issue is remarked on, with Niamh researching if it&#039;s possible to fake fainting after eating too much sugar. &lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 2===&lt;br /&gt;
&lt;br /&gt;
There are two weak elements in the office&#039;s security: the secretary and the IT specialist. The third one is the exec, although he&#039;ll be a tougher nut to crack. Niamh collates dossiers on their personalities, after-hours habits and hobbies from their Matrix footprints, which she gives Sundar to study. The adept disguises the entire team again, as other people, and they hit the bar the Horizon workers frequent. There, led by Sundar, they steadily make themselves fit party companions of theirs, discussing hobbies, complaining about work and recent troubles with bugs and other forms of nasty mojo which makes the news (which Sundar uses her knowledge skills for, paired with the Informed Opinion social maneuver from CA). Close to the early morning hours when she&#039;s been using Demara, learning Computer from the IT specialist, when he and the secretary are distracted, BB uses Palming to spike their drinks with prescription-free eyedrops - a powerful laxative. Niamh hacks to swap the DJ&#039;s repertoire of songs to a lengthy track - over six minutes - during which Sundar dances with the man and uses the Mimic power to copy his retinal and fingerprint patterns, they start being &#039;&#039;indisposed&#039;&#039;. To the point where they have to call in sick to work. &lt;br /&gt;
&lt;br /&gt;
It&#039;s all the team needs.&lt;br /&gt;
&lt;br /&gt;
===Go-Time===&lt;br /&gt;
&lt;br /&gt;
On the very early Monday morning, Niamh, who successfully added the burner SIN names of the team to the relevant databases, relies the information to the team that she and Sundar will have a busy day. The adept prepares her disguise, still with the benefits of Mimic, and disguises the team in accordance with the SINs. She then goes to the office, meets the exec, drops her bug pen together with the other pens on the desk (slaved to Niamh&#039;s deck to run silent) and uses her single rank of Computer to stand in for the real secretary praying to the porcelain gods at home. Quickly, she sabotages the private bathroom of the exec with excessive amounts of toilet paper and the chemical mixture Niamh prepared for her. Then, when the exec tells her to bring him coffee, she does, but not before using prescription-free eyedrops on it again, swiftly sending him to the bathroom. Which is, of course, clogged, so she&#039;s ordered to bring a janitor to fix it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s when BB, disguised as a janitor, including the Horizon version of the Ares Industrious armored uniform, comes in. Remember that Niamh put the team&#039;s fake names at the top of the list of people who can temporarily replace stationary workers. Sundar just has to dial the first name on the list because of it. BB comes in fast, together with one of the two EVO Proletarian drones with hidden compartments the Johnson provided the team with. That&#039;s where he hides disassembled weapons, just in case, the chloroform, which is quickly used to put the exec to sleep with his pants literally down while he &amp;quot;fixes&amp;quot; the appliances there, and the small area jammer. He pilfers the DocWagon biomonitor bracelet from him while Niamh squelches the distress cry so DocWagon doesn&#039;t arrive too soon. It&#039;s supposed to fall to the side near the foot of the - currently unconscious - exec to believably be accidentally stepped on when losing consciousness. On the desk, empty candy wrappers are left.&lt;br /&gt;
&lt;br /&gt;
This jammer is used to fake a minor issue in the office, which, with the real IT specialist out, summons Niamh, who comes in with her own deck hidden in the other EVO Proletarian drone. In this fashion, the hacker gains direct connection access to the cyberdeck of the exec, able to connect and hack the blockbuster script out of it, bolstered by Sundar with Leadership rooting for her with the Direct function of it (12 dice because of the Black Panther cologne, the suit and Authoritative Tone 3, but without First Impression, since Niamh knows Sundar). The Mimi-provided biometrics of the IT specialist prove unnecessary. The janitorial gear of BB includes C-Squared, a powerful industrial cleaner, which is used to get rid of any biosamples they may have left as well as the remainder sips of eyedrop coffee. The team reboots their devices (slaved to Niamh&#039;s deck) and BB innocuously leaves. After a short time, Sundar calls DocWagon, saying her boss has been in the bathroom for long and isn&#039;t responding. Right after, Niamh releases the DocWagon biomonitor bracelet from her squelching, which leads to the distress call, and leaves, taking the bug pen and the jammer - hidden in the other EVO Proletarian - with her. When DocWagon arrives, Sundar is the face of concerned innocence as the exec is taken away with the suspicion of fainting after eating candy. She&#039;s out of the office that day. &lt;br /&gt;
&lt;br /&gt;
Reuniting with BB and Niamh loitering at the office cafeteria, all that remains is exfiltration. For this, they&#039;re prepared: BB idly remarks about a strange smell, Sundar uses Ventriloquism and Voice Control to fake a person across the room shouting &amp;quot;Fire!&amp;quot; and Niamh triggers the fire safety system to stage an alarm, complete with sprinklers going off. In the commotion caused, the runners rush out of the building, unbothered.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&lt;br /&gt;
The team is out in safety, reboots devices and drives away - separately, but in constant DNI communication if necessary. They reunite in one of the squats of Pinehurst, Everett, BB using Area Knowledge: Seattle to find a safe spot. There, they drop disguises, swap into those the Johnson knows and call him. The exchange of the blockbuster script and money - with a bonus as they didn&#039;t arouse any suspicions about themselves - goes smoothly. &lt;br /&gt;
&lt;br /&gt;
The run is completed without a single bullet fired.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Friendly}}&lt;br /&gt;
{{#set:Has Personality=Outgoing}}&lt;br /&gt;
{{#set:Has Personality=Culture-Conscious}}&lt;br /&gt;
{{#set:Has Personality=Anxious About Own Face}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Female}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Face &amp;amp; Social Infiltrator}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Human}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Acting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Persuasion}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Bodysnatcher}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sundar&amp;diff=117321</id>
		<title>Sundar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sundar&amp;diff=117321"/>
		<updated>2023-12-12T18:04:29Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Sundar&lt;br /&gt;
|image= [[File:Sundar.jpg|200px]]&lt;br /&gt;
|header1= Former Horizon-Bollywood Starlet&lt;br /&gt;
|header2= Faceless Hindu Face Adept&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human &lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = November 12, 2056&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1JyrAr3cNa75Rn8wn0vFE3av--uoccHjP G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::Yes]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Sundar (सुंदर, Hindi-Urdu for &amp;quot;Beautiful&amp;quot;) is a Hindu social adept who, since her life and career at Horizon-Bollywood crashed and burned after the crash she lost her identical twin in, fears seeing her own face in the mirror. She&#039;s starting over in Seattle now, hoping her social and disguise skills can help keep others alive.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive. &lt;br /&gt;
&lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
&lt;br /&gt;
* Make friends she could trust and call her second family. &lt;br /&gt;
&lt;br /&gt;
* Not succumb to hereditary addictions running in her family. &lt;br /&gt;
&lt;br /&gt;
* Master her magic with numerous initiations (Masking, Flexible Signature, Harmonious Reflection, PPs, Danger Sense), paying her respect to the Hindu gods that way.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, minding her looks - she feels the need for cleanliness and a tidy appearance. Very curious about other cultures and wanting to be respectful. An extrovert, she makes friends easily, but hates seeing her own face in the mirror as it painfully reminds her of her deceased identical twin. Dislikes violence and prefers to talk things out. Likes the outdoors - outdoors don&#039;t like her.&lt;br /&gt;
* Favorite animals: orangutan, Asian elephant, white Bengal tiger. &lt;br /&gt;
* Favorite color: green.&lt;br /&gt;
* Favorite food: spicy curry followed by mango lassi filling pralines and mango sherbet. &lt;br /&gt;
* Favorite drink: Assam tea.&lt;br /&gt;
* Pants or skirts: pants. &lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
Depending on what face she&#039;s wearing at any given time, Parvati can appear as a woman, a man, a nonbinary person. Any ethnicity is fair game. She can play a human or a shorter than average elf or ork (within 10% of her natural height and weight, up or down). She tends toward Indian humans, however, particularly women. This matches her real appearance of a tanned, brown-eyed black-haired woman on the slightly taller side, with a slim body shape. &lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Comfortable at a high society party or on the streets, she favors green if she can choose. Pants and blouses, women&#039;s business suits, traditional clothes like saris. She almost always wears jewelry, because you can hide a microcam in a pendant or bangle bracelet. Other accessories are gloves, scarves, glasses, earbuds and discreetly hidden trodes. See, people frequently remember things like glasses, scarves, the bright color of a camisole and forget the person behind them. Almost always, she wears contacts with another microcam to let the team see what she sees.&lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. She uses them as part of disguises. For example, you could see her as the elven bombshell protagonist from Pathfinder Multimedia&#039;s &amp;quot;Infrared&amp;quot; SF flick, a bulky armored intergalactic trooper when acting as an ork or a dancing stylized nartaki. She likes variety in personas: she could be a cartoon Asian elephant from Horizon-Disney, a hanuman in a pinstripe suit, a dwarf-sized Horizon Flying Eye drone. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Sundar was born as Parvati Kalaakaar, a Horizon SINner, the third generation of their citizens. The Kalaakaars worked different jobs around the megacorporation: her dad Devansh dealt with finances as part of Colbert Group, her mom Shakti held a junior manager post in one of Wanderlust tourism offices, her identical twin Durga made fashion consumer electronics for Common Denominator before trading designer commlinks for simsense as part of Columbia Industries, whereas Parvati herself quickly found herself prepared for work for Horizon-Bollywood. Her extrovert personality and the early Awakening as an adept with a decidedly social bent guaranteed that. She adored acting, dancing and making people smile watching her, so she applied herself to her studies from the very start. &lt;br /&gt;
&lt;br /&gt;
However, instead of following her bright-looking future, her life was plagued by tragedies. Devansh and Shakti loved to live to the fullest. &#039;&#039;Too much.&#039;&#039; After one of the corporate parties, they perished when, tipsy, they failed to maneuver their sports car and crashed. Parvati and Durga were of age already, but the loss hit them hard. They suddenly had only each other. Their parents were… gone. Parvati found some solace in her magic and Hindu spirituality, which had always been close to her heart, but Durga instead threw herself into numbing herself with hedonism. Parties, raves, extreme sports, assorted short-lived affairs. Alcohol, drugs, BTLs. They had very different ways of coping, but their sisterly bond held strong. How could it be different when you&#039;re the mirror image of one another? &lt;br /&gt;
&lt;br /&gt;
Years went by. Parvati acted. Durga was slipping deeper into the spiral of vices. And yet, they had each other. Parvati wanted to support her sister best she could. One fateful night when visiting Seattle, Durga wished to go driving around Snohomish River. She took her twin - and a cocktail of drugs like Novacoke and Cram. Ending up driving into the river. Trying her best, Parvati stood no chance - Durga was instantly dead, Parvati herself only managing to stumble out, heavily injured and traumatized. &lt;br /&gt;
&lt;br /&gt;
Because of the trauma, injuries and the fact she&#039;s always been abysmal at navigation, instead of finding help, she wandered into Everett and collapsed of her wounds, her powers of Maintain Warmth and Sustenance letting her survive until… &lt;br /&gt;
&lt;br /&gt;
Right. The next few months were a blur. When recuperating better, she learned of what happened from [[Biggie Beefcake]], a currently retired street samurai making ends meet as an Uber driver. The man found her comatose when traveling and nursed her to health. &lt;br /&gt;
&lt;br /&gt;
Yet, by that time, Horizon had already assumed Parvati to have been lost to the currents of Snohomish River. Her SIN was flagged as deceased, the apartment she shared with Durga belonging to another SINner family. She had nothing to return to. &lt;br /&gt;
&lt;br /&gt;
The only direction was forward, with her new friend, his hamster and the magic in her. New street name, fake papers, a multitude of new faces. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* First Impression. Parvati has always been friendly, outgoing and mindful of how others feel. This manifests in +2 to any social test when she first meets someone.&lt;br /&gt;
&lt;br /&gt;
* Exceptional Attribute: Magic. She Awakened as a young girl and took to magical classes like a fish to water, nurturing her talent and doing everything to make her family proud of her through this. Parvati is very concerned about the risk of harm which would force her to get invasive implants like cyberlimbs or wired reflexes, because her Hindu tradition understanding of magic teaches her that it&#039;s a gift from the Hindu pantheon of many gods - to willingly hamper it instead of studying it would be a great offense. The deities she worships the most are Radha, the love goddess, Krishna, her husband and fun-loving trickster, and Ganesha, the god of wisdom, luck and assorted arts. &lt;br /&gt;
&lt;br /&gt;
* Seer. Her first powers when she Awakened were Astral Perception, Eidetic Sense Memory and Enthralling Performance. The slow, scholarly approach to magic typical of the Hindu tradition manifested in being slower to open the astral eye, but seeing more. Astral Perception is a complex action, but she has access to Psychometry (SG 145) and Sensing (SG 155) at IG0 - no bonus until she has runs and can initiate (into Masking, CRB 326, first). In addition, as seers cannot use any skills which are linked to MAG, she can never use Adept Spell as this power requires Spellcasting, which she&#039;s banned from.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Faceless. She is haunted by the trauma and shame from the deadly accident where her twin sister Durga and only surviving family perished in. She does not really wear her own face anymore - looking in the mirror and &#039;&#039;seeing&#039;&#039; Durga without the ability to talk and laugh together would be too much to bear. She suffers -2 to all social tests unless wearing a disguise, for example looking different through her adept powers. This penalty only vanishes when facing people she trusts, such as [[Biggie Beefcake]] - she would have perished without her best friend in Seattle. Thankfully, she&#039;s a bodysnatcher adept with the past of a career on the stage, meaning she is rather skilled at disguises. An assortment of typical looks is available [https://drive.google.com/drive/folders/1gtc_wN0Rk0M4z0NJH3RWLac_HvdSRyuD here]. Her fake SIN for Kala Sanjay uses [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk the following looks]. &lt;br /&gt;
&lt;br /&gt;
* Family Curse and Lightweight. In her family, becoming addicted was always a serious threat. Whatever causes this, Parvati herself also takes -2 to addiction tests and they are treated as two levels higher (mild becomes severe etc.). She&#039;s aware of this and intentionally shuns anything which could be addictive, in no small part due to the fact Durga was evidently under the influence of a BTL during the fateful car drive. &lt;br /&gt;
&lt;br /&gt;
* Force of Chaos. It&#039;s not that she can&#039;t follow orders. It&#039;s that she can&#039;t parse the commands flying in combat. Any Small Unit or Mixed Unit Tactics bonuses from combat maneuvers are cut in half (rounded up).&lt;br /&gt;
&lt;br /&gt;
* Incompetent: Outdoors. She&#039;s a dedicated urbanite and virtually helpless in the sticks. She can&#039;t fend for herself in the great outdoors. This is a problem as she&#039;s always loved to travel. She gets lost easily, mosquito bites are a serious life problem and she honestly believes there are mountain lions in Puyallup. Without [[Biggie Beefcake]] rescuing her, she would have probably starved in Pinehurst, because she would have never found her way back to civilization. She can never have any ranks of skills in the Outdoors group: that&#039;s Navigation, Survival and Tracking. &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=Depending on the face worn and identity assumed, assorted (fake) results. For example, her SIN for Kala Sanjay links to a number of small articles for different smaller news outlets, usually about magic or acting. If looking Parvati Kalaakaar up, her acting career in Horizon-Bollywood and being deceased. &lt;br /&gt;
|MidResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, more information about the entire family and the status as Horizon SINners. &lt;br /&gt;
|HighResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, the grisly details of the car crash and that her body was never found, only of her identical twin sister Durga. &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=One of the numerous new kids on the block. A face. Let&#039;s see how long she lasts.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s a social adept, the kind that can look differently for any occasion. Besties with Biggie Beefcake - after his pet hamster, of course. &lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hindu, pure, assumed dead by Horizon after a nasty crash. Fears her own face after it. Used to have a career at Horizon-Bollywood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene). The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|She&#039;s an adept. If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair), on her skin (cosmetic surgery). Whether or not her remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if a magician sustains Increase Charisma on her and doesn&#039;t scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Alphaware bioware: on her skin (silky skin, cosmetic alterations), in her meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Kala Sanjay (UCAS, R4). Licenses: Firearms and Freelance Adept Reporter. [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk Looks here.]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Sundar is a face, which means she excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. She&#039;s a force multiplier and has to support the team, the team supporting her in turn. Don&#039;t expect to be dropping the opposition in combat - it&#039;s your job to skip it, the adrenalin-fueled escape after going loud and patching people up with bullets. You&#039;re also a serious contributor for the legwork stage, asking around, getting in touch with contacts and cheering on teammates who consider you a trusted ally to make them eveb better. You&#039;re a particularly good match-up with mages of the utility sort and hackers. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Sundar should be treasuring her CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC, but especially for a face. CA 153-154 lists social maneuvers, which can be very helpful as you develop larger social pools. For knowledge skills, Informed Opinion can be quite useful, because faces frequently need to milk every modifier they can get:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
&lt;br /&gt;
For languages, ranks limit the number of ranks you can use, translating into most likely fewer dice. However, Sundar possesses six ranks of Hindi-Urdu, the language of the Indian Union also used in many neighboring countries, rolling 11 dice there. Moreover, the Linguistics power helps you learn new languages like no one else. Now go impress that Renraku Madras Johnson. &lt;br /&gt;
&lt;br /&gt;
Her knowledge of magic can be highly useful, because she can help analyze plans from this angle with it. [https://old.reddit.com/r/Shadowrun/comments/5xfiav/know_your_enemy_horizon_we_know_what_you_think/ Horizon], Law Enforcement Procedures, Underworld and News should also aid the team, especially if getting lucky with the dice. Sundar&#039;s mental limit is six, meaning six hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, she currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (her commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
&lt;br /&gt;
As an adept face, Sundar shines in social situations, whether she initiates them or not. Social maneuvers and blackmail information are from CA. The limit defining hits you can keep without resorting to blowing the limit EDG action is social. The base social limit is 9 (wwith Voice Control factored in). &lt;br /&gt;
* Animal Handling. Pacifying and commanding animals. At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book with critters and tricks they can be taught is HS. Powers, gear and qualities which can be helpful: Animal Empathy (SG 169), Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), pet food (RF 254), pet treats (RF 254), Tanake Tiger (CA 143), Winter Wolf (CA 143), Animal Empathy (RF 145), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Con. Lying, fasttalking, seduction and resisting the above. A key face skill. What shadowrunner struggles not to admit to a random beat cop there&#039;s an Ares Alpha in the trunk? Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Aztec Fly (CA 143), Black Panther (CA 143), Alibi (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Misdirection, Shake It, Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19. &lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. A key face skill. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Social Chameleon (BTB 161), Trog Networker (TCT 189), Trustworthy (RF 151). Social maneuvers: Faux Pas, Pressing Flesh, Saving Face. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Impersonation. Acting like a specific person different from yourself. You can add hits from Disguise (mental limit) and Impersonation (social limit) to set the total threshold to recognize you. Sundar rolls 12 base dice there. Voice Control adds +1 (also to the social limit), Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Voice Control (CRB 311), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Informed Opinion. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 20.&lt;br /&gt;
* Intimidation. Coercing people to do what you want in not-nice ways.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book detailing ways to put on the pressure is CA. Check out RG for certain martial techniques like Tricking. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kiai (HT 190), Kinesics (CRB 310), Black Panther (CA 143), Lion&#039;s Roar (CA 143), Winter Wolf (CA 143), Alibi (CA 150), First Impression (CRB 74), Nasty Trog (TCT 188). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Instruction. Teaching people. Regrettably, ShadowHaven makes it obsolete in nearly every situation.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Motivational Teacher, Peer Tutoring. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Leadership. Leading people to perform better in combat and outside of it. Switch from a nasty drill sergeant to a charming cheerleader, but ask for OOC consent around the table before you do it. This is probably the best thing you can do in combat as you aren&#039;t a combat character, so take cover and peptalk teammates. Others can choose to fail to resist you, turning every hit of yours into a net hit. Sundar rolls 7 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trog Leader (TCT 188), Trustworthy (RF 151). Social maneuvers: Drill Sergeant. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 11. &lt;br /&gt;
* Negotiation. Persuading people to do what you want, especially when it comes to contracts - like with Mr Johnson (not necessarily asking for money - they can offer a beneficial deal if you buy gear they can procure at a steep discount!). A key face skill. Also a potential lifesaver when you talk a desperate suicide bomber down. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), Closer (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Rub It In. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Performance. Wowing (and distracting) people with acting, dancing, singing, playing an instrument. This character is a dedicated performer. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Enthralling Performance is a power all about being the ultimate distraction. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Enthralling Performance (SSP 23), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Charming Performance. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
&lt;br /&gt;
Moreover, at gen, Sundar possesses First Impression, which gives a powerful +2 to meeting someone the first time (any social tests accept this), an Ace of Hearts suit for +1 and the Black Panther cologne for another +1. Ask the GM if wearing a different disguise actually triggers First Impression again.&lt;br /&gt;
&lt;br /&gt;
===Bodysnatching===&lt;br /&gt;
&lt;br /&gt;
Two skills - Disguise and Impersonation - and a number of adept powers are crucial here. &lt;br /&gt;
* Disguise uses INT and the mental limit to &#039;&#039;look&#039;&#039; differently. The Disguise toolkit she&#039;s got grants her an additional +1, same with the Facial Sculpt power. Body Sculpt grants a cumulative flat +2. If used in conjunction with Impersonation, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Impersonation uses CHA and the social limit to &#039;&#039;act&#039;&#039; differently. The Ace of Hearts suit and the Black Panther cologne can both grant +1 each, same with the Voice Control power. If used in conjunction with Disguise, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Adept powers:&lt;br /&gt;
** Body Sculpt to make the entire body look different - within 10% more or less than Sundar&#039;s normal size. You can change your physical sex as well. Additionally, +2 to Disguise while it&#039;s in effect. &lt;br /&gt;
** Facial Sculpt to change the face, ears, nose etc. In addition, +1 to Disguise tests. &lt;br /&gt;
** Keratin Control to change your hair, including facial hair. Fiberoptic hair can also aid you here.&lt;br /&gt;
** Melanin Control to change your complexion and skin in general, for example to fake the rougher skin of orks.&lt;br /&gt;
** Mimic to steal people&#039;s retinal and fingerprint patterns. &lt;br /&gt;
&lt;br /&gt;
With the powers and the disguise toolkit, Sundar rolls 14 dice, whose hits are added to the Impersonation hits for determining the final threshold. Think about other ways to steal someone&#039;s looks and behavior, for example by getting clothes which match your mark&#039;s style, asking the hacker for help with compiling a dossier about them. People often focus on characteristic elements of how someone looks and acts: a stammer, some catchphrase, limping, glasses, outrageous headwear or memorable clothing. Need to be a little taller than 10% of her natural height? Sundar wears high heels or combat boots. Should look shorter? Flat shoes. &lt;br /&gt;
&lt;br /&gt;
===Assensing &amp;amp; Seer Perks===&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for a face. The details of what you receive are present in the table in CRB 313. Adepts require the Astral Perception power, which Sundar possesses from the very start. With INT + Assensing ranks (astral - 9), she rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). Normally, shifting perception is a simple action. As Sundar is a seer, it takes a complex action for her. The benefit of this trade is access to two metamagics at IG0 (for now):&lt;br /&gt;
* Psychometry (SG 145): INT + Assensing ranks (+ IG, + modifiers from the table from CRB 146, if applicable, for example the boost from analyzing items which aroused strong emotions), hits kept capped by the astral limit, to read psychic impressions of objects. For example, you could see the flashbacks of the mark whose engagement ring you&#039;re reading proposing to their partner. The GM says how long you&#039;re distracted (-2 to doing anything else). &lt;br /&gt;
* Sensing (SG 155): without having to astrally perceive (without having to become dual-natured), you can sense negative background counts and assorted astral phenomena: alchera, mana storms, surges and warps, but not astral forms like projecting magicians, spirits, foci, spells or mana barriers. Useful for sensing something is odd in the basement of a corporation without giving away you&#039;re aware of it.&lt;br /&gt;
&lt;br /&gt;
===Adept Powers===&lt;br /&gt;
&lt;br /&gt;
Sundar is a Hindu adept, which means channeling mana inward to enhance her abilities. Any drain is dealt with through BOD + WIL. This is the flavor necessary to roleplay her path respectfully to real-life Hinduist practitioners. &lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The Hindu tradition is based on the Hindu religious system, and it is designed to provide a path for the enlightened to reach transcendence. The path is one of ritual devotion, asceticism, and karmic purity. While the exact scriptures followed by each school vary, most accept the precepts from the Vedas, texts originally written in Ancient India. Those followers who are Awakened believe following the precepts of their faith assist them along the path. The Hindu believes the soul is in a constant cycle of death and rebirth, governed by a relationship with karma. Those who follow their particular school of thought (dasarnas) and caste&#039;s rules are reincarnated into a higher caste, eventually reaching moksha, or transcendence. Those who refuse to follow their destined path are reincarnated as a lesser being.&amp;quot; SG 46&lt;br /&gt;
&lt;br /&gt;
Sundar&#039;s family was part of the Vaishya caste of businessmen, merchants and artisans. Radha, Krishna and Ganesha are the deities she feels the closest bond to. She doesn&#039;t have a mentor spirit yet and can only initiate after commencing running. As a pure adept (ESS 6), she multiplies her starting power points (normally equal to MAG) by 1.5 - as she increases magic in play, she will receive a single PP every time MAG rises. Her powers fall into the following categories and none incur drain - as per [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures the Awakened houserules], they leave astral signatures when you activate them which require scrubbing:&lt;br /&gt;
* Bodysnatching:&lt;br /&gt;
** Body Sculpt (as per [https://shreloaded.net/wiki/Rulings/Awakened#Body_Sculpt the Awakened houserules], 1 minute to start, 60 to finish). Within 10% of her natural height and weight, Sundar can change her physical looks, including metatype (human, elf or ork) and sex. The effect lasts for MAG h; multiple changes require MAG + BOD where one additional change per hit can be done. &lt;br /&gt;
** Facial Sculpt 1 (complex, 1 minute). You can change the face, ears, nose, grow tusks etc., crucial when disguising yourself (especially as a human acting as an elf or ork). In addition, +1 to Disguise tests. The effect lasts for MAG h and like with Body Sculpt, MAG + BOD can introduce more changes at the same time. &lt;br /&gt;
** Keratin Control (complex). You can change your hair etc., retaining the changes for MAG h. &lt;br /&gt;
** Melanin Control (complex). You can change your skin color etc., retaining the changes for MAG h.&lt;br /&gt;
** Mimic 6 (1-6 minutes). +6 to fool a print scanner by stealing the mark&#039;s retinal and fingerprint patterns when you spend 1-6 minutes in contact with them. Each minute spent increases the quality, up to 6. The changes last for MAG h, during which you can fool the relevant technology into believing you really are Dr. Smith. &lt;br /&gt;
** Voice Control 1. You can mimic other metahuman voices by rolling CHA + Impersonation ranks + 1 from this power (social limit, which on the sheet includes +1 from this power) vs INT + Perception (mental limit) or voice recognition system rating x2. Ties go to the defenders - people or systems you&#039;re fooling. &lt;br /&gt;
* Social:&lt;br /&gt;
** Authoritative Tone 3. +3 to any social tests you initiate. You&#039;re that convincing. &lt;br /&gt;
** Kinesics 3. +3 to resisting social tests, for example when being interrogated, judge intentions etc. as you learn to control your body language, obscuring your emotional state.&lt;br /&gt;
* Utility:&lt;br /&gt;
** Astral Perception (complex). You become dual-natured and can interact with the astral. This means scrubbing astral signatures - extremely important for a face - assensing and possibly attacking other dual-natured forms (which is determined by the extensive houserules). Seriously though: don&#039;t do that. You&#039;ll only harm yourself. You&#039;re the best at &#039;&#039;avoiding&#039;&#039; escalation. &lt;br /&gt;
** Demara. After working with the material documenting the use of a skill you don&#039;t have for at least an hour, you can use it as if you had a single rank of it for MAG h - for example, you can learn how to shoot that pistol you currently have just to avoid looking like a magician (the guy they geek first). Possibly crucial if, say, playing an intern at a hospital, a chemist in a drug lab or that exec&#039;s replacement secretary. &lt;br /&gt;
** Eidetic Sense Memory. You can recall everything you&#039;ve seen, heard, felt, smelled, tasted. You also photo-read. Very convenient for detailing the layout of the building you visited as a pizza delivery person. &lt;br /&gt;
** Enthralling Performance. MAG + Performance ranks (social) lets you play the ultimate distraction - your hits become a threshold of Perception checks of people watching your show. Start busking, for example, and let your teammates pass unbothered by the mesmerized guards.&lt;br /&gt;
** Linguistics. You pick up new languages fast. After 12 - MAG h of exposure to a new language, roll LOG + INT. Common languages need 1 hit, uncommon - 2, obscure - 3. If successful, you get a single rank of it with no karma expenditure.&lt;br /&gt;
** Maintain Warmth. You can shrug off hypothermia etc, ignoring weather modifiers to Survival tests.&lt;br /&gt;
** Motion Sense (free). In MAG m from you, you can sense living organisms through making a MAG + Perception ranks (mental) test. The hits necessary to detect them are available in the table below power descriptions. Useful to map out even stationary guards in another room. &lt;br /&gt;
** Sustenance. You can function with a single meal a day just fine. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst. &lt;br /&gt;
** Three-Dimensional Memory (free). You can roll MAG + Perception ranks (mental) to examine your surroundings in detail and be able to recall it later. You can record up to MAG areas, each MAG x MAG cubic m tops. The hits necessary to recall them with a memory test are available in the table below power descriptions.&lt;br /&gt;
** Ventriloquism. You can throw your voice for MAG m, making it appear to originate from any point within MAG m and LoS. Excellent for distractions (&amp;quot;Fire!&amp;quot;) and messing with people (&amp;quot;You called me &#039;&#039;what&#039;&#039;?!&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Motion Sense (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Creature size&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than a dog&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Kids and dwarves&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Average adult (human, elf, ork)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Troll and larger&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Three-Dimensional Memory (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Time lapsed&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|24 h&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Week&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Month&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Year&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Longer&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stealth &amp;amp; Perception Skills===&lt;br /&gt;
&lt;br /&gt;
In addition, Sundar brings secondary skills to the table. The base mental limit is 6, physical - 4. &lt;br /&gt;
* Palming. Hiding objects on your person or pilfering them. The limit used is physical, the stat - AGI. Small items, for instance her concealable surveillance gear jewelry, imposes penalties for others trying to spot them (-6 for the bugs and tags, for example). Moreover, onlookers are attackers rather than defenders, so on ties, they lose. She rolls 10 dice. &lt;br /&gt;
* Perception. Noticing all kinds of things as well as the skill whose ranks are used for several of her utility powers. The limit used is mental, the stat - INT. In addition, her R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. She rolls 10 dice base, 13 for vision and audio tests when the contacts and earbuds are wireless (mental limit 9 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical, the stat - AGI. She rolls 10 dice. &lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
Even starting out, Sundar knows helpful people. Consult individual contact pages for the best ways to ask for help. Every run, you earn at least 2 CDP, usually able to spend RVP on more, including contacts at discounted prices. Faces make excellent networkers, so think about every situation where the team is stumped and you can go &amp;quot;I know a guy…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here.&lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr Johnson, new teammates etc.&lt;br /&gt;
* Your concealable surveillance gear jewelry can stream what goes on around you to the team, the hacker slaving it to their deck to conceal it on the Matrix. &lt;br /&gt;
* The bug promotional pen can likewise record things while being all innocuous with a bunch of other, normal, pens in an office. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG -1) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Hinduist magical lodge creates a mana barrier at your flat for added protection. &lt;br /&gt;
* The Black Panther cologne adds +1 to social tests, same with the Ace of Hearts suit. &lt;br /&gt;
* The fashion gasmask makes for excellent innocuous facial recognition fullstop. With the houserules, even when out of air, it works as an R6 fashion respirator, so you never incur penalties for improper attire.&lt;br /&gt;
* The backpack is full of little odds and ends for taking innocuous notes while observing someone. For example, you can use the crayons to draw. Or bribe kids, I won&#039;t judge. &lt;br /&gt;
* The survival kit, flashlight, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding face, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Leadership. You&#039;re not a combat character, Sundar can have a single rank of Pistols through Demara for a few hours (+1 from the red dot sight when in short range), but in most cases, you won&#039;t have a chance to prepare like this. Her light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and her starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk.&lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can carry runs to the point not a single bullet needs firing. You can be anyone, let yourself in bringing wageslaves pizza, phish passwords for the hacker from the IT specialist over lunch, get the sam passkeys by pilfering them from the guard you dance at the bar after work with and much, much more. Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
===Play Aid: Social Maneuvers Cheatsheet===&lt;br /&gt;
&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153-154&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Social Maneuvers Cheatsheet (CA)&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver&lt;br /&gt;
|Penalty&lt;br /&gt;
|Test&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
|Charming Performance&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Performance&lt;br /&gt;
|1 net hit minimum improves NPC attitude by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Drill Sergeant&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Intimidation&lt;br /&gt;
|Target takes -2 on next WIL + Leadership to oppose your CHA + Leadership.&lt;br /&gt;
|-&lt;br /&gt;
|Faux Pas&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Target takes -2 on next social test.&lt;br /&gt;
|-&lt;br /&gt;
|Hustling the Mark&lt;br /&gt;
| -6&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|Gain +2 on next Con/Negotiation.&lt;br /&gt;
|-&lt;br /&gt;
|Informed Opinion&lt;br /&gt;
| -4&lt;br /&gt;
|INT/LOG + Knowledge&lt;br /&gt;
|Hits increase encounter&#039;s social limit.&lt;br /&gt;
|-&lt;br /&gt;
|Misdirection&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|1 net hit makes target take -4 Perception on next action.&lt;br /&gt;
|-&lt;br /&gt;
|Motivational Teacher&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Leadership&lt;br /&gt;
|Gain +2 on next Instruction.&lt;br /&gt;
|-&lt;br /&gt;
|Peer Tutoring&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Instruction, all must have 1-3 ranks of skill being trained&lt;br /&gt;
|Scoring hits equal to rank being trained reduces training time for all.&lt;br /&gt;
|-&lt;br /&gt;
|Pressing Flesh&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Gain +2 next Palming.&lt;br /&gt;
|-&lt;br /&gt;
|Rub It In&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Negotiation (w/ leverage on target)&lt;br /&gt;
|Gain +4 Negotiation mod (blackmail/bargaining chip).&lt;br /&gt;
|-&lt;br /&gt;
|Saving Face&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Retake failed social test.&lt;br /&gt;
|-&lt;br /&gt;
|Shake It&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con (Seduction)&lt;br /&gt;
|Target gets +2 Perception at you, others -2.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Gun&lt;br /&gt;
| -4&lt;br /&gt;
|AGI + Palming vs INT + Perception&lt;br /&gt;
|Gain +2 Con/Intimidation. &lt;br /&gt;
|-&lt;br /&gt;
|Zanshin&lt;br /&gt;
| -2&lt;br /&gt;
|Judge Intentions&lt;br /&gt;
|1 net: having Close Combat skill(s); 2: which is highest; 3: amateur (1-2), well-trained (3-5), highly trained (6+).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sample Run==&lt;br /&gt;
&lt;br /&gt;
===Setup &amp;amp; Meet===&lt;br /&gt;
&lt;br /&gt;
Mr Johnson hires Sundar (face), [[Biggie Beefcake]] (street samurai) and [[Niamh O&#039;Sullivan]] (decker) to retrieve a new blockbuster script from Truman Distribution Network, a subsidiary of Horizon Group. They have to gain access to the cyberdeck of the exec in charge of it, which is treated as offline storage and thus requires physical access. Niamh needs to be gotten to the very office and given time to let her do her thing. &lt;br /&gt;
&lt;br /&gt;
In preparation, Sundar deals with the following:&lt;br /&gt;
* She rolls 9 dice of Horizon Media &amp;amp; Entertainment Ventures to learn more about the upcoming blockbuster and the people involved in its production as well as hiring habits. She&#039;s the most interested in the exec, his secretary and a couple of other close workers (including corpsec, receptionist desk clerks, the firm responsible for janitorial staff outsourced and the delivery equivalent). &lt;br /&gt;
** This will show the Johnson the team is prepared and be useful for the next step. &lt;br /&gt;
* She offers the entire team different looks for the meet: BB and Niamh have their disguises created with 11 dice, she uses adept powers she cannot bestow on anyone else with 14. In her case, hits are then added to those from 20 Impersonation dice (powers, qualities and gear) for the final threshold to connect her to her real appearance. &#039;&#039;&#039;Every time she activates a power, she immediately goes to scrub the astral signature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When it comes to negotiations, she roleplays looking to network with the Johnson and who he represents later, earning the &amp;quot;advantageous outcome&amp;quot; +1 situational modifier, and scores 3 net hits on the opposed Negotiation roll where she uses 16 Negotiation dice (she doesn&#039;t want to disrespect him by trying to use Authoritative Tone 3 since it&#039;s possible for him to notice and be offended). She asks for the team being provided burner SINs showing them to be a janitor (BB), technician (Niamh) and temporary secretary (Sundar); burner SINs for use as tourists touring the studio; relevant uniforms and two borrowed EVO Proletarian drones with hidden compartments; fitting clearances. The Johnson is pleased about this as it increases the team&#039;s chances and promises a bonus if they can handle the job without being caught in the crossfire of suspicions. Trodes (Sundar) and datajacks (BB and Niamh) give the team DNI for immediate communication. &lt;br /&gt;
&lt;br /&gt;
===Legwork===&lt;br /&gt;
&lt;br /&gt;
Expanding upon the first-minute legwork for the meet, she does additional things:&lt;br /&gt;
* She compiles a list of who in the building the team is hitting is a human, elf or ork similar to her body build within 10%.&lt;br /&gt;
* Discovering a few names, she browses the P2.1 profiles to see what hobbies they have and asks [[Harold J. Rutherford]] about the same. &lt;br /&gt;
* In contact with BB and Niamh, who are doing their own legwork (BB drives around and shows people his hamster, Niamh researches on the Matrix), she spends 5 (12 - 7) h learning Japanese just in case, then takes notes of what eateries different workers frequent after work.&lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 1===&lt;br /&gt;
&lt;br /&gt;
She disguises herself as part of one of the tours which walk around much of the studio with Disguise (14 dice) and Impersonation (20 dice), hits added. The tour allows her to use Three-Dimensional Memory, Eidetic Sense Memory and Motion Sense when people are distracted or special effects magic is shown, together with the microcams in her contacts and necklace (concealable surveillance gear), to map everything they are being shown and report it to the team later. Her tech is slaved to Niamh&#039;s deck for Matrix protection. &#039;&#039;&#039;Only gear which would raise suspicion runs silent (-2 to Matrix uses, but not immediately visible on the Matrix) - trodes, earbuds, contacts, pistol and commlink in use in the disguise do not since the absence of such items is more suspicious than seeing them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, she disguises herself differently (see above) and uses Enthralling Performance to busk on the street near the office to keep the workers occupied while BB snatches a maglock passcard, hands it to Niamh to quickly copy and drops the original near the owner before the performance is over. &lt;br /&gt;
&lt;br /&gt;
Afterwards, she creates another disguise and visits the office as a delivery person bringing the workers pizza. This allows her to observe the general attitude of the exec&#039;s secretary, discovering she&#039;s a party animal with a tendency to drink too much on the weekend, and of the IT specialist, who enjoys evenings dancing, but can&#039;t handle spicy food well. Moreover, she takes note of water cooler gossip, names and the building layout the tour didn&#039;t let her see with the same approach in terms of powers and gear. That&#039;s how she learns the exec has the early onset of Type B Diabetes while having a sweet tooth. She uses a jogging app to estimate how long it takes to walk from the entrance to the restrooms the inner workers use. All the information is given to the team so they know about possible escape routes, patrols, stationary guards and more. Sundar&#039;s player asks the other players for consent to use Leadership to help them on the run, which they both give. The exec&#039;s diabetes issue is remarked on, with Niamh researching if it&#039;s possible to fake fainting after eating too much sugar. &lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 2===&lt;br /&gt;
&lt;br /&gt;
There are two weak elements in the office&#039;s security: the secretary and the IT specialist. The third one is the exec, although he&#039;ll be a tougher nut to crack. Niamh collates dossiers on their personalities, after-hours habits and hobbies from their Matrix footprints, which she gives Sundar to study. The adept disguises the entire team again, as other people, and they hit the bar the Horizon workers frequent. There, led by Sundar, they steadily make themselves fit party companions of theirs, discussing hobbies, complaining about work and recent troubles with bugs and other forms of nasty mojo which makes the news (which Sundar uses her knowledge skills for, paired with the Informed Opinion social maneuver from CA). Close to the early morning hours when she&#039;s been using Demara, learning Computer from the IT specialist, when he and the secretary are distracted, BB uses Palming to spike their drinks with prescription-free eyedrops - a powerful laxative. Niamh hacks to swap the DJ&#039;s repertoire of songs to a lengthy track - over six minutes - during which Sundar dances with the man and uses the Mimic power to copy his retinal and fingerprint patterns, they start being &#039;&#039;indisposed&#039;&#039;. To the point where they have to call in sick to work. &lt;br /&gt;
&lt;br /&gt;
It&#039;s all the team needs.&lt;br /&gt;
&lt;br /&gt;
===Go-Time===&lt;br /&gt;
&lt;br /&gt;
On the very early Monday morning, Niamh, who successfully added the burner SIN names of the team to the relevant databases, relies the information to the team that she and Sundar will have a busy day. The adept prepares her disguise, still with the benefits of Mimic, and disguises the team in accordance with the SINs. She then goes to the office, meets the exec, drops her bug pen together with the other pens on the desk (slaved to Niamh&#039;s deck to run silent) and uses her single rank of Computer to stand in for the real secretary praying to the porcelain gods at home. Quickly, she sabotages the private bathroom of the exec with excessive amounts of toilet paper and the chemical mixture Niamh prepared for her. Then, when the exec tells her to bring him coffee, she does, but not before using prescription-free eyedrops on it again, swiftly sending him to the bathroom. Which is, of course, clogged, so she&#039;s ordered to bring a janitor to fix it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s when BB, disguised as a janitor, including the Horizon version of the Ares Industrious armored uniform, comes in. Remember that Niamh put the team&#039;s fake names at the top of the list of people who can temporarily replace stationary workers. Sundar just has to dial the first name on the list because of it. BB comes in fast, together with one of the two EVO Proletarian drones with hidden compartments the Johnson provided the team with. That&#039;s where he hides disassembled weapons, just in case, the chloroform, which is quickly used to put the exec to sleep with his pants literally down while he &amp;quot;fixes&amp;quot; the appliances there, and the small area jammer. He pilfers the DocWagon biomonitor bracelet from him while Niamh squelches the distress cry so DocWagon doesn&#039;t arrive too soon. It&#039;s supposed to fall to the side near the foot of the - currently unconscious - exec to believably be accidentally stepped on when losing consciousness. On the desk, empty candy wrappers are left.&lt;br /&gt;
&lt;br /&gt;
This jammer is used to fake a minor issue in the office, which, with the real IT specialist out, summons Niamh, who comes in with her own deck hidden in the other EVO Proletarian drone. In this fashion, the hacker gains direct connection access to the cyberdeck of the exec, able to connect and hack the blockbuster script out of it, bolstered by Sundar with Leadership rooting for her with the Direct function of it (12 dice because of the Black Panther cologne, the suit and Authoritative Tone 3, but without First Impression, since Niamh knows Sundar). The Mimi-provided biometrics of the IT specialist prove unnecessary. The janitorial gear of BB includes C-Squared, a powerful industrial cleaner, which is used to get rid of any biosamples they may have left as well as the remainder sips of eyedrop coffee. The team reboots their devices (slaved to Niamh&#039;s deck) and BB innocuously leaves. After a short time, Sundar calls DocWagon, saying her boss has been in the bathroom for long and isn&#039;t responding. Right after, Niamh releases the DocWagon biomonitor bracelet from her squelching, which leads to the distress call, and leaves, taking the bug pen and the jammer - hidden in the other EVO Proletarian - with her. When DocWagon arrives, Sundar is the face of concerned innocence as the exec is taken away with the suspicion of fainting after eating candy. She&#039;s out of the office that day. &lt;br /&gt;
