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	<id>https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=John</id>
	<title>ShadowHaven Reloaded - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shreloaded.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=John"/>
	<link rel="alternate" type="text/html" href="https://shreloaded.net/wiki/Special:Contributions/John"/>
	<updated>2026-07-27T14:17:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shreloaded.net/index.php?title=Piezomagnetism&amp;diff=153820</id>
		<title>Piezomagnetism</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Piezomagnetism&amp;diff=153820"/>
		<updated>2026-07-23T21:07:08Z</updated>

		<summary type="html">&lt;p&gt;John: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2087-03-26&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= John&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Bogota, Aztlan&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally= Rosa Rito &lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Huntress|Alkali|Delphi|White Thistle|Tsarina}}&lt;br /&gt;
|RunnerCasualties= None, somehow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Extreme&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Aztechnology&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Harris Way|Corpsec Security Teams|Various Mages and their Spirits| Transport Workers| Private Detective| Various Drones}}&lt;br /&gt;
|OppositionCasualties= Harrris Way is detained, and two of the corporate security team were killed by the team. Major infrastructure was also damaged, but other combat damage was not caused by the runners themselves and is not recorded here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Corporate power is something that often feels impossible to challenge. With towering skyscrapers, impenetrable fortress black sites, swathes of goons and amoral monsters willing to work for the soulless machine of commerce if it gets them the opportunity to fuel their greed and megalomania, they seem invincible. The story of corporate control is all over the 6th world. Like in Aztlan, and the city of Bogota, where Aztechnology controls almost all facets of life, and is free to do as they please.&lt;br /&gt;
&lt;br /&gt;
One former runner wants to put a dent in that. And with the help of a newly rising PMC and a scrappy team, has the perfect target in mind for putting a dent on that chokehold the bastards have on the city.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Even after the second AzAm war concluded, a common sentiment amongst the people in Bogota is that it never truly ended, merely quieted. With the way that Aztechnology holds such an iron grip on the city and its usual, awful practices against whoever it can get away with using, needless to say there&#039;s a number of fighters still looking to put up resistance against the corporation. A fighter in focus for this particular story is one [[Rosa Rito]], a former prime runner now retired with a few places to hide out and rumors floating about the strange things she&#039;s collected over the years. Her target for removal was an utterly awful piece of work called Harris Way. &lt;br /&gt;
&lt;br /&gt;
Harris is a UK native, blood mage, and utter bastard of a person. He had a bounty on his head from destroying an entire building for a crime along with everyone inside, with a massive bounty on his head until it...suddenly got cleared when he got picked up by Aztechnology. He had last been seen on a train somewhere in Bogota a few years back, and it seems as if since then people who &#039;wouldn&#039;t be missed&#039; have been disappearing since. Given the way things work with Azzie R&amp;amp;D, this did not bode well. Rosa was not in her prime, and she could not take this guy or his research alone. No, she needed a team to back her up. And she needed more firepower.&lt;br /&gt;
&lt;br /&gt;
One half of this equation was the Shadowhaven. The other was Horned Bear. Maybe with both groups, she could make this work.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The runners had their illegal cargo (and teammate) delivered via transport plane as the majority of them wore disguises, met up for a ritual to hide their signatures, and flew on their own plane over to reach Bogota. They called Rosa, got directed to a small bar in the fringes of the city, let the bouncer know who they were looking for, and after a bit of paranoid double checking in this fairly sketchy place went inside the little panic room Rito had. &lt;br /&gt;
&lt;br /&gt;
They talked business there, gathering information on their target and figuring out more of who was involved here. They learned of the three different sister sites that Aztechnology had in the mountain ranges, alongside the terminal station hidden in the city that ran...somewhere through to the countryside. More than likely, Harris was inside one of those sites. They needed to locate him, and deal with him. Somehow, Rosa wasn&#039;t really particular. Any blow to their research would be astronomical in the effort to slow the suffering of the people.&lt;br /&gt;
&lt;br /&gt;
They learned of a number of different spots from which they could rest and operate from, to keep from drawing too much attention to this particular hideout of Rosa&#039;s. Now they needed to plan things out and get moving.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
The matter of what to do with Harris was something that needed to be established early. Delphi was not about to murder this man in extra-judicious justice, and despite some grumbling from Tsarina about the matter and White Thistle jumping down her throat, things were fine enough there. The bigger issue was that they were operating more in the dark than they would&#039;ve liked. They didn&#039;t know the depth of the enemy&#039;s capabilities yet, nor did they have an exact location. And worryingly, Delphi had a divination about a certain detective of Aztlan who was already trying to piece together what was up with the transport plane coming by and, eventually, narrowing down the team&#039;s presence.&lt;br /&gt;
&lt;br /&gt;
They needed reconnaissance, they needed to figure out how to use Horned Bear&#039;s forces that were sent over to assist them, they needed to derail the detective long enough to prevent any disasters upon them, and they needed to figure out their actual infiltration too.&lt;br /&gt;
&lt;br /&gt;
The team could talk to Horned Bear on their own time, and Tsarina seemed confident she could discreetly throw off the detective from their trail. They knew there were helicopters coming in and around at the other end from Rosa&#039;s intel, and if they wanted a physical look at the sites they needed to get a drone in to scout ahead, and that means IFF signatures if they wanted to keep from being detected. So, they had three objectives they would accomplish thusly:&lt;br /&gt;
&lt;br /&gt;
1. Recon to get vital intel:&lt;br /&gt;
&lt;br /&gt;
1a. Alkali and Delphi use astral projection to get an early look, see what kind of forces are on the ground to clear the way for...&lt;br /&gt;
&lt;br /&gt;
1b. Huntress and WT to go in and get a data tap on the copter, securing the IFF for her drones so...&lt;br /&gt;
&lt;br /&gt;
1c. Delphi can use her drones to get a visual on the security on site, and by this point through either astral or physical checking see if they can&#039;t determine Harris&#039;s whereabouts&lt;br /&gt;
&lt;br /&gt;
2. Tsarina throws off the detective from their tail using her social infiltration skills&lt;br /&gt;
&lt;br /&gt;
3. Team goes to talk with HB as Tsarina goes to deal with the detective. They&#039;d figure out how best to use them with more intel, but they wanted to establish a general idea now&lt;br /&gt;
&lt;br /&gt;