&lt;br /&gt;
Reuniting with BB and Niamh loitering at the office cafeteria, all that remains is exfiltration. For this, they&#039;re prepared: BB idly remarks about a strange smell, Sundar uses Ventriloquism and Voice Control to fake a person across the room shouting &amp;quot;Fire!&amp;quot; and Niamh triggers the fire safety system to stage an alarm, complete with sprinklers going off. In the commotion caused, the runners rush out of the building, unbothered.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&lt;br /&gt;
The team is out in safety, reboots devices and drives away - separately, but in constant DNI communication if necessary. They reunite in one of the squats of Pinehurst, Everett, BB using Area Knowledge: Seattle to find a safe spot. There, they drop disguises, swap into those the Johnson knows and call him. The exchange of the blockbuster script and money - with a bonus as they didn&#039;t arouse any suspicions about themselves - goes smoothly. &lt;br /&gt;
&lt;br /&gt;
The run is completed without a single bullet fired.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Friendly}}&lt;br /&gt;
{{#set:Has Personality=Outgoing}}&lt;br /&gt;
{{#set:Has Personality=Culture-Conscious}}&lt;br /&gt;
{{#set:Has Personality=Anxious About Own Face}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Female}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Face &amp;amp; Social Infiltrator}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Human}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Acting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Persuasion}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Bodysnatcher}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=117320</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=117320"/>
		<updated>2023-12-12T18:00:35Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eJuDr7Ops4DN9nRb6zXUcI08i5yusp1h G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::Yes]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot; (read: spirits, especially bound ones), but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn. You&#039;re a great fit for virtually any team composition. See the section on [https://shreloaded.net/wiki/Gumshoe#Magical_Skills magical skills] for a full primer on magic, another section dealing with [https://shreloaded.net/wiki/Gumshoe#Knowledge_Skills_&amp;amp;_Matrix legwork], with [https://shreloaded.net/wiki/Gumshoe#Stealth_(Physical_and_Social) stealth], [https://shreloaded.net/wiki/Gumshoe#Perception_&amp;amp;_Outdoors detective skills], [https://shreloaded.net/wiki/Gumshoe#First_Aid first aid], [https://shreloaded.net/wiki/Gumshoe#Gear gear] and [https://shreloaded.net/wiki/Gumshoe#Combat_Options combat options] explained as well. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building?&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117209</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117209"/>
		<updated>2023-12-09T15:42:10Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Foci */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
===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 (On-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. (On-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;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117059</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117059"/>
		<updated>2023-12-05T18:34:51Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Critter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
===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 (On-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. (On-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;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
**New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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 benifit untill such time as they are deactivated fully. 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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117058</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117058"/>
		<updated>2023-12-05T18:33:58Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Adept Accident */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
===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 (On-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. (On-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;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&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;
===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;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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 benifit untill such time as they are deactivated fully. 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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117057</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=117057"/>
		<updated>2023-12-05T18:30:44Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Spellcasting */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
&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;
===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 (On-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. (On-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;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&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;
===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;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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 benifit untill such time as they are deactivated fully. 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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Roleplay_Safety_Systems&amp;diff=116876</id>
		<title>Roleplay Safety Systems</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Roleplay_Safety_Systems&amp;diff=116876"/>
		<updated>2023-12-02T11:31:45Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Introduction===&lt;br /&gt;
&lt;br /&gt;
Shadowrun is a dark setting that explores a lot of gritty themes, including sexual and violent themes, that not everyone will be comfortable with. While we want to have the freedom to explore these themes in our shared world, we do not want to exclude anyone or make them uncomfortable. For this reason, ShadowHaven is implementing a number of safety tools that can be used by GMs, players, and viewers to make sure that this is a Living Community that all of us can enjoy.&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Safety Tools on the ShadowHaven===&lt;br /&gt;
&lt;br /&gt;
If a safety tool is played and is given no heed, please reach out to moderation so that they can help to ensure that these tools are used. In an ideal world, this would not be necessary, but it may become so. Our moderation staff is here to ensure that &#039;&#039;you&#039;&#039; are comfortable with playing here on the ShadowHaven. If at any time you are uncomfortable, then please reach out to @moderation on Discord, or @Ombuds and Advocates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The X-Card===&lt;br /&gt;
&lt;br /&gt;
The X-card is a simple tool that we have been using for a long time on the Haven. At any point, any person involved in the run (meaning GM, player or listener) can message or say “X” or in any way communicate “X” to the GM. The GM is then responsible for stopping the scene at that moment. A break is taken and the item being X-carded is either skipped over or edited out. No explanation need be given, but if the person playing the card wishes to share, they may. At times, it may be difficult to understand what was X-carded. If this occurs, it is up to the person that played the card if they want to share, otherwise the GM will ret-con or edit parts or the entirety of a scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/u/0/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/ Before each run, GMs should introduce this tool using language similar to the sample script listed here, or any script that introduces all elements of the use of the X-card.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Consent Flower/Streetlight System===&lt;br /&gt;
&lt;br /&gt;
This is a new one for the Haven, but will help us to run better games for everyone involved. The consent flower uses three colors: Green, Yellow and Red, which has led to the nickname “Streetlight system”. However, it is much more. On top of being a way to say “no, I don’t like that,” it is also a way to say, “I do like that,” or “I want more of that.” Each of the three colors indicates varying levels of consent:&lt;br /&gt;
&lt;br /&gt;
*Green: I am okay with the current scene and would be okay with pushing this scene farther. This does &#039;&#039;not&#039;&#039; mean a scene &#039;&#039;has&#039;&#039; to be pushed further, only that the person is okay with it and would like it to happen if everyone else at the table is comfortable with it..&lt;br /&gt;
*Yellow: I am okay with the current scene, but do not desire it to be pushed beyond where it is now.&lt;br /&gt;
*Red: The current scene is making me uncomfortable. Please pull it back a bit or skip it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs should be using this at their table to ensure the comfort levels of their players, especially when topics come up that are dark or gritty in nature. A GM, Player, Thematics member, moderator, ombud or Listener can play a Consent card at any time by messaging the person they wish to address. This can be done in a whisper, on Discord, or by voice. Any person that receives one of these cards is expected to immediately follow the level of consent indicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GMs who can are encouraged to have a Red, Yellow and Green deck that they or a player can play. Instructions should be given to players on how this can be done anonymously, by hovering over the deck, selecting the card that pops up and dragging that card to the table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lines, Background Only and Veils===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another new tool we are bringing online is Lines, Background and Veils. Shadowhaven is a bit limited since we do not have the traditional session zero where the tone of a setting is pre-negotiated. We modify the existing line and veil system and add Background Only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Line - A line is something that we do not wish to explore at all in our setting. For example, when we set trafficking of minors as a line, that is something that we don’t explore here and it doesn’t exist on Shadowhaven.&lt;br /&gt;
*Veil - A veil is a &amp;quot;pan away&amp;quot; or &amp;quot;fade to black&amp;quot; moment. When we veil something, we&#039;re making it a part of the story, but keeping it out of the spotlight. Think of it as a way to still deal with certain themes while avoiding having to describe them in graphic detail. For example, we can veil torture scenes and just say the event happened and have our characters react to it but we don’t need to cover the details of the torture.&lt;br /&gt;
*Background Only - Background Only content is allowed to be in character backstories and in the setup to a run, but the players should not be actively engaged with the content. For example, trafficking of adults is allowed in the context of a rescue run or a character background. However, it would indicate a wish not to directly be involved in the activity. For example, the rounding up of women in the barrens or the protecting of a truck moving metahumans would not be allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players are highly encouraged to list their personal Lines, Background Only and Veils on their wikipages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Global Lines, Background Only and Veils====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shadowhaven sets some content as global for the whole LC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Lines: Trafficking of Minors, in-scene instances of sexual assault&lt;br /&gt;
*Veil: Prostitution, torture, overly gruesome kill descriptions&lt;br /&gt;
*Background Only: Mass Murder, Genocide, Trafficking of Adults&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Safety]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Silver_Lining&amp;diff=116846</id>
		<title>Silver Lining</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Silver_Lining&amp;diff=116846"/>
		<updated>2023-12-01T22:21:29Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|YourWikiUsername = &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:Placeholder.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= Decker&lt;br /&gt;
|header2= Professional animator.&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @theonlyreallotus&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Itsalotus]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = Dwarf (Koborokuru)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&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=0 &lt;br /&gt;
|Bonuses=0 &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 11, 2057&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=6&lt;br /&gt;
|Day=11&lt;br /&gt;
|Year=2057&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/1aNMk_LhaUosE7UXZMZz4peTYVEVzvfoz?usp=sharing &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - C &amp;lt;br /&amp;gt; Attributes - D &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = #Max IGs/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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=0&lt;br /&gt;
|}} &amp;lt;!-- delete until this line if you are a techno. --&amp;gt;&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 dwarven decker and animator trying to raise money for his own studio.&lt;br /&gt;
===Goals===&lt;br /&gt;
-Raise enough money to start his own studio.&lt;br /&gt;
&lt;br /&gt;
-Stick it to his old boss.&lt;br /&gt;
==Background==&lt;br /&gt;
Originally an animator for a mid-rate studio, his department was downsized, and he was slated to be fired. However, instead of taking this sitting down, he tried to speak up, and stand up for himself and his coworkers. Instead of getting his wish, he was made an example of. His sin was burned, and corperate security chased him all the way to the barrens. Now, he works in the shadows, trying to build up enough money to start his own studio so that he can make the workplace he had wanted to be in.&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Instinctive hack, Perfect time: Silver lining has timing down to an art. At his old job, people claimed he could analyze something frame-by-frame even when it was playing at normal speed.&lt;br /&gt;
===Negative===&lt;br /&gt;
-Albinism: Silver Lining&#039;s name doesn&#039;t just come from the saying, he&#039;s white as a sheet and burns easily.&lt;br /&gt;
&lt;br /&gt;
-Deaf: Silver Lining is profoundly deaf, he can read english, but otherwise communicates only through DNI and ASL.&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=Auntie Amelia&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=Competent decker. Really good with his timing. Deaf.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Used to be an animator, but fell into the shadows somehow. &lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=He got burned by his old job after he spoke out against his boss while being fired.&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=Mundane&lt;br /&gt;
|Result2=Ware in his ears, head, and lower back&lt;br /&gt;
|Result3=nat, chummer&lt;br /&gt;
|Result4=Essence of 3.3375, Bioware in his head.&lt;br /&gt;
|Result5=He aint a techno&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
A somewhat scuffed and lanky dwarf, generally in a hoddie and sweats.&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Looks somewhat like his physical body, but much better looking and in much better shape.&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;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=116801</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=116801"/>
		<updated>2023-11-30T16:20:18Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Harmonious Defense */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
&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;
===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 (On-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. (On-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;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&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;
===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;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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 benifit untill such time as they are deactivated fully. 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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Omen&amp;diff=116787</id>
		<title>Omen</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Omen&amp;diff=116787"/>
		<updated>2023-11-30T08:57:14Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: Removed redirect to Omen (Sir Merrick)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|YourWikiUsername = &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:Placeholder.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= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = Dawnfire&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Your_Handle_Here Reddit Name]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = (Metatype Here)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&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=0 &lt;br /&gt;
|Bonuses=0 &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 = Character&#039;s Date of Birth&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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&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 =[Drive URL Link] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
|label17 = #Max IGs/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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- delete until this line if you are a techno. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&#039;&#039;Omen directs here. If you are looking for the retired [[Omen_(SirMerrick)|Omen as played by SirMerrick]], click here.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
===Negative===&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=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspect 2&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|Aspect 3&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|Aspect 4&lt;br /&gt;
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|-&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Omen_(SirMerrick)&amp;diff=116786</id>
		<title>Omen (SirMerrick)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Omen_(SirMerrick)&amp;diff=116786"/>
		<updated>2023-11-30T08:54:12Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: EnigmaticOxygen moved page Omen (Sir Merrick) to Omen (SirMerrick) without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&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:Gai Kurasawa.jpg|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= Occult Investigator&lt;br /&gt;
|header2= A father who&#039;s trying to provide&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/Ser_Merrick Ser_Merrick]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 2&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &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 = December 12th, 2047‬&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=12&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2047&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/open?id=1XH6bZ8eL7dI3Rgu2AgerlZzpThF2e7ND Chummer] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - D&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 man in his 30&#039;s just trying to provide for his daughter. He recently left Knight&#039;s Errant after the mysterious death of his wife and now lives his life as a shadowrunner. Does his best for his 16 year old daughter Lavla. Is a magic caster who used to be a Knight Errant detective.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Liam Terry was born in Russian and raised by his Shaman Father. He lived in Russia for 8 years before his family moved to what used to be America. There he entered schooling ran by Ares and got into Knight&#039;s Errant. He eventually got at age 18 to a woman he got pregnant. They eventually built a healthy relationship and they raised thier daughter. When He was 30 his wife was killed by a man, whom Liam killed only to find out the man had been possessed by an insect spirit. He then went down the rabbit whole and uncovered the Ares Insect conspiracy. He subtly left Knight&#039;s Errant and began Shadowrunning. He does his best for his daughter, and only wants to Shadowrun to make the world safer, and make money for his daughter. Was quite famous member of Knight Errant who busted a lot of drug dealers, quite a few high case murders, and had a near perfect record.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legendary Rep Knight Errant/Fame Local: Liam Terry became a practically Paragon Detective during his 18 years on the force, solving case after case, and bringing justice to the world! At least that&#039;s what any greenie to Knights Errant would tell you. Those who are still on the force who knew him would speak highly of him, and his value as a teammate. He himself would just be humble about it. He was generally just a good cop who did his job and became subject of a series of propaganda videos and training videos. Almost any cop in Knight&#039;s Errant who&#039;s recent would grovel at the Educational Videos by him they&#039;d have to watch. There were two movies produced that were quite popular. He didn&#039;t want that but his contract with Knight Errant and thus Ares allowed them to do as they please. So do people know the name Liam Terry? Yes. Yes they do and it causes problems for him constantly.&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
Dependents: Lavla his daughter who he loves dearly, and has full custody of.&lt;br /&gt;
&lt;br /&gt;
Sinner (Corporate): Knight-Errant&lt;br /&gt;
&lt;br /&gt;
Legendary Rep: Knight Errant&lt;br /&gt;
&lt;br /&gt;
Fame: Local&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&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 if it has been set up to do so. If it has not been set up to do so, ping @wiki on the discord and let us know what contact needs to auto-display characters who have the contact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Hakjak&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ariel Lopez&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
Lavla Terry: His daughter I&#039;ll make a page for her if I really have to.&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Knight Errant Sin: Liam Terry, Occult Investigator&lt;br /&gt;
&lt;br /&gt;
Fake-Sin: Ferdinand Von Aegir, Private Detective&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
As seen in photo&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Just a guy that looks slightly different from himself.&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Omen&amp;diff=116785</id>
		<title>Omen</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Omen&amp;diff=116785"/>
		<updated>2023-11-30T08:50:25Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: EnigmaticOxygen moved page Omen to Omen (Sir Merrick): Inactivity and active player&amp;#039;s request for the disambiguation page to use the handle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Omen (Sir Merrick)]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Omen_(SirMerrick)&amp;diff=116784</id>
		<title>Omen (SirMerrick)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Omen_(SirMerrick)&amp;diff=116784"/>
		<updated>2023-11-30T08:50:17Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: EnigmaticOxygen moved page Omen to Omen (Sir Merrick): Inactivity and active player&amp;#039;s request for the disambiguation page to use the handle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&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:Gai Kurasawa.jpg|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= Occult Investigator&lt;br /&gt;
|header2= A father who&#039;s trying to provide&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Player&lt;br /&gt;
|data5 = [https://www.reddit.com/user/Ser_Merrick Ser_Merrick]&lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 2&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label12 = CDP &lt;br /&gt;
|data12 = {{CDP| &lt;br /&gt;
|Expenses=0 &lt;br /&gt;
|Bonuses=0 &lt;br /&gt;
|}} &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 = December 12th, 2047‬&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=12&lt;br /&gt;
|Day=12&lt;br /&gt;
|Year=2047&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/open?id=1XH6bZ8eL7dI3Rgu2AgerlZzpThF2e7ND Chummer] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = &amp;lt;br /&amp;gt;Metatype - D &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - D&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 man in his 30&#039;s just trying to provide for his daughter. He recently left Knight&#039;s Errant after the mysterious death of his wife and now lives his life as a shadowrunner. Does his best for his 16 year old daughter Lavla. Is a magic caster who used to be a Knight Errant detective.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Liam Terry was born in Russian and raised by his Shaman Father. He lived in Russia for 8 years before his family moved to what used to be America. There he entered schooling ran by Ares and got into Knight&#039;s Errant. He eventually got at age 18 to a woman he got pregnant. They eventually built a healthy relationship and they raised thier daughter. When He was 30 his wife was killed by a man, whom Liam killed only to find out the man had been possessed by an insect spirit. He then went down the rabbit whole and uncovered the Ares Insect conspiracy. He subtly left Knight&#039;s Errant and began Shadowrunning. He does his best for his daughter, and only wants to Shadowrun to make the world safer, and make money for his daughter. Was quite famous member of Knight Errant who busted a lot of drug dealers, quite a few high case murders, and had a near perfect record.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legendary Rep Knight Errant/Fame Local: Liam Terry became a practically Paragon Detective during his 18 years on the force, solving case after case, and bringing justice to the world! At least that&#039;s what any greenie to Knights Errant would tell you. Those who are still on the force who knew him would speak highly of him, and his value as a teammate. He himself would just be humble about it. He was generally just a good cop who did his job and became subject of a series of propaganda videos and training videos. Almost any cop in Knight&#039;s Errant who&#039;s recent would grovel at the Educational Videos by him they&#039;d have to watch. There were two movies produced that were quite popular. He didn&#039;t want that but his contract with Knight Errant and thus Ares allowed them to do as they please. So do people know the name Liam Terry? Yes. Yes they do and it causes problems for him constantly.&lt;br /&gt;
==Narrative Significant Qualities==&lt;br /&gt;
Dependents: Lavla his daughter who he loves dearly, and has full custody of.&lt;br /&gt;
&lt;br /&gt;
Sinner (Corporate): Knight-Errant&lt;br /&gt;
&lt;br /&gt;
Legendary Rep: Knight Errant&lt;br /&gt;
&lt;br /&gt;
Fame: Local&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&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 if it has been set up to do so. If it has not been set up to do so, ping @wiki on the discord and let us know what contact needs to auto-display characters who have the contact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Hakjak&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Ariel Lopez&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
Lavla Terry: His daughter I&#039;ll make a page for her if I really have to.&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Knight Errant Sin: Liam Terry, Occult Investigator&lt;br /&gt;
&lt;br /&gt;
Fake-Sin: Ferdinand Von Aegir, Private Detective&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
As seen in photo&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Just a guy that looks slightly different from himself.&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sundar&amp;diff=116685</id>
		<title>Sundar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sundar&amp;diff=116685"/>
		<updated>2023-11-28T22:46:40Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Social Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Sundar&lt;br /&gt;
|image= [[File:Sundar.jpg|200px]]&lt;br /&gt;
|header1= Former Horizon-Bollywood Starlet&lt;br /&gt;
|header2= Faceless Hindu Face Adept&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human &lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = November 12, 2056&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1CxW5GUqau5yjGQeGCkJe8vzfeyHgHFBs G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::Yes]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Sundar (सुंदर, Hindi-Urdu for &amp;quot;Beautiful&amp;quot;) is a Hindu social adept who, since her life and career at Horizon-Bollywood crashed and burned after the crash she lost her identical twin in, fears seeing her own face in the mirror. She&#039;s starting over in Seattle now, hoping her social and disguise skills can help keep others alive.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive. &lt;br /&gt;
&lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
&lt;br /&gt;
* Make friends she could trust and call her second family. &lt;br /&gt;
&lt;br /&gt;
* Not succumb to hereditary addictions running in her family. &lt;br /&gt;
&lt;br /&gt;
* Master her magic with numerous initiations (Masking, Flexible Signature, Harmonious Reflection, PPs, Danger Sense), paying her respect to the Hindu gods that way.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, minding her looks - she feels the need for cleanliness and a tidy appearance. Very curious about other cultures and wanting to be respectful. An extrovert, she makes friends easily, but hates seeing her own face in the mirror as it painfully reminds her of her deceased identical twin. Dislikes violence and prefers to talk things out. Likes the outdoors - outdoors don&#039;t like her.&lt;br /&gt;
* Favorite animals: orangutan, Asian elephant, white Bengal tiger. &lt;br /&gt;
* Favorite color: green.&lt;br /&gt;
* Favorite food: spicy curry followed by mango lassi filling pralines and mango sherbet. &lt;br /&gt;
* Favorite drink: Assam tea.&lt;br /&gt;
* Pants or skirts: pants. &lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
Depending on what face she&#039;s wearing at any given time, Parvati can appear as a woman, a man, a nonbinary person. Any ethnicity is fair game. She can play a human or a shorter than average elf or ork (within 10% of her natural height and weight, up or down). She tends toward Indian humans, however, particularly women. This matches her real appearance of a tanned, brown-eyed black-haired woman on the slightly taller side, with a slim body shape. &lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Comfortable at a high society party or on the streets, she favors green if she can choose. Pants and blouses, women&#039;s business suits, traditional clothes like saris. She almost always wears jewelry, because you can hide a microcam in a pendant or bangle bracelet. Other accessories are gloves, scarves, glasses, earbuds and discreetly hidden trodes. See, people frequently remember things like glasses, scarves, the bright color of a camisole and forget the person behind them. Almost always, she wears contacts with another microcam to let the team see what she sees.&lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. She uses them as part of disguises. For example, you could see her as the elven bombshell protagonist from Pathfinder Multimedia&#039;s &amp;quot;Infrared&amp;quot; SF flick, a bulky armored intergalactic trooper when acting as an ork or a dancing stylized nartaki. She likes variety in personas: she could be a cartoon Asian elephant from Horizon-Disney, a hanuman in a pinstripe suit, a dwarf-sized Horizon Flying Eye drone. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Sundar was born as Parvati Kalaakaar, a Horizon SINner, the third generation of their citizens. The Kalaakaars worked different jobs around the megacorporation: her dad Devansh dealt with finances as part of Colbert Group, her mom Shakti held a junior manager post in one of Wanderlust tourism offices, her identical twin Durga made fashion consumer electronics for Common Denominator before trading designer commlinks for simsense as part of Columbia Industries, whereas Parvati herself quickly found herself prepared for work for Horizon-Bollywood. Her extrovert personality and the early Awakening as an adept with a decidedly social bent guaranteed that. She adored acting, dancing and making people smile watching her, so she applied herself to her studies from the very start. &lt;br /&gt;
&lt;br /&gt;
However, instead of following her bright-looking future, her life was plagued by tragedies. Devansh and Shakti loved to live to the fullest. &#039;&#039;Too much.&#039;&#039; After one of the corporate parties, they perished when, tipsy, they failed to maneuver their sports car and crashed. Parvati and Durga were of age already, but the loss hit them hard. They suddenly had only each other. Their parents were… gone. Parvati found some solace in her magic and Hindu spirituality, which had always been close to her heart, but Durga instead threw herself into numbing herself with hedonism. Parties, raves, extreme sports, assorted short-lived affairs. Alcohol, drugs, BTLs. They had very different ways of coping, but their sisterly bond held strong. How could it be different when you&#039;re the mirror image of one another? &lt;br /&gt;
&lt;br /&gt;
Years went by. Parvati acted. Durga was slipping deeper into the spiral of vices. And yet, they had each other. Parvati wanted to support her sister best she could. One fateful night when visiting Seattle, Durga wished to go driving around Snohomish River. She took her twin - and a cocktail of drugs like Novacoke and Cram. Ending up driving into the river. Trying her best, Parvati stood no chance - Durga was instantly dead, Parvati herself only managing to stumble out, heavily injured and traumatized. &lt;br /&gt;
&lt;br /&gt;
Because of the trauma, injuries and the fact she&#039;s always been abysmal at navigation, instead of finding help, she wandered into Everett and collapsed of her wounds, her powers of Maintain Warmth and Sustenance letting her survive until… &lt;br /&gt;
&lt;br /&gt;
Right. The next few months were a blur. When recuperating better, she learned of what happened from [[Biggie Beefcake]], a currently retired street samurai making ends meet as an Uber driver. The man found her comatose when traveling and nursed her to health. &lt;br /&gt;
&lt;br /&gt;
Yet, by that time, Horizon had already assumed Parvati to have been lost to the currents of Snohomish River. Her SIN was flagged as deceased, the apartment she shared with Durga belonging to another SINner family. She had nothing to return to. &lt;br /&gt;
&lt;br /&gt;
The only direction was forward, with her new friend, his hamster and the magic in her. New street name, fake papers, a multitude of new faces. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* First Impression. Parvati has always been friendly, outgoing and mindful of how others feel. This manifests in +2 to any social test when she first meets someone.&lt;br /&gt;
&lt;br /&gt;
* Exceptional Attribute: Magic. She Awakened as a young girl and took to magical classes like a fish to water, nurturing her talent and doing everything to make her family proud of her through this. Parvati is very concerned about the risk of harm which would force her to get invasive implants like cyberlimbs or wired reflexes, because her Hindu tradition understanding of magic teaches her that it&#039;s a gift from the Hindu pantheon of many gods - to willingly hamper it instead of studying it would be a great offense. The deities she worships the most are Radha, the love goddess, Krishna, her husband and fun-loving trickster, and Ganesha, the god of wisdom, luck and assorted arts. &lt;br /&gt;
&lt;br /&gt;
* Seer. Her first powers when she Awakened were Astral Perception, Eidetic Sense Memory and Enthralling Performance. The slow, scholarly approach to magic typical of the Hindu tradition manifested in being slower to open the astral eye, but seeing more. Astral Perception is a complex action, but she has access to Psychometry (SG 145) and Sensing (SG 155) at IG0 - no bonus until she has runs and can initiate (into Masking, CRB 326, first). In addition, as seers cannot use any skills which are linked to MAG, she can never use Adept Spell as this power requires Spellcasting, which she&#039;s banned from.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Faceless. She is haunted by the trauma and shame from the deadly accident where her twin sister Durga and only surviving family perished in. She does not really wear her own face anymore - looking in the mirror and &#039;&#039;seeing&#039;&#039; Durga without the ability to talk and laugh together would be too much to bear. She suffers -2 to all social tests unless wearing a disguise, for example looking different through her adept powers. This penalty only vanishes when facing people she trusts, such as [[Biggie Beefcake]] - she would have perished without her best friend in Seattle. Thankfully, she&#039;s a bodysnatcher adept with the past of a career on the stage, meaning she is rather skilled at disguises. An assortment of typical looks is available [https://drive.google.com/drive/folders/1gtc_wN0Rk0M4z0NJH3RWLac_HvdSRyuD here]. Her fake SIN for Kala Sanjay uses [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk the following looks]. &lt;br /&gt;
&lt;br /&gt;
* Family Curse and Lightweight. In her family, becoming addicted was always a serious threat. Whatever causes this, Parvati herself also takes -2 to addiction tests and they are treated as two levels higher (mild becomes severe etc.). She&#039;s aware of this and intentionally shuns anything which could be addictive, in no small part due to the fact Durga was evidently under the influence of a BTL during the fateful car drive. &lt;br /&gt;
&lt;br /&gt;
* Force of Chaos. It&#039;s not that she can&#039;t follow orders. It&#039;s that she can&#039;t parse the commands flying in combat. Any Small Unit or Mixed Unit Tactics bonuses from combat maneuvers are cut in half (rounded up).&lt;br /&gt;
&lt;br /&gt;
* Incompetent: Outdoors. She&#039;s a dedicated urbanite and virtually helpless in the sticks. She can&#039;t fend for herself in the great outdoors. This is a problem as she&#039;s always loved to travel. She gets lost easily, mosquito bites are a serious life problem and she honestly believes there are mountain lions in Puyallup. Without [[Biggie Beefcake]] rescuing her, she would have probably starved in Pinehurst, because she would have never found her way back to civilization. She can never have any ranks of skills in the Outdoors group: that&#039;s Navigation, Survival and Tracking. &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=Depending on the face worn and identity assumed, assorted (fake) results. For example, her SIN for Kala Sanjay links to a number of small articles for different smaller news outlets, usually about magic or acting. If looking Parvati Kalaakaar up, her acting career in Horizon-Bollywood and being deceased. &lt;br /&gt;
|MidResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, more information about the entire family and the status as Horizon SINners. &lt;br /&gt;
|HighResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, the grisly details of the car crash and that her body was never found, only of her identical twin sister Durga. &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=One of the numerous new kids on the block. A face. Let&#039;s see how long she lasts.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s a social adept, the kind that can look differently for any occasion. Besties with Biggie Beefcake - after his pet hamster, of course. &lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hindu, pure, assumed dead by Horizon after a nasty crash. Fears her own face after it. Used to have a career at Horizon-Bollywood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene). The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|She&#039;s an adept. If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair), on her skin (cosmetic surgery). Whether or not her remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if a magician sustains Increase Charisma on her and doesn&#039;t scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Alphaware bioware: on her skin (silky skin, cosmetic alterations), in her meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Kala Sanjay (UCAS, R4). Licenses: Firearms and Freelance Adept Reporter. [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk Looks here.]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Sundar is a face, which means she excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. She&#039;s a force multiplier and has to support the team, the team supporting her in turn. Don&#039;t expect to be dropping the opposition in combat - it&#039;s your job to skip it, the adrenalin-fueled escape after going loud and patching people up with bullets. You&#039;re also a serious contributor for the legwork stage, asking around, getting in touch with contacts and cheering on teammates who consider you a trusted ally to make them eveb better. You&#039;re a particularly good match-up with mages of the utility sort and hackers. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Sundar should be treasuring her CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC, but especially for a face. CA 153-154 lists social maneuvers, which can be very helpful as you develop larger social pools. For knowledge skills, Informed Opinion can be quite useful, because faces frequently need to milk every modifier they can get:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
&lt;br /&gt;
For languages, ranks limit the number of ranks you can use, translating into most likely fewer dice. However, Sundar possesses six ranks of Hindi-Urdu, the language of the Indian Union also used in many neighboring countries, rolling 11 dice there. Moreover, the Linguistics power helps you learn new languages like no one else. Now go impress that Renraku Madras Johnson. &lt;br /&gt;
&lt;br /&gt;
Her knowledge of magic can be highly useful, because she can help analyze plans from this angle with it. [https://old.reddit.com/r/Shadowrun/comments/5xfiav/know_your_enemy_horizon_we_know_what_you_think/ Horizon], Law Enforcement Procedures, Underworld and News should also aid the team, especially if getting lucky with the dice. Sundar&#039;s mental limit is six, meaning six hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, she currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (her commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
&lt;br /&gt;
As an adept face, Sundar shines in social situations, whether she initiates them or not. Social maneuvers and blackmail information are from CA. The limit defining hits you can keep without resorting to blowing the limit EDG action is social. The base social limit is 9 (wwith Voice Control factored in). &lt;br /&gt;
* Animal Handling. Pacifying and commanding animals. At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book with critters and tricks they can be taught is HS. Powers, gear and qualities which can be helpful: Animal Empathy (SG 169), Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), pet food (RF 254), pet treats (RF 254), Tanake Tiger (CA 143), Winter Wolf (CA 143), Animal Empathy (RF 145), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Con. Lying, fasttalking, seduction and resisting the above. A key face skill. What shadowrunner struggles not to admit to a random beat cop there&#039;s an Ares Alpha in the trunk? Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Aztec Fly (CA 143), Black Panther (CA 143), Alibi (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Misdirection, Shake It, Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19. &lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. A key face skill. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Social Chameleon (BTB 161), Trog Networker (TCT 189), Trustworthy (RF 151). Social maneuvers: Faux Pas, Pressing Flesh, Saving Face. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Impersonation. Acting like a specific person different from yourself. You can add hits from Disguise (mental limit) and Impersonation (social limit) to set the total threshold to recognize you. Sundar rolls 12 base dice there. Voice Control adds +1 (also to the social limit), Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Voice Control (CRB 311), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Informed Opinion. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 20.&lt;br /&gt;
* Intimidation. Coercing people to do what you want in not-nice ways.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book detailing ways to put on the pressure is CA. Check out RG for certain martial techniques like Tricking. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kiai (HT 190), Kinesics (CRB 310), Black Panther (CA 143), Lion&#039;s Roar (CA 143), Winter Wolf (CA 143), Alibi (CA 150), First Impression (CRB 74), Nasty Trog (TCT 188). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Instruction. Teaching people. Regrettably, ShadowHaven makes it obsolete in nearly every situation.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Motivational Teacher, Peer Tutoring. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Leadership. Leading people to perform better in combat and outside of it. Switch from a nasty drill sergeant to a charming cheerleader, but ask for OOC consent around the table before you do it. This is probably the best thing you can do in combat as you aren&#039;t a combat character, so take cover and peptalk teammates. Others can choose to fail to resist you, turning every hit of yours into a net hit. Sundar rolls 7 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trog Leader (TCT 188), Trustworthy (RF 151). Social maneuvers: Drill Sergeant. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 11. &lt;br /&gt;
* Negotiation. Persuading people to do what you want, especially when it comes to contracts - like with Mr Johnson (not necessarily asking for money - they can offer a beneficial deal if you buy gear they can procure at a steep discount!). A key face skill. Also a potential lifesaver when you talk a desperate suicide bomber down. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), Closer (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Rub It In. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Performance. Wowing (and distracting) people with acting, dancing, singing, playing an instrument. This character is a dedicated performer. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Enthralling Performance is a power all about being the ultimate distraction. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Enthralling Performance (SSP 23), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Charming Performance. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
&lt;br /&gt;
Moreover, at gen, Sundar possesses First Impression, which gives a powerful +2 to meeting someone the first time (any social tests accept this), an Ace of Hearts suit for +1 and the Black Panther cologne for another +1. Ask the GM if wearing a different disguise actually triggers First Impression again.&lt;br /&gt;
&lt;br /&gt;
===Bodysnatching===&lt;br /&gt;
&lt;br /&gt;
Two skills - Disguise and Impersonation - and a number of adept powers are crucial here. &lt;br /&gt;
* Disguise uses INT and the mental limit to &#039;&#039;look&#039;&#039; differently. The Disguise toolkit she&#039;s got grants her an additional +1, same with the Facial Sculpt power. Body Sculpt grants a cumulative flat +2. If used in conjunction with Impersonation, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Impersonation uses CHA and the social limit to &#039;&#039;act&#039;&#039; differently. The Ace of Hearts suit and the Black Panther cologne can both grant +1 each, same with the Voice Control power. If used in conjunction with Disguise, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Adept powers:&lt;br /&gt;
** Body Sculpt to make the entire body look different - within 10% more or less than Sundar&#039;s normal size. You can change your physical sex as well. Additionally, +2 to Disguise while it&#039;s in effect. &lt;br /&gt;
** Facial Sculpt to change the face, ears, nose etc. In addition, +1 to Disguise tests. &lt;br /&gt;
** Keratin Control to change your hair, including facial hair. Fiberoptic hair can also aid you here.&lt;br /&gt;
** Melanin Control to change your complexion and skin in general, for example to fake the rougher skin of orks.&lt;br /&gt;
** Mimic to steal people&#039;s retinal and fingerprint patterns. &lt;br /&gt;
&lt;br /&gt;
With the powers and the disguise toolkit, Sundar rolls 14 dice, whose hits are added to the Impersonation hits for determining the final threshold. Think about other ways to steal someone&#039;s looks and behavior, for example by getting clothes which match your mark&#039;s style, asking the hacker for help with compiling a dossier about them. People often focus on characteristic elements of how someone looks and acts: a stammer, some catchphrase, limping, glasses, outrageous headwear or memorable clothing. Need to be a little taller than 10% of her natural height? Sundar wears high heels or combat boots. Should look shorter? Flat shoes. &lt;br /&gt;
&lt;br /&gt;
===Assensing &amp;amp; Seer Perks===&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for a face. The details of what you receive are present in the table in CRB 313. Adepts require the Astral Perception power, which Sundar possesses from the very start. With INT + Assensing ranks (astral - 9), she rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). Normally, shifting perception is a simple action. As Sundar is a seer, it takes a complex action for her. The benefit of this trade is access to two metamagics at IG0 (for now):&lt;br /&gt;
* Psychometry (SG 145): INT + Assensing ranks (+ IG, + modifiers from the table from CRB 146, if applicable, for example the boost from analyzing items which aroused strong emotions), hits kept capped by the astral limit, to read psychic impressions of objects. For example, you could see the flashbacks of the mark whose engagement ring you&#039;re reading proposing to their partner. The GM says how long you&#039;re distracted (-2 to doing anything else). &lt;br /&gt;
* Sensing (SG 155): without having to astrally perceive (without having to become dual-natured), you can sense negative background counts and assorted astral phenomena: alchera, mana storms, surges and warps, but not astral forms like projecting magicians, spirits, foci, spells or mana barriers. Useful for sensing something is odd in the basement of a corporation without giving away you&#039;re aware of it.&lt;br /&gt;
&lt;br /&gt;
===Adept Powers===&lt;br /&gt;
&lt;br /&gt;
Sundar is a Hindu adept, which means channeling mana inward to enhance her abilities. Any drain is dealt with through BOD + WIL. This is the flavor necessary to roleplay her path respectfully to real-life Hinduist practitioners. &lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The Hindu tradition is based on the Hindu religious system, and it is designed to provide a path for the enlightened to reach transcendence. The path is one of ritual devotion, asceticism, and karmic purity. While the exact scriptures followed by each school vary, most accept the precepts from the Vedas, texts originally written in Ancient India. Those followers who are Awakened believe following the precepts of their faith assist them along the path. The Hindu believes the soul is in a constant cycle of death and rebirth, governed by a relationship with karma. Those who follow their particular school of thought (dasarnas) and caste&#039;s rules are reincarnated into a higher caste, eventually reaching moksha, or transcendence. Those who refuse to follow their destined path are reincarnated as a lesser being.&amp;quot; SG 46&lt;br /&gt;
&lt;br /&gt;
Sundar&#039;s family was part of the Vaishya caste of businessmen, merchants and artisans. Radha, Krishna and Ganesha are the deities she feels the closest bond to. She doesn&#039;t have a mentor spirit yet and can only initiate after commencing running. As a pure adept (ESS 6), she multiplies her starting power points (normally equal to MAG) by 1.5 - as she increases magic in play, she will receive a single PP every time MAG rises. Her powers fall into the following categories and none incur drain - as per [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures the Awakened houserules], they leave astral signatures when you activate them which require scrubbing:&lt;br /&gt;
* Bodysnatching:&lt;br /&gt;
** Body Sculpt (as per [https://shreloaded.net/wiki/Rulings/Awakened#Body_Sculpt the Awakened houserules], 1 minute to start, 60 to finish). Within 10% of her natural height and weight, Sundar can change her physical looks, including metatype (human, elf or ork) and sex. The effect lasts for MAG h; multiple changes require MAG + BOD where one additional change per hit can be done. &lt;br /&gt;
** Facial Sculpt 1 (complex, 1 minute). You can change the face, ears, nose, grow tusks etc., crucial when disguising yourself (especially as a human acting as an elf or ork). In addition, +1 to Disguise tests. The effect lasts for MAG h and like with Body Sculpt, MAG + BOD can introduce more changes at the same time. &lt;br /&gt;
** Keratin Control (complex). You can change your hair etc., retaining the changes for MAG h. &lt;br /&gt;
** Melanin Control (complex). You can change your skin color etc., retaining the changes for MAG h.&lt;br /&gt;
** Mimic 6 (1-6 minutes). +6 to fool a print scanner by stealing the mark&#039;s retinal and fingerprint patterns when you spend 1-6 minutes in contact with them. Each minute spent increases the quality, up to 6. The changes last for MAG h, during which you can fool the relevant technology into believing you really are Dr. Smith. &lt;br /&gt;
** Voice Control 1. You can mimic other metahuman voices by rolling CHA + Impersonation ranks + 1 from this power (social limit, which on the sheet includes +1 from this power) vs INT + Perception (mental limit) or voice recognition system rating x2. Ties go to the defenders - people or systems you&#039;re fooling. &lt;br /&gt;
* Social:&lt;br /&gt;
** Authoritative Tone 3. +3 to any social tests you initiate. You&#039;re that convincing. &lt;br /&gt;
** Kinesics 3. +3 to resisting social tests, for example when being interrogated, judge intentions etc. as you learn to control your body language, obscuring your emotional state.&lt;br /&gt;
* Utility:&lt;br /&gt;
** Astral Perception (complex). You become dual-natured and can interact with the astral. This means scrubbing astral signatures - extremely important for a face - assensing and possibly attacking other dual-natured forms (which is determined by the extensive houserules). Seriously though: don&#039;t do that. You&#039;ll only harm yourself. You&#039;re the best at &#039;&#039;avoiding&#039;&#039; escalation. &lt;br /&gt;
** Demara. After working with the material documenting the use of a skill you don&#039;t have for at least an hour, you can use it as if you had a single rank of it for MAG h - for example, you can learn how to shoot that pistol you currently have just to avoid looking like a magician (the guy they geek first). Possibly crucial if, say, playing an intern at a hospital, a chemist in a drug lab or that exec&#039;s replacement secretary. &lt;br /&gt;
** Eidetic Sense Memory. You can recall everything you&#039;ve seen, heard, felt, smelled, tasted. You also photo-read. Very convenient for detailing the layout of the building you visited as a pizza delivery person. &lt;br /&gt;
** Enthralling Performance. MAG + Performance ranks (social) lets you play the ultimate distraction - your hits become a threshold of Perception checks of people watching your show. Start busking, for example, and let your teammates pass unbothered by the mesmerized guards.&lt;br /&gt;
** Linguistics. You pick up new languages fast. After 12 - MAG h of exposure to a new language, roll LOG + INT. Common languages need 1 hit, uncommon - 2, obscure - 3. If successful, you get a single rank of it with no karma expenditure.&lt;br /&gt;
** Maintain Warmth. You can shrug off hypothermia etc, ignoring weather modifiers to Survival tests.&lt;br /&gt;
** Motion Sense (free). In MAG m from you, you can sense living organisms through making a MAG + Perception ranks (mental) test. The hits necessary to detect them are available in the table below power descriptions. Useful to map out even stationary guards in another room. &lt;br /&gt;
** Sustenance. You can function with a single meal a day just fine. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst. &lt;br /&gt;
** Three-Dimensional Memory (free). You can roll MAG + Perception ranks (mental) to examine your surroundings in detail and be able to recall it later. You can record up to MAG areas, each MAG x MAG cubic m tops. The hits necessary to recall them with a memory test are available in the table below power descriptions.&lt;br /&gt;
** Ventriloquism. You can throw your voice for MAG m, making it appear to originate from any point within MAG m and LoS. Excellent for distractions (&amp;quot;Fire!&amp;quot;) and messing with people (&amp;quot;You called me &#039;&#039;what&#039;&#039;?!&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Motion Sense (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Creature size&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than a dog&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Kids and dwarves&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Average adult (human, elf, ork)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Troll and larger&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Three-Dimensional Memory (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Time lapsed&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|24 h&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Week&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Month&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Year&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Longer&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stealth &amp;amp; Perception Skills===&lt;br /&gt;
&lt;br /&gt;
In addition, Sundar brings secondary skills to the table. The base mental limit is 6, physical - 4. &lt;br /&gt;
* Palming. Hiding objects on your person or pilfering them. The limit used is physical, the stat - AGI. Small items, for instance her concealable surveillance gear jewelry, imposes penalties for others trying to spot them (-6 for the bugs and tags, for example). Moreover, onlookers are attackers rather than defenders, so on ties, they lose. She rolls 10 dice. &lt;br /&gt;
* Perception. Noticing all kinds of things as well as the skill whose ranks are used for several of her utility powers. The limit used is mental, the stat - INT. In addition, her R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. She rolls 10 dice base, 13 for vision and audio tests when the contacts and earbuds are wireless (mental limit 9 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical, the stat - AGI. She rolls 10 dice. &lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
Even starting out, Sundar knows helpful people. Consult individual contact pages for the best ways to ask for help. Every run, you earn at least 2 CDP, usually able to spend RVP on more, including contacts at discounted prices. Faces make excellent networkers, so think about every situation where the team is stumped and you can go &amp;quot;I know a guy…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here.&lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr Johnson, new teammates etc.&lt;br /&gt;
* Your concealable surveillance gear jewelry can stream what goes on around you to the team, the hacker slaving it to their deck to conceal it on the Matrix. &lt;br /&gt;
* The bug promotional pen can likewise record things while being all innocuous with a bunch of other, normal, pens in an office. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG -1) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Hinduist magical lodge creates a mana barrier at your flat for added protection. &lt;br /&gt;
* The Black Panther cologne adds +1 to social tests, same with the Ace of Hearts suit. &lt;br /&gt;
* The fashion gasmask makes for excellent innocuous facial recognition fullstop. With the houserules, even when out of air, it works as an R6 fashion respirator, so you never incur penalties for improper attire.&lt;br /&gt;
* The backpack is full of little odds and ends for taking innocuous notes while observing someone. For example, you can use the crayons to draw. Or bribe kids, I won&#039;t judge. &lt;br /&gt;
* The survival kit, flashlight, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding face, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Leadership. You&#039;re not a combat character, Sundar can have a single rank of Pistols through Demara for a few hours (+1 from the red dot sight when in short range), but in most cases, you won&#039;t have a chance to prepare like this. Her light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and her starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk.&lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can carry runs to the point not a single bullet needs firing. You can be anyone, let yourself in bringing wageslaves pizza, phish passwords for the hacker from the IT specialist over lunch, get the sam passkeys by pilfering them from the guard you dance at the bar after work with and much, much more. Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
===Play Aid: Social Maneuvers Cheatsheet===&lt;br /&gt;
&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153-154&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Social Maneuvers Cheatsheet (CA)&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver&lt;br /&gt;
|Penalty&lt;br /&gt;
|Test&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
|Charming Performance&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Performance&lt;br /&gt;
|1 net hit minimum improves NPC attitude by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Drill Sergeant&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Intimidation&lt;br /&gt;
|Target takes -2 on next WIL + Leadership to oppose your CHA + Leadership.&lt;br /&gt;
|-&lt;br /&gt;
|Faux Pas&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Target takes -2 on next social test.&lt;br /&gt;
|-&lt;br /&gt;
|Hustling the Mark&lt;br /&gt;
| -6&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|Gain +2 on next Con/Negotiation.&lt;br /&gt;
|-&lt;br /&gt;
|Informed Opinion&lt;br /&gt;
| -4&lt;br /&gt;
|INT/LOG + Knowledge&lt;br /&gt;
|Hits increase encounter&#039;s social limit.&lt;br /&gt;
|-&lt;br /&gt;
|Misdirection&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|1 net hit makes target take -4 Perception on next action.&lt;br /&gt;
|-&lt;br /&gt;
|Motivational Teacher&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Leadership&lt;br /&gt;
|Gain +2 on next Instruction.&lt;br /&gt;
|-&lt;br /&gt;
|Peer Tutoring&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Instruction, all must have 1-3 ranks of skill being trained&lt;br /&gt;
|Scoring hits equal to rank being trained reduces training time for all.&lt;br /&gt;
|-&lt;br /&gt;
|Pressing Flesh&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Gain +2 next Palming.&lt;br /&gt;
|-&lt;br /&gt;
|Rub It In&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Negotiation (w/ leverage on target)&lt;br /&gt;
|Gain +4 Negotiation mod (blackmail/bargaining chip).&lt;br /&gt;
|-&lt;br /&gt;
|Saving Face&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Retake failed social test.&lt;br /&gt;
|-&lt;br /&gt;
|Shake It&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con (Seduction)&lt;br /&gt;
|Target gets +2 Perception at you, others -2.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Gun&lt;br /&gt;
| -4&lt;br /&gt;
|AGI + Palming vs INT + Perception&lt;br /&gt;
|Gain +2 Con/Intimidation. &lt;br /&gt;
|-&lt;br /&gt;
|Zanshin&lt;br /&gt;
| -2&lt;br /&gt;
|Judge Intentions&lt;br /&gt;
|1 net: having Close Combat skill(s); 2: which is highest; 3: amateur (1-2), well-trained (3-5), highly trained (6+).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sample Run==&lt;br /&gt;
&lt;br /&gt;
===Setup &amp;amp; Meet===&lt;br /&gt;
&lt;br /&gt;
Mr Johnson hires Sundar (face), [[Biggie Beefcake]] (street samurai) and [[Niamh O&#039;Sullivan]] (decker) to retrieve a new blockbuster script from Truman Distribution Network, a subsidiary of Horizon Group. They have to gain access to the cyberdeck of the exec in charge of it, which is treated as offline storage and thus requires physical access. Niamh needs to be gotten to the very office and given time to let her do her thing. &lt;br /&gt;
&lt;br /&gt;
In preparation, Sundar deals with the following:&lt;br /&gt;
* She rolls 9 dice of Horizon Media &amp;amp; Entertainment Ventures to learn more about the upcoming blockbuster and the people involved in its production as well as hiring habits. She&#039;s the most interested in the exec, his secretary and a couple of other close workers (including corpsec, receptionist desk clerks, the firm responsible for janitorial staff outsourced and the delivery equivalent). &lt;br /&gt;
** This will show the Johnson the team is prepared and be useful for the next step. &lt;br /&gt;
* She offers the entire team different looks for the meet: BB and Niamh have their disguises created with 11 dice, she uses adept powers she cannot bestow on anyone else with 14. In her case, hits are then added to those from 20 Impersonation dice (powers, qualities and gear) for the final threshold to connect her to her real appearance. &#039;&#039;&#039;Every time she activates a power, she immediately goes to scrub the astral signature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When it comes to negotiations, she roleplays looking to network with the Johnson and who he represents later, earning the &amp;quot;advantageous outcome&amp;quot; +1 situational modifier, and scores 3 net hits on the opposed Negotiation roll where she uses 16 Negotiation dice (she doesn&#039;t want to disrespect him by trying to use Authoritative Tone 3 since it&#039;s possible for him to notice and be offended). She asks for the team being provided burner SINs showing them to be a janitor (BB), technician (Niamh) and temporary secretary (Sundar); burner SINs for use as tourists touring the studio; relevant uniforms and two borrowed EVO Proletarian drones with hidden compartments; fitting clearances. The Johnson is pleased about this as it increases the team&#039;s chances and promises a bonus if they can handle the job without being caught in the crossfire of suspicions. Trodes (Sundar) and datajacks (BB and Niamh) give the team DNI for immediate communication. &lt;br /&gt;
&lt;br /&gt;
===Legwork===&lt;br /&gt;
&lt;br /&gt;
Expanding upon the first-minute legwork for the meet, she does additional things:&lt;br /&gt;
* She compiles a list of who in the building the team is hitting is a human, elf or ork similar to her body build within 10%.&lt;br /&gt;
* Discovering a few names, she browses the P2.1 profiles to see what hobbies they have and asks [[Harold J. Rutherford]] about the same. &lt;br /&gt;
* In contact with BB and Niamh, who are doing their own legwork (BB drives around and shows people his hamster, Niamh researches on the Matrix), she spends 5 (12 - 7) h learning Japanese just in case, then takes notes of what eateries different workers frequent after work.&lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 1===&lt;br /&gt;
&lt;br /&gt;
She disguises herself as part of one of the tours which walk around much of the studio with Disguise (14 dice) and Impersonation (20 dice), hits added. The tour allows her to use Three-Dimensional Memory, Eidetic Sense Memory and Motion Sense when people are distracted or special effects magic is shown, together with the microcams in her contacts and necklace (concealable surveillance gear), to map everything they are being shown and report it to the team later. Her tech is slaved to Niamh&#039;s deck for Matrix protection. &#039;&#039;&#039;Only gear which would raise suspicion runs silent (-2 to Matrix uses, but not immediately visible on the Matrix) - trodes, earbuds, contacts, pistol and commlink in use in the disguise do not since the absence of such items is more suspicious than seeing them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, she disguises herself differently (see above) and uses Enthralling Performance to busk on the street near the office to keep the workers occupied while BB snatches a maglock passcard, hands it to Niamh to quickly copy and drops the original near the owner before the performance is over. &lt;br /&gt;
&lt;br /&gt;
Afterwards, she creates another disguise and visits the office as a delivery person bringing the workers pizza. This allows her to observe the general attitude of the exec&#039;s secretary, discovering she&#039;s a party animal with a tendency to drink too much on the weekend, and of the IT specialist, who enjoys evenings dancing, but can&#039;t handle spicy food well. Moreover, she takes note of water cooler gossip, names and the building layout the tour didn&#039;t let her see with the same approach in terms of powers and gear. That&#039;s how she learns the exec has the early onset of Type B Diabetes while having a sweet tooth. She uses a jogging app to estimate how long it takes to walk from the entrance to the restrooms the inner workers use. All the information is given to the team so they know about possible escape routes, patrols, stationary guards and more. Sundar&#039;s player asks the other players for consent to use Leadership to help them on the run, which they both give. The exec&#039;s diabetes issue is remarked on, with Niamh researching if it&#039;s possible to fake fainting after eating too much sugar. &lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 2===&lt;br /&gt;
&lt;br /&gt;
There are two weak elements in the office&#039;s security: the secretary and the IT specialist. The third one is the exec, although he&#039;ll be a tougher nut to crack. Niamh collates dossiers on their personalities, after-hours habits and hobbies from their Matrix footprints, which she gives Sundar to study. The adept disguises the entire team again, as other people, and they hit the bar the Horizon workers frequent. There, led by Sundar, they steadily make themselves fit party companions of theirs, discussing hobbies, complaining about work and recent troubles with bugs and other forms of nasty mojo which makes the news (which Sundar uses her knowledge skills for, paired with the Informed Opinion social maneuver from CA). Close to the early morning hours when she&#039;s been using Demara, learning Computer from the IT specialist, when he and the secretary are distracted, BB uses Palming to spike their drinks with prescription-free eyedrops - a powerful laxative. Niamh hacks to swap the DJ&#039;s repertoire of songs to a lengthy track - over six minutes - during which Sundar dances with the man and uses the Mimic power to copy his retinal and fingerprint patterns, they start being &#039;&#039;indisposed&#039;&#039;. To the point where they have to call in sick to work. &lt;br /&gt;
&lt;br /&gt;
It&#039;s all the team needs.&lt;br /&gt;
&lt;br /&gt;
===Go-Time===&lt;br /&gt;
&lt;br /&gt;
On the very early Monday morning, Niamh, who successfully added the burner SIN names of the team to the relevant databases, relies the information to the team that she and Sundar will have a busy day. The adept prepares her disguise, still with the benefits of Mimic, and disguises the team in accordance with the SINs. She then goes to the office, meets the exec, drops her bug pen together with the other pens on the desk (slaved to Niamh&#039;s deck to run silent) and uses her single rank of Computer to stand in for the real secretary praying to the porcelain gods at home. Quickly, she sabotages the private bathroom of the exec with excessive amounts of toilet paper and the chemical mixture Niamh prepared for her. Then, when the exec tells her to bring him coffee, she does, but not before using prescription-free eyedrops on it again, swiftly sending him to the bathroom. Which is, of course, clogged, so she&#039;s ordered to bring a janitor to fix it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s when BB, disguised as a janitor, including the Horizon version of the Ares Industrious armored uniform, comes in. Remember that Niamh put the team&#039;s fake names at the top of the list of people who can temporarily replace stationary workers. Sundar just has to dial the first name on the list because of it. BB comes in fast, together with one of the two EVO Proletarian drones with hidden compartments the Johnson provided the team with. That&#039;s where he hides disassembled weapons, just in case, the chloroform, which is quickly used to put the exec to sleep with his pants literally down while he &amp;quot;fixes&amp;quot; the appliances there, and the small area jammer. He pilfers the DocWagon biomonitor bracelet from him while Niamh squelches the distress cry so DocWagon doesn&#039;t arrive too soon. It&#039;s supposed to fall to the side near the foot of the - currently unconscious - exec to believably be accidentally stepped on when losing consciousness. On the desk, empty candy wrappers are left.&lt;br /&gt;
&lt;br /&gt;
This jammer is used to fake a minor issue in the office, which, with the real IT specialist out, summons Niamh, who comes in with her own deck hidden in the other EVO Proletarian drone. In this fashion, the hacker gains direct connection access to the cyberdeck of the exec, able to connect and hack the blockbuster script out of it, bolstered by Sundar with Leadership rooting for her with the Direct function of it (12 dice because of the Black Panther cologne, the suit and Authoritative Tone 3, but without First Impression, since Niamh knows Sundar). The Mimi-provided biometrics of the IT specialist prove unnecessary. The janitorial gear of BB includes C-Squared, a powerful industrial cleaner, which is used to get rid of any biosamples they may have left as well as the remainder sips of eyedrop coffee. The team reboots their devices (slaved to Niamh&#039;s deck) and BB innocuously leaves. After a short time, Sundar calls DocWagon, saying her boss has been in the bathroom for long and isn&#039;t responding. Right after, Niamh releases the DocWagon biomonitor bracelet from her squelching, which leads to the distress call, and leaves, taking the bug pen and the jammer - hidden in the other EVO Proletarian - with her. When DocWagon arrives, Sundar is the face of concerned innocence as the exec is taken away with the suspicion of fainting after eating candy. She&#039;s out of the office that day. &lt;br /&gt;
&lt;br /&gt;
Reuniting with BB and Niamh loitering at the office cafeteria, all that remains is exfiltration. For this, they&#039;re prepared: BB idly remarks about a strange smell, Sundar uses Ventriloquism and Voice Control to fake a person across the room shouting &amp;quot;Fire!&amp;quot; and Niamh triggers the fire safety system to stage an alarm, complete with sprinklers going off. In the commotion caused, the runners rush out of the building, unbothered.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&lt;br /&gt;
The team is out in safety, reboots devices and drives away - separately, but in constant DNI communication if necessary. They reunite in one of the squats of Pinehurst, Everett, BB using Area Knowledge: Seattle to find a safe spot. There, they drop disguises, swap into those the Johnson knows and call him. The exchange of the blockbuster script and money - with a bonus as they didn&#039;t arouse any suspicions about themselves - goes smoothly. &lt;br /&gt;
&lt;br /&gt;
The run is completed without a single bullet fired.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Friendly}}&lt;br /&gt;
{{#set:Has Personality=Outgoing}}&lt;br /&gt;
{{#set:Has Personality=Culture-Conscious}}&lt;br /&gt;
{{#set:Has Personality=Anxious About Own Face}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Female}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Face &amp;amp; Social Infiltrator}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Human}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Acting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Persuasion}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Bodysnatcher}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116662</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116662"/>
		<updated>2023-11-28T21:00:07Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* In Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot; (read: spirits, especially bound ones), but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn. You&#039;re a great fit for virtually any team composition. See the section on [https://shreloaded.net/wiki/Gumshoe#Magical_Skills magical skills] for a full primer on magic, another section dealing with [https://shreloaded.net/wiki/Gumshoe#Knowledge_Skills_&amp;amp;_Matrix legwork], with [https://shreloaded.net/wiki/Gumshoe#Stealth_(Physical_and_Social) stealth], [https://shreloaded.net/wiki/Gumshoe#Perception_&amp;amp;_Outdoors detective skills], [https://shreloaded.net/wiki/Gumshoe#First_Aid first aid], [https://shreloaded.net/wiki/Gumshoe#Gear gear] and [https://shreloaded.net/wiki/Gumshoe#Combat_Options combat options] explained as well. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building?&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sundar&amp;diff=116661</id>
		<title>Sundar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sundar&amp;diff=116661"/>
		<updated>2023-11-28T20:59:26Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Sundar&lt;br /&gt;
|image= [[File:Sundar.jpg|200px]]&lt;br /&gt;
|header1= Former Horizon-Bollywood Starlet&lt;br /&gt;
|header2= Faceless Hindu Face Adept&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human &lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = November 12, 2056&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1CxW5GUqau5yjGQeGCkJe8vzfeyHgHFBs G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::Yes]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Sundar (सुंदर, Hindi-Urdu for &amp;quot;Beautiful&amp;quot;) is a Hindu social adept who, since her life and career at Horizon-Bollywood crashed and burned after the crash she lost her identical twin in, fears seeing her own face in the mirror. She&#039;s starting over in Seattle now, hoping her social and disguise skills can help keep others alive.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive. &lt;br /&gt;
&lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
&lt;br /&gt;
* Make friends she could trust and call her second family. &lt;br /&gt;
&lt;br /&gt;
* Not succumb to hereditary addictions running in her family. &lt;br /&gt;
&lt;br /&gt;
* Master her magic with numerous initiations (Masking, Flexible Signature, Harmonious Reflection, PPs, Danger Sense), paying her respect to the Hindu gods that way.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, minding her looks - she feels the need for cleanliness and a tidy appearance. Very curious about other cultures and wanting to be respectful. An extrovert, she makes friends easily, but hates seeing her own face in the mirror as it painfully reminds her of her deceased identical twin. Dislikes violence and prefers to talk things out. Likes the outdoors - outdoors don&#039;t like her.&lt;br /&gt;
* Favorite animals: orangutan, Asian elephant, white Bengal tiger. &lt;br /&gt;
* Favorite color: green.&lt;br /&gt;
* Favorite food: spicy curry followed by mango lassi filling pralines and mango sherbet. &lt;br /&gt;
* Favorite drink: Assam tea.&lt;br /&gt;
* Pants or skirts: pants. &lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
Depending on what face she&#039;s wearing at any given time, Parvati can appear as a woman, a man, a nonbinary person. Any ethnicity is fair game. She can play a human or a shorter than average elf or ork (within 10% of her natural height and weight, up or down). She tends toward Indian humans, however, particularly women. This matches her real appearance of a tanned, brown-eyed black-haired woman on the slightly taller side, with a slim body shape. &lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Comfortable at a high society party or on the streets, she favors green if she can choose. Pants and blouses, women&#039;s business suits, traditional clothes like saris. She almost always wears jewelry, because you can hide a microcam in a pendant or bangle bracelet. Other accessories are gloves, scarves, glasses, earbuds and discreetly hidden trodes. See, people frequently remember things like glasses, scarves, the bright color of a camisole and forget the person behind them. Almost always, she wears contacts with another microcam to let the team see what she sees.&lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. She uses them as part of disguises. For example, you could see her as the elven bombshell protagonist from Pathfinder Multimedia&#039;s &amp;quot;Infrared&amp;quot; SF flick, a bulky armored intergalactic trooper when acting as an ork or a dancing stylized nartaki. She likes variety in personas: she could be a cartoon Asian elephant from Horizon-Disney, a hanuman in a pinstripe suit, a dwarf-sized Horizon Flying Eye drone. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Sundar was born as Parvati Kalaakaar, a Horizon SINner, the third generation of their citizens. The Kalaakaars worked different jobs around the megacorporation: her dad Devansh dealt with finances as part of Colbert Group, her mom Shakti held a junior manager post in one of Wanderlust tourism offices, her identical twin Durga made fashion consumer electronics for Common Denominator before trading designer commlinks for simsense as part of Columbia Industries, whereas Parvati herself quickly found herself prepared for work for Horizon-Bollywood. Her extrovert personality and the early Awakening as an adept with a decidedly social bent guaranteed that. She adored acting, dancing and making people smile watching her, so she applied herself to her studies from the very start. &lt;br /&gt;
&lt;br /&gt;
However, instead of following her bright-looking future, her life was plagued by tragedies. Devansh and Shakti loved to live to the fullest. &#039;&#039;Too much.&#039;&#039; After one of the corporate parties, they perished when, tipsy, they failed to maneuver their sports car and crashed. Parvati and Durga were of age already, but the loss hit them hard. They suddenly had only each other. Their parents were… gone. Parvati found some solace in her magic and Hindu spirituality, which had always been close to her heart, but Durga instead threw herself into numbing herself with hedonism. Parties, raves, extreme sports, assorted short-lived affairs. Alcohol, drugs, BTLs. They had very different ways of coping, but their sisterly bond held strong. How could it be different when you&#039;re the mirror image of one another? &lt;br /&gt;
&lt;br /&gt;
Years went by. Parvati acted. Durga was slipping deeper into the spiral of vices. And yet, they had each other. Parvati wanted to support her sister best she could. One fateful night when visiting Seattle, Durga wished to go driving around Snohomish River. She took her twin - and a cocktail of drugs like Novacoke and Cram. Ending up driving into the river. Trying her best, Parvati stood no chance - Durga was instantly dead, Parvati herself only managing to stumble out, heavily injured and traumatized. &lt;br /&gt;
&lt;br /&gt;
Because of the trauma, injuries and the fact she&#039;s always been abysmal at navigation, instead of finding help, she wandered into Everett and collapsed of her wounds, her powers of Maintain Warmth and Sustenance letting her survive until… &lt;br /&gt;
&lt;br /&gt;
Right. The next few months were a blur. When recuperating better, she learned of what happened from [[Biggie Beefcake]], a currently retired street samurai making ends meet as an Uber driver. The man found her comatose when traveling and nursed her to health. &lt;br /&gt;
&lt;br /&gt;
Yet, by that time, Horizon had already assumed Parvati to have been lost to the currents of Snohomish River. Her SIN was flagged as deceased, the apartment she shared with Durga belonging to another SINner family. She had nothing to return to. &lt;br /&gt;
&lt;br /&gt;
The only direction was forward, with her new friend, his hamster and the magic in her. New street name, fake papers, a multitude of new faces. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* First Impression. Parvati has always been friendly, outgoing and mindful of how others feel. This manifests in +2 to any social test when she first meets someone.&lt;br /&gt;
&lt;br /&gt;
* Exceptional Attribute: Magic. She Awakened as a young girl and took to magical classes like a fish to water, nurturing her talent and doing everything to make her family proud of her through this. Parvati is very concerned about the risk of harm which would force her to get invasive implants like cyberlimbs or wired reflexes, because her Hindu tradition understanding of magic teaches her that it&#039;s a gift from the Hindu pantheon of many gods - to willingly hamper it instead of studying it would be a great offense. The deities she worships the most are Radha, the love goddess, Krishna, her husband and fun-loving trickster, and Ganesha, the god of wisdom, luck and assorted arts. &lt;br /&gt;
&lt;br /&gt;
* Seer. Her first powers when she Awakened were Astral Perception, Eidetic Sense Memory and Enthralling Performance. The slow, scholarly approach to magic typical of the Hindu tradition manifested in being slower to open the astral eye, but seeing more. Astral Perception is a complex action, but she has access to Psychometry (SG 145) and Sensing (SG 155) at IG0 - no bonus until she has runs and can initiate (into Masking, CRB 326, first). In addition, as seers cannot use any skills which are linked to MAG, she can never use Adept Spell as this power requires Spellcasting, which she&#039;s banned from.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Faceless. She is haunted by the trauma and shame from the deadly accident where her twin sister Durga and only surviving family perished in. She does not really wear her own face anymore - looking in the mirror and &#039;&#039;seeing&#039;&#039; Durga without the ability to talk and laugh together would be too much to bear. She suffers -2 to all social tests unless wearing a disguise, for example looking different through her adept powers. This penalty only vanishes when facing people she trusts, such as [[Biggie Beefcake]] - she would have perished without her best friend in Seattle. Thankfully, she&#039;s a bodysnatcher adept with the past of a career on the stage, meaning she is rather skilled at disguises. An assortment of typical looks is available [https://drive.google.com/drive/folders/1gtc_wN0Rk0M4z0NJH3RWLac_HvdSRyuD here]. Her fake SIN for Kala Sanjay uses [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk the following looks]. &lt;br /&gt;
&lt;br /&gt;
* Family Curse and Lightweight. In her family, becoming addicted was always a serious threat. Whatever causes this, Parvati herself also takes -2 to addiction tests and they are treated as two levels higher (mild becomes severe etc.). She&#039;s aware of this and intentionally shuns anything which could be addictive, in no small part due to the fact Durga was evidently under the influence of a BTL during the fateful car drive. &lt;br /&gt;
&lt;br /&gt;
* Force of Chaos. It&#039;s not that she can&#039;t follow orders. It&#039;s that she can&#039;t parse the commands flying in combat. Any Small Unit or Mixed Unit Tactics bonuses from combat maneuvers are cut in half (rounded up).&lt;br /&gt;
&lt;br /&gt;
* Incompetent: Outdoors. She&#039;s a dedicated urbanite and virtually helpless in the sticks. She can&#039;t fend for herself in the great outdoors. This is a problem as she&#039;s always loved to travel. She gets lost easily, mosquito bites are a serious life problem and she honestly believes there are mountain lions in Puyallup. Without [[Biggie Beefcake]] rescuing her, she would have probably starved in Pinehurst, because she would have never found her way back to civilization. She can never have any ranks of skills in the Outdoors group: that&#039;s Navigation, Survival and Tracking. &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=Depending on the face worn and identity assumed, assorted (fake) results. For example, her SIN for Kala Sanjay links to a number of small articles for different smaller news outlets, usually about magic or acting. If looking Parvati Kalaakaar up, her acting career in Horizon-Bollywood and being deceased. &lt;br /&gt;
|MidResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, more information about the entire family and the status as Horizon SINners. &lt;br /&gt;
|HighResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, the grisly details of the car crash and that her body was never found, only of her identical twin sister Durga. &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=One of the numerous new kids on the block. A face. Let&#039;s see how long she lasts.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s a social adept, the kind that can look differently for any occasion. Besties with Biggie Beefcake - after his pet hamster, of course. &lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hindu, pure, assumed dead by Horizon after a nasty crash. Fears her own face after it. Used to have a career at Horizon-Bollywood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene). The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|She&#039;s an adept. If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair), on her skin (cosmetic surgery). Whether or not her remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if a magician sustains Increase Charisma on her and doesn&#039;t scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Alphaware bioware: on her skin (silky skin, cosmetic alterations), in her meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Kala Sanjay (UCAS, R4). Licenses: Firearms and Freelance Adept Reporter. [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk Looks here.]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Sundar is a face, which means she excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. She&#039;s a force multiplier and has to support the team, the team supporting her in turn. Don&#039;t expect to be dropping the opposition in combat - it&#039;s your job to skip it, the adrenalin-fueled escape after going loud and patching people up with bullets. You&#039;re also a serious contributor for the legwork stage, asking around, getting in touch with contacts and cheering on teammates who consider you a trusted ally to make them eveb better. You&#039;re a particularly good match-up with mages of the utility sort and hackers. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Sundar should be treasuring her CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC, but especially for a face. CA 153-154 lists social maneuvers, which can be very helpful as you develop larger social pools. For knowledge skills, Informed Opinion can be quite useful, because faces frequently need to milk every modifier they can get:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
&lt;br /&gt;
For languages, ranks limit the number of ranks you can use, translating into most likely fewer dice. However, Sundar possesses six ranks of Hindi-Urdu, the language of the Indian Union also used in many neighboring countries, rolling 11 dice there. Moreover, the Linguistics power helps you learn new languages like no one else. Now go impress that Renraku Madras Johnson. &lt;br /&gt;
&lt;br /&gt;
Her knowledge of magic can be highly useful, because she can help analyze plans from this angle with it. [https://old.reddit.com/r/Shadowrun/comments/5xfiav/know_your_enemy_horizon_we_know_what_you_think/ Horizon], Law Enforcement Procedures, Underworld and News should also aid the team, especially if getting lucky with the dice. Sundar&#039;s mental limit is six, meaning six hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, she currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (her commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
&lt;br /&gt;
Sundar is a face, which means she excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. Social maneuvers and blackmail information are from CA. The limit defining hits you can keep without resorting to blowing the limit EDG action is social. The base social limit is 9 (wwith Voice Control factored in). &lt;br /&gt;
* Animal Handling. Pacifying and commanding animals. At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book with critters and tricks they can be taught is HS. Powers, gear and qualities which can be helpful: Animal Empathy (SG 169), Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), pet food (RF 254), pet treats (RF 254), Tanake Tiger (CA 143), Winter Wolf (CA 143), Animal Empathy (RF 145), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Con. Lying, fasttalking, seduction and resisting the above. A key face skill. What shadowrunner struggles not to admit to a random beat cop there&#039;s an Ares Alpha in the trunk? Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Aztec Fly (CA 143), Black Panther (CA 143), Alibi (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Misdirection, Shake It, Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19. &lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. A key face skill. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Social Chameleon (BTB 161), Trog Networker (TCT 189), Trustworthy (RF 151). Social maneuvers: Faux Pas, Pressing Flesh, Saving Face. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Impersonation. Acting like a specific person different from yourself. You can add hits from Disguise (mental limit) and Impersonation (social limit) to set the total threshold to recognize you. Sundar rolls 12 base dice there. Voice Control adds +1 (also to the social limit), Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Voice Control (CRB 311), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Informed Opinion. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 20.&lt;br /&gt;
* Intimidation. Coercing people to do what you want in not-nice ways.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book detailing ways to put on the pressure is CA. Check out RG for certain martial techniques like Tricking. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kiai (HT 190), Kinesics (CRB 310), Black Panther (CA 143), Lion&#039;s Roar (CA 143), Winter Wolf (CA 143), Alibi (CA 150), First Impression (CRB 74), Nasty Trog (TCT 188). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Instruction. Teaching people. Regrettably, ShadowHaven makes it obsolete in nearly every situation.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Motivational Teacher, Peer Tutoring. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Leadership. Leading people to perform better in combat and outside of it. Switch from a nasty drill sergeant to a charming cheerleader, but ask for OOC consent around the table before you do it. This is probably the best thing you can do in combat as you aren&#039;t a combat character, so take cover and peptalk teammates. Others can choose to fail to resist you, turning every hit of yours into a net hit. Sundar rolls 7 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trog Leader (TCT 188), Trustworthy (RF 151). Social maneuvers: Drill Sergeant. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 11. &lt;br /&gt;
* Negotiation. Persuading people to do what you want, especially when it comes to contracts - like with Mr Johnson (not necessarily asking for money - they can offer a beneficial deal if you buy gear they can procure at a steep discount!). A key face skill. Also a potential lifesaver when you talk a desperate suicide bomber down. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), Closer (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Rub It In. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Performance. Wowing (and distracting) people with acting, dancing, singing, playing an instrument. This character is a dedicated performer. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Enthralling Performance is a power all about being the ultimate distraction. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Enthralling Performance (SSP 23), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Charming Performance. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
&lt;br /&gt;
Moreover, at gen, Sundar possesses First Impression, which gives a powerful +2 to meeting someone the first time (any social tests accept this), an Ace of Hearts suit for +1 and the Black Panther cologne for another +1. Ask the GM if wearing a different disguise actually triggers First Impression again. &lt;br /&gt;
&lt;br /&gt;
===Bodysnatching===&lt;br /&gt;
&lt;br /&gt;
Two skills - Disguise and Impersonation - and a number of adept powers are crucial here. &lt;br /&gt;
* Disguise uses INT and the mental limit to &#039;&#039;look&#039;&#039; differently. The Disguise toolkit she&#039;s got grants her an additional +1, same with the Facial Sculpt power. Body Sculpt grants a cumulative flat +2. If used in conjunction with Impersonation, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Impersonation uses CHA and the social limit to &#039;&#039;act&#039;&#039; differently. The Ace of Hearts suit and the Black Panther cologne can both grant +1 each, same with the Voice Control power. If used in conjunction with Disguise, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Adept powers:&lt;br /&gt;
** Body Sculpt to make the entire body look different - within 10% more or less than Sundar&#039;s normal size. You can change your physical sex as well. Additionally, +2 to Disguise while it&#039;s in effect. &lt;br /&gt;
** Facial Sculpt to change the face, ears, nose etc. In addition, +1 to Disguise tests. &lt;br /&gt;
** Keratin Control to change your hair, including facial hair. Fiberoptic hair can also aid you here.&lt;br /&gt;
** Melanin Control to change your complexion and skin in general, for example to fake the rougher skin of orks.&lt;br /&gt;
** Mimic to steal people&#039;s retinal and fingerprint patterns. &lt;br /&gt;
&lt;br /&gt;
With the powers and the disguise toolkit, Sundar rolls 14 dice, whose hits are added to the Impersonation hits for determining the final threshold. Think about other ways to steal someone&#039;s looks and behavior, for example by getting clothes which match your mark&#039;s style, asking the hacker for help with compiling a dossier about them. People often focus on characteristic elements of how someone looks and acts: a stammer, some catchphrase, limping, glasses, outrageous headwear or memorable clothing. Need to be a little taller than 10% of her natural height? Sundar wears high heels or combat boots. Should look shorter? Flat shoes. &lt;br /&gt;
&lt;br /&gt;
===Assensing &amp;amp; Seer Perks===&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for a face. The details of what you receive are present in the table in CRB 313. Adepts require the Astral Perception power, which Sundar possesses from the very start. With INT + Assensing ranks (astral - 9), she rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). Normally, shifting perception is a simple action. As Sundar is a seer, it takes a complex action for her. The benefit of this trade is access to two metamagics at IG0 (for now):&lt;br /&gt;
* Psychometry (SG 145): INT + Assensing ranks (+ IG, + modifiers from the table from CRB 146, if applicable, for example the boost from analyzing items which aroused strong emotions), hits kept capped by the astral limit, to read psychic impressions of objects. For example, you could see the flashbacks of the mark whose engagement ring you&#039;re reading proposing to their partner. The GM says how long you&#039;re distracted (-2 to doing anything else). &lt;br /&gt;
* Sensing (SG 155): without having to astrally perceive (without having to become dual-natured), you can sense negative background counts and assorted astral phenomena: alchera, mana storms, surges and warps, but not astral forms like projecting magicians, spirits, foci, spells or mana barriers. Useful for sensing something is odd in the basement of a corporation without giving away you&#039;re aware of it.&lt;br /&gt;
&lt;br /&gt;
===Adept Powers===&lt;br /&gt;
&lt;br /&gt;
Sundar is a Hindu adept, which means channeling mana inward to enhance her abilities. Any drain is dealt with through BOD + WIL. This is the flavor necessary to roleplay her path respectfully to real-life Hinduist practitioners. &lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The Hindu tradition is based on the Hindu religious system, and it is designed to provide a path for the enlightened to reach transcendence. The path is one of ritual devotion, asceticism, and karmic purity. While the exact scriptures followed by each school vary, most accept the precepts from the Vedas, texts originally written in Ancient India. Those followers who are Awakened believe following the precepts of their faith assist them along the path. The Hindu believes the soul is in a constant cycle of death and rebirth, governed by a relationship with karma. Those who follow their particular school of thought (dasarnas) and caste&#039;s rules are reincarnated into a higher caste, eventually reaching moksha, or transcendence. Those who refuse to follow their destined path are reincarnated as a lesser being.&amp;quot; SG 46&lt;br /&gt;
&lt;br /&gt;
Sundar&#039;s family was part of the Vaishya caste of businessmen, merchants and artisans. Radha, Krishna and Ganesha are the deities she feels the closest bond to. She doesn&#039;t have a mentor spirit yet and can only initiate after commencing running. As a pure adept (ESS 6), she multiplies her starting power points (normally equal to MAG) by 1.5 - as she increases magic in play, she will receive a single PP every time MAG rises. Her powers fall into the following categories and none incur drain - as per [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures the Awakened houserules], they leave astral signatures when you activate them which require scrubbing:&lt;br /&gt;
* Bodysnatching:&lt;br /&gt;
** Body Sculpt (as per [https://shreloaded.net/wiki/Rulings/Awakened#Body_Sculpt the Awakened houserules], 1 minute to start, 60 to finish). Within 10% of her natural height and weight, Sundar can change her physical looks, including metatype (human, elf or ork) and sex. The effect lasts for MAG h; multiple changes require MAG + BOD where one additional change per hit can be done. &lt;br /&gt;
** Facial Sculpt 1 (complex, 1 minute). You can change the face, ears, nose, grow tusks etc., crucial when disguising yourself (especially as a human acting as an elf or ork). In addition, +1 to Disguise tests. The effect lasts for MAG h and like with Body Sculpt, MAG + BOD can introduce more changes at the same time. &lt;br /&gt;
** Keratin Control (complex). You can change your hair etc., retaining the changes for MAG h. &lt;br /&gt;
** Melanin Control (complex). You can change your skin color etc., retaining the changes for MAG h.&lt;br /&gt;
** Mimic 6 (1-6 minutes). +6 to fool a print scanner by stealing the mark&#039;s retinal and fingerprint patterns when you spend 1-6 minutes in contact with them. Each minute spent increases the quality, up to 6. The changes last for MAG h, during which you can fool the relevant technology into believing you really are Dr. Smith. &lt;br /&gt;
** Voice Control 1. You can mimic other metahuman voices by rolling CHA + Impersonation ranks + 1 from this power (social limit, which on the sheet includes +1 from this power) vs INT + Perception (mental limit) or voice recognition system rating x2. Ties go to the defenders - people or systems you&#039;re fooling. &lt;br /&gt;
* Social:&lt;br /&gt;
** Authoritative Tone 3. +3 to any social tests you initiate. You&#039;re that convincing. &lt;br /&gt;
** Kinesics 3. +3 to resisting social tests, for example when being interrogated, judge intentions etc. as you learn to control your body language, obscuring your emotional state.&lt;br /&gt;
* Utility:&lt;br /&gt;
** Astral Perception (complex). You become dual-natured and can interact with the astral. This means scrubbing astral signatures - extremely important for a face - assensing and possibly attacking other dual-natured forms (which is determined by the extensive houserules). Seriously though: don&#039;t do that. You&#039;ll only harm yourself. You&#039;re the best at &#039;&#039;avoiding&#039;&#039; escalation. &lt;br /&gt;
** Demara. After working with the material documenting the use of a skill you don&#039;t have for at least an hour, you can use it as if you had a single rank of it for MAG h - for example, you can learn how to shoot that pistol you currently have just to avoid looking like a magician (the guy they geek first). Possibly crucial if, say, playing an intern at a hospital, a chemist in a drug lab or that exec&#039;s replacement secretary. &lt;br /&gt;
** Eidetic Sense Memory. You can recall everything you&#039;ve seen, heard, felt, smelled, tasted. You also photo-read. Very convenient for detailing the layout of the building you visited as a pizza delivery person. &lt;br /&gt;
** Enthralling Performance. MAG + Performance ranks (social) lets you play the ultimate distraction - your hits become a threshold of Perception checks of people watching your show. Start busking, for example, and let your teammates pass unbothered by the mesmerized guards.&lt;br /&gt;
** Linguistics. You pick up new languages fast. After 12 - MAG h of exposure to a new language, roll LOG + INT. Common languages need 1 hit, uncommon - 2, obscure - 3. If successful, you get a single rank of it with no karma expenditure.&lt;br /&gt;
** Maintain Warmth. You can shrug off hypothermia etc, ignoring weather modifiers to Survival tests.&lt;br /&gt;
** Motion Sense (free). In MAG m from you, you can sense living organisms through making a MAG + Perception ranks (mental) test. The hits necessary to detect them are available in the table below power descriptions. Useful to map out even stationary guards in another room. &lt;br /&gt;
** Sustenance. You can function with a single meal a day just fine. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst. &lt;br /&gt;
** Three-Dimensional Memory (free). You can roll MAG + Perception ranks (mental) to examine your surroundings in detail and be able to recall it later. You can record up to MAG areas, each MAG x MAG cubic m tops. The hits necessary to recall them with a memory test are available in the table below power descriptions.&lt;br /&gt;
** Ventriloquism. You can throw your voice for MAG m, making it appear to originate from any point within MAG m and LoS. Excellent for distractions (&amp;quot;Fire!&amp;quot;) and messing with people (&amp;quot;You called me &#039;&#039;what&#039;&#039;?!&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Motion Sense (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Creature size&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than a dog&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Kids and dwarves&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Average adult (human, elf, ork)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Troll and larger&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Three-Dimensional Memory (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Time lapsed&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|24 h&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Week&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Month&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Year&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Longer&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stealth &amp;amp; Perception Skills===&lt;br /&gt;
&lt;br /&gt;
In addition, Sundar brings secondary skills to the table. The base mental limit is 6, physical - 4. &lt;br /&gt;
* Palming. Hiding objects on your person or pilfering them. The limit used is physical, the stat - AGI. Small items, for instance her concealable surveillance gear jewelry, imposes penalties for others trying to spot them (-6 for the bugs and tags, for example). Moreover, onlookers are attackers rather than defenders, so on ties, they lose. She rolls 10 dice. &lt;br /&gt;
* Perception. Noticing all kinds of things as well as the skill whose ranks are used for several of her utility powers. The limit used is mental, the stat - INT. In addition, her R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. She rolls 10 dice base, 13 for vision and audio tests when the contacts and earbuds are wireless (mental limit 9 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical, the stat - AGI. She rolls 10 dice. &lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
Even starting out, Sundar knows helpful people. Consult individual contact pages for the best ways to ask for help. Every run, you earn at least 2 CDP, usually able to spend RVP on more, including contacts at discounted prices. Faces make excellent networkers, so think about every situation where the team is stumped and you can go &amp;quot;I know a guy…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here.&lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr Johnson, new teammates etc.&lt;br /&gt;
* Your concealable surveillance gear jewelry can stream what goes on around you to the team, the hacker slaving it to their deck to conceal it on the Matrix. &lt;br /&gt;
* The bug promotional pen can likewise record things while being all innocuous with a bunch of other, normal, pens in an office. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG -1) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Hinduist magical lodge creates a mana barrier at your flat for added protection. &lt;br /&gt;
* The Black Panther cologne adds +1 to social tests, same with the Ace of Hearts suit. &lt;br /&gt;
* The fashion gasmask makes for excellent innocuous facial recognition fullstop. With the houserules, even when out of air, it works as an R6 fashion respirator, so you never incur penalties for improper attire.&lt;br /&gt;
* The backpack is full of little odds and ends for taking innocuous notes while observing someone. For example, you can use the crayons to draw. Or bribe kids, I won&#039;t judge. &lt;br /&gt;
* The survival kit, flashlight, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding face, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Leadership. You&#039;re not a combat character, Sundar can have a single rank of Pistols through Demara for a few hours (+1 from the red dot sight when in short range), but in most cases, you won&#039;t have a chance to prepare like this. Her light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and her starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk.&lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can carry runs to the point not a single bullet needs firing. You can be anyone, let yourself in bringing wageslaves pizza, phish passwords for the hacker from the IT specialist over lunch, get the sam passkeys by pilfering them from the guard you dance at the bar after work with and much, much more. Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
===Play Aid: Social Maneuvers Cheatsheet===&lt;br /&gt;
&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153-154&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Social Maneuvers Cheatsheet (CA)&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver&lt;br /&gt;
|Penalty&lt;br /&gt;
|Test&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
|Charming Performance&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Performance&lt;br /&gt;
|1 net hit minimum improves NPC attitude by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Drill Sergeant&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Intimidation&lt;br /&gt;
|Target takes -2 on next WIL + Leadership to oppose your CHA + Leadership.&lt;br /&gt;
|-&lt;br /&gt;
|Faux Pas&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Target takes -2 on next social test.&lt;br /&gt;
|-&lt;br /&gt;
|Hustling the Mark&lt;br /&gt;
| -6&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|Gain +2 on next Con/Negotiation.&lt;br /&gt;
|-&lt;br /&gt;
|Informed Opinion&lt;br /&gt;
| -4&lt;br /&gt;
|INT/LOG + Knowledge&lt;br /&gt;
|Hits increase encounter&#039;s social limit.&lt;br /&gt;
|-&lt;br /&gt;
|Misdirection&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|1 net hit makes target take -4 Perception on next action.&lt;br /&gt;
|-&lt;br /&gt;
|Motivational Teacher&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Leadership&lt;br /&gt;
|Gain +2 on next Instruction.&lt;br /&gt;
|-&lt;br /&gt;
|Peer Tutoring&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Instruction, all must have 1-3 ranks of skill being trained&lt;br /&gt;
|Scoring hits equal to rank being trained reduces training time for all.&lt;br /&gt;
|-&lt;br /&gt;
|Pressing Flesh&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Gain +2 next Palming.&lt;br /&gt;
|-&lt;br /&gt;
|Rub It In&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Negotiation (w/ leverage on target)&lt;br /&gt;
|Gain +4 Negotiation mod (blackmail/bargaining chip).&lt;br /&gt;
|-&lt;br /&gt;
|Saving Face&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Retake failed social test.&lt;br /&gt;
|-&lt;br /&gt;
|Shake It&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con (Seduction)&lt;br /&gt;
|Target gets +2 Perception at you, others -2.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Gun&lt;br /&gt;
| -4&lt;br /&gt;
|AGI + Palming vs INT + Perception&lt;br /&gt;
|Gain +2 Con/Intimidation. &lt;br /&gt;
|-&lt;br /&gt;
|Zanshin&lt;br /&gt;
| -2&lt;br /&gt;
|Judge Intentions&lt;br /&gt;
|1 net: having Close Combat skill(s); 2: which is highest; 3: amateur (1-2), well-trained (3-5), highly trained (6+).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sample Run==&lt;br /&gt;
&lt;br /&gt;
===Setup &amp;amp; Meet===&lt;br /&gt;
&lt;br /&gt;
Mr Johnson hires Sundar (face), [[Biggie Beefcake]] (street samurai) and [[Niamh O&#039;Sullivan]] (decker) to retrieve a new blockbuster script from Truman Distribution Network, a subsidiary of Horizon Group. They have to gain access to the cyberdeck of the exec in charge of it, which is treated as offline storage and thus requires physical access. Niamh needs to be gotten to the very office and given time to let her do her thing. &lt;br /&gt;
&lt;br /&gt;
In preparation, Sundar deals with the following:&lt;br /&gt;
* She rolls 9 dice of Horizon Media &amp;amp; Entertainment Ventures to learn more about the upcoming blockbuster and the people involved in its production as well as hiring habits. She&#039;s the most interested in the exec, his secretary and a couple of other close workers (including corpsec, receptionist desk clerks, the firm responsible for janitorial staff outsourced and the delivery equivalent). &lt;br /&gt;
** This will show the Johnson the team is prepared and be useful for the next step. &lt;br /&gt;
* She offers the entire team different looks for the meet: BB and Niamh have their disguises created with 11 dice, she uses adept powers she cannot bestow on anyone else with 14. In her case, hits are then added to those from 20 Impersonation dice (powers, qualities and gear) for the final threshold to connect her to her real appearance. &#039;&#039;&#039;Every time she activates a power, she immediately goes to scrub the astral signature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When it comes to negotiations, she roleplays looking to network with the Johnson and who he represents later, earning the &amp;quot;advantageous outcome&amp;quot; +1 situational modifier, and scores 3 net hits on the opposed Negotiation roll where she uses 16 Negotiation dice (she doesn&#039;t want to disrespect him by trying to use Authoritative Tone 3 since it&#039;s possible for him to notice and be offended). She asks for the team being provided burner SINs showing them to be a janitor (BB), technician (Niamh) and temporary secretary (Sundar); burner SINs for use as tourists touring the studio; relevant uniforms and two borrowed EVO Proletarian drones with hidden compartments; fitting clearances. The Johnson is pleased about this as it increases the team&#039;s chances and promises a bonus if they can handle the job without being caught in the crossfire of suspicions. Trodes (Sundar) and datajacks (BB and Niamh) give the team DNI for immediate communication. &lt;br /&gt;
&lt;br /&gt;
===Legwork===&lt;br /&gt;
&lt;br /&gt;
Expanding upon the first-minute legwork for the meet, she does additional things:&lt;br /&gt;
* She compiles a list of who in the building the team is hitting is a human, elf or ork similar to her body build within 10%.&lt;br /&gt;
* Discovering a few names, she browses the P2.1 profiles to see what hobbies they have and asks [[Harold J. Rutherford]] about the same. &lt;br /&gt;
* In contact with BB and Niamh, who are doing their own legwork (BB drives around and shows people his hamster, Niamh researches on the Matrix), she spends 5 (12 - 7) h learning Japanese just in case, then takes notes of what eateries different workers frequent after work.&lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 1===&lt;br /&gt;
&lt;br /&gt;
She disguises herself as part of one of the tours which walk around much of the studio with Disguise (14 dice) and Impersonation (20 dice), hits added. The tour allows her to use Three-Dimensional Memory, Eidetic Sense Memory and Motion Sense when people are distracted or special effects magic is shown, together with the microcams in her contacts and necklace (concealable surveillance gear), to map everything they are being shown and report it to the team later. Her tech is slaved to Niamh&#039;s deck for Matrix protection. &#039;&#039;&#039;Only gear which would raise suspicion runs silent (-2 to Matrix uses, but not immediately visible on the Matrix) - trodes, earbuds, contacts, pistol and commlink in use in the disguise do not since the absence of such items is more suspicious than seeing them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, she disguises herself differently (see above) and uses Enthralling Performance to busk on the street near the office to keep the workers occupied while BB snatches a maglock passcard, hands it to Niamh to quickly copy and drops the original near the owner before the performance is over. &lt;br /&gt;
&lt;br /&gt;
Afterwards, she creates another disguise and visits the office as a delivery person bringing the workers pizza. This allows her to observe the general attitude of the exec&#039;s secretary, discovering she&#039;s a party animal with a tendency to drink too much on the weekend, and of the IT specialist, who enjoys evenings dancing, but can&#039;t handle spicy food well. Moreover, she takes note of water cooler gossip, names and the building layout the tour didn&#039;t let her see with the same approach in terms of powers and gear. That&#039;s how she learns the exec has the early onset of Type B Diabetes while having a sweet tooth. She uses a jogging app to estimate how long it takes to walk from the entrance to the restrooms the inner workers use. All the information is given to the team so they know about possible escape routes, patrols, stationary guards and more. Sundar&#039;s player asks the other players for consent to use Leadership to help them on the run, which they both give. The exec&#039;s diabetes issue is remarked on, with Niamh researching if it&#039;s possible to fake fainting after eating too much sugar. &lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 2===&lt;br /&gt;
&lt;br /&gt;
There are two weak elements in the office&#039;s security: the secretary and the IT specialist. The third one is the exec, although he&#039;ll be a tougher nut to crack. Niamh collates dossiers on their personalities, after-hours habits and hobbies from their Matrix footprints, which she gives Sundar to study. The adept disguises the entire team again, as other people, and they hit the bar the Horizon workers frequent. There, led by Sundar, they steadily make themselves fit party companions of theirs, discussing hobbies, complaining about work and recent troubles with bugs and other forms of nasty mojo which makes the news (which Sundar uses her knowledge skills for, paired with the Informed Opinion social maneuver from CA). Close to the early morning hours when she&#039;s been using Demara, learning Computer from the IT specialist, when he and the secretary are distracted, BB uses Palming to spike their drinks with prescription-free eyedrops - a powerful laxative. Niamh hacks to swap the DJ&#039;s repertoire of songs to a lengthy track - over six minutes - during which Sundar dances with the man and uses the Mimic power to copy his retinal and fingerprint patterns, they start being &#039;&#039;indisposed&#039;&#039;. To the point where they have to call in sick to work. &lt;br /&gt;
&lt;br /&gt;
It&#039;s all the team needs.&lt;br /&gt;
&lt;br /&gt;
===Go-Time===&lt;br /&gt;
&lt;br /&gt;
On the very early Monday morning, Niamh, who successfully added the burner SIN names of the team to the relevant databases, relies the information to the team that she and Sundar will have a busy day. The adept prepares her disguise, still with the benefits of Mimic, and disguises the team in accordance with the SINs. She then goes to the office, meets the exec, drops her bug pen together with the other pens on the desk (slaved to Niamh&#039;s deck to run silent) and uses her single rank of Computer to stand in for the real secretary praying to the porcelain gods at home. Quickly, she sabotages the private bathroom of the exec with excessive amounts of toilet paper and the chemical mixture Niamh prepared for her. Then, when the exec tells her to bring him coffee, she does, but not before using prescription-free eyedrops on it again, swiftly sending him to the bathroom. Which is, of course, clogged, so she&#039;s ordered to bring a janitor to fix it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s when BB, disguised as a janitor, including the Horizon version of the Ares Industrious armored uniform, comes in. Remember that Niamh put the team&#039;s fake names at the top of the list of people who can temporarily replace stationary workers. Sundar just has to dial the first name on the list because of it. BB comes in fast, together with one of the two EVO Proletarian drones with hidden compartments the Johnson provided the team with. That&#039;s where he hides disassembled weapons, just in case, the chloroform, which is quickly used to put the exec to sleep with his pants literally down while he &amp;quot;fixes&amp;quot; the appliances there, and the small area jammer. He pilfers the DocWagon biomonitor bracelet from him while Niamh squelches the distress cry so DocWagon doesn&#039;t arrive too soon. It&#039;s supposed to fall to the side near the foot of the - currently unconscious - exec to believably be accidentally stepped on when losing consciousness. On the desk, empty candy wrappers are left.&lt;br /&gt;
&lt;br /&gt;
This jammer is used to fake a minor issue in the office, which, with the real IT specialist out, summons Niamh, who comes in with her own deck hidden in the other EVO Proletarian drone. In this fashion, the hacker gains direct connection access to the cyberdeck of the exec, able to connect and hack the blockbuster script out of it, bolstered by Sundar with Leadership rooting for her with the Direct function of it (12 dice because of the Black Panther cologne, the suit and Authoritative Tone 3, but without First Impression, since Niamh knows Sundar). The Mimi-provided biometrics of the IT specialist prove unnecessary. The janitorial gear of BB includes C-Squared, a powerful industrial cleaner, which is used to get rid of any biosamples they may have left as well as the remainder sips of eyedrop coffee. The team reboots their devices (slaved to Niamh&#039;s deck) and BB innocuously leaves. After a short time, Sundar calls DocWagon, saying her boss has been in the bathroom for long and isn&#039;t responding. Right after, Niamh releases the DocWagon biomonitor bracelet from her squelching, which leads to the distress call, and leaves, taking the bug pen and the jammer - hidden in the other EVO Proletarian - with her. When DocWagon arrives, Sundar is the face of concerned innocence as the exec is taken away with the suspicion of fainting after eating candy. She&#039;s out of the office that day. &lt;br /&gt;
&lt;br /&gt;
Reuniting with BB and Niamh loitering at the office cafeteria, all that remains is exfiltration. For this, they&#039;re prepared: BB idly remarks about a strange smell, Sundar uses Ventriloquism and Voice Control to fake a person across the room shouting &amp;quot;Fire!&amp;quot; and Niamh triggers the fire safety system to stage an alarm, complete with sprinklers going off. In the commotion caused, the runners rush out of the building, unbothered.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&lt;br /&gt;
The team is out in safety, reboots devices and drives away - separately, but in constant DNI communication if necessary. They reunite in one of the squats of Pinehurst, Everett, BB using Area Knowledge: Seattle to find a safe spot. There, they drop disguises, swap into those the Johnson knows and call him. The exchange of the blockbuster script and money - with a bonus as they didn&#039;t arouse any suspicions about themselves - goes smoothly. &lt;br /&gt;
&lt;br /&gt;
The run is completed without a single bullet fired.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Friendly}}&lt;br /&gt;
{{#set:Has Personality=Outgoing}}&lt;br /&gt;
{{#set:Has Personality=Culture-Conscious}}&lt;br /&gt;
{{#set:Has Personality=Anxious About Own Face}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Female}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Face &amp;amp; Social Infiltrator}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Human}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Acting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Persuasion}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Bodysnatcher}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116647</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116647"/>
		<updated>2023-11-28T18:49:16Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Creating a Shadowrunner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the Rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate Your Character==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you. For 5.225.0, Emerged characters often break, so it&#039;s advisable to generate such PCs under other versions. &lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
===Setting Up Chummer===&lt;br /&gt;
&lt;br /&gt;
We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
===Chummer Amends File===&lt;br /&gt;
&lt;br /&gt;
If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Make a Wiki Account==&lt;br /&gt;
&lt;br /&gt;
Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload To the Cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which Files Do I Upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a Wiki Page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character Review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Posting a Review Thread===&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
===Handling Your Review===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval For Play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track Your Progress==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload Your New Sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply To a Game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 Account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying In and Outside Games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116646</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116646"/>
		<updated>2023-11-28T18:45:21Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Running the Shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate Your Character==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you. For 5.225.0, Emerged characters often break, so it&#039;s advisable to generate such PCs under other versions. &lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
===Setting Up Chummer===&lt;br /&gt;
&lt;br /&gt;
We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
===Chummer Amends File===&lt;br /&gt;
&lt;br /&gt;
If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Make a Wiki Account==&lt;br /&gt;
&lt;br /&gt;
Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload To the Cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which Files Do I Upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a Wiki Page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character Review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Posting a Review Thread===&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
===Handling Your Review===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval For Play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track Your Progress==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload Your New Sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply To a Game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 Account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying In and Outside Games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116645</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116645"/>
		<updated>2023-11-28T18:43:55Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Updating the Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
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=Creating a Shadowrunner=&lt;br /&gt;
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==Step 1: Read the rules==&lt;br /&gt;
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The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
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In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
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*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
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*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
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It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
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==Step 2: Generate Your Character==&lt;br /&gt;
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{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you. For 5.225.0, Emerged characters often break, so it&#039;s advisable to generate such PCs under other versions. &lt;br /&gt;
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**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended.)&lt;br /&gt;
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===Setting Up Chummer===&lt;br /&gt;
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We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
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===Chummer Amends File===&lt;br /&gt;
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If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
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The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
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&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
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When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
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&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
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2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
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3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
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When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
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&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
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==Step 3: Export a PDF==&lt;br /&gt;
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When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
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Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
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=Updating the Wiki=&lt;br /&gt;
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==Step 4: Make a Wiki Account==&lt;br /&gt;
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Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
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If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
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This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
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==Step 5: Upload To the Cloud==&lt;br /&gt;
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You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
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While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which Files Do I Upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
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==Step 6: Create a Wiki Page==&lt;br /&gt;
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ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
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As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
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To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
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=Pre-Review Checklist=&lt;br /&gt;
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Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
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All set? Let&#039;s put your character up for review.&lt;br /&gt;
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=Running the Shadows=&lt;br /&gt;
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==Step 7: Character review==&lt;br /&gt;
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ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
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===Posting a review thread===&lt;br /&gt;
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To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
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In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
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{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
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====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
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Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
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After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
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===Handling your review===&lt;br /&gt;
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&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval for play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
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==Step 8: Track your progess==&lt;br /&gt;
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Congratulations! Your character is ready to go!&lt;br /&gt;
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&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload your new sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply to a game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll 20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying in and outside games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116644</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116644"/>
		<updated>2023-11-28T18:43:23Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Step 5: Upload to the cloud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate Your Character==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you. For 5.225.0, Emerged characters often break, so it&#039;s advisable to generate such PCs under other versions. &lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
===Setting Up Chummer===&lt;br /&gt;
&lt;br /&gt;
We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
===Chummer Amends File===&lt;br /&gt;
&lt;br /&gt;
If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Make a Wiki Account==&lt;br /&gt;
&lt;br /&gt;
Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload To the Cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which Diles Do I Upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a wiki page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Posting a review thread===&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
===Handling your review===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval for play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track your progess==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload your new sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply to a game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll 20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying in and outside games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116643</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116643"/>
		<updated>2023-11-28T18:41:57Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Step 2: Generate Your Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate Your Character==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you. For 5.225.0, Emerged characters often break, so it&#039;s advisable to generate such PCs under other versions. &lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
===Setting Up Chummer===&lt;br /&gt;
&lt;br /&gt;
We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
===Chummer Amends File===&lt;br /&gt;
&lt;br /&gt;
If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Make a Wiki Account==&lt;br /&gt;
&lt;br /&gt;
Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload to the cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which files do I upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a wiki page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Posting a review thread===&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
===Handling your review===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval for play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track your progess==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload your new sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply to a game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll 20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying in and outside games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116642</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116642"/>
		<updated>2023-11-28T18:39:54Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Step 2: Generate Your Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate Your Character==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you.&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
===Setting Up Chummer===&lt;br /&gt;
&lt;br /&gt;
We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
===Chummer Amends File===&lt;br /&gt;
&lt;br /&gt;
If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Make a Wiki Account==&lt;br /&gt;
&lt;br /&gt;
Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload to the cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which files do I upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a wiki page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Posting a review thread===&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
===Handling your review===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval for play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track your progess==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload your new sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply to a game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll 20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying in and outside games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116641</id>
		<title>ShadowHaven Reloaded:Character Generation Guide</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=ShadowHaven_Reloaded:Character_Generation_Guide&amp;diff=116641"/>
		<updated>2023-11-28T18:39:25Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Step 2: Generate your character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShadowHaven is a [https://en.wikipedia.org/wiki/Living_campaigns living community]. Creating a character means inserting yourself into a world shared by hundreds of other players. While this provides a vibrant place to dive into the techno-fantasy world of Shadowrun, it also means we have to take special care in curating our rules. Consistency and evenness means that you can be guaranteed that a character will play the same on any table no matter the GM, and it means that our GMs can rest assured that all characters are on even footing and don&#039;t have game-breaking flaws.&lt;br /&gt;
&lt;br /&gt;
To you, a new player, this means that character generation is a bit more involved than you might be used to. In addition, Shadowrun itself is somewhat notorious for having a complex character creation process. So as you dive in, try to be patient with the process. And remember, should you ever get stuck or just want someone to talk to, we have a whole team of volunteer CharGen (character generation) staff who would be happy to help you. [https://discord.gg/UaB3zaF Join our discord server] and just ask. We&#039;re a friendly community.&lt;br /&gt;
&lt;br /&gt;
=Creating a Shadowrunner=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Read the rules==&lt;br /&gt;
&lt;br /&gt;
The [https://www.drivethrurpg.com/product/115985/Shadowrun-Fifth-Edition-Core-Rulebook Shadowrun core rulebook] has most of the rules you need. If you&#039;re going to play Shadowrun, this is where to start learning.&lt;br /&gt;
&lt;br /&gt;
In addition, ShadowHaven has implemented a few custom rules and banned or modified some game elements in order to make community play easier. &lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Main_Page Player Rules]  explains changes to game mechanics.&lt;br /&gt;
&lt;br /&gt;
*[[Contact Rules]] describes the system we use to manage and share NPC contacts.&lt;br /&gt;
&lt;br /&gt;
It&#039;s okay if you don&#039;t read through all of these resources completely. Part of the rationale for having a character review process is to let experienced players help newer players create characters which are legal and play well so everyone enjoys the game a bit more.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate Your Character==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;color: Red; width: 100%;&amp;quot; &lt;br /&gt;
|+&#039;&#039;&#039;Shadow Haven uses Sum to 10 or Priority generation. Karma Generation is not allowed. We generally recommend Sum to 10 over Priority.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generating a character in Shadowrun can be complicated, but luckily, the community has a software tool to help. Chummer avoids a &#039;&#039;lot&#039;&#039; of simple arithmetic and legality mistakes, so we ask that you use it to make the chargen process as smooth as possible.&lt;br /&gt;
&lt;br /&gt;
*[https://github.com/chummer5a/chummer5a Chummer] is a free, open-source option for Shadowrun character generation. There are multiple versions of chummer:&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases/latest Stable version]: To download, click the &amp;lt;code&amp;gt;Chummer5.VersionNumber.zip&amp;lt;/code&amp;gt; file (not the source code). This version has been verified as stable but lacks some newer content.  For 5.221.0, there&#039;s a known bug with adding exotic skills causing the program to crash; if you run into that issue during character generation, note it down in the Character Info or Notes tab of your character sheet and a member of Shadowhaven staff should be able to manually add it in for you.&lt;br /&gt;
&lt;br /&gt;
**[https://github.com/chummer5a/chummer5a/releases Nightly version]: To download, click the &amp;lt;code&amp;gt;Chummer.Nightly.zip&amp;lt;/code&amp;gt; file (not the source code). In general, you can just pick the most recent version. You do not have to keep it up to date, but sometimes newer versions have bug fixes or new content added. (Note from chargen: Your sheet may be denied at the sole discretion of chargen as nightly builds can have major errors, stable is highly recommended)&lt;br /&gt;
&lt;br /&gt;
===Setting Up Chummer===&lt;br /&gt;
&lt;br /&gt;
We have an in-depth guide explaining how to set up chummer at [[Chummer Setup]].&lt;br /&gt;
&lt;br /&gt;
===Chummer Amends File===&lt;br /&gt;
&lt;br /&gt;
If you are using Chummer, you can download our amends file at [https://github.com/Syphilen/ShadowHaven-Rules Chummer Amends]. This should automatically remove banned content, and apply many of our house rules.  Click the green Code dropdown, select Download Zip, and extract the resulting file into the customdata directory for Chummer.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The best place to start is to follow the guide in the Shadowrun Core Rulebook entitled &amp;quot;Creating a Shadowrunner&amp;quot; starting on page 62. You can follow along with the software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get to the section &lt;br /&gt;
Purchasing gear on characters can seem daunting with all the options available, if you are unsure about what you do or don&#039;t need to purchase at chargen please refer to [https://www.reddit.com/r/Shadowrun/comments/3be6zl/sr5_notbobs_chargen_gear_guide Basic Gear Guide] (Special thanks to /u/NotB0b). This list doesn&#039;t cover job specific gear and is by no means exhaustive but it should provide new players with a good foundation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contact NPCs are a part of ShadowHaven&#039;s living world. When you add contacts to your character (page 98 of the Core Rulebook for an overview or page 386 for the details), you have three choices:&lt;br /&gt;
&lt;br /&gt;
1. Choose a contact from the [[:Category:Public_Contacts|list of existing public contacts]]. These already have stats and backstories. Just copy the information from the contact&#039;s wiki page into your character generation program.&lt;br /&gt;
&lt;br /&gt;
2. Create your own contact. It&#039;s recommended that you have some experience with Shadowrun before putting too much time in here, but if you&#039;re committed to doing so, you can follow the [[Contact Rules]]. Remember that you&#039;ll need to create a wiki page for your new contact. This adds the contact to the ShadowHaven world and lets other characters use your creation.&lt;br /&gt;
&lt;br /&gt;
3. Defer it until later. If you&#039;re overwhelmed by the options, you can add placeholders to your character sheet. Instead of adding an existing contact or creating your own, just pick a name, a Connection rating, a Loyalty rating, and an Archetype (on ShadowHaven, we only use [[Contact_Rules#Choose_a_Contact_Type|a few types of contacts]] to make things a bit simpler). Placeholder contacts can&#039;t be used in a game until they are fleshed out.&lt;br /&gt;
&lt;br /&gt;
When choosing contacts, one of them should be a Fixer archetype. A fixer is sort of like an agent for an athlete or actor or a handler for an undercover cop or spy. From an in-game perspective, they&#039;re the ones that connect you with jobs. You still use one of the three options above to choose a fixer, just like any other contact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning! Do not set your sheet to career mode! Once you are in career mode, you cannot make any changes required/recommended in your review.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Export a PDF==&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your character, you&#039;ll want to create a PDF file so it&#039;s easier to share with our chargen staff and GMs. &lt;br /&gt;
&lt;br /&gt;
Under &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu in Chummer, click &amp;lt;code&amp;gt;Print&amp;lt;/code&amp;gt;. In the upper left-hand corner of the dialog box that pops up, click the &amp;lt;code&amp;gt;Save as PDF&amp;lt;/code&amp;gt; button.  If you get a popup asking whether you&#039;d like to use Windows Print to PDF, click &amp;quot;No&amp;quot; and it should allow you to save the PDF as normal.&lt;br /&gt;
&lt;br /&gt;
=Updating the Wiki=&lt;br /&gt;
&lt;br /&gt;
==Step 4: Make a Wiki Account==&lt;br /&gt;
&lt;br /&gt;
Press the create account button in the top right corner of the website. Choose a username and password and create an account. &lt;br /&gt;
&lt;br /&gt;
If you have any trouble, you can always ask for help from our wiki staff by using the &amp;lt;code&amp;gt;@wiki&amp;lt;/code&amp;gt; group. Like this:&lt;br /&gt;
&lt;br /&gt;
 @wiki I can&#039;t seem to create a wiki account, can you help please?&lt;br /&gt;
&lt;br /&gt;
This will alert the team, and one of the volunteers should be around to help you out soon.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Upload to the cloud==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a web-accessible folder to put both your character file and your PDF file. ShadowHaven relies on third-party cloud storage for this.&lt;br /&gt;
&lt;br /&gt;
While there are many places to put files on the web, we ask that you use one of the two below. Both are free. This helps us cut down on the number of tools that our staff has to learn and makes it easier for us to help people when there&#039;s trouble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://drive.google.com/ Google Drive] (recommended)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Google account. This should take you to the top-level folder of your Google drive.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt; button at the top left and selecting &amp;lt;code&amp;gt;Folder&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; Right-click on your folder and select &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt;. This should bring up a dialog box. Click the &amp;lt;code&amp;gt;Get Shareable Link&amp;lt;/code&amp;gt; button in the upper right-hand corner. Copy this URL for later. If you lose it, you can always find it again by right-clicking the folder and selecting &amp;lt;code&amp;gt;Share&amp;lt;/code&amp;gt; again.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Double-click on your folder to open it. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, right-click anywhere in the empty space in the middle (where it says &amp;lt;code&amp;gt;Drop files here&amp;lt;/code&amp;gt;) and select &amp;lt;code&amp;gt;Upload Files&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.dropbox.com/ Dropbox]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Log in:&#039;&#039; Sign up or log in with your Dropbox account. This should take you to your Home page. Click on the &amp;lt;code&amp;gt;Files&amp;lt;/code&amp;gt; link at the top left to navigate to your top-level folder.&lt;br /&gt;
*&#039;&#039;Create a folder:&#039;&#039; Create a new folder for this character by clicking on the &amp;lt;code&amp;gt;New Folder&amp;lt;/code&amp;gt; button at the top right (&#039;&#039;not&#039;&#039; &amp;lt;code&amp;gt;New Shared Folder&amp;lt;/code&amp;gt;). Choose a name and leave &amp;lt;code&amp;gt;Only you&amp;lt;/code&amp;gt; selected for now. Pressing &amp;lt;code&amp;gt;Create&amp;lt;/code&amp;gt; will automatically open your new folder.&lt;br /&gt;
*&#039;&#039;Share your folder:&#039;&#039; While in your character folder, click the &amp;lt;code&amp;gt;Share Folder&amp;lt;/code&amp;gt; button at the top left. This will pop up a dialog box. Ignore the &amp;lt;code&amp;gt;To:&amp;lt;/code&amp;gt; field and just click the &amp;lt;code&amp;gt;Create link&amp;lt;/code&amp;gt; button at the bottom right. Your folder is now shared. Click the &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt; button (again at the bottom right. Save this URL for later. If you lose it, you can always find it again by clicking the &amp;lt;code&amp;gt;Share folder&amp;lt;/code&amp;gt; button again and pressing &amp;lt;code&amp;gt;Copy Link&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&#039;&#039;Upload your files:&#039;&#039; Open your folder. To upload a file, you should be able to simply drag a file from your computer onto the browser window. If this does not work for you, click the &amp;lt;code&amp;gt;Upload files&amp;lt;/code&amp;gt; button on the right-hand side of the page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which files do I upload?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We need two files: your character file and the PDF you exported in [[#Step_3:_Export_a_PDF|Step 3]]. The character file you&#039;re looking for has a &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; extension. If you can&#039;t find it or forgot where you saved it, open your character in Chummer and click &amp;lt;code&amp;gt;Save As&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; menu.  This will usually show the current location where your character was saved.&lt;br /&gt;
&lt;br /&gt;
Please upload &#039;&#039;both&#039;&#039; these two files to your cloud folder.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Create a wiki page==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven&#039;s wiki is the primary mechanism for exchanging information on the characters who populate our living world. It gives GMs a sense of who they are running with and players a closer connection to their fellow runners. It represents an important part of what ShadowHaven is.&lt;br /&gt;
&lt;br /&gt;
As a result, all PCs on the Haven must have a wiki page. We ask that you try to follow the [[Template:Player_Character|Player Character Template]] so that it&#039;s easier for members of the community to find what they&#039;re looking for when reading many different characters&#039; pages. It&#039;s alright if you don&#039;t have everything filled out right away. Your wiki page can grow as your character develops.&lt;br /&gt;
&lt;br /&gt;
To create your character&#039;s page, we recommend following this helpful guide written up by our community members: [[ShadowHaven_Reloaded:PC Page Creation Guide]].&lt;br /&gt;
&lt;br /&gt;
=Pre-Review Checklist=&lt;br /&gt;
&lt;br /&gt;
Before you can actually sign up for a game, you&#039;ll need to get your character reviewed and approved by a member of the chargen staff. Please remember that these folks are human beings and volunteers. They are doing this to help the community, so please be polite and patient. If you want the review process to go more quickly, the best thing to do is ensure that you&#039;ve done your part in getting the character ready. The most common reason for delay in a review is that one or more resources (usually a wiki page, a character file, or a PDF) isn&#039;t available to the person reviewing. This checklist should help you avoid those delays.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eeeeee;&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a character in Chummer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character is NOT in career mode&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least 10-12 dice in their main skill before modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|Chummer&#039;s error checker shows 0 issues&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve exported a PDF of my character sheet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have a wiki account&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I&#039;ve created a wiki page for my character&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My character has at least a minimal background on their wiki page&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|I have uploaded &#039;&#039;both&#039;&#039; my character sheet (&amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; file) and a PDF to a cloud storage service&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is shared. (To test it yourself, try opening it an incognito-mode browser window.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My cloud folder is linked from my character&#039;s wiki page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#x2705;&lt;br /&gt;
|My reddit username is on my character&#039;s wiki page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All set? Let&#039;s put your character up for review.&lt;br /&gt;
&lt;br /&gt;
=Running the Shadows=&lt;br /&gt;
&lt;br /&gt;
==Step 7: Character review==&lt;br /&gt;
&lt;br /&gt;
ShadowHaven requires that every character be approved by a member of our chargen staff. This serves two purposes. First, it guarantees GMs and other players that the characters they meet and interact with on a table are all playing by the same rules. Broken or invalid characters means problems for everyone. Second, it gives players a second pair of eyes on their characters. This can be useful for new and old players alike. Nobody likes being surprised by an accidental oversight in their character or a misunderstood mechanic, and character reviews catch most of these before they bite back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Posting a review thread===&lt;br /&gt;
&lt;br /&gt;
To submit a character for review, you&#039;ll need to create a post on the ShadowHaven Character Generation subreddit here: [https://www.reddit.com/r/ShadowHavenCharGen/ ShadowHavenCharGen].&lt;br /&gt;
&lt;br /&gt;
In the title, you &#039;&#039;&#039;must&#039;&#039;&#039; include the following info clearly: Runner name and Archetype. The order doesn&#039;t matter, but those must be in the title. &lt;br /&gt;
&lt;br /&gt;
{{Roundbox|&amp;lt;center&amp;gt;If this is your first character, it is helpful to add &amp;quot;First Character&amp;quot; to the title somewhere, so we know to prioritize you.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
====Old Reddit====&lt;br /&gt;
If you are using the old reddit style, you will see a button on the righthand sidebar that says &amp;lt;code&amp;gt;Post your characters wiki here&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To Old Reddit.png|Button to post your character on Reddit&#039;s old layout.&lt;br /&gt;
Old Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====New Reddit====&lt;br /&gt;
 &lt;br /&gt;
If you are using the new reddit style, the button will instead say &amp;lt;code&amp;gt;Create Post&amp;lt;/code&amp;gt;. Make sure you click the tab that says &amp;quot;link&amp;quot; to the right of &amp;quot;Post&amp;quot; and &amp;quot;Image&amp;quot;. Copy your character&#039;s wiki page URL into the URL box. The title of the post should be the character name followed by a short description of the archetype. Click submit!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Post To New Reddit.PNG|Button to post your character on Reddit&#039;s new (default) layout.&lt;br /&gt;
New Reddit Make Chargen Post.png|Posting a link to the character&#039;s wiki page and tagging accordingly&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
After your post goes up, a chargen staff member will volunteer to review it. The status flair on the subreddit will usually be changed from &amp;lt;code&amp;gt;Pending&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Claimed&amp;lt;/code&amp;gt;, indicated that there&#039;s a volunteer working on it.&lt;br /&gt;
&lt;br /&gt;
===Handling your review===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please be patient.&#039;&#039; We all know the anticipation and excitement that comes while waiting for a character to be approved for play. You want to get out there and run the shadows, and we want you there. But remember that chargen volunteers are real people with their own lives. If you want your character approved faster, the best thing you can do is respond promptly to questions asked on your character review post and correct illegalities on your sheet when asked. Remember that this is a two-way street, too. If you have questions, concerns, or just want to try to improve your character further, it&#039;s okay to ask your reviewer for help.&lt;br /&gt;
&lt;br /&gt;
The chargen volunteer conducting your character review may ask you to make changes to correct illegalities on your sheet. These must be corrected before your character will be approved. If you have concerns about the impact of them on your character, talk to your reviewer. Often times they can help you fix them in a way that suits your goals.&lt;br /&gt;
&lt;br /&gt;
You may also be given recommendation on how to make your character better. You are not required to make these changes, but our chargen staff is here to help you. Generally, they are trying to help make your character play well on a table. Again, if you have questions or feel that a recommendation isn&#039;t quite right for your character, talk to them. There&#039;s usually a variety of ways to make something better.&lt;br /&gt;
&lt;br /&gt;
===Approval for play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your character is not approved for play until your reviewer says so.&#039;&#039; This is important. If you submit the character, receive a review, and make changes, you still need to let your chargen staff member approve it. This is to make sure, for instance, that one illegality isn&#039;t traded for another. A second look at a sheet usually takes &#039;&#039;far&#039;&#039; less time than the first, as most of the ground has been covered and the reviewer is already familiar with the character. It isn&#039;t unusual to go back and forth several times to refine a character.&lt;br /&gt;
&lt;br /&gt;
After you and your reviewer are both satisfied with your character, they will approve your character for play. They will help you roll for starting nuyen either through the reddit bot or the discord bot. (It must be rolled using one of these two publicly-visible methods.)&lt;br /&gt;
&lt;br /&gt;
==Step 8: Track your progess==&lt;br /&gt;
&lt;br /&gt;
Congratulations! Your character is ready to go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move to career mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chummer supports two different modes for characters. The first is character generation mode, which you&#039;ve already used. The second is career mode, which lets you track your character&#039;s growth as they run the shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may want to save a copy of the character sheet that was approved for play. Sometimes this comes in handy later, especially if you decide that you want to resubmit the character.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To enable career mode, open your character sheet and click on the &amp;lt;code&amp;gt;Character Info&amp;lt;/code&amp;gt; tab. In the upper right-hand corner, check the box labeled &amp;lt;code&amp;gt;Mark character as Created&amp;lt;/code&amp;gt;. Save your character. You should see a dialog box pop up asking you to enter the results of your starting nuyen roll. Enter the sum of the dice that you and your chargen minion rolled in Step 7. If you are confused or did not roll your starting nuyen, talk to your chargen minion or any of the chargen staff. They&#039;ll help you out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upload your new sheets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s useful to keep your sheet available and up to date. As you make changes in career mode, adding rewards from runs or purchases your character makes, repeat [[#Step_5|Step 5]] to re-upload the PDF and or &amp;lt;code&amp;gt;.chum5&amp;lt;/code&amp;gt; files (skipping the step about creating a new folder&amp;amp;mdash;you can reuse your current one).&lt;br /&gt;
&lt;br /&gt;
==Step 9: Apply to a game==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Roll20 account&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many GMs use the virtual tabletop site Roll 20 to run their games. Ultimately, whether a game uses it or not is up to the GM, but if you apply to a game that uses it, you should either have an account before the game starts or let the GM know that you are unable to use it. Some GMs may choose to make special arrangements so that you can play, but they are by no means required to do so.&lt;br /&gt;
&lt;br /&gt;
To make an account, visit [https://app.roll20.net/sessions/new This Page] and click on &amp;lt;code&amp;gt;Create an Account&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applying to Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the in-character world, shadowrunners are hired hands who make their living by completing quasi-legal jobs. ShadowHaven is an loosely-knit organization of like-minded runners who have banded together to take on jobs they might not otherwise get. These jobs are collected and tracked on the ShadowHaven host. In the out-of-character world, this job board is represented by the ShadowHaven subreddit:&lt;br /&gt;
&lt;br /&gt;
*[https://www.reddit.com/r/ShadowHaven/ The ShadowHaven Job Board]&lt;br /&gt;
&lt;br /&gt;
When a runner sees a job they want, they offer their name up. The person or organization offering the job selects a team of runners they feel suit the job&#039;s requirements and invite them for a meet. Out of character, this all plays out on the ShadowHaven subreddit. When you see an open job (flaired with a green &amp;lt;code&amp;gt;Job - Open&amp;lt;/code&amp;gt; tag) that you like and fits your schedule, you sign your character up by responding to the thread. Normally, a GM may ask for information about your character or your character&#039;s response when they post the job. When you sign-up for a run, please read the job carefully and make sure to respond to the GM&#039;s requests.&lt;br /&gt;
&lt;br /&gt;
At some point before the run starts (some GMs prefer lots of lead-time, others less), the GM will select a team from the runners that signed up and respond to them on the job post, letting them know they have been chosen for the run. Sometimes you get picked, sometimes you don&#039;t. This is normal. Not everyone can go on a run, and ultimately it&#039;s the GM&#039;s call on who should go. There&#039;s plenty of work in the shadows, chummer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-flight Checks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re part of the team chosen for a run, great! Before you step into the shadows, there&#039;s a couple of things you can do as a courtesy to the GM and your fellow players:&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re in Discord on time. This is common table etiquette. If you are just waking up, make sure you have an alarm. Don&#039;t be &#039;&#039;that guy&#039;&#039;. Nobody likes that guy.&lt;br /&gt;
&lt;br /&gt;
*If an emergency comes up that will make you late or miss the game, do try to let either the GM or another player know. The best way is with a ping in discord in the &amp;lt;code&amp;gt;#game-chat&amp;lt;/code&amp;gt; channel. There are always times where real life takes you by surprise. If a player on your table doesn&#039;t show for a run, be understanding&amp;amp;mdash;the next time it might be you. We&#039;re all in this together.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have whatever notepads or resources you want ready before the game starts. If you want to contribute to an After-Action Report (a recap of the job to share the story with other players), take notes!&lt;br /&gt;
&lt;br /&gt;
*Finally, when you get in to the discord channel, it can&#039;t hurt to make sure your microphone is ready and working. Say hi and check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying in and outside games&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your character is approved, you may participate in any of the in-character chat rooms on discord. Roleplaying is also usually encouraged during runs.&lt;br /&gt;
&lt;br /&gt;
ShadowHaven is built around trust and a common goal of having fun with the game. Please read up our [[Community Expectations]] and [[RP_Rules|Roleplaying Rules]] and follow them to the best of your ability to ensure an enjoyable experience for you and your fellow runners. If something goes horribly wrong, let someone know. You can talk to any one of the Moderation staff on Discord or submit a [https://docs.google.com/forms/d/e/1FAIpQLSfCFyJ3BEUTOSKXQHYinH3hSQbbkiUfYR0vLfRMs8wom5xZoA/viewform Community Integrity Feedback form].&lt;br /&gt;
&lt;br /&gt;
You&#039;re part of this community now. Let&#039;s have some fun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116640</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116640"/>
		<updated>2023-11-28T18:24:52Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* In Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot; (read: spirits, especially bound ones), but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn. See the section on [https://shreloaded.net/wiki/Gumshoe#Magical_Skills magical skills] for a full primer on magic, another section dealing with [https://shreloaded.net/wiki/Gumshoe#Knowledge_Skills_&amp;amp;_Matrix legwork], with [https://shreloaded.net/wiki/Gumshoe#Stealth_(Physical_and_Social) stealth], [https://shreloaded.net/wiki/Gumshoe#Perception_&amp;amp;_Outdoors detective skills], [https://shreloaded.net/wiki/Gumshoe#First_Aid first aid], [https://shreloaded.net/wiki/Gumshoe#Gear gear] and [https://shreloaded.net/wiki/Gumshoe#Combat_Options combat options] explained as well. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building?&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116639</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116639"/>
		<updated>2023-11-28T18:19:20Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn. See the section on magical skills for a full primer on magic, the next section dealing with legwork. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building?&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116638</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116638"/>
		<updated>2023-11-28T18:15:47Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Magical Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
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But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
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===Organizations===&lt;br /&gt;
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===Allies===&lt;br /&gt;
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===Enemies===&lt;br /&gt;
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==Media Mentions==&lt;br /&gt;
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==ShadowGrid Profile Comments==&lt;br /&gt;
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==Affiliations==&lt;br /&gt;
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===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
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{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn. See the section on magical skills for a full primer on magic, the next section dealing with legwork. &lt;br /&gt;
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===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
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In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
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The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
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*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
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Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
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Importantly, force effects leave [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
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====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
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====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
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====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
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=====Combat=====&lt;br /&gt;
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Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building?&lt;br /&gt;
&lt;br /&gt;
==Object Resistance Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116637</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116637"/>
		<updated>2023-11-28T18:15:05Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* In Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
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==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn. See the section on magical skills for a full primer on magic, the next section dealing with legwork. &lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [[https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures]] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building?&lt;br /&gt;
&lt;br /&gt;
==Object Resistance Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Flight_Club&amp;diff=116618</id>
		<title>Flight Club</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Flight_Club&amp;diff=116618"/>
		<updated>2023-11-27T22:02:21Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Description */&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=Skydiving &amp;amp; Flight Instruction &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:Biplane.jpg|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=Charlotte Lindburgh &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=Richard_Villiers&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. --&amp;gt;&lt;br /&gt;
|Metroplex=Seattle&lt;br /&gt;
|Neighborhood=Puyallup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=2&lt;br /&gt;
|Noise=2&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=Ancients&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flight Club is a full spectrum skydiving business located at Thun Field in Puyallup, UCAS. It was originally founded by William Lindburgh, an Ancients affiliate, and focused on general aviation [id est smuggling] and sport parachuting. After her father was assassinated in 2080, Charlotte took over the business. Fueled by capital investments from the gang and venture capitalist [[Carleton Moreau]], Charlotte dramatically changed the business model with a new focus on Matrix-based expeiences and new wind tunnels. Although drone rental &amp;amp; leasing is not yet a major source of revenue, it is a pet project of Charlotte, a skilled and experienced rigger in her own right.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
The first rule of Flight Club is to always talk about Flight Club - sharing the dream of flight in a group setting with expert coaching from our uFLY Instructors is what Flight Club is all about!&lt;br /&gt;
&lt;br /&gt;
At Flight Club, we&#039;re proud to empower people to soar beyond their own expectations. We believe that regardless of physical or cognitive characteristics, everyone should be given the opportunity to spread their wings. Anyone who comes to fly at Flight Club will be afforded proper accommodations based on specific desires. In addition to traditional sport parachuting, Flight Club offers indoor wind tunnel jumping and full simsense experiences in our sculpted host.&lt;br /&gt;
&lt;br /&gt;
Personal Coaching with a world-class uFLY instructor is the fastest to improve your flying skills and the most rewarding way to learn. All of the uFLY Coaches are ISDA Certified for their flight skills and coaching level.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Pierce County Airport - [[Thun Field]] 16915 103rd Ave Ct E, Puyallup, UCAS. Conveniently adjacent to the Wolf&#039;s Wings Bar and the air terminal.&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
Enjoy the thrill of flight without leaving home with our patented Good-as-Life simsense diving experiences! A simple direct neural connection and you can enjoy our state-of-the-art sculpted host. On the Matrix, you can skydive anywhere on Earth... or Saturn!&lt;br /&gt;
&lt;br /&gt;
[[File:Matrix_diving.jpg|200 px]]&lt;br /&gt;
&lt;br /&gt;
An Epic Indoor Experience - Come defy the law of gravity at Flight Club. Solo, with a group, with your family or friends, enjoy indoor skydiving in a safe environment. It&#039;s an opportunity to experience the sensation of free-fall. Imagine a 14-foot cylindrical diameter vertical tube that is 45 feet tall in which the airstream is passing at a speed of 175 km per hour. Once inside the wind tunnel, you will have a real sense of what skydivers experience during the free-fall portion of their jump, which is generally done from 13,500 to 3,500 feet of altitude at a speed of 200 km per hour. All of that in a safe and secure environment.&lt;br /&gt;
&lt;br /&gt;
[[File:Wind_tunnel.jpg|200 px]]&lt;br /&gt;
&lt;br /&gt;
Flight Club offers sport parachuting, flight training, and aircraft rental out of our facilities here at Thun Field. Pierce County Airport covers an area of 200 acres (81 ha) at an elevation of 538 feet (164 m) above mean sea level. It has one asphalt runway: 17/35 is 3,651 by 60 feet (1,114 x 18 m) with runway edge lights and PAPIs on both ends. Flight Club operates a fleet of 2 single-engine aircraft, 12 multi-engine aircraft and 1 helicopter. In addition 10 drones are available for flight training.&lt;br /&gt;
&lt;br /&gt;
[[File:Skydive_1.jpg|200 px]]&lt;br /&gt;
&lt;br /&gt;
There are many advantages to booking a charter flight, such as being able to fly on your own schedule, not having to wait in line, fly into airports that may be much closer to your actual destination, and more!  When you consider the time and expense associated with waiting for a flight, car rentals, hotel and dining expense just so you can meet the airline schedule, booking a charter flight might make more sense.&lt;br /&gt;
&lt;br /&gt;
===Equipment Inventory===&lt;br /&gt;
Artemis Industries Nightwing (Fixed-Wing Aircraft) X2.&lt;br /&gt;
Cessna C750 (Fixed-Wing Aircraft) X10.&lt;br /&gt;
Renault-Fiat Fokker Tundra-9 (Amphibious Fixed-Wing Jet Aircraft).&lt;br /&gt;
Fed-Boeing PBY-70 Catalina II (Amphibious Fixed-Wing Aircraft). &lt;br /&gt;
Hughes Stallion WK-4 (Rotorcraft).&lt;br /&gt;
&lt;br /&gt;
Horizon Flying Eye (Mini Drone).&lt;br /&gt;
MCT Fly-Spy (MINI DRONE)(Mini Drone).&lt;br /&gt;
Cyberspace Designs Dragonfly (Mini Drone).&lt;br /&gt;
Horizon CU^3 (Mini Drone).&lt;br /&gt;
Cyberspace Designs Wolfhound (Small Drone).&lt;br /&gt;
Horizon Mini-Zep (Small Drone).&lt;br /&gt;
Federated-Boeing Kull (Medium Drone).&lt;br /&gt;
MCT-Nissan Roto-Drone (Medium Drone).&lt;br /&gt;
Aeroquip Dustoff (Large Drone).&lt;br /&gt;
GTS Tower (Large Drone).&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
&lt;br /&gt;
===Notable Associates===&lt;br /&gt;
[[Charlotte Lindburgh]]&lt;br /&gt;
&lt;br /&gt;
[[Carleton Moreau]]&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=16915 103rd Ave Ct E, Puyallup, UCAS.&lt;br /&gt;
|MidResult=Full spectrum skydiving, Flight Training, Aircraft Maintanence and Leasing.&lt;br /&gt;
|HighResult=Aircraft routinely leased to the Ancients for smuggling. Complete flight &amp;amp; maintenance records on the host.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Area Knowledge:Seattle Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult= Pierce County Airport - Thun Field (PLU) 16915 103rd Ave Ct E, Puyallup, UCAS.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= Flight Club&#039;s biggest revenue source is Matrix diving&lt;br /&gt;
|HighThreshold=6&lt;br /&gt;
|HighResult= Charlotte Lindburgh is rumored to have dealings with the Ancients. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Flight_Club&amp;diff=116617</id>
		<title>Flight Club</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Flight_Club&amp;diff=116617"/>
		<updated>2023-11-27T21:59:08Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &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=Skydiving &amp;amp; Flight Instruction &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:Biplane.jpg|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=Charlotte Lindburgh &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=Richard_Villiers&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. --&amp;gt;&lt;br /&gt;
|Metroplex=Seattle&lt;br /&gt;
|Neighborhood=Puyallup&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=2&lt;br /&gt;
|Noise=2&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=Ancients&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flight Club is a full spectrum skydiving business located at Thun Field in Puyallup, UCAS. It was originally founded by William Lindburgh, an Ancients affiliate, and focused on general aviation [id est smuggling] and sport parachuting. After her father was assassinated in 2080, Charlotte took over the business. Fueled by capital investments from the gang and venture capitalist [[Carleton Moreau]], Charlotte dramatically changed the business model with a new focus on Matrix-based expeiences and new wind tunnels. Although drone rental &amp;amp; leasing is not yet a major source of revenue it is a pet project of Charlotte, a skilled and experienced rigger in her own right.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
The first rule of Flight Club is to always talk about Flight Club - sharing the dream of flight in a group setting with expert coaching from our uFLY Instructors is what Flight Club is all about!&lt;br /&gt;
&lt;br /&gt;
At Flight Club, we&#039;re proud to empower people to soar beyond their own expectations. We believe that regardless of physical or cognitive characteristics, everyone should be given the opportunity to spread their wings. Anyone who comes to fly at Flight Club will be afforded proper accommodations based on specific desires. In addition to traditional sport parachuting, Flight Club offers indoor wind tunnel jumping and full simsense experiences in our sculpted host.&lt;br /&gt;
&lt;br /&gt;
Personal Coaching with a world-class uFLY instructor is the fastest to improve your flying skills and the most rewarding way to learn. All of the uFLY Coaches are ISDA Certified for their flight skills and coaching level.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Pierce County Airport - [[Thun Field]] 16915 103rd Ave Ct E, Puyallup, UCAS. Conveniently adjacent to the Wolf&#039;s Wings Bar and the air terminal.&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
Enjoy the thrill of flight without leaving home with our patented Good-as-Life simsense diving experiences! A simple direct neural connection and you can enjoy our state-of-the-art sculpted host. On the Matrix, you can skydive anywhere on Earth... or Saturn!&lt;br /&gt;
&lt;br /&gt;
[[File:Matrix_diving.jpg|200 px]]&lt;br /&gt;
&lt;br /&gt;
An Epic Indoor Experience - Come defy the law of gravity at Flight Club. Solo, with a group, with your family or friends, enjoy indoor skydiving in a safe environment. It&#039;s an opportunity to experience the sensation of free-fall. Imagine a 14-foot cylindrical diameter vertical tube that is 45 feet tall in which the airstream is passing at a speed of 175 km per hour. Once inside the wind tunnel, you will have a real sense of what skydivers experience during the free-fall portion of their jump, which is generally done from 13,500 to 3,500 feet of altitude at a speed of 200 km per hour. All of that in a safe and secure environment.&lt;br /&gt;
&lt;br /&gt;
[[File:Wind_tunnel.jpg|200 px]]&lt;br /&gt;
&lt;br /&gt;
Flight Club offers sport parachuting, flight training, and aircraft rental out of our facilities here at Thun Field. Pierce County Airport covers an area of 200 acres (81 ha) at an elevation of 538 feet (164 m) above mean sea level. It has one asphalt runway: 17/35 is 3,651 by 60 feet (1,114 x 18 m) with runway edge lights and PAPIs on both ends. Flight Club operates a fleet of 2 single-engine aircraft, 12 multi-engine aircraft and 1 helicopter. In addition 10 drones are available for flight training.&lt;br /&gt;
&lt;br /&gt;
[[File:Skydive_1.jpg|200 px]]&lt;br /&gt;
&lt;br /&gt;
There are many advantages to booking a charter flight, such as being able to fly on your own schedule, not having to wait in line, fly into airports that may be much closer to your actual destination, and more!  When you consider the time and expense associated with waiting for a flight, car rentals, hotel and dining expense just so you can meet the airline schedule, booking a charter flight might make more sense.&lt;br /&gt;
&lt;br /&gt;
===Equipment Inventory===&lt;br /&gt;
Artemis Industries Nightwing (Fixed-Wing Aircraft) X2.&lt;br /&gt;
Cessna C750 (Fixed-Wing Aircraft) X10.&lt;br /&gt;
Renault-Fiat Fokker Tundra-9 (Amphibious Fixed-Wing Jet Aircraft).&lt;br /&gt;
Fed-Boeing PBY-70 Catalina II (Amphibious Fixed-Wing Aircraft). &lt;br /&gt;
Hughes Stallion WK-4 (Rotorcraft).&lt;br /&gt;
&lt;br /&gt;
Horizon Flying Eye (Mini Drone).&lt;br /&gt;
MCT Fly-Spy (MINI DRONE)(Mini Drone).&lt;br /&gt;
Cyberspace Designs Dragonfly (Mini Drone).&lt;br /&gt;
Horizon CU^3 (Mini Drone).&lt;br /&gt;
Cyberspace Designs Wolfhound (Small Drone).&lt;br /&gt;
Horizon Mini-Zep (Small Drone).&lt;br /&gt;
Federated-Boeing Kull (Medium Drone).&lt;br /&gt;
MCT-Nissan Roto-Drone (Medium Drone).&lt;br /&gt;
Aeroquip Dustoff (Large Drone).&lt;br /&gt;
GTS Tower (Large Drone).&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
&lt;br /&gt;
===Notable Associates===&lt;br /&gt;
[[Charlotte Lindburgh]]&lt;br /&gt;
&lt;br /&gt;
[[Carleton Moreau]]&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=16915 103rd Ave Ct E, Puyallup, UCAS.&lt;br /&gt;
|MidResult=Full spectrum skydiving, Flight Training, Aircraft Maintanence and Leasing.&lt;br /&gt;
|HighResult=Aircraft routinely leased to the Ancients for smuggling. Complete flight &amp;amp; maintenance records on the host.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Area Knowledge:Seattle Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult= Pierce County Airport - Thun Field (PLU) 16915 103rd Ave Ct E, Puyallup, UCAS.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= Flight Club&#039;s biggest revenue source is Matrix diving&lt;br /&gt;
|HighThreshold=6&lt;br /&gt;
|HighResult= Charlotte Lindburgh is rumored to have dealings with the Ancients. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Charlotte_Lindburgh&amp;diff=116616</id>
		<title>Charlotte Lindburgh</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Charlotte_Lindburgh&amp;diff=116616"/>
		<updated>2023-11-27T21:51:55Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContactInfobox|&lt;br /&gt;
&amp;lt;!-- Below, you can upload your own image for your contact. Replace Placeholder2.jpg with the name of the image you&#039;d like to use. After you create the page, click on the red link to upload the image. --&amp;gt;&lt;br /&gt;
|Image=[[File:Charlotte_Lindburgh.jpg|200px]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the &amp;quot;official job&amp;quot; of the contact. It is a good way to describe their skills and what sets them apart from all of the other contacts of the same Archetype. --&amp;gt;&lt;br /&gt;
|Profession= Flight Club owner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can write a short description on the below lines if you want. --&amp;gt;&lt;br /&gt;
|Shortblurb1=Managing partner of [[Flight Club]] LLC&lt;br /&gt;
|Shortblurb2=Aircraft &amp;amp; drone rigger&lt;br /&gt;
|Shortblurb3=A good person to know even though she is busy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|OwnersRedditName=Richard_Villiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your discord name so people can find you on the server. --&amp;gt;&lt;br /&gt;
|OwnersDiscordName=Villiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is the connection rating for your contact. Remember that at chargen, your connection+loyalty can not exceed 7, raising contacts above connection 6 post-gen requires thematics approval. --&amp;gt;&lt;br /&gt;
|Connection=4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is where you define the Archetype. Default Archetypes are:  Fixer, Service, Gear, Legwork, Networking, Generalist. Custom Archetypes may be defined as denoted on the contact rules page. --&amp;gt;&lt;br /&gt;
|Archetype=Gear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- You can fill out miscellaneous info about your contact below. If it does not apply, leave the field blank. --&amp;gt;&lt;br /&gt;
|Location=Thun Field, Puyallup&lt;br /&gt;
|Metatype=Human&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Female&lt;br /&gt;
|PreferredPayment=Nuyen&lt;br /&gt;
|HobbiesOrVice=Flying&lt;br /&gt;
|PersonalLife=Single&lt;br /&gt;
|Faction=Cutters&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use of the age template is optional. It can be replaced with vague terms such as &amp;quot;middle aged&amp;quot; if you prefer. Or you may enter a number for the month, day, and year and the wiki will calculate and update their age automatically as time passes. --&amp;gt;&lt;br /&gt;
|Age={{Age|&lt;br /&gt;
|Month=03&lt;br /&gt;
|Day=15&lt;br /&gt;
|Year=2051&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Charlotte Lindburgh is an experienced rigger turned entrepreneur. She is obsessively focused on flying and is dismissive of vehicles, drones, and riggers that don&#039;t fly. Her father did business with the Ancients. She is well-connected and hers fundamentally depends on them, but as a human, she is not a member. She will not do anything to jeopardize her relationship with the gang.&lt;br /&gt;
&lt;br /&gt;
==Aspects Description==&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. --&amp;gt;&lt;br /&gt;
{{AspectTable|&lt;br /&gt;
&amp;lt;!-- Do not remove the above code. It&#039;s super important. You can add new aspects below using the PositiveAspect and NegativeAspect template you see below. To add additional aspects, simply copy/paste one of the blocks below and update it with the name of the aspect, and a short description.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
{{NegativeAspect|&lt;br /&gt;
|Aspect=Hard to Reach&lt;br /&gt;
|Description=Charlotte is a busy entrepreneur. Between 8 AM and 8 PM, make an Availability Test for Charlotte with Connection +3.&lt;br /&gt;
|HasThematicsApproval=Yes&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a negative aspect. If you do not wish for your character to have negative aspects, you may delete it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=No Landlubbers Here&lt;br /&gt;
|Description=+2 to tests involving vehicles &amp;amp; drones using Pilot Aircraft.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Building a Better Tomorrow&lt;br /&gt;
|Description=+2 to tests for acquiring aircraft &amp;amp; drone modifications &amp;amp; upgrades.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Close Air Supports&lt;br /&gt;
|Description=+2 to tests for acquiring/installing aircraft &amp;amp; drone weapons.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Building a Better Rigger&lt;br /&gt;
|Description=+2 to tests for acquiring rigger ware.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Knows &amp;quot;Logistics Specialists&amp;quot;&lt;br /&gt;
|Description=+2 Networking tests with smugglers.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below is an example of a positive aspect. You may duplicate this as many times as necessary. You&#039;re allowed a number of positive aspects equal to you connection of the contact +1. You may also gain +1 additional positive aspect for each Negative Aspect you use.--&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Holds a Grudge&lt;br /&gt;
|Description=Charlotte believes that the Cutters killed her father because of his good business relationship with the Ancients. +2 to tests that may harm the gang [GM fiat].&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Above is an example of a positive aspect. You may duplicate this as many times as necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not remove the below text. It&#039;s super important for the Aspect table. All aspects should be listed above this line. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Do not remove the above text. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dicepools==&lt;br /&gt;
{{ContactDicepools}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with dicepools based on the Archetype and the connection. If it comes up as a broken red link, don&#039;t panic and ask @wiki for help on the discord.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
===Player Characters with this Contact===&lt;br /&gt;
{{ContactPlayerConnections}}&lt;br /&gt;
&amp;lt;!-- You do not need to mess with this. This template should automatically generate a table with everyone who has the contact on their wiki page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NPC who know this contact===&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Thun_Field&amp;diff=116615</id>
		<title>Thun Field</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Thun_Field&amp;diff=116615"/>
		<updated>2023-11-27T21:45:48Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox|&lt;br /&gt;
|Archetype=Airport&lt;br /&gt;
|Image=[[File:Thun_Field.JPG|Px]]&lt;br /&gt;
|ICowner=Ancients&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=Civilian Airfield&lt;br /&gt;
|Shortblurb2=Smuggler&#039;s Airport&lt;br /&gt;
|Shortblurb3=Skydiving School&lt;br /&gt;
|Shortblurb4=&lt;br /&gt;
|CreatorsRedditName=Elleelleellehawg&lt;br /&gt;
|Metroplex=Seattle&lt;br /&gt;
|Neighborhood=Puyallup&lt;br /&gt;
|BackgroundCount=2&lt;br /&gt;
|Noise=1&lt;br /&gt;
|Faction=Seattle Government &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Thun Field is a small airport located in Puyallup. The Ancients are currently in control of it, using it as a place to ferry goods in and out of the city while charging the couple of businesses that operate out of the airfield a protection fee.&lt;br /&gt;
&lt;br /&gt;
On the grounds are a flight school, the Wolf&#039;s Wings bar, and a small &amp;quot;terminal&amp;quot; where the gangers regularly hang out.&lt;br /&gt;
&lt;br /&gt;
The runway, measuring 3,650 feet long by 60 feet wide, is capable of handling all general aviation aircraft, from light sport to small business jets. This runway runs North to South, which complicates landings with crosswind on approaches most days. Bad days for smoke and ash from further south in Puyallup can cause IFR (Instrument Flight Rule) landings to be an awkward necessity.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
The little terminal is distinctly styled like a 70&#039;s airport - complete with bad soykaf, pleather seats, and tacky decor.&lt;br /&gt;
&lt;br /&gt;
The Wolf&#039;s Wings bar, operated on the premises, is run by an aging man with a bad attitude and a bat under the counter for any unruly guests. Not much of a threat unless one eyes his bulging muscles and correctly identifies the bioware that makes him able to go toe-to-toe with any decent street sam - this guy&#039;s part of the security against people messing around with the airfield.&lt;br /&gt;
&lt;br /&gt;
Due to years of airfield use polluting the ground, the Background Count for the area hovers around 2, though it can rise depending on the prevailing winds as pollution from other parts of Puyallup.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Once in the past, this field was operated by the municipal government of Puyallup. As corporate influence and the metroplex grew, the airfield was allowed to slip into disrepair - but the area remained fairly clear. Far enough north of the lava fields, far enough out from anything else that there was no need for the space. A flat field in an isolated area that&#039;s poorly patrolled would always be a target for smugglers - the semi-intact runway was just icing on the cake.&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=A small airfield on the southern side of city, owned by some private firm and renting out space to a bar, a parajumping school, and a flight school.&lt;br /&gt;
|MidResult=A decently detailed search quickly picks up on members of the Ancients showing up at the field regularly. It&#039;s not a large leap of the imagination to realize that this is likely one of their fronts.&lt;br /&gt;
|HighResult=In smuggler circles, the exact prices for paying to use the strip are well known. Less well known is that there are a couple of expensive underground hangers, which can be rented from the Ancients for use hiding hot vehicles, whether those fly on wings or cruise on tires.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Area Knowledge:Seattle Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=A small airfield on the southern side of city in Puyallup. The parajumping school and piloting school here are both known to be quite affordable.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=The Ancients are known to patrol the area - both to keep it safe from other gangs hitting up the local businesses, and also to keep whatever operations they have going on here quiet.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Smugglers operate out of this airport regularly. Not all of them are owned by the Ancients, but almost all of them are on the payroll to tip off the Cutters to whatever&#039;s going through.&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116323</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116323"/>
		<updated>2023-11-23T15:58:10Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier, Hot Potato.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
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Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
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Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
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Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
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It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
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Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
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But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
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No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
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This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
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Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
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==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
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* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
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* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
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* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&lt;br /&gt;
&lt;br /&gt;
=In Character-Information=&lt;br /&gt;
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==Symbols and Signatures==&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
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===Organizations===&lt;br /&gt;
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===Allies===&lt;br /&gt;
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===Enemies===&lt;br /&gt;
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==Media Mentions==&lt;br /&gt;
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==ShadowGrid Profile Comments==&lt;br /&gt;
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==Affiliations==&lt;br /&gt;
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===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
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{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
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===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
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Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
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In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
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===Magical Skills===&lt;br /&gt;
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Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn.&lt;br /&gt;
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Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
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Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
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Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
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The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
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*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
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Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
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Importantly, force effects leave [[https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures]] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
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====Assensing====&lt;br /&gt;
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Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
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Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
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====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
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====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
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=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building? &lt;br /&gt;
&lt;br /&gt;
==Object Resistance Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Template:Player_Character&amp;diff=116209</id>
		<title>Template:Player Character</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Template:Player_Character&amp;diff=116209"/>
		<updated>2023-11-21T23:48:41Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|YourWikiUsername = &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:Placeholder.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= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Discord#Tag&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Your_Handle_Here Reddit Name]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = (Metatype Here)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&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=0 &lt;br /&gt;
|Bonuses=0 &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 = Character&#039;s Date of Birth&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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&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 =[Drive URL Link] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
|label17 = #Max IGs/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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- delete until this line if you are a techno. --&amp;gt;&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;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
===Negative===&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=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&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;
|&lt;br /&gt;
|&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Template:Player_Character&amp;diff=116208</id>
		<title>Template:Player Character</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Template:Player_Character&amp;diff=116208"/>
		<updated>2023-11-21T23:47:12Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CategoryTemplate}} &amp;lt;!-- This entire line is safe to delete. In fact, please do. --&amp;gt;&lt;br /&gt;
{{Infobox&lt;br /&gt;
|YourWikiUsername = &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:Placeholder.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= Archetype&lt;br /&gt;
|header2= (Short Blurb)&lt;br /&gt;
|header3= &lt;br /&gt;
|header4=&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @Discord#Tag&lt;br /&gt;
|label6 = Reddit&lt;br /&gt;
|data6 = [https://www.reddit.com/user/Your_Handle_Here Reddit Name]&lt;br /&gt;
|label7= Metatype&lt;br /&gt;
|data7 = (Metatype Here)&lt;br /&gt;
|label8 = Street Cred&lt;br /&gt;
|data8= 0&lt;br /&gt;
|label9 = Notoriety&lt;br /&gt;
|data9 = 0&lt;br /&gt;
|label10 = Public Awareness&lt;br /&gt;
|data10= 0&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=0 &lt;br /&gt;
|Bonuses=0 &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 = Character&#039;s Date of Birth&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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&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 =[Drive URL Link] &lt;br /&gt;
|label16 = Priority&lt;br /&gt;
|data16 = Metatype - X &amp;lt;br /&amp;gt; Attributes - X &amp;lt;br /&amp;gt; Magic/Resonance - X &amp;lt;br /&amp;gt; Skills - X &amp;lt;br /&amp;gt; Resources - X&lt;br /&gt;
|label17 = #Max IGs/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=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- delete until this line if you are a techno. --&amp;gt;&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;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
===Negative===&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=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=&lt;br /&gt;
|Loyalty=&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&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=&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=&lt;br /&gt;
|Result2=&lt;br /&gt;
|Result3=&lt;br /&gt;
|Result4=&lt;br /&gt;
|Result5=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&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;
|&lt;br /&gt;
|&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;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=116206</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=116206"/>
		<updated>2023-11-21T23:33:23Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Seer */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
&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;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&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&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.&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
*Must be a traditionalist.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====Harmonious Defense====&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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&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;
===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;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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 benifit untill such time as they are deactivated fully. 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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sundar&amp;diff=116205</id>
		<title>Sundar</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sundar&amp;diff=116205"/>
		<updated>2023-11-21T23:06:22Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Go-Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Sundar&lt;br /&gt;
|image= [[File:Sundar.jpg|200px]]&lt;br /&gt;
|header1= Former Horizon-Bollywood Starlet&lt;br /&gt;
|header2= Faceless Hindu Face Adept&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Human &lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = November 12, 2056&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1CxW5GUqau5yjGQeGCkJe8vzfeyHgHFBs G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::Yes]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - E &amp;lt;br /&amp;gt; Attributes - A &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - B &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Sundar (सुंदर, Hindi-Urdu for &amp;quot;Beautiful&amp;quot;) is a Hindu social adept who, since her life and career at Horizon-Bollywood crashed and burned after the crash she lost her identical twin in, fears seeing her own face in the mirror. She&#039;s starting over in Seattle now, hoping her social and disguise skills can help keep others alive.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive. &lt;br /&gt;
&lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
&lt;br /&gt;
* Make friends she could trust and call her second family. &lt;br /&gt;
&lt;br /&gt;
* Not succumb to hereditary addictions running in her family. &lt;br /&gt;
&lt;br /&gt;
* Master her magic with numerous initiations (Masking, Flexible Signature, Harmonious Reflection, PPs, Danger Sense), paying her respect to the Hindu gods that way.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, minding her looks - she feels the need for cleanliness and a tidy appearance. Very curious about other cultures and wanting to be respectful. An extrovert, she makes friends easily, but hates seeing her own face in the mirror as it painfully reminds her of her deceased identical twin. Dislikes violence and prefers to talk things out. Likes the outdoors - outdoors don&#039;t like her.&lt;br /&gt;
* Favorite animals: orangutan, Asian elephant, white Bengal tiger. &lt;br /&gt;
* Favorite color: green.&lt;br /&gt;
* Favorite food: spicy curry followed by mango lassi filling pralines and mango sherbet. &lt;br /&gt;
* Favorite drink: Assam tea.&lt;br /&gt;
* Pants or skirts: pants. &lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
Depending on what face she&#039;s wearing at any given time, Parvati can appear as a woman, a man, a nonbinary person. Any ethnicity is fair game. She can play a human or a shorter than average elf or ork (within 10% of her natural height and weight, up or down). She tends toward Indian humans, however, particularly women. This matches her real appearance of a tanned, brown-eyed black-haired woman on the slightly taller side, with a slim body shape. &lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Comfortable at a high society party or on the streets, she favors green if she can choose. Pants and blouses, women&#039;s business suits, traditional clothes like saris. She almost always wears jewelry, because you can hide a microcam in a pendant or bangle bracelet. Other accessories are gloves, scarves, glasses, earbuds and discreetly hidden trodes. See, people frequently remember things like glasses, scarves, the bright color of a camisole and forget the person behind them. Almost always, she wears contacts with another microcam to let the team see what she sees.&lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. She uses them as part of disguises. For example, you could see her as the elven bombshell protagonist from Pathfinder Multimedia&#039;s &amp;quot;Infrared&amp;quot; SF flick, a bulky armored intergalactic trooper when acting as an ork or a dancing stylized nartaki. She likes variety in personas: she could be a cartoon Asian elephant from Horizon-Disney, a hanuman in a pinstripe suit, a dwarf-sized Horizon Flying Eye drone. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Sundar was born as Parvati Kalaakaar, a Horizon SINner, the third generation of their citizens. The Kalaakaars worked different jobs around the megacorporation: her dad Devansh dealt with finances as part of Colbert Group, her mom Shakti held a junior manager post in one of Wanderlust tourism offices, her identical twin Durga made fashion consumer electronics for Common Denominator before trading designer commlinks for simsense as part of Columbia Industries, whereas Parvati herself quickly found herself prepared for work for Horizon-Bollywood. Her extrovert personality and the early Awakening as an adept with a decidedly social bent guaranteed that. She adored acting, dancing and making people smile watching her, so she applied herself to her studies from the very start. &lt;br /&gt;
&lt;br /&gt;
However, instead of following her bright-looking future, her life was plagued by tragedies. Devansh and Shakti loved to live to the fullest. &#039;&#039;Too much.&#039;&#039; After one of the corporate parties, they perished when, tipsy, they failed to maneuver their sports car and crashed. Parvati and Durga were of age already, but the loss hit them hard. They suddenly had only each other. Their parents were… gone. Parvati found some solace in her magic and Hindu spirituality, which had always been close to her heart, but Durga instead threw herself into numbing herself with hedonism. Parties, raves, extreme sports, assorted short-lived affairs. Alcohol, drugs, BTLs. They had very different ways of coping, but their sisterly bond held strong. How could it be different when you&#039;re the mirror image of one another? &lt;br /&gt;
&lt;br /&gt;
Years went by. Parvati acted. Durga was slipping deeper into the spiral of vices. And yet, they had each other. Parvati wanted to support her sister best she could. One fateful night when visiting Seattle, Durga wished to go driving around Snohomish River. She took her twin - and a cocktail of drugs like Novacoke and Cram. Ending up driving into the river. Trying her best, Parvati stood no chance - Durga was instantly dead, Parvati herself only managing to stumble out, heavily injured and traumatized. &lt;br /&gt;
&lt;br /&gt;
Because of the trauma, injuries and the fact she&#039;s always been abysmal at navigation, instead of finding help, she wandered into Everett and collapsed of her wounds, her powers of Maintain Warmth and Sustenance letting her survive until… &lt;br /&gt;
&lt;br /&gt;
Right. The next few months were a blur. When recuperating better, she learned of what happened from [[Biggie Beefcake]], a currently retired street samurai making ends meet as an Uber driver. The man found her comatose when traveling and nursed her to health. &lt;br /&gt;
&lt;br /&gt;
Yet, by that time, Horizon had already assumed Parvati to have been lost to the currents of Snohomish River. Her SIN was flagged as deceased, the apartment she shared with Durga belonging to another SINner family. She had nothing to return to. &lt;br /&gt;
&lt;br /&gt;
The only direction was forward, with her new friend, his hamster and the magic in her. New street name, fake papers, a multitude of new faces. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* First Impression. Parvati has always been friendly, outgoing and mindful of how others feel. This manifests in +2 to any social test when she first meets someone.&lt;br /&gt;
&lt;br /&gt;
* Exceptional Attribute: Magic. She Awakened as a young girl and took to magical classes like a fish to water, nurturing her talent and doing everything to make her family proud of her through this. Parvati is very concerned about the risk of harm which would force her to get invasive implants like cyberlimbs or wired reflexes, because her Hindu tradition understanding of magic teaches her that it&#039;s a gift from the Hindu pantheon of many gods - to willingly hamper it instead of studying it would be a great offense. The deities she worships the most are Radha, the love goddess, Krishna, her husband and fun-loving trickster, and Ganesha, the god of wisdom, luck and assorted arts. &lt;br /&gt;
&lt;br /&gt;
* Seer. Her first powers when she Awakened were Astral Perception, Eidetic Sense Memory and Enthralling Performance. The slow, scholarly approach to magic typical of the Hindu tradition manifested in being slower to open the astral eye, but seeing more. Astral Perception is a complex action, but she has access to Psychometry (SG 145) and Sensing (SG 155) at IG0 - no bonus until she has runs and can initiate (into Masking, CRB 326, first). In addition, as seers cannot use any skills which are linked to MAG, she can never use Adept Spell as this power requires Spellcasting, which she&#039;s banned from.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Faceless. She is haunted by the trauma and shame from the deadly accident where her twin sister Durga and only surviving family perished in. She does not really wear her own face anymore - looking in the mirror and &#039;&#039;seeing&#039;&#039; Durga without the ability to talk and laugh together would be too much to bear. She suffers -2 to all social tests unless wearing a disguise, for example looking different through her adept powers. This penalty only vanishes when facing people she trusts, such as [[Biggie Beefcake]] - she would have perished without her best friend in Seattle. Thankfully, she&#039;s a bodysnatcher adept with the past of a career on the stage, meaning she is rather skilled at disguises. An assortment of typical looks is available [https://drive.google.com/drive/folders/1gtc_wN0Rk0M4z0NJH3RWLac_HvdSRyuD here]. Her fake SIN for Kala Sanjay uses [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk the following looks]. &lt;br /&gt;
&lt;br /&gt;
* Family Curse and Lightweight. In her family, becoming addicted was always a serious threat. Whatever causes this, Parvati herself also takes -2 to addiction tests and they are treated as two levels higher (mild becomes severe etc.). She&#039;s aware of this and intentionally shuns anything which could be addictive, in no small part due to the fact Durga was evidently under the influence of a BTL during the fateful car drive. &lt;br /&gt;
&lt;br /&gt;
* Force of Chaos. It&#039;s not that she can&#039;t follow orders. It&#039;s that she can&#039;t parse the commands flying in combat. Any Small Unit or Mixed Unit Tactics bonuses from combat maneuvers are cut in half (rounded up).&lt;br /&gt;
&lt;br /&gt;
* Incompetent: Outdoors. She&#039;s a dedicated urbanite and virtually helpless in the sticks. She can&#039;t fend for herself in the great outdoors. This is a problem as she&#039;s always loved to travel. She gets lost easily, mosquito bites are a serious life problem and she honestly believes there are mountain lions in Puyallup. Without [[Biggie Beefcake]] rescuing her, she would have probably starved in Pinehurst, because she would have never found her way back to civilization. She can never have any ranks of skills in the Outdoors group: that&#039;s Navigation, Survival and Tracking. &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=Depending on the face worn and identity assumed, assorted (fake) results. For example, her SIN for Kala Sanjay links to a number of small articles for different smaller news outlets, usually about magic or acting. If looking Parvati Kalaakaar up, her acting career in Horizon-Bollywood and being deceased. &lt;br /&gt;
|MidResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, more information about the entire family and the status as Horizon SINners. &lt;br /&gt;
|HighResult=Depending on the face worn and identity assumed, assorted (fake) results. If looking Parvati Kalaakaar up, the grisly details of the car crash and that her body was never found, only of her identical twin sister Durga. &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=One of the numerous new kids on the block. A face. Let&#039;s see how long she lasts.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=She&#039;s a social adept, the kind that can look differently for any occasion. Besties with Biggie Beefcake - after his pet hamster, of course. &lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hindu, pure, assumed dead by Horizon after a nasty crash. Fears her own face after it. Used to have a career at Horizon-Bollywood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene). The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|She&#039;s an adept. If you&#039;ve assensed her before, you&#039;ll probably recognize her.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware: on the scalp (fiberoptic hair), on her skin (cosmetic surgery). Whether or not her remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if a magician sustains Increase Charisma on her and doesn&#039;t scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Alphaware bioware: on her skin (silky skin, cosmetic alterations), in her meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Kala Sanjay (UCAS, R4). Licenses: Firearms and Freelance Adept Reporter. [https://drive.google.com/file/d/1i1VW8KyeMmGM0qCsXnUZpCr8s6SDZvo4/view?usp=drivesdk Looks here.]&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Harold J. Rutherford&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Niamh O&#039;Sullivan&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=6&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Sundar should be treasuring her CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC, but especially for a face. CA 153-154 lists social maneuvers, which can be very helpful as you develop larger social pools. For knowledge skills, Informed Opinion can be quite useful, because faces frequently need to milk every modifier they can get:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
&lt;br /&gt;
For languages, ranks limit the number of ranks you can use, translating into most likely fewer dice. However, Sundar possesses six ranks of Hindi-Urdu, the language of the Indian Union also used in many neighboring countries, rolling 11 dice there. Moreover, the Linguistics power helps you learn new languages like no one else. Now go impress that Renraku Madras Johnson. &lt;br /&gt;
&lt;br /&gt;
Her knowledge of magic can be highly useful, because she can help analyze plans from this angle with it. [https://old.reddit.com/r/Shadowrun/comments/5xfiav/know_your_enemy_horizon_we_know_what_you_think/ Horizon], Law Enforcement Procedures, Underworld and News should also aid the team, especially if getting lucky with the dice. Sundar&#039;s mental limit is six, meaning six hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, she currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (her commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
&lt;br /&gt;
Sundar is a face, which means she excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. Social maneuvers and blackmail information are from CA. The limit defining hits you can keep without resorting to blowing the limit EDG action is social. The base social limit is 9 (wwith Voice Control factored in). &lt;br /&gt;
* Animal Handling. Pacifying and commanding animals. At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book with critters and tricks they can be taught is HS. Powers, gear and qualities which can be helpful: Animal Empathy (SG 169), Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), pet food (RF 254), pet treats (RF 254), Tanake Tiger (CA 143), Winter Wolf (CA 143), Animal Empathy (RF 145), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Con. Lying, fasttalking, seduction and resisting the above. A key face skill. What shadowrunner struggles not to admit to a random beat cop there&#039;s an Ares Alpha in the trunk? Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Aztec Fly (CA 143), Black Panther (CA 143), Alibi (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Misdirection, Shake It, Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19. &lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. A key face skill. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Social Chameleon (BTB 161), Trog Networker (TCT 189), Trustworthy (RF 151). Social maneuvers: Faux Pas, Pressing Flesh, Saving Face. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Impersonation. Acting like a specific person different from yourself. You can add hits from Disguise (mental limit) and Impersonation (social limit) to set the total threshold to recognize you. Sundar rolls 12 base dice there. Voice Control adds +1 (also to the social limit), Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Voice Control (CRB 311), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Informed Opinion. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 20.&lt;br /&gt;
* Intimidation. Coercing people to do what you want in not-nice ways.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. The book detailing ways to put on the pressure is CA. Check out RG for certain martial techniques like Tricking. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kiai (HT 190), Kinesics (CRB 310), Black Panther (CA 143), Lion&#039;s Roar (CA 143), Winter Wolf (CA 143), Alibi (CA 150), First Impression (CRB 74), Nasty Trog (TCT 188). Social maneuvers: Wooden Gun. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Instruction. Teaching people. Regrettably, ShadowHaven makes it obsolete in nearly every situation.  At the moment, Sundar defaults on CHA here (6 - 1 = 5 dice). Situational modifiers can further like from powers, gear or armor increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Motivational Teacher, Peer Tutoring. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 9.&lt;br /&gt;
* Leadership. Leading people to perform better in combat and outside of it. Switch from a nasty drill sergeant to a charming cheerleader, but ask for OOC consent around the table before you do it. This is probably the best thing you can do in combat as you aren&#039;t a combat character, so take cover and peptalk teammates. Others can choose to fail to resist you, turning every hit of yours into a net hit. Sundar rolls 7 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Commanding Voice (SG 199), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161), Trog Leader (TCT 188), Trustworthy (RF 151). Social maneuvers: Drill Sergeant. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 11. &lt;br /&gt;
* Negotiation. Persuading people to do what you want, especially when it comes to contracts - like with Mr Johnson (not necessarily asking for money - they can offer a beneficial deal if you buy gear they can procure at a steep discount!). A key face skill. Also a potential lifesaver when you talk a desperate suicide bomber down. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), Closer (CA 150), First Impression (CRB 74), Rabble Rouser (BTB 161), Trustworthy (RF 151). Social maneuvers: Hustling the Mark, Rub It In. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
* Performance. Wowing (and distracting) people with acting, dancing, singing, playing an instrument. This character is a dedicated performer. Sundar rolls 12 base dice there. Authoritative Tone 3 when initiating the test gives a further +3, Kinesics 3 do the same if resisting, First Impression gives +2 during the first encounter, Ace of Hearts gives +1, Black Panther gives +1. Situational modifiers can further increase this. Enthralling Performance is a power all about being the ultimate distraction. Powers, gear and qualities which can be helpful: Authoritative Tone (SG 170), Cool Resolve (SG 199), Enthralling Performance (SSP 23), Improved Ability (CRB 309), Kinesics (CRB 310), Black Panther (CA 143), First Impression (CRB 74), Rabble Rouser (BTB 161). Social maneuvers: Charming Performance. First time meeting the target pool (subsequent is 2 dice less), with Black Panther, Ace of Hearts and social powers: 19.&lt;br /&gt;
&lt;br /&gt;
Moreover, at gen, Sundar possesses First Impression, which gives a powerful +2 to meeting someone the first time (any social tests accept this), an Ace of Hearts suit for +1 and the Black Panther cologne for another +1. Ask the GM if wearing a different disguise actually triggers First Impression again. &lt;br /&gt;
&lt;br /&gt;
===Bodysnatching===&lt;br /&gt;
&lt;br /&gt;
Two skills - Disguise and Impersonation - and a number of adept powers are crucial here. &lt;br /&gt;
* Disguise uses INT and the mental limit to &#039;&#039;look&#039;&#039; differently. The Disguise toolkit she&#039;s got grants her an additional +1, same with the Facial Sculpt power. Body Sculpt grants a cumulative flat +2. If used in conjunction with Impersonation, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Impersonation uses CHA and the social limit to &#039;&#039;act&#039;&#039; differently. The Ace of Hearts suit and the Black Panther cologne can both grant +1 each, same with the Voice Control power. If used in conjunction with Disguise, add &#039;&#039;hits&#039;&#039; to determine the threshold for recognizing you. &lt;br /&gt;
* Adept powers:&lt;br /&gt;
** Body Sculpt to make the entire body look different - within 10% more or less than Sundar&#039;s normal size. You can change your physical sex as well. Additionally, +2 to Disguise while it&#039;s in effect. &lt;br /&gt;
** Facial Sculpt to change the face, ears, nose etc. In addition, +1 to Disguise tests. &lt;br /&gt;
** Keratin Control to change your hair, including facial hair. Fiberoptic hair can also aid you here.&lt;br /&gt;
** Melanin Control to change your complexion and skin in general, for example to fake the rougher skin of orks.&lt;br /&gt;
** Mimic to steal people&#039;s retinal and fingerprint patterns. &lt;br /&gt;
&lt;br /&gt;
With the powers and the disguise toolkit, Sundar rolls 14 dice, whose hits are added to the Impersonation hits for determining the final threshold. Think about other ways to steal someone&#039;s looks and behavior, for example by getting clothes which match your mark&#039;s style, asking the hacker for help with compiling a dossier about them. People often focus on characteristic elements of how someone looks and acts: a stammer, some catchphrase, limping, glasses, outrageous headwear or memorable clothing. Need to be a little taller than 10% of her natural height? Sundar wears high heels or combat boots. Should look shorter? Flat shoes. &lt;br /&gt;
&lt;br /&gt;
===Assensing &amp;amp; Seer Perks===&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for a face. The details of what you receive are present in the table in CRB 313. Adepts require the Astral Perception power, which Sundar possesses from the very start. With INT + Assensing ranks (astral - 9), she rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). Normally, shifting perception is a simple action. As Sundar is a seer, it takes a complex action for her. The benefit of this trade is access to two metamagics at IG0 (for now):&lt;br /&gt;
* Psychometry (SG 145): INT + Assensing ranks (+ IG, + modifiers from the table from CRB 146, if applicable, for example the boost from analyzing items which aroused strong emotions), hits kept capped by the astral limit, to read psychic impressions of objects. For example, you could see the flashbacks of the mark whose engagement ring you&#039;re reading proposing to their partner. The GM says how long you&#039;re distracted (-2 to doing anything else). &lt;br /&gt;
* Sensing (SG 155): without having to astrally perceive (without having to become dual-natured), you can sense negative background counts and assorted astral phenomena: alchera, mana storms, surges and warps, but not astral forms like projecting magicians, spirits, foci, spells or mana barriers. Useful for sensing something is odd in the basement of a corporation without giving away you&#039;re aware of it.&lt;br /&gt;
&lt;br /&gt;
===Adept Powers===&lt;br /&gt;
&lt;br /&gt;
Sundar is a Hindu adept, which means channeling mana inward to enhance her abilities. Any drain is dealt with through BOD + WIL. This is the flavor necessary to roleplay her path respectfully to real-life Hinduist practitioners. &lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The Hindu tradition is based on the Hindu religious system, and it is designed to provide a path for the enlightened to reach transcendence. The path is one of ritual devotion, asceticism, and karmic purity. While the exact scriptures followed by each school vary, most accept the precepts from the Vedas, texts originally written in Ancient India. Those followers who are Awakened believe following the precepts of their faith assist them along the path. The Hindu believes the soul is in a constant cycle of death and rebirth, governed by a relationship with karma. Those who follow their particular school of thought (dasarnas) and caste&#039;s rules are reincarnated into a higher caste, eventually reaching moksha, or transcendence. Those who refuse to follow their destined path are reincarnated as a lesser being.&amp;quot; SG 46&lt;br /&gt;
&lt;br /&gt;
Sundar&#039;s family was part of the Vaishya caste of businessmen, merchants and artisans. Radha, Krishna and Ganesha are the deities she feels the closest bond to. She doesn&#039;t have a mentor spirit yet and can only initiate after commencing running. As a pure adept (ESS 6), she multiplies her starting power points (normally equal to MAG) by 1.5 - as she increases magic in play, she will receive a single PP every time MAG rises. Her powers fall into the following categories and none incur drain - as per [https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures the Awakened houserules], they leave astral signatures when you activate them which require scrubbing:&lt;br /&gt;
* Bodysnatching:&lt;br /&gt;
** Body Sculpt (as per [https://shreloaded.net/wiki/Rulings/Awakened#Body_Sculpt the Awakened houserules], 1 minute to start, 60 to finish). Within 10% of her natural height and weight, Sundar can change her physical looks, including metatype (human, elf or ork) and sex. The effect lasts for MAG h; multiple changes require MAG + BOD where one additional change per hit can be done. &lt;br /&gt;
** Facial Sculpt 1 (complex, 1 minute). You can change the face, ears, nose, grow tusks etc., crucial when disguising yourself (especially as a human acting as an elf or ork). In addition, +1 to Disguise tests. The effect lasts for MAG h and like with Body Sculpt, MAG + BOD can introduce more changes at the same time. &lt;br /&gt;
** Keratin Control (complex). You can change your hair etc., retaining the changes for MAG h. &lt;br /&gt;
** Melanin Control (complex). You can change your skin color etc., retaining the changes for MAG h.&lt;br /&gt;
** Mimic 6 (1-6 minutes). +6 to fool a print scanner by stealing the mark&#039;s retinal and fingerprint patterns when you spend 1-6 minutes in contact with them. Each minute spent increases the quality, up to 6. The changes last for MAG h, during which you can fool the relevant technology into believing you really are Dr. Smith. &lt;br /&gt;
** Voice Control 1. You can mimic other metahuman voices by rolling CHA + Impersonation ranks + 1 from this power (social limit, which on the sheet includes +1 from this power) vs INT + Perception (mental limit) or voice recognition system rating x2. Ties go to the defenders - people or systems you&#039;re fooling. &lt;br /&gt;
* Social:&lt;br /&gt;
** Authoritative Tone 3. +3 to any social tests you initiate. You&#039;re that convincing. &lt;br /&gt;
** Kinesics 3. +3 to resisting social tests, for example when being interrogated, judge intentions etc. as you learn to control your body language, obscuring your emotional state.&lt;br /&gt;
* Utility:&lt;br /&gt;
** Astral Perception (complex). You become dual-natured and can interact with the astral. This means scrubbing astral signatures - extremely important for a face - assensing and possibly attacking other dual-natured forms (which is determined by the extensive houserules). Seriously though: don&#039;t do that. You&#039;ll only harm yourself. You&#039;re the best at &#039;&#039;avoiding&#039;&#039; escalation. &lt;br /&gt;
** Demara. After working with the material documenting the use of a skill you don&#039;t have for at least an hour, you can use it as if you had a single rank of it for MAG h - for example, you can learn how to shoot that pistol you currently have just to avoid looking like a magician (the guy they geek first). Possibly crucial if, say, playing an intern at a hospital, a chemist in a drug lab or that exec&#039;s replacement secretary. &lt;br /&gt;
** Eidetic Sense Memory. You can recall everything you&#039;ve seen, heard, felt, smelled, tasted. You also photo-read. Very convenient for detailing the layout of the building you visited as a pizza delivery person. &lt;br /&gt;
** Enthralling Performance. MAG + Performance ranks (social) lets you play the ultimate distraction - your hits become a threshold of Perception checks of people watching your show. Start busking, for example, and let your teammates pass unbothered by the mesmerized guards.&lt;br /&gt;
** Linguistics. You pick up new languages fast. After 12 - MAG h of exposure to a new language, roll LOG + INT. Common languages need 1 hit, uncommon - 2, obscure - 3. If successful, you get a single rank of it with no karma expenditure.&lt;br /&gt;
** Maintain Warmth. You can shrug off hypothermia etc, ignoring weather modifiers to Survival tests.&lt;br /&gt;
** Motion Sense (free). In MAG m from you, you can sense living organisms through making a MAG + Perception ranks (mental) test. The hits necessary to detect them are available in the table below power descriptions. Useful to map out even stationary guards in another room. &lt;br /&gt;
** Sustenance. You can function with a single meal a day just fine. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst. &lt;br /&gt;
** Three-Dimensional Memory (free). You can roll MAG + Perception ranks (mental) to examine your surroundings in detail and be able to recall it later. You can record up to MAG areas, each MAG x MAG cubic m tops. The hits necessary to recall them with a memory test are available in the table below power descriptions.&lt;br /&gt;
** Ventriloquism. You can throw your voice for MAG m, making it appear to originate from any point within MAG m and LoS. Excellent for distractions (&amp;quot;Fire!&amp;quot;) and messing with people (&amp;quot;You called me &#039;&#039;what&#039;&#039;?!&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Motion Sense (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Creature size&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|Smaller than a dog&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Kids and dwarves&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Average adult (human, elf, ork)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Troll and larger&lt;br /&gt;
|Automatic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Three-Dimensional Memory (SG)&lt;br /&gt;
|-&lt;br /&gt;
!Time lapsed&lt;br /&gt;
!Hits required&lt;br /&gt;
|-&lt;br /&gt;
|24 h&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Week&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Month&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Year&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Longer&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stealth &amp;amp; Perception Skills===&lt;br /&gt;
&lt;br /&gt;
In addition, Sundar brings secondary skills to the table. The base mental limit is 6, physical - 4. &lt;br /&gt;
* Palming. Hiding objects on your person or pilfering them. The limit used is physical, the stat - AGI. Small items, for instance her concealable surveillance gear jewelry, imposes penalties for others trying to spot them (-6 for the bugs and tags, for example). Moreover, onlookers are attackers rather than defenders, so on ties, they lose. She rolls 10 dice. &lt;br /&gt;
* Perception. Noticing all kinds of things as well as the skill whose ranks are used for several of her utility powers. The limit used is mental, the stat - INT. In addition, her R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. She rolls 10 dice base, 13 for vision and audio tests when the contacts and earbuds are wireless (mental limit 9 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical, the stat - AGI. She rolls 10 dice. &lt;br /&gt;
&lt;br /&gt;
===Networking===&lt;br /&gt;
&lt;br /&gt;
Even starting out, Sundar knows helpful people. Consult individual contact pages for the best ways to ask for help. Every run, you earn at least 2 CDP, usually able to spend RVP on more, including contacts at discounted prices. Faces make excellent networkers, so think about every situation where the team is stumped and you can go &amp;quot;I know a guy…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here.&lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr Johnson, new teammates etc.&lt;br /&gt;
* Your concealable surveillance gear jewelry can stream what goes on around you to the team, the hacker slaving it to their deck to conceal it on the Matrix. &lt;br /&gt;
* The bug promotional pen can likewise record things while being all innocuous with a bunch of other, normal, pens in an office. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG -1) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Hinduist magical lodge creates a mana barrier at your flat for added protection. &lt;br /&gt;
* The Black Panther cologne adds +1 to social tests, same with the Ace of Hearts suit. &lt;br /&gt;
* The fashion gasmask makes for excellent innocuous facial recognition fullstop. With the houserules, even when out of air, it works as an R6 fashion respirator, so you never incur penalties for improper attire.&lt;br /&gt;
* The backpack is full of little odds and ends for taking innocuous notes while observing someone. For example, you can use the crayons to draw. Or bribe kids, I won&#039;t judge. &lt;br /&gt;
* The survival kit, flashlight, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding face, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Leadership. You&#039;re not a combat character, Sundar can have a single rank of Pistols through Demara for a few hours (+1 from the red dot sight when in short range), but in most cases, you won&#039;t have a chance to prepare like this. Her light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and her starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk.&lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can carry runs to the point not a single bullet needs firing. You can be anyone, let yourself in bringing wageslaves pizza, phish passwords for the hacker from the IT specialist over lunch, get the sam passkeys by pilfering them from the guard you dance at the bar after work with and much, much more. Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
===Play Aid: Social Maneuvers Cheatsheet===&lt;br /&gt;
&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153-154&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Social Maneuvers Cheatsheet (CA)&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver&lt;br /&gt;
|Penalty&lt;br /&gt;
|Test&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
|Charming Performance&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Performance&lt;br /&gt;
|1 net hit minimum improves NPC attitude by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Drill Sergeant&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Intimidation&lt;br /&gt;
|Target takes -2 on next WIL + Leadership to oppose your CHA + Leadership.&lt;br /&gt;
|-&lt;br /&gt;
|Faux Pas&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Target takes -2 on next social test.&lt;br /&gt;
|-&lt;br /&gt;
|Hustling the Mark&lt;br /&gt;
| -6&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|Gain +2 on next Con/Negotiation.&lt;br /&gt;
|-&lt;br /&gt;
|Informed Opinion&lt;br /&gt;
| -4&lt;br /&gt;
|INT/LOG + Knowledge&lt;br /&gt;
|Hits increase encounter&#039;s social limit.&lt;br /&gt;
|-&lt;br /&gt;
|Misdirection&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con&lt;br /&gt;
|1 net hit makes target take -4 Perception on next action.&lt;br /&gt;
|-&lt;br /&gt;
|Motivational Teacher&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Leadership&lt;br /&gt;
|Gain +2 on next Instruction.&lt;br /&gt;
|-&lt;br /&gt;
|Peer Tutoring&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Instruction, all must have 1-3 ranks of skill being trained&lt;br /&gt;
|Scoring hits equal to rank being trained reduces training time for all.&lt;br /&gt;
|-&lt;br /&gt;
|Pressing Flesh&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Gain +2 next Palming.&lt;br /&gt;
|-&lt;br /&gt;
|Rub It In&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Negotiation (w/ leverage on target)&lt;br /&gt;
|Gain +4 Negotiation mod (blackmail/bargaining chip).&lt;br /&gt;
|-&lt;br /&gt;
|Saving Face&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Etiquette&lt;br /&gt;
|Retake failed social test.&lt;br /&gt;
|-&lt;br /&gt;
|Shake It&lt;br /&gt;
| -4&lt;br /&gt;
|CHA + Con (Seduction)&lt;br /&gt;
|Target gets +2 Perception at you, others -2.&lt;br /&gt;
|-&lt;br /&gt;
|Wooden Gun&lt;br /&gt;
| -4&lt;br /&gt;
|AGI + Palming vs INT + Perception&lt;br /&gt;
|Gain +2 Con/Intimidation. &lt;br /&gt;
|-&lt;br /&gt;
|Zanshin&lt;br /&gt;
| -2&lt;br /&gt;
|Judge Intentions&lt;br /&gt;
|1 net: having Close Combat skill(s); 2: which is highest; 3: amateur (1-2), well-trained (3-5), highly trained (6+).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sample Run==&lt;br /&gt;
&lt;br /&gt;
===Setup &amp;amp; Meet===&lt;br /&gt;
&lt;br /&gt;
Mr Johnson hires Sundar (face), [[Biggie Beefcake]] (street samurai) and [[Niamh O&#039;Sullivan]] (decker) to retrieve a new blockbuster script from Truman Distribution Network, a subsidiary of Horizon Group. They have to gain access to the cyberdeck of the exec in charge of it, which is treated as offline storage and thus requires physical access. Niamh needs to be gotten to the very office and given time to let her do her thing. &lt;br /&gt;
&lt;br /&gt;
In preparation, Sundar deals with the following:&lt;br /&gt;
* She rolls 9 dice of Horizon Media &amp;amp; Entertainment Ventures to learn more about the upcoming blockbuster and the people involved in its production as well as hiring habits. She&#039;s the most interested in the exec, his secretary and a couple of other close workers (including corpsec, receptionist desk clerks, the firm responsible for janitorial staff outsourced and the delivery equivalent). &lt;br /&gt;
** This will show the Johnson the team is prepared and be useful for the next step. &lt;br /&gt;
* She offers the entire team different looks for the meet: BB and Niamh have their disguises created with 11 dice, she uses adept powers she cannot bestow on anyone else with 14. In her case, hits are then added to those from 20 Impersonation dice (powers, qualities and gear) for the final threshold to connect her to her real appearance. &#039;&#039;&#039;Every time she activates a power, she immediately goes to scrub the astral signature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When it comes to negotiations, she roleplays looking to network with the Johnson and who he represents later, earning the &amp;quot;advantageous outcome&amp;quot; +1 situational modifier, and scores 3 net hits on the opposed Negotiation roll where she uses 16 Negotiation dice (she doesn&#039;t want to disrespect him by trying to use Authoritative Tone 3 since it&#039;s possible for him to notice and be offended). She asks for the team being provided burner SINs showing them to be a janitor (BB), technician (Niamh) and temporary secretary (Sundar); burner SINs for use as tourists touring the studio; relevant uniforms and two borrowed EVO Proletarian drones with hidden compartments; fitting clearances. The Johnson is pleased about this as it increases the team&#039;s chances and promises a bonus if they can handle the job without being caught in the crossfire of suspicions. Trodes (Sundar) and datajacks (BB and Niamh) give the team DNI for immediate communication. &lt;br /&gt;
&lt;br /&gt;
===Legwork===&lt;br /&gt;
&lt;br /&gt;
Expanding upon the first-minute legwork for the meet, she does additional things:&lt;br /&gt;
* She compiles a list of who in the building the team is hitting is a human, elf or ork similar to her body build within 10%.&lt;br /&gt;
* Discovering a few names, she browses the P2.1 profiles to see what hobbies they have and asks [[Harold J. Rutherford]] about the same. &lt;br /&gt;
* In contact with BB and Niamh, who are doing their own legwork (BB drives around and shows people his hamster, Niamh researches on the Matrix), she spends 5 (12 - 7) h learning Japanese just in case, then takes notes of what eateries different workers frequent after work.&lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 1===&lt;br /&gt;
&lt;br /&gt;
She disguises herself as part of one of the tours which walk around much of the studio with Disguise (14 dice) and Impersonation (20 dice), hits added. The tour allows her to use Three-Dimensional Memory, Eidetic Sense Memory and Motion Sense when people are distracted or special effects magic is shown, together with the microcams in her contacts and necklace (concealable surveillance gear), to map everything they are being shown and report it to the team later. Her tech is slaved to Niamh&#039;s deck for Matrix protection. &#039;&#039;&#039;Only gear which would raise suspicion runs silent (-2 to Matrix uses, but not immediately visible on the Matrix) - trodes, earbuds, contacts, pistol and commlink in use in the disguise do not since the absence of such items is more suspicious than seeing them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, she disguises herself differently (see above) and uses Enthralling Performance to busk on the street near the office to keep the workers occupied while BB snatches a maglock passcard, hands it to Niamh to quickly copy and drops the original near the owner before the performance is over. &lt;br /&gt;
&lt;br /&gt;
Afterwards, she creates another disguise and visits the office as a delivery person bringing the workers pizza. This allows her to observe the general attitude of the exec&#039;s secretary, discovering she&#039;s a party animal with a tendency to drink too much on the weekend, and of the IT specialist, who enjoys evenings dancing, but can&#039;t handle spicy food well. Moreover, she takes note of water cooler gossip, names and the building layout the tour didn&#039;t let her see with the same approach in terms of powers and gear. That&#039;s how she learns the exec has the early onset of Type B Diabetes while having a sweet tooth. She uses a jogging app to estimate how long it takes to walk from the entrance to the restrooms the inner workers use. All the information is given to the team so they know about possible escape routes, patrols, stationary guards and more. Sundar&#039;s player asks the other players for consent to use Leadership to help them on the run, which they both give. The exec&#039;s diabetes issue is remarked on, with Niamh researching if it&#039;s possible to fake fainting after eating too much sugar. &lt;br /&gt;
&lt;br /&gt;
===Preparation Stage 2===&lt;br /&gt;
&lt;br /&gt;
There are two weak elements in the office&#039;s security: the secretary and the IT specialist. The third one is the exec, although he&#039;ll be a tougher nut to crack. Niamh collates dossiers on their personalities, after-hours habits and hobbies from their Matrix footprints, which she gives Sundar to study. The adept disguises the entire team again, as other people, and they hit the bar the Horizon workers frequent. There, led by Sundar, they steadily make themselves fit party companions of theirs, discussing hobbies, complaining about work and recent troubles with bugs and other forms of nasty mojo which makes the news (which Sundar uses her knowledge skills for, paired with the Informed Opinion social maneuver from CA). Close to the early morning hours when she&#039;s been using Demara, learning Computer from the IT specialist, when he and the secretary are distracted, BB uses Palming to spike their drinks with prescription-free eyedrops - a powerful laxative. Niamh hacks to swap the DJ&#039;s repertoire of songs to a lengthy track - over six minutes - during which Sundar dances with the man and uses the Mimic power to copy his retinal and fingerprint patterns, they start being &#039;&#039;indisposed&#039;&#039;. To the point where they have to call in sick to work. &lt;br /&gt;
&lt;br /&gt;
It&#039;s all the team needs.&lt;br /&gt;
&lt;br /&gt;
===Go-Time===&lt;br /&gt;
&lt;br /&gt;
On the very early Monday morning, Niamh, who successfully added the burner SIN names of the team to the relevant databases, relies the information to the team that she and Sundar will have a busy day. The adept prepares her disguise, still with the benefits of Mimic, and disguises the team in accordance with the SINs. She then goes to the office, meets the exec, drops her bug pen together with the other pens on the desk (slaved to Niamh&#039;s deck to run silent) and uses her single rank of Computer to stand in for the real secretary praying to the porcelain gods at home. Quickly, she sabotages the private bathroom of the exec with excessive amounts of toilet paper and the chemical mixture Niamh prepared for her. Then, when the exec tells her to bring him coffee, she does, but not before using prescription-free eyedrops on it again, swiftly sending him to the bathroom. Which is, of course, clogged, so she&#039;s ordered to bring a janitor to fix it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s when BB, disguised as a janitor, including the Horizon version of the Ares Industrious armored uniform, comes in. Remember that Niamh put the team&#039;s fake names at the top of the list of people who can temporarily replace stationary workers. Sundar just has to dial the first name on the list because of it. BB comes in fast, together with one of the two EVO Proletarian drones with hidden compartments the Johnson provided the team with. That&#039;s where he hides disassembled weapons, just in case, the chloroform, which is quickly used to put the exec to sleep with his pants literally down while he &amp;quot;fixes&amp;quot; the appliances there, and the small area jammer. He pilfers the DocWagon biomonitor bracelet from him while Niamh squelches the distress cry so DocWagon doesn&#039;t arrive too soon. It&#039;s supposed to fall to the side near the foot of the - currently unconscious - exec to believably be accidentally stepped on when losing consciousness. On the desk, empty candy wrappers are left.&lt;br /&gt;
&lt;br /&gt;
This jammer is used to fake a minor issue in the office, which, with the real IT specialist out, summons Niamh, who comes in with her own deck hidden in the other EVO Proletarian drone. In this fashion, the hacker gains direct connection access to the cyberdeck of the exec, able to connect and hack the blockbuster script out of it, bolstered by Sundar with Leadership rooting for her with the Direct function of it (12 dice because of the Black Panther cologne, the suit and Authoritative Tone 3, but without First Impression, since Niamh knows Sundar). The Mimi-provided biometrics of the IT specialist prove unnecessary. The janitorial gear of BB includes C-Squared, a powerful industrial cleaner, which is used to get rid of any biosamples they may have left as well as the remainder sips of eyedrop coffee. The team reboots their devices (slaved to Niamh&#039;s deck) and BB innocuously leaves. After a short time, Sundar calls DocWagon, saying her boss has been in the bathroom for long and isn&#039;t responding. Right after, Niamh releases the DocWagon biomonitor bracelet from her squelching, which leads to the distress call, and leaves, taking the bug pen and the jammer - hidden in the other EVO Proletarian - with her. When DocWagon arrives, Sundar is the face of concerned innocence as the exec is taken away with the suspicion of fainting after eating candy. She&#039;s out of the office that day. &lt;br /&gt;
&lt;br /&gt;
Reuniting with BB and Niamh loitering at the office cafeteria, all that remains is exfiltration. For this, they&#039;re prepared: BB idly remarks about a strange smell, Sundar uses Ventriloquism and Voice Control to fake a person across the room shouting &amp;quot;Fire!&amp;quot; and Niamh triggers the fire safety system to stage an alarm, complete with sprinklers going off. In the commotion caused, the runners rush out of the building, unbothered.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&lt;br /&gt;
The team is out in safety, reboots devices and drives away - separately, but in constant DNI communication if necessary. They reunite in one of the squats of Pinehurst, Everett, BB using Area Knowledge: Seattle to find a safe spot. There, they drop disguises, swap into those the Johnson knows and call him. The exchange of the blockbuster script and money - with a bonus as they didn&#039;t arouse any suspicions about themselves - goes smoothly. &lt;br /&gt;
&lt;br /&gt;
The run is completed without a single bullet fired.&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Friendly}}&lt;br /&gt;
{{#set:Has Personality=Outgoing}}&lt;br /&gt;
{{#set:Has Personality=Culture-Conscious}}&lt;br /&gt;
{{#set:Has Personality=Anxious About Own Face}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Female}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Face &amp;amp; Social Infiltrator}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Human}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Acting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Persuasion}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Bodysnatcher}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116204</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116204"/>
		<updated>2023-11-21T21:30:12Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Positive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit (Mountain). Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn.&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [[https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures]] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building? &lt;br /&gt;
&lt;br /&gt;
==Object Resistance Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116203</id>
		<title>Gumshoe</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Gumshoe&amp;diff=116203"/>
		<updated>2023-11-21T21:02:10Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76 G-Drive]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit: Mountain. Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
&lt;br /&gt;
==ShadowGrid Profile Comments==&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==In Play==&lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
&lt;br /&gt;
Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
&lt;br /&gt;
In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
&lt;br /&gt;
Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn.&lt;br /&gt;
&lt;br /&gt;
Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
&lt;br /&gt;
Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
&lt;br /&gt;
Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
&lt;br /&gt;
The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
&lt;br /&gt;
Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
&lt;br /&gt;
Importantly, force effects leave [[https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures]] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
&lt;br /&gt;
Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
&lt;br /&gt;
Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
&lt;br /&gt;
====Ritual Spellcasting====&lt;br /&gt;
&lt;br /&gt;
Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
&lt;br /&gt;
=====Combat=====&lt;br /&gt;
&lt;br /&gt;
Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
&lt;br /&gt;
=====Detection=====&lt;br /&gt;
&lt;br /&gt;
Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
&lt;br /&gt;
=====Health=====&lt;br /&gt;
&lt;br /&gt;
Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
&lt;br /&gt;
=====Illusion=====&lt;br /&gt;
&lt;br /&gt;
Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building? &lt;br /&gt;
&lt;br /&gt;
==Object Resistance Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
&lt;br /&gt;
=====Manipulation=====&lt;br /&gt;
&lt;br /&gt;
This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
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		<summary type="html">&lt;p&gt;EnigmaticOxygen: &lt;/p&gt;
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		<title>Gumshoe</title>
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		<summary type="html">&lt;p&gt;EnigmaticOxygen: Created page with &amp;quot;{{Infobox |title = Gumshoe |image= 200px |header1= Former SK Awakened Scientist |header2= Detective/Utility Sorcerer |header3=  |header4=  |label6= Metatype |data6 = Ork (Ogre) |label7 = Street Cred |data7= 0 |label8 = Notoriety |data8 = 0 |label9 = Public Awareness |data9= 0 |label10 = Titles and Awards |data10 = 0 |label13 = D.O.B. |data13 = December 21, 2024 |label14 = Drive Link |data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Gumshoe&lt;br /&gt;
|image= [[File:Gumshoe.jpg|200px]]&lt;br /&gt;
|header1= Former SK Awakened Scientist&lt;br /&gt;
|header2= Detective/Utility Sorcerer&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label6= Metatype&lt;br /&gt;
|data6 = Ork (Ogre)&lt;br /&gt;
|label7 = Street Cred&lt;br /&gt;
|data7= 0&lt;br /&gt;
|label8 = Notoriety&lt;br /&gt;
|data8 = 0&lt;br /&gt;
|label9 = Public Awareness&lt;br /&gt;
|data9= 0&lt;br /&gt;
|label10 = Titles and Awards&lt;br /&gt;
|data10 = 0&lt;br /&gt;
|label13 = D.O.B.&lt;br /&gt;
|data13 = December 21, 2024&lt;br /&gt;
|label14 = Drive Link&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1XulGAFURBX-xX5i-oTQUYJh1rFeSxz76]&lt;br /&gt;
|label15 = Approved?&lt;br /&gt;
|data15 = [[Has CharGen Approval::No]]&lt;br /&gt;
|label16 = Priority &lt;br /&gt;
|data16 = Metatype - B &amp;lt;br /&amp;gt; Attributes - C &amp;lt;br /&amp;gt; Magic/Resonance - B &amp;lt;br /&amp;gt; Skills - C &amp;lt;br /&amp;gt; Resources - E&lt;br /&gt;
|label17 = # Initiations&lt;br /&gt;
|data17 = {{IGTracker| &amp;lt;!-- Leave this line alone, enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus. --&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically the number of weeks your character has been awakened. Just enter the month, day, and year of the first run after awakening below in numeric format. If you are mundane enter the date of your first run and 0 for AwakenedStatus.--&amp;gt;&lt;br /&gt;
|label18 = CDP &lt;br /&gt;
|data18 = {{CDP| &lt;br /&gt;
|Expenses=0&lt;br /&gt;
|Bonuses=0&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;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Gumshoe is an aging man who Goblinized into an ogre in his teens, facing much prejudice the Sixth World can offer, but also experiencing a lot of it, if without ever being in the center. The rise of megacorps, Awakening - himself, in fact, as a sorcerer - great and terrifying dragons. He even used to work for one. Now, he fled his hometown of Denver and washed up in Seattle, applying his skills a little differently than what he&#039;s accustomed to - in the shadows.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Survive for as long as he still has left. &lt;br /&gt;
* Learn to thrive.&lt;br /&gt;
* Make friends he could trust and play honorary grandpa to. &lt;br /&gt;
* Not end up a pawn in dragon politics.&lt;br /&gt;
* Master his magic with numerous initiations (Masking, Extended Masking, Flexible Signature, Centering, Shielding, Psychometry, Greater Ritual), proving orks aren&#039;t dumb brutes that way.&lt;br /&gt;
* Learn useful new spells:&lt;br /&gt;
** Combat: Stunbolt, Blast, Clout, Powerball, Powerbolt, Napalm, Firewater.&lt;br /&gt;
** Detection: Detect Individual, Spatial Sense, Recorded Room, Catalog, Detect Life, Analyze Truth, Eyes of the Pack, Animal Sense, Diagnose, Enhance Aim, Hawkeye, Translate.&lt;br /&gt;
** Health: Resist Pain, Detox, Stabilize, Antidote, Cure Disease, Alleviate Addiction, Alleviate Allergy, Healthy Glow, Prophylaxis, Oxygenate.&lt;br /&gt;
** Illusion: Foreboding, Dream, Sound Barrier.&lt;br /&gt;
** Manipulation: Shapechange, Fashion, Makeover, Fix, Armor, Astral Armor, Calm Pack, Calm Animal, Control Pack, Control Animal, Magic Fingers, Deflection, Napalm Wall, Ice Sheet, Clean Air, Clean Water, Electricity Aura, Snakeblood, Conceal Scent, Sterilize, Preserve, Gecko Crawl, Catfall, Increase Gear Limits. &lt;br /&gt;
** Rituals: Circle of Healing, Remote Sensing, Curse, Renascence, Prodigal Spell, Ward, Watcher.&lt;br /&gt;
* Keep pimping out the aquarium of his pet goldfish, Miss Goldie and Mr. Bubbles, and successfully breed them.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
Friendly, polite, if far from charismatic - he can&#039;t be called pretty. Ogres rarely can be. Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. Conscious of ork strength even at his age. Very curious about other cultures and wanting to be respectful. An introvert, stubborn and organized as you would expect from a former SK employee. Dislikes violence and prefers to avoid it. Likes animals, especially aquarium fish, and children. &lt;br /&gt;
* Favorite animals: goldfish, guppy, fighting betta fish.  &lt;br /&gt;
* Favorite color: brown.&lt;br /&gt;
* Favorite food: spicy stew on potato pancakes, with sauerkraut as a salad, and a roast apple with jam for dessert. &lt;br /&gt;
* Favorite drink: black tea.&lt;br /&gt;
* Best friend: [[Biggie Beefcake]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
A visibly elderly ogre, chubby and on the slower, less coordinated side. Amazingly, he still tries to keep in touch by biking (which, incidentally, is the mode of transport he can afford). With a broad jaw and bulbous nose, the left tusk is slightly shorter than the right one. Always in his horn-rimmed glasses and, due to his lifestyle, a pistol (which he still doesn&#039;t know how to use well, unless helped by Analyze Device).&lt;br /&gt;
&lt;br /&gt;
====Clothing====&lt;br /&gt;
&lt;br /&gt;
Tidy, usually in rather unflattering, if clean, clothes straight from a noir trid. He&#039;s too used to wearing a suit, favoring browns, grays and blacks. Always a trenchcoat, a striped tie and a bowler hat. Earbuds to help him hear, glasses - see. Shoes with thick soft soles. &lt;br /&gt;
&lt;br /&gt;
====Matrix Persona====&lt;br /&gt;
&lt;br /&gt;
Different personas for different occasions. Usually, however, a goldfish in a bowler hat, with a medkit bag.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Gumshoe was born as Tom Hagen to a family of German expats in Denver. They worked for the local branch of the then-BMW, still run by Michel Beloit back then. Nothing special, a normal middle class life with the ethos of hardworkingness and the value of planning, order helping any endeavor. Tom was studious, quick to excel at Biology and particularly interested in magic, which returned to the world just over a decade after his birth. The family expected him to pursue further education and possibly a corporate career as what steadily turned into today&#039;s Saeder-Krupp reaped the benefits of the massive campaign of diversification Beloit put forth. The different divisions studied magic, among their other pursuits, and Tom Awakening as a sorcerer in 2037 and quickly winning a scholarship for young Awakened sponsored by the corp seemed to fit those happy plans all the better. &lt;br /&gt;
&lt;br /&gt;
Sadly, 2037 was a year of turmoil. The great dragon Lofwyr, after probably having Beloit murdered in 2032, stealthily moved the headquarters of the corporation, not baptized Saeder-Krupp, to Essen in May, then announced his major share in August, promptly showing his draconic form and crushing any resistance in the bud. Right on his 13th birthday, Tom Goblinized - and SK rather easily convinced the family they needed their support. After all, it was the only safe haven in a world filled by Humanis Policlub, Alamos 20K and other hate groups terrified of and terrifying metahumans. &lt;br /&gt;
&lt;br /&gt;
Years went by. With the limited corporate SINs, moved from the comfortable apartment in the Denver downtown to a newly-built arcology, slick and cold, confined to it for studying, working, shopping, being treated in the local hospitals when time and again, they learned that metaracist abuse was still a problem among fellow wageslaves with children who were bullies, the Hagens lived in a golden cage. Perhaps just gilded, because the corporation under Lofwyr&#039;s clawed thumb ran like hamsters on heroin. There were no people, only cogs in a restless, merciless, but well-oiled with their toil and sweat, megacorporate machine. Tom, due to his talents and vulnerability stemming from being tusked, was a valuable commodity, something to train relentlessly, all the better to exploit. He had to work twice as hard with the dominant bias of the dumb trog stereotype. He had precious little time to himself the members of his family, let alone merely thinking of starting his own. Mr. and Mrs. Hagen soon succumbed to the stress of work and worries for their beloved only son.&lt;br /&gt;
&lt;br /&gt;
Tom found himself utterly alone.&lt;br /&gt;
&lt;br /&gt;
Understandably, he threw himself into work. Finding himself in the tender cares of the Mountain mentor spirit furthered his magical talents and proclivity toward stubborn, meticulous planning. With his propensity toward scientific subjects, he considered Medicine or Veterinary Medicine as his curriculum, but the higher-ups in the corporation decided nobody would trust a scary-looking trog to have a good bedside manner. They chose for him - he was to study the latter and soon, with non-negligible accolades earned, including a PhD in Awakened Zoology, found himself put not to treating animals he hoped for, but rather purely theoretical study of the mundane and paranormal with a focus on using assorted excretions and body parts in SK&#039;s pharma products. He would essentially work R&amp;amp;D with the Legalese thrown in.&lt;br /&gt;
&lt;br /&gt;
Tom languished. Locked in the laboratories nearly day and night for decades, hearing news of life passing him by, his only source of succor was Mountain and the assorted projects dealing with aquatic fauna, primarily fish. Multiple times, he asked permission to tutor students, train interns, go out in the field and actually study animals. Every time, he was denied and told to stick to the lab. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t a blacksite, however. The compound had windows - all the better to show you what &#039;&#039;others&#039;&#039; were getting up to. In 2061, Ghostwalker besieged Denver. Next year, he outright announced being in charge and banned summoning, merciless to those who broke the law. It didn&#039;t affect Tom, because he couldn&#039;t conjure, but the sudden ban caused ripples of shock everywhere. The great dragon focused his destructive rage on the Aztlan district of the city, on the border of which the compound was located. It survived, but with the civil war-like unrest Ghostwalker caused, the area quickly deteriorated into borderline slums on the Aztlan side. &lt;br /&gt;
&lt;br /&gt;
Over the years from 2061 onward, Tom bore silent witness to many personal dramas. Refugees forced out of their homes. Temples reduced to rubble. Street violence. Locked away, he was safe, had food, relative comfort and next to no connection with that world, confined to waving through a window if you will. &lt;br /&gt;
&lt;br /&gt;
But it &#039;&#039;was&#039;&#039; happening around him. That&#039;s how, on October the 13th, 2084, he saw a sight which constituted the straw that broke the camel&#039;s back. Through the windows to the other district, he witnessed a dramatic showdown. An elderly Native ork woman, accompanied by grandchildren perhaps, was trying to flee the gang of the week chasing them. In what must have been an act of desperation when they reached the wall and the guards wouldn&#039;t let them in, she conjured a spirit looking like a thunderbird, dark wings flapping around the terrified group, not letting the gangers approach. &lt;br /&gt;
&lt;br /&gt;
No deterrent for Ghostwalker, however. Somehow he noticed, flew low over the ground and devoured the conjurer together with the little ones without slowing down. &lt;br /&gt;
&lt;br /&gt;
This was too much. Tom had enough of it all. Of metaracists. Of SK. Of corps in general. Of dragons in particular. Why could not they just get along in a literally magical world? Slowly, carefully, but with Mountain-pleasing determination, the elderly man began preparing to abandon his life, however unimpressive it was, and leave it all behind. &lt;br /&gt;
&lt;br /&gt;
Seattle is the mother of all shadowruns. Through smugglers and middlemen bleeding him dry of all the money mages in gilded cages receive, he made contact with a fixer there, or at least someone who introduced himself as such. Together, they set up a little rental on the edge of the lava flats of Carbonado, Puyallup, a way to reach it and an explosive accident in the lab which claimed the life of Dr. Hagen, but no fish were harmed in.&lt;br /&gt;
&lt;br /&gt;
Now, Tom is far from the only life he ever knew. He started working as a detective of sorts, finding uses for healing methods as well. He&#039;s got his first two goldfish and a fancy aquarium - the only fancy aspect of the little flat in the ashen southern barrens. The only direction left him is forward, with his new and only friend here (see a pattern?), his hamster and the magic in him. Into the shadows. &lt;br /&gt;
&lt;br /&gt;
==Narratively Significant Qualities==&lt;br /&gt;
&lt;br /&gt;
==Positive==&lt;br /&gt;
&lt;br /&gt;
* Aspected Magician (Sorcerer). Gumshoe Awakened as a teenager, but he&#039;s able to use only one magical group (besides groupless skills like Assensing). He&#039;s able to cast, counter and dispel spells. He also hopes to put theory behind Ritual Spellcasting into practice the moment he can get his hands on some ritual formulae.&lt;br /&gt;
&lt;br /&gt;
* Mentor Spirit: Mountain. Enduring and determined, if also stubborn and inflexible, this mentor spirit favors survivors, but commonly refuses to step off a chosen path or proceed without a plan. The synergy with Gumshoe&#039;s personality and upbringing is obvious. CHA + WIL (3) to go without a plan or change one, +2 to Survival, Counterspelling and anchored rituals. &lt;br /&gt;
&lt;br /&gt;
* Dedicated Spellslinger. He makes the most out of his limited talent. Every rank of Spellcasting grants a spell of his choice he learns from Mountain. It&#039;s also easier to learn new spells - they cost 4 karma each. &lt;br /&gt;
&lt;br /&gt;
* Quick Healer. He&#039;s got a true gift for healing people. Any tests of healing - on/on/for/by him, including magical healing - are at +2.&lt;br /&gt;
&lt;br /&gt;
* Ogre Stomach. As any ogre, Gumshoe can enjoy a much more robust digestive system. His lifestyle costs are reduced by 20% and tests to resist ingested toxins are made at +2. &lt;br /&gt;
&lt;br /&gt;
* Lowlight Vision. It&#039;s an ork thing. Even at his age, he can see perfectly well in nighttime conditions like starlight.&lt;br /&gt;
&lt;br /&gt;
==Negative==&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah II and Records on File (Saeder-Krupp - Denver division). He never had friends in Denver, growing to despise the corporation and doing little to hide the fact. He&#039;s all but dead to Denver, out in the cold, with what he had gone for the sole purpose of getting out. -3 to interacting with SK employees, including Johnsons from the corporation if he finds out about their allegiances. The division still has rather recent files on him, however, which means an easier time tracking him in C-zones and better if someone in Denver cares to.&lt;br /&gt;
&lt;br /&gt;
* Aged II. Gumshoe is now sixty. His body isn&#039;t as it used to be. He&#039;s average in terms of agility and strength, slightly slower than average when it comes to reaction times, if still sturdy enough. He tries to stay in shape best he can by biking every day! It doesn&#039;t get him very far, but seeing a problem is half of solving it. At GM discretion, he might face bonuses or penalties to certain social interactions, depending on the attitude of people to &amp;quot;an old geezer in the shadows&amp;quot;. But hey, it&#039;s not all so bad! He&#039;s been around the block for long and knows much, as proven by his knowledge skills. And you will be hard-pressed to find a better honorary gramps.&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=Hans Gruber (his fake identity) is a wagemage for SK. Some kind of spellcaster. If looking Dr. Hagen up, a number of theoretical articles dealing with magic and its impact on fauna, especially on fish, published in SK-endorsed scholarly journals. &lt;br /&gt;
|MidResult=Gruber is a rather skilled apotropaist - a mage who counters hostile magic, dispels curses etc. He&#039;s a new face in the Seattle division of the corporation. If looking Dr. Hagen up, some of his personal history like being a promising kid and winner of Awakened Biology scholarships who Goblinized. The fact it didn&#039;t diminish his mental abilities, a &amp;quot;Yes, We Can!&amp;quot; role model for brainy young orks and trolls. &lt;br /&gt;
|HighResult=Gruber is a healer and illusionist, a follower of Mountain, very stubborn. Oddly, he appears to have a soft spot for fellow metahumans of Puyallup - the southern barrens of Seattle - and frequently found to be sleuthing for the mostly tusked Carbonado community. If looking Dr. Hagen up, the fact he died in 2084 in a huge explosion in the laboratory he worked at, the damage making it impossible to locate the body. &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=This old trog geezer is actually one of the numerous new kids on the block. A finger-waggler of some sort. Let&#039;s see how long he lasts - will guns or dementia be first?&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=He&#039;s a sorcerer, can lift you to a store upstairs to burgle it, cover an escape and heal if you do get shot in the process. Fairly nifty. For his age, rather stealthy too. Very friendly with Biggie Beefcake, though he lives in Puya, not Everett.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Hermetic, pure, assumed dead by Saeder-Krupp after an explosion he definitely faked to get out of Denver. Former corpo, if very vocally against SK. Follows Mountain, hates violence. And dragons - but who doesn&#039;t?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Results==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Awakened, healthy (short of fluctuations related to the scene), if aged. The general mood fluctuates depending on the run.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|He&#039;s a sorcerer. If you&#039;ve assensed him before, you&#039;ll probably recognize him.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Whether or not his remaining essence and magic on Dumas&#039;s Scale (the in-character name for MAG value after Prof. Étienne Dumas) are lower or greater than yours. The general diagnosis, if relevant, same for astral signatures (for example if he sustains a spell and - gasp - forgot to scrub the signature before it fades away naturally).&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
||Alphaware bioware: on his skin (silky skin, cosmetic alterations), in his meat eyes (perfect eyes), in the stomach (cleaner leech, lactose tolerance, dietware). Exact ESS (6) and MAG (7).&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Everything plus an accurate diagnosis. Not a technomancer!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
&lt;br /&gt;
* Hans Gruber (Saeder-Krupp, R4). Licenses: Firearms and AAA Corporate Medical Mage. &lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
==Media Mentions==&lt;br /&gt;
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==ShadowGrid Profile Comments==&lt;br /&gt;
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==Affiliations==&lt;br /&gt;
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===Contacts===&lt;br /&gt;
{{ContactTable|&lt;br /&gt;
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|Name=Biggie Beefcake&lt;br /&gt;
|Loyalty=5&lt;br /&gt;
|Chips=Even&lt;br /&gt;
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==In Play==&lt;br /&gt;
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===Knowledge Skills &amp;amp; Matrix===&lt;br /&gt;
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Gumshoe should be treasuring his CDP earned by immediately investing in new ranks and knowledge skills. This is highly important for any PC and he&#039;s got high LOG and INT. He speaks German very well (for languages, ranks limit the number of ranks you can use, translating into most likely fewer dice, which shouldn&#039;t be a problem for long) and can help with deciphering SK documents written by people who rely on not that many people in Seattle speaking the language. His knowledge of magic can be highly useful, because he can help analyze plans from this angle with it, something he loves to do. He&#039;s a [https://www.old.reddit.com/r/Shadowrun/comments/22q81t/know_your_enemy_saederkrupp_heavy_industries_one/ Saeder-Krupp] insider. Law Enforcement Procedures and Biology should also aid the team, especially if getting lucky with the dice. Gumshoe&#039;s mental limit is eight, meaning eight hits at most kept unless using edge actions to blow the limit. The sheet lists the relevant pools (including the +2 when specs apply).&lt;br /&gt;
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In addition, he currently lacks Computer ranks, but Matrix Search can be defaulted (INT -1). This may still be worthwhile for threshold 1 searches (his commlinks have Data Processing of 1 anyway). Don&#039;t be afraid to ask the hacker if you can still try to help them. You never know if you don&#039;t get lucky. &lt;br /&gt;
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===Magical Skills===&lt;br /&gt;
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Gumshoe&#039;s a rather effective sorcerer. Sure, he cannot summon &amp;quot;pocket sams&amp;quot;, but he&#039;s been around the block and knows much about how magic can heal, hide and protect. By necessity, he excels in avoiding combat - or anyone noticing there&#039;s even &#039;&#039;been&#039;&#039; a run. His current combat ability is extremely low (although he does have the unique ability of chipping away at very dodgy or highly armored targets), but give him time to turn into a Swiss Army knife. He&#039;s a force multiplier and has to support the team, the team supporting him in turn.&lt;br /&gt;
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Magic may sound intimidating to a newcomer to Shadowrun. This is why Gumshoe is a sorcerer. The way he&#039;s built is on purpose - you only have to worry about Assensing and the Sorcery group&#039;s skills: Spellcasting, Counterspelling and - after a few runs perhaps - Ritual Spellcasting. Forget about scaling statblocks of five different spirits dependent on tradition. Projection? Too much at once. Alchemy? Not today. &lt;br /&gt;
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Instead, we focus on what we instinctively associate with mages: spells, casting and countering them. There are two limits which matter here: the astral limit and force. The former is actually your social or mental limit, whichever is higher. For Gumshoe, the mental limit of eight is and thus the astral limit is eight. It&#039;s used for two of our magical skills - Assensing and Counterspelling. &lt;br /&gt;
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Force is the limit you choose rather than derive from stats. It limits the hits you can keep when casting a spell, for instance. The maximum force you can choose is MAG x2 (12 for Gumshoe), but watch out. His skills which use force are Spellcasting and Ritual Spellcasting.&lt;br /&gt;
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The other value you must keep in mind is drain - potential damage you incur if you exert yourself. It&#039;s dependent on the spell (each has an individual drain code based on the force you choose) and the relation between your MAG (6 for Gumshoe) and the force chosen. Easily enough, if it&#039;s over your MAG, any drain you fail to resist is physical. Below or equal is stun. You always have to roll your resistance against a hypothetical 2S (or 2P if F &amp;gt; MAG), even if the drain code would be less - a spell whose code is F-1, cast at F1, risks 2S, not no drain. The resistance test changes depending on the tradition:&lt;br /&gt;
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*** &amp;quot;The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research. Hermetic reagents include minerals, ores, and other elements - a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.&amp;quot; CRB 279&lt;br /&gt;
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Gumshoe is a hermetic mage, so he resists drain with WIL (7) + LOG (5) = 12 dice total. All stun drain you failed to resist can be healed in hourly intervals. He rolls 15 dice there, meaning he&#039;s easy to rebound if he incurs drain. Physical is healed in daily intervals - you&#039;ve got 13 dice there. Hermeticism is a materialization tradition (spirits don&#039;t need vessels to possess to interact with the physical world), but as a sorcerer, you needn&#039;t worry about this. &lt;br /&gt;
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Importantly, force effects leave [[https://shreloaded.net/wiki/Rulings/Awakened#Auras_and_Signatures astral signatures]] around. It&#039;s possible to track you by your signature. That&#039;s why you want to scrub the sig right after casting a spell. It takes a complex action per point of force used. Sigs do fade away on their own too (at an F/h rate), but Gumshoe cannot afford to leave things up to luck. Mountain would have seriously disapproved. Numinous perception - noticing magic - is a simple INT + Perception [mental] test with a threshold equal to the ranks in a skill like Spellcasting - force of the effect or 6 - force if there&#039;s no skill involved (minimum 1 in either case). This is why increasing ranks benefits mages. You get a + 2 on this test if you have any magic-related skill (active or knowledge). Because wards and other mana barriers can block you if you have sustained spells on, for example, it&#039;s worth assessing if there are any such obstacles before you bounce off one with a Physical Mask spell on. &lt;br /&gt;
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====Assensing====&lt;br /&gt;
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Assensing is the skill of reading people&#039;s auras for their health state, mood and more - highly useful for anyone. The details of what you receive are present in the table in CRB 313. All mages, including sorcerers like Gumshoe, possess the ability to perceive the astral as a simple action. With INT + Assensing ranks (astral - 8), he rolls 11 dice there and becomes dual-natured when assensing. Only initiates with Masking can oppose you with MAG + IG (as they&#039;re defending, they win ties). &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Assensing (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Hits&lt;br /&gt;
!Information Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General health (healthy, ill, injured). Emotional state. Mundane or Awakened.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Cyberware (standard and worse grades) presence and location. Possible aura recognition. Magical class.&lt;br /&gt;
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|3&lt;br /&gt;
|Alphaware cyberware presence and location. How ESS and MAG compare to yours (higher, lower, equal). Astral signatures. Generał diagnosis (disease or toxin). &lt;br /&gt;
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|4&lt;br /&gt;
||Bioware or betaware cyberware presence and location. Exact ESS/MAG/F. Cause of magical effect.&lt;br /&gt;
|-&lt;br /&gt;
|5+&lt;br /&gt;
|Deltaware cyberware, nanotech, genetech. Accurate diagnosis. Technomancer.&lt;br /&gt;
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|}&lt;br /&gt;
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====Counterspelling====&lt;br /&gt;
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Actually two skills in one, Counterspelling cares about your MAG (6) and skill ranks. It uses the astral limit (8). Mountain helps you with it. The two uses are:&lt;br /&gt;
* Spell defense dice. Nearly passive, it&#039;s a little fixer-upper to help your team defend against hostile spells (and only spells). Get them (up to your MAG) in your line of sight, use a free action to you&#039;re protecting them (or a -5 interrupt in combat if you&#039;re out of free actions - that&#039;s why it&#039;s your first free action no matter what for now), and you have a pool of dice for spell defense equal to your ranks (starting out, 6 for Gumshoe). When you have a hostile spell coming your way, you (or your protégé) can choose how many of those you want to add. You can protect yourself, the entire group or just those teammates you like. (Don&#039;t do this though please, it&#039;s your job to protect them!) This pool refreshes every combat turn. &lt;br /&gt;
* Dispelling. Ongoing effects like mind control can be dispelled if the sam gets influenced and you&#039;re the person who can stop the rampage. Ranks + MAG + 2 (Mountain helps) vs force + MAG (+ karma equal to quickening, if any). Your limit is also astral. Gumshoe rolls 14 dice here. You can also use reagents to change the limit of the test, spending a number equal to the limit you want. Every net hit you get in this opposed test reduces the number of hits the caster had in casting the spell - when their net hits reach zero, their spell fizzles out of existence. Drain is as if you cast it yourself. For dispelling rituals, the keyword you&#039;re looking for is &amp;quot;spell&amp;quot; - drain is equal to hits on their resistance x2. &lt;br /&gt;
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====Ritual Spellcasting====&lt;br /&gt;
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Starting out, Gumshoe knows the theory, but cannot put it in practice due to a lack of ritual formulae. He&#039;s got plans for when he&#039;s able to do more longterm magic requiring preparation and his magical lodge. The first ritual he hopes for is Circle of Healing to be able to offer longterm magical care, but for now, you needn&#039;t worry about it.&lt;br /&gt;
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====Spellcasting====&lt;br /&gt;
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The bread and butter of our sorcerer. Bearing the relation between force, MAG and drain in mind, he&#039;s able to alter reality with his will. Casting a spell is a complex action, but you can use reckless spellcasting to turn it into simple actions with the trade of drain becoming potentially +3 (so Stunball cast as a simple action is actually F+3 for drain, not F, for instance). There are five schools of magic in total - all of which he can access and knows spells from (but as any mage, he needs to learn more, which Dedicated Spellslinger makes easier too). The individual spells differ by duration (instant, sustained, permanent, special), range (touch, LoS, area LoS), drain code, if they&#039;re direct or indirect (indirect spells have -F AP, but let you dodge them with REA + INT and then soak damage with BOD + armor -F AP, unlike direct ones with no AP, but also with flat WIL/BOD and net hits translating into unresisted damage), the resistance test and if they&#039;re physical (they affect living creatures and inanimate objects, can be cast only in meatspace) or mana (they affect living creatures only, but can be cast either in meatspace or on the astral). In all cases, he rolls MAG (6) + Spellcasting ranks (6) for 12 dice total. (For now.) In alphabetical order…&lt;br /&gt;
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=====Combat=====&lt;br /&gt;
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Combat spells can have the range of touch, LoS, area LoS or special. Except for Evil Eye and Flame Burst, they&#039;re all instant spells as far as duration is concerned. They can be physical or mana, direct or indirect, single target or area. &lt;br /&gt;
** Physical spells can affect inanimate objects, but can&#039;t be cast on the astral.&lt;br /&gt;
** Mana spells only affect living creatures, but can be cast either in the physical world or on the astral. &lt;br /&gt;
** Indirect spells have two tests. To see if the spell hits: MAG + Spellcasting [force] vs REA + INT. If you get net hits, the target soaks with: BOD + armor -F AP vs F + net hits. &lt;br /&gt;
** Direct spells have one test. To see if the spell hits: MAG + Spellcasting [force] vs WIL (mana spells) or BOD (physical spells). Net hits become unresisted damage (stun or physical, depending on the spell). &lt;br /&gt;
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Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Stunball (direct mana, area LoS, instant, F). This is a last resort spell to knock groups of enemies out. Only net hits as damage and no AP is rough, but consider they only get to resist once, with flat WIL (+ spell defense dice, if any). This means you can drop highly armored or very dodgy targets, so those the team might struggle with, potentially in groups, even from the astral (mages who project and have not manifested yet, for example), perceiving it for a moment. Reagents can replace the limit, so if your team - or Mr. Johnson if you cleverly asked for it - can buy you some and you cast at a minimal force (the one which risks 2S drain, keeping more hits. Potentially worth post-edging.&lt;br /&gt;
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=====Detection=====&lt;br /&gt;
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Detection spells can be active (granting who you perceive a resistance test) or passive (just feeding you information). Their range is, by default, the radius of MAG x F in m from the target. Extended Detection spells have this range changed to MAG x F x 10 m in exchange for higher drain codes. They can be directional (like staring at someone), area (in a bubble around you) or psychic (granting you a different sense). They can be physical or mana too (see above). They&#039;re always sustained (-2 to anything not a damage resistance test, -1 with Psyche, or they can be slotted into Focused Concentration or a sustaining focus of up to the spell&#039;s force). &lt;br /&gt;
** Active spells have a test of MAG + Spellcasting [force] vs LOG + WIL (+ spell defense, if any) for living creatures, F x2 for magical objects or OR for mundane ones. Net hits determine the amount of information you receive. Spell defense can be used (even if unaware, like walking into Detect Life). Multiple targets resist the same Spellcasting test individually. &lt;br /&gt;
** Passive spells grant you a new sense. Net hits determine the limit for Perception tests using it as well as the detail of information available. Spell defense doesn&#039;t work against them, but if another spellcaster becomes aware of an active passive spell being sustained, they can try to dispel it.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Detection spell information (CRB)&lt;br /&gt;
|-&lt;br /&gt;
!Net hits required&lt;br /&gt;
!Information detail&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|General knowledge, no details &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Major details only&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Major details, plus some minor ones (GM discretion)&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|Detailed information&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Analyze Device (active, direction, touch, sustained, F - 3). You can analyze the purpose and operation of a device or piece of equipment within range (touching it). OR opposes it, so high force or many reagents and post-edging may be necessary for high-tech items. Each net hit can be used to provide a piece of information about the device that would not be readily apparent. Moreover, the subject earns a bonus die per to operate the object and can ignore any skill-defaulting modifiers. That&#039;s your &amp;quot;I actually know how to operate the McGuffin&amp;quot; moment. (When you&#039;re able to avoid sustaining penalties, it can potentially make you better at shooting too.) You can also make the decker, rigger or even sam or adept love you if you use it on them so that they&#039;re able to roll more dice with the item they typically use. Due to OR, items which aren&#039;t very advanced are best for analysis. &lt;br /&gt;
* Combat Sense (passive, psychic, touch, sustained, F). Every hit adds a die to surprise tests as well as dodging attacks (ranged and melee). Excellent for anyone, but prioritize combat characters. &lt;br /&gt;
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=====Health=====&lt;br /&gt;
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Health spells can knit flesh, detoxify the body or help it resist illnesses. At the same time, some spells like this can hurt (Decrease Stat, for example). They are always touch range. They can be physical or mana. If they&#039;re resisted, the spell description says so, but you usually just make a MAG + Spellcasting [force] test. People with ESS lower than 6 are harder to fix. You suffer a penalty of ESS - patient&#039;s ESS (rounded up). Thankfully, you&#039;re a Quick Healer. In the future, when Gumshoe learns more Health spells and the Circle of Healing ritual to establish a street clinic, the Healer quality (FA) can be useful. They can be sustained or permanent. Permanent spells don&#039;t require sustaining after F x complex actions. Because of this, such spells, if you&#039;re saving lives, benefit from being cast at F1 (unless the specific spell needs to be cast at a force at least equal to something, like overflow damage in the case of Stabilize), with reagents replacing the limit to keep many hits, but not take long. Important! The order of treatment is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. &lt;br /&gt;
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Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Heal  (ESS, mana, touch, permanent, F - 4). This spell heals physical (!!!) damage. Drain can&#039;t be healed with it. Remember that if you use Heal, you can no longer use First Aid on that injury. &lt;br /&gt;
* Increase Reflexes (ESS, physical, touch, sustained, F - 4). To go zoom-zoom. Every hit from the spell adds +1 to initiative. Every two add an extra die. (This means no rounding up. Three hits is +3 +1D6 to initiative.) You can&#039;t be affected by multiple castings (the best result applies) and can&#039;t exceed a total of 5D6 initiative dice. Mind stacking (or rather &#039;&#039;not&#039;&#039; stacking with most of other initiative boosts). That said, if you get many hits, you can be crazy fast, getting a lot done. From D&amp;amp;D, you probably remember mages want to go fast. In Shadowrun, everyone loves getting more done. And it doesn&#039;t have a minimum force requirement, so if Mr. Johnson wants to splash out on reagents, you can soak that 2S, but keep many more hits.&lt;br /&gt;
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=====Illusion=====&lt;br /&gt;
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Illusions can&#039;t directly deal damage, but tell the gangers fleeing from imaginary cops that. They&#039;re always sustained. They can be physical or mana, obvious or realistic, have single targets or hit groups, affect a single sense or more, have the range of touch, LoS or area LoS. Hits are crucial in order to affect someone. The target is fully affected by the illusion only if the spell is not completely resisted. Note that reagents can replace force as the limit, so burning them and post-edging can be extremely effective, because most illusions are highly potent debuffs.&lt;br /&gt;
** Mana spells are resisted with LOG + WIL. They can be cast on the astral, but Assensing their auras immediately gives them away. &lt;br /&gt;
** Physical spells are resisted with LOG + INT (living creatures) or OR (inanimate objects). They&#039;re confined to meatspace, but where else would you fool every camera in the building? &lt;br /&gt;
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==Object Resistance Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Object resistance table (CRB)&lt;br /&gt;
|-&lt;br /&gt;
|Materials&lt;br /&gt;
|Examples&lt;br /&gt;
|OR&lt;br /&gt;
|-&lt;br /&gt;
|Unprocessed natural materials&lt;br /&gt;
|Trees, soil, unprocessed water, hand-carved wood, cold-worked metal&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Brick, leather, plastics, treated wood, forged metal&lt;br /&gt;
|Vintage nontech clubs (plastic/treated wood) &lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Advanced plastics, alloys, storage devices, sensors, other electronic equipment&lt;br /&gt;
|Modern clubs, modern/vintage guns/blades, knucks (alloys and/or modern plastics)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Advanced computers, toxic waste, drones, vehicles, monofilament weapons, smartguns&lt;br /&gt;
|Monofilament weapons, RCCs, smartguns, commlinks, decks, vehicles, drones (advanced alloys/plastics, computers, vehicles)&lt;br /&gt;
|15+&lt;br /&gt;
|}&lt;br /&gt;
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Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Chaotic World (physical, realistic, multi-sense, area, sustained, F). Every net hit is -1 to anything that isn&#039;t resisting damage. Yes, to dodge as well! You can debuff gangers, cameras, drones and what have you. An excellent choice for combat (to soften targets for your shooty teammates who pelt them with gel or SnS from out of the spell area) or just fooling devices you sneak through. After all, if you&#039;re quick about it, random bugs happen all the time. &lt;br /&gt;
* Improved Invisibility (physical, realistic, single-sense, LoS, sustained, F - 1). If whoever would see you fails to generate more hits than you, you&#039;re invisible to living creatures and tech. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to notice you. However, CRB says that a good enough Sneaking test might keep you undetected anyway. It doesn&#039;t affect smell, hearing, touch or taste, so plan accordingly. This is a spell the entire team sneaking somewhere may request for you. Don&#039;t let them down. &lt;br /&gt;
* Physical Mask (physical, realistic, multi-sense, touch, sustained, F - 1). The subject assumes a different physical appearance (of the same basic size and shape as the natural form) of your choice. Their voice, scent and other physical characteristics can be altered. Treat your hits as the threshold any opposition must tie (because they&#039;re defenders) to realize it&#039;s an illusion. Fantastic for sneaking places socially, but remember to check with your Assensing that you&#039;re running into a mana barrier which would stop you unless you succeed in pressing through! &lt;br /&gt;
* Trid Phantasm (physical, realistic, multi-sense, area, sustained, F). The Major Image of Shadowrun, it lets you recreate anything you&#039;ve seen before (in person, reading a book, on the trid…). If they fail to resist it fully, they believe they see, hear, smell, feel and taste what you design. Creativity is king here. As it&#039;s not static, you can potentially have cops in full armor, assault rifles out, march out of the adjacent street if you position well enough to have LoS. You can also create imaginary obstacles to redirect cars where you want, manipulate people to talk to who isn&#039;t there (how about a new guard who requests a password from an exec?), cause impromptu distractions (even if the hulking troll ghoul isn&#039;t real, just the moment corpsec officers are distracted can be used to flee) and do many more fun things. Potentially the most important spell in your arsenal, certainly the most versatile.&lt;br /&gt;
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=====Manipulation=====&lt;br /&gt;
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This is the broadest category of spells. They can damage, alter the environment and - the scariest prospect - control your mind. They can be physical or mana, touch, single-target, area, have the mental, environmental or damaging descriptors. Together with Illusion, Manipulation offers the strongest options for crowd control, but it can also buff or debuff. They&#039;re almost always sustained. &lt;br /&gt;
** Mental spells are the scariest form of magic - you can be made to think you&#039;re the spellcaster&#039;s friend while your real teammates are enemies to be shot. Isn&#039;t it a terrifying vision? That&#039;s why mental Manipulation spells are subject to special scrutiny from law enforcement, with users on a quick path to unsavory reputation. They&#039;re resisted with LOG + WIL (+ spell defense, if any). Net hits determine how long you can puppeteer the target. The spell ends when your net hits are reduced to zero. You can find the houserules pertaining to it [[https://shreloaded.net/wiki/Rulings/Awakened#Mind_Control_and_Reduced_Attributes here]]. While such a spell is sustained, the target may take a complex action (on their turn) to resist. In this case, it&#039;s LOG + WIL - F; every hit the target gets reduces the caster&#039;s net hits by 1. The one being controlled can take this action even if they wouldn&#039;t get an action because of the spell. A victim of mental manipulation may roll to notice the magical effect according to the usual rules for perceiving magic (CRB 280). &lt;br /&gt;
** Environmental spells simply affect an area without targeting specific people. &lt;br /&gt;
** Damaging spells have 0 AP and cause damage equal to force by default. This damage can be resisted with BOD + armor.&lt;br /&gt;
&lt;br /&gt;
Right out of chargen, Gumshoe has the following:&lt;br /&gt;
* Levitate (physical, LoS, sustained, F - 2). Telekinesis on demand. You can lift living creatures or inanimate objects into the air, moving them within LoS. You have to beat a threshold of subject&#039;s body mass/200 kg (rounded up). The speed of Levitate is F m/combat turn. Unwilling people can resist with STR + BOD (objects can&#039;t decide, so you only contend with their weight). It&#039;s great not only to ascend while skipping stairs, but also to steal items, catch someone falling (if you&#039;re swift enough) or grab a melee combatant to hold them at arm&#039;s length. &lt;br /&gt;
* Mana Barrier (mana, area, environmental, sustained, F - 2). Your private prison for spirits. The spell creates an invisible force field - a wall with a length and height equal to F x2 m or dome with a radius of F m by default, unless the GM lets you do something else with it - with a structure rating equal to the hits scored. If cast on the astral plane, it also impedes astral forms and reduces visibility - it can prevent a spirit from ever materializing if you have one strong enough not to let them break free. Living beings and objects can pass through it freely, but ones astrally active are impeded. This means, among others, active foci and spells, spirits, dual-natured creatures (infected, for example). Moreover, you can try creating a Matryoshka doll effect by stacking several, because as long as you sustain it and a single attack doesn&#039;t shatter it, it regenerates all of its structure rating. Recommended for stronger spirits and infected. &lt;br /&gt;
* Physical Barrier (physical, area, environmental, sustained, F - 1). Technically, it&#039;s intended to be a defensive spell, but don&#039;t let the CRB description fool you. It&#039;s way better used offensively or for utility if your GM lets you create force ladders with it. The spell creates a glowing, translucent force field with +1 armor and structure rating per hit. Like with the Mana Barrier, it regenerates if physical attacks don&#039;t oneshot it. Anything the size of a molecule tops can pass through the barrier, including air or other gases, so you needn&#039;t fear suffocation, but anything bigger treats it as a normal physical wall. The wall is translucent but shimmers, the equivalent of light fog (CRB 175). Other than the visibility modifiers, you can even still cast spells through it, except for the ones with physical components (like indirect Combat spells). That said, as an actual defensive spell it&#039;s not great. Instead, think about the offensive uses. Lock the squishy enemy face in a Pokeball. Cast it as a ramp to reach somewhere. Make a tiny tripwire and taunt the go-gangers (with Trid Phantasm, probably) to pursue you and crash… &lt;br /&gt;
* Rosebush (physical, area, sustained, F + 2). Crowd control which looks beautiful, but stings. You conjure thorny plant life - say, literal rosebushes - in an area. Everyone there must make a STR + BOD test (OR for objects which could get damaged) or have AGI reduced by 1 per net hit. If it reaches virtual zero, they can&#039;t move, but wait, it&#039;s even better! Not only can they only break free via an opposed STR + BOD vs F x2 test, but they &#039;&#039;are discouraged from moving too much&#039;&#039; anyway, because the thorns are damaging. Every combat turn, they inflict damage equal to net hits -F AP. FA doesn&#039;t specify if it&#039;s stun or physical, so compare to the modified armor they&#039;re wearing. &lt;br /&gt;
&lt;br /&gt;
===Stealth (Physical and Social)===&lt;br /&gt;
&lt;br /&gt;
There&#039;s no beating around the bush about this. Mages are feared, because you never know if the finger-waggler will heal you or just set you on fire. That&#039;s why it pays not to be seen at all, look different from yourself or at least not appear wizardly. It&#039;s always great to ask the face to disguise you, but you have Etiquette, Sneaking and, of course, spells. As he develops, Gumshoe has the potential to become really good at playing a chameleon. &lt;br /&gt;
&lt;br /&gt;
* Etiquette. Fitting in socially, avoiding committing a faux pas talking to important people, social stealth. Gumshoe isn&#039;t a charismatic man. Still, it&#039;s not that he doesn&#039;t care about manners. He does - very much (four ranks). It&#039;s that the world is against him because of his looks (CHA 2, even with attempts at making himself look more approachable with cosmetic ware). He rolls 6 dice there, with +1 from the Ace of Hearts suit, for a potential 7 dice total. Keep in mind that you have rather high EDG (4) and you need to spend it to earn it back, so you might find post-edging worth it. The limit is social (6 dice). Due to his knowledge skills, later on when he&#039;s got larger social pools, Informed Opinion can be quite useful:&lt;br /&gt;
&lt;br /&gt;
*** &amp;quot;All that reading paid off! Nothing wins over a crowd like knowing what you&#039;re talking about. If you have a knowledge skill applicable to the subject at hand in any social situation, you can roll that skill and add a dice pool modifier equal to your hits to your social limit for the encounter. There&#039;s a lot more room to get it right when you know the topic inside and out.&amp;quot; CA 154&lt;br /&gt;
***&amp;quot;All social maneuvers incur a -4 dice pool modifier on the listed test unless otherwise indicated and cost a free action in addition to any listed action. Most social maneuvers require making one test with the negative modifier to gain a bonus on a second test, while others require making a test with the negative modifier to gain a special effect.&amp;quot; CA 153&lt;br /&gt;
&lt;br /&gt;
* Sneaking. Evading notice as opposed to social stealth. The limit used is physical (5), the stat - AGI. He rolls 9 dice. Note he&#039;s got Improved Invisibility he can use on himself and/or help the team with. Spells he wants to learn will also aid him highly when he earns them. &lt;br /&gt;
&lt;br /&gt;
===Perception &amp;amp; Outdoors===&lt;br /&gt;
&lt;br /&gt;
Gumshoe really wanted to be the next Steve Irwin. Life said otherwise, but he finds the skills useful for detective work. &lt;br /&gt;
* Perception. Noticing all kinds of things. The limit used is mental (8 base), the stat - INT. In addition, his R3 vision and audio enhancements, when run wireless, grant not just the limit increase, but the pool boost when seeing or hearing. He rolls 11 dice base, 14 for vision and audio tests when the contacts and earbuds are wireless (mental limit 8 there even if not, doesn&#039;t apply to tests other than vision or audio). &lt;br /&gt;
* Survival. Making do not just in the wilderness, but also the urban jungle. The limit used is physical (5 base), the stat - WIL. He rolls 10 dice there, because Mountain helps him with +2. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Navigation. Not getting lost. Living in Puyallup, very useful. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. He might also be able to help riggers, who tend to have many Navigation ranks. Offer to assist a teamwork test - you can&#039;t keep more than a single assist die at the moment anyway. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
*Tracking. Finding others, following tracks, also tracking by astral signatures. The limit used is physical (5 base), the stat - INT. Gumshoe rolls 6 dice here. Ask the GM if his survival gear grants any situational bonuses. &lt;br /&gt;
&lt;br /&gt;
===First Aid===&lt;br /&gt;
&lt;br /&gt;
Gumshoe was arbitrarily decided to scare patients, so he was never allowed to learn the Medicine skill. With First Aid, however, he&#039;s ace. He uses the mental limit (8) boosted by the rating of his medkit (6), with it added to his base pool of LOG (5) and ranks (6) if running wireless and yet helped by Quick Healer (2), including on magical healing (like with the Heal spell). Wireless off: limit 14, pool 13. Wireless on: limit 14, pool 19. Remember that drain damage must be healed on your own (First Aid doesn&#039;t help here) and that the order of healing tests is: First Aid =&amp;gt; Heal =&amp;gt; Medicine. The medkit itself can operate on its own, rolling 12 dice (limit 6) - and it does have Medicine! As Medicine gives the hits rolled as assist dice to recovery tests, this &#039;&#039;can&#039;&#039;, in fact, give you extra dice if you&#039;re able to afford to just lie down for an hour or day to rest.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
* Trodes create the DNI (direct neural interface) to communicate with your team with a thought. The microtransceiver also helps here. Gumshoe likes the fact this &amp;quot;Mindnet&amp;quot; cannot be dispelled. &lt;br /&gt;
* Two prepaid commlinks allow you to have one dedicated to Biggie Beefcake and another for work with people you don&#039;t trust much yet - Mr. Johnson, new teammates etc.&lt;br /&gt;
* Your lodge (R6) in the studio apartment creates a mana barrier (F6) you don&#039;t have to sustain or even cast. It imposes a -6 penalty on any attempts to track you magically. It&#039;s necessary for rituals in the future and raises the limit of magical skills by its rating. &lt;br /&gt;
* The data is to be stored on your datachips. &lt;br /&gt;
* R3 vision and audio enhancements provide their ratings in mental limit boosts for the relevant Perception checks and, while wireless, also to the pool for seeing and hearing. &lt;br /&gt;
* The cheap bicycle allows you to travel around, though you should probably embark on the journeys faster than people who have cars.&lt;br /&gt;
* The R6 medkit rolls double its rating to operate autonomously, helping you patch teammates up. It also increases the mental limit for First Aid (LOG) and Medicine (LOG, can&#039;t be defaulted on) by 6.&lt;br /&gt;
* The Ace of Hearts suit adds +1 to social tests. &lt;br /&gt;
* With the houserules, even when out of air, your gasmask - excellent innocuous facial recognition - works as an R6 fashion respirator. Be sure to upgrade to a fashion version so you never incur penalties for improper attire.&lt;br /&gt;
* It&#039;s possible to cast through the telescoping mirror on a stick or the optical binoculars. &lt;br /&gt;
* The backpack is full of little innocuous odds and ends, for example duct tape, magenta paint (against invisible mages you hear!) etc.&lt;br /&gt;
* The survival kit, flashlight, gecko tape gloves, climbing gear etc., while best in the hands of, say, a sammie, offer additional utility. They&#039;re small bits and pieces many players overlook in favor of big guns and flashy ware, but can help the entire team out in a pinch. &lt;br /&gt;
&lt;br /&gt;
===Combat Options===&lt;br /&gt;
&lt;br /&gt;
That&#039;s the kicker. As a budding sorcerer, your best bet in combat is to take cover and, after obtaining consent from other players, buff their PCs up with Combat Sense if they&#039;re within range (touch). You&#039;re not a combat character. (You &#039;&#039;will&#039;&#039; be with much karma and nuyen for armor like the FBA, sustaining foci, reagents and finally a shooting skill. This is going to take time, but it&#039;s worth it when you&#039;re hurt by drain.) Without any ranks, Gumshoe defaults on AGI (3 - 1 = 2), with a measly +1 from the red dot sight when in short range. (You don&#039;t want to be in short range.) His light pistol and gel rounds aren&#039;t going to help much - they&#039;re there just to avoid looking like a magician, so the guy they geek first - and his starter armor rating is lowish. Taking aim actions are basically a necessity if you absolutely have to fire it and you still can&#039;t compare to a street samurai… while they&#039;re blackout drunk. That said, you have a few advantages.&lt;br /&gt;
* You&#039;re uniquely equipped to deal with groups of highly armored or very dodgy targets, especially with low WIL, through Stunball. It&#039;s a direct mana spell which needs LoS and can be cast either in meatspace or on the astral. There&#039;s only one test: if the targets fail to resist your MAG + Spellcasting vs their flat WIL (unless they have spell defense dice), the net hits go into their stun track. Armor doesn&#039;t help either. Moreover, the Heal spell can&#039;t heal stun, so they have to use First Aid (which takes time, taking them out of the fight if they want to use it) or stimpatches (which will eventually give them &#039;&#039;more&#039;&#039; stun) to immediately shed this damage. Alternatively, they can cast Resist Pain and get rid of &#039;&#039;wound modifiers&#039;&#039; only. This stun damage stays and the moment they accrue more (sufficient to give them another -1 from wound mods), the effects are gone. If you deal very much and they don&#039;t have high WIL, you can knock them out in a few spells. &lt;br /&gt;
* Gumshoe has very high WIL (7). Take aim actions are simple (so you can use two per pass, of which you will probably have many through Increase Reflexes or blitzing with EDG) and stack either accuracy or the shooting pool by WIL/2, &#039;&#039;rounded up&#039;&#039;, as long as taking aim is all you do (don&#039;t use your free action, in other words). This means that you can hide with Improved Invisibility and acceptable Sneaking, activate spell defense (though you should do it before combat breaks out if you can) or tell the team where you are through DNI, then use eight simple actions to aim and emerge with four extra dice. Not advisable at the start, but if you&#039;re desperate and magic can&#039;t help you, it&#039;s some option. &lt;br /&gt;
* Your spells are very versatile, however. See a melee opponent? Try to lift them out of range with Levitate. Have a friendly shooter? Put Chaotic World on the targets, with some room from the teammate, and let them enjoy penalties on the side of the opposition. Block escape routes with Physical Barrier. Trap enemy spirits in Mana Barrier prisons. (Layering them helps because of the refreshing mechanic.) Rosebush is fantastic crowd control. You&#039;re also a buffer - buff the sam with Combat Sense, hide them with Improved Invisibility etc. You&#039;re at your most formidable as a force multiplier, not even chucking Combat spells. &lt;br /&gt;
&lt;br /&gt;
However, your skillset is the best for &#039;&#039;avoiding&#039;&#039; combat. You can avoid being seen with Improved Invisibility. You can lift people from the back of the building to the very top with Levitate, bypassing all those hallways with cameras that way. (They will probably struggle with your physical illusions too.) You can assume different looks with Physical Mask. Trid Phantasm to have some cops come around the corner can scare some gangers away. You&#039;re very versatile and can help effectively every other archetype (Physical Mask for the face, Analyze Device for the decker and rigger, Combat Sense for the sam or combat adept, Improved Invisibility for whoever sneaks etc.). Be a good team player and share the spotlight!&lt;br /&gt;
&lt;br /&gt;
==Run History==&lt;br /&gt;
&lt;br /&gt;
{{RunHistory}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Personality=Polite}}&lt;br /&gt;
{{#set:Has Personality=Introvert}}&lt;br /&gt;
{{#set:Has Personality=Old-School Gentleman}}&lt;br /&gt;
{{#set:Has Personality=Likes Animals &amp;amp; Kids}}&lt;br /&gt;
{{#set:Has Personality=Dislikes Violence}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Sex=Male}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Role=Utility Sorcerer Detective}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Metatype=Ork (Ogre)}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=First Aid}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Perception}}&lt;br /&gt;
&lt;br /&gt;
{{#set:Has Expertise=Utility &amp;amp; Team Support}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pregen Runners]]&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=116200</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=116200"/>
		<updated>2023-11-21T19:16:18Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Movement */&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;
*Foci over F10 (including by GMs) &lt;br /&gt;
*Power and weapon foci over F7 (including by GMs)&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;
&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 Elemental 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 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;
*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;
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 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;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to.&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;
&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, 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;
*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;
&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;
*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;
====Manabind/Net====&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;
====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 mele attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&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 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;
====Augury and Sortilege====&lt;br /&gt;
*Adepts and mystic adepts without the Magician&#039;s Way as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute as D6s) instead of Ritual Spellcasting + Magic and interpret the answer to the Question with an Arcana + Logic check.&lt;br /&gt;
*Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules.&lt;br /&gt;
*If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s gifts.&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;
&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;
*Mana Static applies a separate special stacking BGC in its area. Characters are under the effects of all relevant BGCs in their area; apply them sequentially in any order.&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;
===Alchemy===&lt;br /&gt;
*Only the person who created a preparation or compound may activate 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. It&#039;s also visible in the physical vicinity of the effect for the duration of the effect. The enchanter&#039;s mask does not appear on their person when the prep is activated, however. Per our current ruling on mentor&#039;s mask and sustained spells, spells sustained may be detected with Numinous Perception if the sorcerer who cast them has a mentor&#039;s mask. This occurs in the vicinity of the target on which the spell is sustained, as this is where the magic effect happens.&lt;br /&gt;
*Witness My Hate may be applied to Combat alchemical preparations.&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;
&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;
*During downtime players may fill a single vault of ages with preparations of up to the maximum force that vault is capable of holding.&lt;br /&gt;
*Any further vaults filled may be filled with preps of (Magic) force or lower.&lt;br /&gt;
*For the purposes of determining potency, remove the force of the prep from your dice pool and then divide the remaining dice by 3, rounded down, with a minimum of 1.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Enchanting during a run is conducted as normal.&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;
&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.&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;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to summon and then bind one spirit of force up to their Magic, rolling as normal.&lt;br /&gt;
*Drain accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Binding during a run is conducted as normal.&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;
*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 may only be used on spirits that are being summoned as part of the Channeling.&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;
*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;
&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. Ally spirits are bound and thus may not be channeled.&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;
&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;
&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;
====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 make 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;
&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 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;
&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) functions as follows. The weapon has no effect on condition monitors. The DV substitutes for force, the area around the target within DV/2 meters becomes slippery for 10 minutes. Unshielded targets have to make their test. What constitutes an unshielded device is subject to GM fiat.&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;
&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;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&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&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.&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
*Must be a traditionalist.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**For the purposes of oversummoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**The Necro Summoning ritual spirits cannot be bound. The Reckless Necro Summoning 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;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&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;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can reckless necro nconjure and bind a spirit in downtime.&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art. &lt;br /&gt;
**Worth noting that this doesn&#039;t warrant triggered resubmits.&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 Augury and Sortilege ritual for the next initiation if they do not already possess it. Adepts and mystic adepts without the Magician&#039;s Way, as well as any aspected conjurers or aspected enchanters may still use the Augury and Sortilege ritual, completing the ritual with a straight Magic check (rolling their Magic attribute, only in D6) instead of Ritual Spellcasting + Magic, and interpreting the answer to the question with an Arcana + Logic check. Mystic adepts who are not locked out of Sorcery and who are following the Magician&#039;s Way as well as any magician or aspected sorcerer use Ritual Spellcasting to complete the ritual as per the usual rules. As usual, the Augury and Sortilege ritual 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. If a character who does not have Ritual Spellcasting is no longer following Oracle, they may not make use of these rules in order to utilize Augury and Sortilege. They are only available to those who stick with Oracle&#039;s Gifts.&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;
===Metamagics===&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;
====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 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 lost 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;
====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;
====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;
====Harmonious Defense====&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;
&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;
*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.&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;
&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;
====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;
&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: M&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes a loud, magic-imbued howl or scream that can paralyze foes. It makes a Magic + Charisma test opposed by the Intuition + Willpower of anyone who can hear, reducing its number of hits by 1 for every (Magic) meters it is away from a victim. Each net hit imposes a -1 dice pool penalty to all actions for (Magic) minutes, paralyzing victims for the duration if this penalty exceeds their Willpower. This effect does not stack but replaces the effect of a previous attempt if more net hits are scored. Targets accumulate +2 dice to resist for every subsequent time they are exposed to this power within 24 hours. Sound-dampening effects add to the resist pool, including the rating of cyberware/equipment or hits scored on a sound-dampening spell. The scream is about as obvious as unsuppressed gunfire and can be picked up by audio or ultrasound sensors, though its effects do not propagate through electronic mediums.&lt;br /&gt;
*A select sound filter set up to filter out a Paralyzing Howl provides bonus dice equal to the rating of the select sound filter on your defense test against the power. It does not provide immunity.&lt;br /&gt;
*Character who cannot hear are automatically immune to Paralyzing Howl.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility or Speed attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility or Speed score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&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;
*PCs with the Essence Loss weakness now lose 1 essence per 4 runs, with each use of an active power (as defined by the Essence Loss weakness) reducing that timer by one. Essence does not reset or go away after each run. A PC may engage in 1 downtime essence drain attempt prior to a run, using the below system. This should be rolled in #dicerolling. Any edge used here does not refresh at the start of the run. After a successful downtime essence drain attempt, the PC gains 1D6 essence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Target:&#039;&#039;&#039;&lt;br /&gt;
**The target sets the threshold for the following tests. The base threshold is 3 for an &amp;quot;acceptable&amp;quot; target. This is a target who may not deserve to be essence drained, but isn&#039;t a struggling single mother trying to provide for her young children. This incurs a cost of 1 karma. If the PC does not have the karma to pay for this, they may go into karma debt. The following scale of targets may be selected:&lt;br /&gt;
**Deserving target. These are often significantly more capable than your average SINless, and may have powerful friends or benefactors. These have a threshold of 4 and no karma cost.&lt;br /&gt;
**Acceptable target. Still capable, but more often footsoldiers or lower-level types. These have a threshold of 3 and a 1 karma cost.&lt;br /&gt;
**Innocent target. These are innocent people just trying to live their lives. These have a threshold of 1 and a 3 karma cost.&lt;br /&gt;
After deciding the PC&#039;s target, the following rolls are needed: a test to Approach the target, a test to Subdue the target, and a test to Get Away Clean.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Approach:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over what skills are appropriate. A failed approach test increases the threshold of following tests by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subdue:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as any combat skill, Spellcasting or Summoning are appropriate here. Thematics has the final say over which skills are appropriate. A failed subdue test means no essence is gained, and the Wanted Clock advances by one segment. When using the off-table essence drain rules, assume your target has as much essence as the result of your die. You must always roll for addiction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get Away Clean:&#039;&#039;&#039;&lt;br /&gt;
**Skills such as Sneaking, Con, Etiquette or Hacking are appropriate here. Thematics has the final say over which skills are appropriate. A failed attempt to Get Away Clean advances the Wanted Clock by one segment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wanted Clock:&#039;&#039;&#039;&lt;br /&gt;
**The Wanted clock starts empty and has six segments. If it reaches six segments, it returns to empty and a consequence occurs. The first time this happens, the PC gains the Wanted (Infected Hunters) quality – a known vampire of their appearance is being actively hunted. If it happens again or the PC has the Wanted (Infected Hunters) quality from some other source, the PC begins their next run being ambushed by a group of hunters with an appropriate TL for the run in question.  If this would be disruptive to the run in question, the GM may elect to postpone the consequence. Please ping Thematics who will arrange a GM to run the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On a Run:&#039;&#039;&#039; On a run, the karma cost based on target still applies, but the rest (Approach/Subdue/Get Away/Wanted Clock) is at GM discretion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Swallower:&#039;&#039;&#039; Those with Soul Swallower gain 1D6+1 essence instead of 1D6.&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;
===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;
&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;
&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 be visible for having passive adept powers or for sustaining spells.&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, &#039;&#039;&#039;there is no way to hide it.&#039;&#039;&#039;&lt;br /&gt;
*[https://docs.google.com/document/d/1RrB_RQnZOAR1Q9b1qhvgHvNuPPfqgww74fW4hrZ66ik/edit#heading=h.6yhinb5kgr1j 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;
&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 only apply their penalty and benefit to skill tests.&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;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, for both players and GMs.&lt;br /&gt;
*The maximum rating for all other foci is 10, for players and GMs.&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 spell defense and Dispelling tests.&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 benifit untill such time as they are deactivated fully. 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;
====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;
===Mana Aspects===&lt;br /&gt;
{{Roundbox|Note that this mechanic is in playtesting. GMs may optionally use it on their table if they post a notice to that effect on the run post.}}&lt;br /&gt;
&lt;br /&gt;
*An area may have mana aspected towards an emotion or tradition. Actions in opposition to the aspect receive a penalty equal to the rating of the MA, actions unrelated to it are unaffected while actions in concert with it receive a bonus. Those without a Magic rating suffer only half the penalty, and only if the total is above 5. They may always receive a benefit. Generally, this should be half of the equivalent background count. For areas void of mana, consider them aspected to &amp;quot;Not Doing Magic&amp;quot;. Anything other than doing magic is considered unrelated to the aspect. Sustained spells of a force equal to or less than the rating of the mana aspect divided by 2 (rounded down) fizzle out.&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;
&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>EnigmaticOxygen</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Matrix&amp;diff=116189</id>
		<title>Rulings/Matrix</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Matrix&amp;diff=116189"/>
		<updated>2023-11-21T14:10:59Z</updated>

		<summary type="html">&lt;p&gt;EnigmaticOxygen: /* Matrix Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Matrix Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Matrix Actions===&lt;br /&gt;
&lt;br /&gt;
*Haywire (KC 38) &lt;br /&gt;
*Intervene (KC 39) &lt;br /&gt;
*Masquerade (KC 39)&lt;br /&gt;
&lt;br /&gt;
===Banned Emerged Content===&lt;br /&gt;
&lt;br /&gt;
====Banned Complex Forms====&lt;br /&gt;
&lt;br /&gt;
*Host Emulator (KC 94) (including by GMs)&lt;br /&gt;
&lt;br /&gt;
*Pinch (KC 95) (including by GMs)&lt;br /&gt;
&lt;br /&gt;
*Resonance Cache (KC 95) (including by GMs)&lt;br /&gt;
&lt;br /&gt;
*Search History (KC 95) (including by GMs)&lt;br /&gt;
&lt;br /&gt;
====Dissonant Ban====&lt;br /&gt;
&lt;br /&gt;
*Dissonant streams, powers, echos, forms etc. are for NPCs only&lt;br /&gt;
&lt;br /&gt;
====Banned Echos====&lt;br /&gt;
&lt;br /&gt;
*Draining Spike (KC 101) (including by GMs)&lt;br /&gt;
&lt;br /&gt;
====Banned Mechanics====&lt;br /&gt;
&lt;br /&gt;
*All content relating to submersion groups, tribes and flash tribes&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*The MOS (KC 58) is not permitted until it is evaluated in light of our custom deck rules.&lt;br /&gt;
*Fuchi Cyber-N Series (KC 60)&lt;br /&gt;
*Fuchi Cyber-EX Series (KC 60)&lt;br /&gt;
*Surplus and Refurbished Pi-Tacs (KC 73)&lt;br /&gt;
*&#039;Mercury-Alpha&#039; Battlefield Signal Booster (KC 74)&lt;br /&gt;
*Micro-Dish Transmitter (KC 74)&lt;br /&gt;
*Co-Pilot programs (KC 71)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Groveler (KC 96) (including by GMs)&lt;br /&gt;
*Team Player (KC 97)&lt;br /&gt;
**This quality was written under the assumption that Matrix actions cannot be teamworked. Notably, teamwork CAN be done with Matrix actions. Matrix actions may be teamworked given the following:&lt;br /&gt;
***Everyone involved is inside the same host or on the same grid. &lt;br /&gt;
***Everyone has the required number of marks.&lt;br /&gt;
***Overwatch Score is applied to all participants based on the opposing hits. &lt;br /&gt;
***Only the leader gets the benefit.&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Code of Honor: Black Hat (KC 99)&lt;br /&gt;
*Echo Chamber (KC 78)&lt;br /&gt;
*Information Auctioneer (KC 78)&lt;br /&gt;
*Lazy Fingers (KC 79)&lt;br /&gt;
*Resonant Burnout (KC 99)&lt;br /&gt;
*Well, Actually... (KC 79)&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 Matrix Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
===Dual-Natured Entities===&lt;br /&gt;
*Dual-natured entities have no special difficulties interacting with the Matrix.&lt;br /&gt;
*Spirits are not capable of entering AR or VR.&lt;br /&gt;
*While in VR, one cannot activate astral perception or astrally project, just like no other magic-dependent ability like spells can be used. If one is permanently dual-natured for whatever reason, while in VR they do not have access to their astral sight, though they are still active on the plane.&lt;br /&gt;
&lt;br /&gt;
===Accessories===&lt;br /&gt;
*Commlinks can receive program carriers and other cyberdeck modules, but only through the device mod rules. &lt;br /&gt;
*The satellite link is applied by effectively merging the range brackets above 100 km into the 10-100 km bracket.&lt;br /&gt;
*Data taps may send and receive data wirelessly. Consider a data tap to have a device rating of 1 for the purposes of noise. A data tap slaved to your PAN benefits from your noise reduction.&lt;br /&gt;
&lt;br /&gt;
===Programs and Apps===&lt;br /&gt;
*The noise generated by Smoke and Mirrors can be canceled out by noise reduction. The noise generated by Smoke and Mirrors explicitly does not apply to any actions taken against you except for the trace icon action. At no point does noise reduction or Smoke and Mirrors indicate that noise reduction also reduces Sleaze rating.&lt;br /&gt;
*One cannot benefit from multiple instances of the same program on a device. &lt;br /&gt;
*Market Scan has no effect on ShadowHaven at this time.&lt;br /&gt;
*The Sneak program protects the technomancer from the location effect of GOD converging on their sprites.&lt;br /&gt;
*Virtual Machine can only be run on cyberdecks and RCCs. It cannot be put onto a commlink or other device by any means.&lt;br /&gt;
*RCCs may run a number of cyberprograms equal to the rating. In addition, they have slots times rating which must be split between sharing and noise reduction. Sharing slots may only run autosofts. Cyberprogram slots may only run cyberprograms.&lt;br /&gt;
*The Door Gunner tac-app is permitted for use. The mounted weapon must have a smartgun system (not a smartlink), be wireless on, and be a valid target for remote control. Since it can only be used for mounted weapons, the &amp;quot;necessary skill&amp;quot; is always Gunnery.&lt;br /&gt;
*Cry Wolf costs the same as a normal hacking program and have the same availability, except that it is forbidden.&lt;br /&gt;
**When someone running Cry Wolf would normally be struck by convergence, they instead are alerted and convergence will strike again in 1D6 combat turns. This second convergence may not be averted with Cry Wolf. After convergence is delayed, the Cry Wolf program is deleted irrevocably.&lt;br /&gt;
**Technomancers may take Cry Wolf as a Resonance Program echo. In their case, Cry Wolf is not deleted, but they are unable to benefit from its effects for 24 hours after it triggers.&lt;br /&gt;
*Mobile CNC tac-app will have its effect replaced with a 6 bonus dice, allocated as desired amongst people connected to the PI-Tac&#039;s network for Navigation tests and Combat Maneuvers. It also provides 2 noise reduction.&lt;br /&gt;
*Shield Wall tac-app has its effect replaced with +3 Firewall to any linked device for the purposes of defending against any Attack action or any Matrix or Resonance action that could cause Matrix damage.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Agents===&lt;br /&gt;
*Agents must be paid for in full in addition to the cost of the program carrier module if they are to be on a program carrier. This is in direct and intentional contravention of the module&#039;s text indicating the program is free and included with the module. Additionally, the availability for the program carrier is the higher of the base availability for the program carrier or the program on the carrier, including any Restricted or Forbidden codes as part of the program. An agent may only run on a device that is capable of running a persona. Commlinks, RCCs and cyberdecks are the only devices natively capable of running personas. Other devices may be modded to have the capacity to run a persona, but it is unlikely that they are also able to run a Program Carrier at that point, as you are limited to one oddmod on a given device. Device Rating is not typically used for opposition rolls to Matrix perception when running silent. The test is Logic + Sleaze. If there is an agent running on a device, the agent would roll the Logic + Sleaze defense using their own Logic and the device&#039;s Sleaze, if applicable.&lt;br /&gt;
*The agent coming with the Nixdorf cannot be upgraded to increase its rating. However, you may upgrade their cosmetic and personality software at any time to suit your thematic needs at no cost.&lt;br /&gt;
*Agents are able to perform any Matrix action which uses Computer, Hacking or Cybercombat - as long as it does not require any knowledge of the real world. Any action taken by the agent adds to its own overwatch score. Any damage sustained by the agent or convergence occurs on the device the agent is running on. Agents act on their own initiative and need to be given instructions.&lt;br /&gt;
&lt;br /&gt;
===Hosts===&lt;br /&gt;
*The Bloodhound IC is a combination of Probe and Track IC. When it attempts to mark you treat it as if it were a Probe IC, so the roll is against Intuition + Firewall. After it has 2 marks, it attempts to Trace, so the roll is against Willpower + Sleaze.&lt;br /&gt;
*A persona running no programs hit by Crash IC does not have any programs to crash and thus does not suffer the drawbacks of such. A technomancer with the Resonance Program echo who has a program they are running through this echo crashed by any source may reactivate that program in the same manner as any other persona - that is to say, generally after rebooting their persona.&lt;br /&gt;
&lt;br /&gt;
===Odd-Modding===&lt;br /&gt;
*It is not possible to decrease an attribute to zero using the device modification rules.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
&lt;br /&gt;
====Note on Kill Code Qualities====&lt;br /&gt;
&lt;br /&gt;
Except where noted, all qualities listed from KC 96-100 are permitted for any Matrix PC, not just technomancers. This also applies to the positive and negative qualities on KC 76-79.&lt;br /&gt;
&lt;br /&gt;
*Code of Honor: Like a Boss does not impede Foundation runs.&lt;br /&gt;
*Codeslinger (Control Device) only applies its bonus dice when rolling Electronic Warfare + Intuition [Sleaze] against Intuition + Firewall.&lt;br /&gt;
*Otaku to Technomancer - your character need not have been an otaku in their backstory: (ie. they do not need either have a datajack, an essence hole of at least 0.1, or thematically appropriate reason they underwent Revitalization therapy (at the discretion of the Chargen reviewer)). If your character does not fit this narrative, having this quality means your character was taught by a former otaku at some point, transferring old knowledge of the Deep Resonance from otaku to technomancer. It may be acquired after chargen in this manner. This does not require a run or otaku contact; simply pay the karma cost (10 at chargen, 20 postgen).&lt;br /&gt;
*Sprites do not benefit or interact with a character&#039;s Paragon quality. The benefit of 01 allows technomancers to perform matrix actions as if they had one more mark than they have as long as they have at least one mark on the icon, but this does not increase damage dealt due to marks. For the sake of reckless hacking, the technomancer is considered to have the extra mark for the sake of penalty calculation. A technomancer with 3 marks cannot be considered to have 4 by this benefit.&lt;br /&gt;
*For Gearhead, after pushing the vehicle, you may not push it again until you&#039;ve had some time to get the vehicle back to a garage and work on the engine. This is tracked on a vehicle-by-vehicle basis.&lt;br /&gt;
*AVRSE applies a -4 penalty to all actions taken while in VR, regardless of location. VR is how you get your brain fried, chummer.&lt;br /&gt;
*Better on the Net is only permitted for technomancers and only affect their living persona.&lt;br /&gt;
*Brittle negative quality (KC 99) is permitted for technomancers and only affects their living persona.&lt;br /&gt;
*Big Baby functions as written, except that the penalty is -1 to all actions and will always fade when you next would regain edge.&lt;br /&gt;
*The Data Hog negative quality is permitted only for technomancers. Deckers are encouraged to examine &amp;quot;Wanted By GOD&amp;quot; instead, from DT.&lt;br /&gt;
*Discombobulated instead applies a -2 penalty to all actions when acting outside of VR.&lt;br /&gt;
*Frostbite is only permitted in abilities for which the character has at least 4 ranks. It also may not be applied to any skill in the Tasking group.&lt;br /&gt;
*Hi-Rez does not permit a character possessing the quality to make a Matrix Perception test to detect hidden icons as a free action.&lt;br /&gt;
*Hold the Door provides a stacking, cumulative +2 bonus to the Data Spike action when targeting Persona or IC. The bonus is gained upon filling a persona or IC&#039;s Matrix condition with a Data Spike or Brute Force. This bonus is retained until the character takes a simple or complex action other than Data Spike or until a Data Spike action is taken that does not fill the condition monitor of a Persona or IC.&lt;br /&gt;
*Instinctive Hack is permitted for use on the ShadowHaven, however, the user may not gain any benefits from teamwork from either sprites or agents for this action. The user also does not get any free actions to shift deck attributes or swap programs before this action. It is made as a sudden reflexive action.&lt;br /&gt;
*Know Your Limit is permitted only for technomancers.&lt;br /&gt;
*Natural Hacker is permitted only for technomancers. &lt;br /&gt;
*One With The Matrix online exists at the 8 karma level. The 2 and 10 karma versions are not permitted for use on ShadowHaven in any capacity.&lt;br /&gt;
*Resonant Discordance, despite being mastery quality, does not require a Magic score. It may be taken by any technomancer who has submerged at least once, by paying the appropriate karma cost.&lt;br /&gt;
*Silence Is Golden functionally provides 2 noise reduction to all devices and personas within a 10 meter radius of the character with the quality.&lt;br /&gt;
*Sprite Combustion is permitted only for technomancers with at least 6 combined ranks in Compiling and Registering.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
====Booster Clouds====&lt;br /&gt;
*Rather than a spray can, they come in an inhaler. They affect only one person for 3 combat turns. They are not affected by wind and must be triggered physically by the person benefiting from them.&lt;br /&gt;
*They do not stack with themselves (only the greatest bonus to a single action applies).&lt;br /&gt;
*Disregard the &amp;quot;Custom Case&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
====Booster Chips====&lt;br /&gt;
*&amp;quot;Armor Defeating&amp;quot; will apply to Attack, &amp;quot;Slick WIlly&amp;quot; to Sleaze, &amp;quot;Data Dynamo&amp;quot; to Data Processing, and &amp;quot;Fortified&amp;quot; to Firewall. They have no impact on one&#039;s mental attributes.&lt;br /&gt;
*The damage is resisted with Body alone and is treated as Fading for the purposes of healing.&lt;br /&gt;
&lt;br /&gt;
====Destiny Blade====&lt;br /&gt;
*Note that +1 limit for tests using Cybercombat is not the same as +1 to Attack when using Cybercombat and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
====EVO Sublime====&lt;br /&gt;
*Disregard the requirement that it be implanted.&lt;br /&gt;
&lt;br /&gt;
====Horizon Flow commlink====&lt;br /&gt;
*Provides +2 limit and +1 die on any Matrix Search tests performed using the commlink.&lt;br /&gt;
&lt;br /&gt;
====Kitbashed Sleeper====&lt;br /&gt;
*As usual for a technomancer using a device, they do not benefit from their living persona&#039;s attributes, though they can still use Resonance actions per its rules.&lt;br /&gt;
*The number of irreparable Matrix boxes must be tracked on your character&#039;s wiki page after each run. The deck is still irreparably broken and unusable after its natural condition monitor is filled by irreparable fading damage, so this is not a deck that is recommended without an acknowledgement of its ultimately consumable nature.&lt;br /&gt;
&lt;br /&gt;
====Saeder-Krupp Last Chance Link====&lt;br /&gt;
*Disregard irritation if worn by a PC.&lt;br /&gt;
&lt;br /&gt;
====Security Decks====&lt;br /&gt;
*The Encryption program is not factored into the attribute array.&lt;br /&gt;
&lt;br /&gt;
====Shadow Warrior====&lt;br /&gt;
*The bonus to the limit on Sleaze tests does not alter the actual Sleaze attribute.&lt;br /&gt;
&lt;br /&gt;
====Tactical Program Dongle====&lt;br /&gt;
*Provides an additional slot for a tac-app, and makes changing tac-apps a free action. It costs 200 nuyen. A PI-Tac may only have one dongle attached. I have no idea why this exists.&lt;br /&gt;
&lt;br /&gt;
====Wuxing Frequency Commlink====&lt;br /&gt;
*Note that the rules for identifying technomancers are general rules, usable by anyone, and that the bonuses of the commlink only apply if the sole questions asked related to whether personas are actually technomancers.&lt;br /&gt;
&lt;br /&gt;
===Matrix Actions===&lt;br /&gt;
*Invited marks do not travel up the stream like marks gained via hack on the fly/brute force do.&lt;br /&gt;
*Matrix search is not an extended test. Within a host, it may be run as an extended test with short duration, such as to find a file, but to glean information off the Matrix in general, it follows its normal rules.&lt;br /&gt;
*There are no &amp;quot;decryption keys&amp;quot;. In order to use the edit file action on a file, you must first bypass any protection it has. If you are the owner of a file, it does not have to roll any defense dice against your crack file action, however, you still need to have an Attack attribute. GMs, please note the impact this has on the Matrix ecosystem.&lt;br /&gt;
*Technomancers may use the jam signals action. The point of origin is their brain.&lt;br /&gt;
*You cannot send a file with a data bomb.&lt;br /&gt;
*Confuse pilot is a Data Processing action. &lt;br /&gt;
*Drones qualify as allies for the purposes of tag, I am the firewall and calibrate.&lt;br /&gt;
*You may use the Resonance for the control device action for remote operation. However, you must select a single skill this will apply to (such as Gunnery or Pilot: Groundcraft). You will still need the relevant skill in question and you do not benefit from any Intuition-linked or Logic-linked skill bonuses.&lt;br /&gt;
*You may use the Go Big or Go Home quality on the erase marks action. &lt;br /&gt;
*Probe encryption is a custom Matrix action as follows:&lt;br /&gt;
**Action: Special (two minutes)&lt;br /&gt;
**Requires: 3 marks&lt;br /&gt;
**You may spend two minutes attempting to quietly break a file&#039;s encryption, at the end rolling Hacking + Logic [Sleaze] vs Protection rating x2 to see if you succeed. If you do the encryption is removed without alerting the file&#039;s owner.&lt;br /&gt;
*Reckless hacking functions as written, except that glitches and critical glitches function at the discretion of the GM (as usual), and any action which is performed while recklessly hacking builds Overwatch Score and is considered illegal, even if it normally would not. Reckless hacking may only performed for opposed actions. A reckless Data Processing or Firewall action, whether successful or not, alerts the owner of the device akin to a failed Attack action, though it does not grant a mark, cause any damage or give away your location. It may never substitute for ownership or for a number of marks greater than 3.&lt;br /&gt;
*Calibration functions as written, except that it will be a complex action. For clarity&#039;s sake, &amp;quot;One per persona&amp;quot; means that you require a mark on the persona of each person you are attempting to perform the action on, you may perform it on a number of personas up to your data processing score, and their initiative (meat or Matrix) will increase by 1 point for every 2 full hits you receive on your test. The bonus initiative goes away at the end of the combat turn. Calibration and Leadership function similarly. A character can only benefit from a single source providing calibration or Leadership tests in a given combat turn, and a character providing calibration or Leadership tests may not benefit from any Calibration or Leadership tests.&lt;br /&gt;
*Denial of Service functions as follows: with a simple action, make a Cybercombat + Logic [Attack] vs. Willpower + Firewall opposed test, targetting a device you have at least one mark on. The net hits on this test are applied as a dice pool malus to any actions performed using that device until the start of the next combat turn. If performed multiple times on the same device, only the greatest penalty applies. This action is not subject to the normal rules about making multiple attacks. If you wish, you can spend two simple actions in the same action phase to perform it twice with your full dice pool, or spend a simple action to perform denial of service and another simple action to perform a different attack.&lt;br /&gt;
*I am the firewall functions as follows: as a complex action on your turn, perform a Computer + Intuition &amp;lt;nowiki&amp;gt;[Data Processing]&amp;lt;/nowiki&amp;gt; test. The hits on this test are bonus dice on defense tests performed by all teammates from whom you are receiving an AR feed. The bonus dice last until the end of the next initiative pass, and apply to any physical defense tests. You may receive an AR feed from a number of teammates not exceeding your Data Processing attribute. You must share a feed with your decker. Under assumed competence, we will assume you are almost always sharing unless you state otherwise, as long as you have a device capable of giving an image feed. If you are not sharing a feed, to do so, use the send message action to send a decker your feed, which they can accept with no action. This requires some form of primary sensory input on their person, typically a camera (or cybereyes). You must have a primary sense link to receive the benefits. This can be accomplished with either image link, sound link or a sim module connected with a DNI. You may also perform this action as an interrupt action, costing 5 initiative and affecting only one teammate from whom you are receiving a feed for the same duration. Since this requires a conception of how the real world works, this action may not be undertaken by agents or sprites.&lt;br /&gt;
*Popup functions as written, except that the penalty applies until the end of the combat turn and may target any persona with some form of sensory enhancement, including smartlink or DNI, which is not in VR. One must still be able to see the persona, which typically (but not always) requires wireless to be on.&lt;br /&gt;
*Squelch functions as written. It prevents all use of the send message Matrix action. It does not prohibit any other Matrix action.&lt;br /&gt;
*Subvert infrastructure functions as written. The target of the Matrix action is the host you have the mark on and to which the devices being controlled are slaved. Simple devices are to be most non-drone, non-vehicle devices with a DR of 1, with GM discretion making the final call on any given device. A device controlled by subvert infrastructure will make a single action (free, simple or complex) that it is capable of and that is not an attack per combat turn, as ordered by the person performing the action.&lt;br /&gt;
*Watchdog functions as written. The mark placed by this does flow up to the master of the device, however, the special option and effects of the Watchdog action against the target marked do not.&lt;br /&gt;
&lt;br /&gt;
==Altered Emerged Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
===Priority===&lt;br /&gt;
*There is a priority table change (CRB 65) for technomancers. Change the number of Complex Forms in each row as follows:&lt;br /&gt;
**Priority A: Increase from 5 complex forms to 7 complex forms.&lt;br /&gt;
**Priority B: Increase from 2 complex forms to 4 complex forms.&lt;br /&gt;
**Priority C: Increase from 1 complex forms to 3 complex forms.&lt;br /&gt;
*In the Magic or Resonance column in the priority table (CRB 65) for technomancers, change the number and type of skills in each row as follows:&lt;br /&gt;
**Priority A: Change from &amp;quot;two rating 5 Resonance skills&amp;quot; to &amp;quot;three rating 5 skills from Resonance, Electronics or Cracking skill groups&amp;quot;.&lt;br /&gt;
**Priority B: Change from &amp;quot;two rating 4 Resonance skills&amp;quot; to &amp;quot;three rating 4 skills from Resonance, Electronics or Cracking skill groups&amp;quot;.&lt;br /&gt;
**Priority C: Change from &amp;quot;none&amp;quot; to &amp;quot;three rating 2 skills from Resonance, Electronics or Cracking skill groups&amp;quot;.&lt;br /&gt;
*The cost for submersions is 10+(submersion grade x 3) karma.&lt;br /&gt;
&lt;br /&gt;
===Complex Forms===&lt;br /&gt;
*Technomancers at chargen have a limit of 2x Resonance known complex forms.&lt;br /&gt;
*Technomancers after chargen have no limit on number of known complex forms.&lt;br /&gt;
*The fading for complex forms is adjusted with the [https://forums.shadowruntabletop.com/index.php?topic=24595.15 official errata] for CRB and with a flat -3 from printed values for DT. Thus, as examples, the correct fading for Puppeteer is L+1 and the correct fading for Derezz is L-1. Both Chummer and Herolab have incorporated this errata. Fading values in any other book are unchanged. Remember that, per RAW, fading can never be lower than 2.&lt;br /&gt;
*Any changes to the attribute altered by an Infusion complex form causes the complex form to drop immediately.&lt;br /&gt;
*The Pulse Storm complex form should be treated as sustained.&lt;br /&gt;
*The Edit File complex form may used instead of the Crack File action to examine the contents of a secured file if they possess the Curiosity Killed the Cat negative quality.&lt;br /&gt;
*Technomancers lack a Matrix condition monitor and therefore are not valid targets for the Redundancy complex form.&lt;br /&gt;
*The FAQ complex form gives you the sort of information the spell Analyze Device (CRB 285) would provide. More detail will give more technical, more precise answers. Make a Software + Resonance [Level] test; you must get at least one hit or the test fails. Then, you are given information which you can interpret with a Computer + Intuition + (Level/2, round up) [Level] test.&lt;br /&gt;
*Overdrive iis permitted, however, the final rating of any piece of cyberware is limited at one rating above the maximum normal, naturally installable rating, or at twice the current rating, whichever is lower. Thus, a set of Rating 2 or Rating 3 Wired Reflexes would be capped at Rating 4, while a set of Rating 1 Wired Reflexes would be capped at Rating 2.&lt;br /&gt;
*LOTO is permitted with the following modifications: LOTO can only target wireless on devices.&lt;br /&gt;
*Hyperthreading is permitted, however, one cannot thread the same complex form multiple times in the same hyperthread. All tests are resolved using the pre-hyper thread statistics. Most notably, this means that Diffusion of Matrix Attribute in a Hyperthread does not impact defenses against any complex form in that same Hyperthread.&lt;br /&gt;
*Bootleg Program is permitted. The defending party may elect to not roll their defense, making the test unopposed.&lt;br /&gt;
*Mirrored Persona is permitted, but rather than the written text, it has Target: Self, Duration: Sustained, Fade Value: Level -2 and automatically negates the next failed defense test against a Matrix action other than Matrix Perception targeting the sustaining technomancer.&lt;br /&gt;
&lt;br /&gt;
===Echos===&lt;br /&gt;
*Skinlink allows a direct connection between yourself and any of your cyberware as well as anything else you touch. This qualifies for connecting a smartlink to a smart gun you are holding.&lt;br /&gt;
*If you establish a clinch or grapple or can directly touch a device or a piece of cyberware, you may attempt a direct connection hack with the Skinlink echo. Touching specific pieces of cyberware such as limbs or eyes requires making an unarmed (touch) attack with the location-specific called shot mechanics. The Matrix action you take is only rolled on a success in the same manner as a touch spell. The cyberware must be touched directly for this to work; internal cyberware may not be targeted this way. Single devices such as drones or vehicles require you first to establish a clinch with one action, after which you may take a Matrix action assuming the clinch is still in place.&lt;br /&gt;
*The MMRI echo may benefit from control rig optimization, but not from control rig boosters.&lt;br /&gt;
*Aegis echo is permitted. The boxes are healed 24 hours after the most recent &amp;quot;Aegis&amp;quot; box was filled, and may not be healed by any other means.&lt;br /&gt;
*Neural Synergy echo is permitted as-is, except that it&#039;s subject to the augmented maximum rules.&lt;br /&gt;
*Predictive Analytics echo permitted, but does not stack with any other source of initiative dice.&lt;br /&gt;
*Van Der Waals Effect echo is permitted. Rather than as written, treat it as a Magnetic System (CF 84) implanted separately in each of the character&#039;s limbs, as well as both front and back of their torso. The Mechanics Team would also like to remind people at this time that this is not what the Van Der Waals Effect is, does or resembles.&lt;br /&gt;
*Will of the Resonance echo is permitted as-is, except that it&#039;s subject to the augmented maximum rules.&lt;br /&gt;
&lt;br /&gt;
===Downtime Registering and Binding===&lt;br /&gt;
*Characters at the start of a run &amp;quot;during downtime&amp;quot; may attempt to compile and then register one sprite of level up to their Resonance, rolling as normal.&lt;br /&gt;
*Fading accrued is considered to be healed at the time the run starts.&lt;br /&gt;
*Using Registering during a run is conducted as normal.&lt;br /&gt;
&lt;br /&gt;
===Sprites===&lt;br /&gt;
*Machine sprites do not inhabit electronics, mechanically speaking. The cannot use devices to perform matrix actions as they cannot run their persona through a device. They are their own persona.&lt;br /&gt;
*Technomancers can use their edge for their sprites. If desired, they may even burn edge for their sprites.&lt;br /&gt;
*Sprites have Matrix mental attributes equal to their level.&lt;br /&gt;
*Diagnostics will not function on devices which have an entity jumped in.&lt;br /&gt;
*A deck with a persona run through it is still a valid target for Diagnostics.&lt;br /&gt;
*Diagnostics on an RCC will not add dice to the tests performed by drones sharing autosofts from that RCC.&lt;br /&gt;
*Gremlins may be targeted at a device, even if that device has someone jumped in.&lt;br /&gt;
*Diagnostics can be used with skillwires per the RAW conditions. They must be wireless-on for the sprite to connect with them, and the bonus dice of the teamwork test cannot exceed the skillwires&#039; rating. Diagnostics cannot be used to aid Software tests used for Resonance actions in this manner, though it can be used to aid mundane uses of Software.&lt;br /&gt;
*A sprite can use Diagnostics on cyberware. In order for this to work, the cyberware must be wireless on, and the sprite is visible in both AR and VR on the device (unless it&#039;s running silent, in which case it takes a -2 on the teamwork test and can be spotted normally) and can be subject to the Matrix or Resonance actions of other personas. In order for a piece of cyberware with a sprite using Diagnostics on it to benefit a roll, the cyberware must be actively related to the roll. Cyberlimbs can have Diagnostics performed on them to benefit both repair and whatever they were optimized for, but not for other actions. In general, cyberware may have Diagnostics apply to any repair rolls, but when using the item apply the bonus narrowly. The GM in question has final say on whether or not a particular piece of cyberware can benefit from diagnostics for a particular action. As a teamwork test, a character is limited in the number of bonus dice they can take from Diagnostics to their ranks in the skill for skills (or the level of the sprite if that is lower). For attribute-only tests the only limiter is the level of the sprite. Additionally, a character may only benefit from one Diagnostics on any given roll. A service may be spent to apply Diagnostics to a different skill.&lt;br /&gt;
*The Bodyguard sprite power is permitted, but requires the sprite using it to be actively on the Matrix in the same &amp;quot;location&amp;quot; as you – the same grid or host. When used, it will stop a single Attack action targetting the compiling technomancer&#039;s persona. The sprite must have 10 initiative on the clock, must have at least 1 task left and is irreparably destroyed with no chance of resistance. Activating this is not an action on the part of the technomancer and does not require awareness of the incoming attack IC.&lt;br /&gt;
*The Shield sprite power is permitted, but the redirected damage is unresisted, and cannot be healed by any means. Additionally, the sprite must be of at least the same level as the effect causing the fading, if relevant.&lt;br /&gt;
*Enhance optional sprite power may be taken and used by any sprite who qualifies, not just companion sprites. It still uses tasks.&lt;br /&gt;
&lt;br /&gt;
===Paragons===&lt;br /&gt;
*A paragon&#039;s favor may be lost in the course of a run. Typically, this happens due to the written cause in each paragon, though a GM has discretion for other, related things to cause loss of favor. If this occurs, it is lost until the end of the run, unless the GM wishes to offer and opportunity to regain it at their sole discretion. Favor is automatically regained at the start of the next run. While favor is lost, the technomancer loses the advantages offered by their paragon, but still suffers the disadvantages.&lt;br /&gt;
*A technomancer may choose and change paragons freely during downtime, including &amp;quot;no paragon&amp;quot;, but may not change them during a run. The sole exception is that if they follow no paragon, and have not for the entire run, they may gain one mid-run given 5 minutes alone in VR.&lt;br /&gt;
*The Archivist paragon&#039;s advantage gives a +1 dice pool bonus and +1 limit bonus on Matrix search actions, rather than the listed bonuses.&lt;br /&gt;
*Daedalus paragon&#039;s advantage gives +1 die on Hardware tests and +1 limit to Pilot [x-craft] skill tests – specifically, tests which roll an attribute and a Pilot skill together. It does not increase the limit for purposes other than the number of hits one can keep on these tests.&lt;br /&gt;
*The advantage granted by the IC paragon does not apply in any fashion against or in relation to IC.&lt;br /&gt;
&lt;br /&gt;
===Cyberadept Daemon===&lt;br /&gt;
*A submerged cyberadept may install up to (submersion grade/2, round up) essence points of cyberware without losing any Resonance.&lt;br /&gt;
**Example: Default is a technomancer who has submerged once and has the cyberadept stream, but they have not installed any cyberware yet. They may install up to 1 Essence of cyberware without losing any Resonance, thanks to their submersion grade of 1 and their daemon. Once they hit submersion grade 3, they are able to install up to 2 Essence of cyberware without any further loss.&lt;br /&gt;
*Each point of Essence lost due to cyberware in excess of the above will reduce Resonance, including partial points. If submersion grade later increases to include this exceeding value in the daemon&#039;s coverage, that Resonance is restored immediately.&lt;br /&gt;
**Example: Default couldn&#039;t wait, so they installed 1.2 Essence of cyberware before reaching submersion grade 3. They lost 1 Resonance as a result. They later attain submersion grade 3, however, and their cyberware allotment increases to 2, immediately returning the 1 Resonance they lost before.&lt;br /&gt;
*A cyberadept who submerges for the first time or a submerged technomancer who buys the cyberadept stream immediately regains (submersion grade/2, round up) Resonance lost due to cyberware from before the acquisition.&lt;br /&gt;
**Example: Cyberknight began playing with 3 points of Resonance lost due to cyberware and later submerged once. They buy the cyberadept stream for 20 karma, and when they do, they immediately regain 1 Resonance.&lt;br /&gt;
*Any portion of essence lost to sources other than cyberware cannot be recovered with the cyberadept daemon under any circumstances. This includes partial points; any Resonance loss that might be recovered must be lost to cyberware and nothing else.&lt;br /&gt;
**Example: Cyberknight has 1.5 essence lost due to cyberware and 0.2 essence lost due to bioware. They are submersion grade 3, so they would normally recover 2 Resonance; however, that 0.2 lost due to bioware reduces it to 1 because the second point of Resonance lost was not lost to cyberware and nothing else.&lt;br /&gt;
**Example: Default has 1.8 Essence loss due to cyberware which is safely ignored thanks to being submersion grade 3. They want to install 0.2 essence of bioware. While this wouldn&#039;t result in another full point of essence loss, it doesn&#039;t interact with the cyberadept daemon well. When they install it, they lose 1 Resonance that cannot be reclaimed.&lt;br /&gt;
&lt;br /&gt;
===Technoshaman Daemon===&lt;br /&gt;
*The RAW technoshaman daemon is not permitted. Instead, registering a sprite costs 2 hours less (to a minimum of 1).&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>EnigmaticOxygen</name></author>
	</entry>
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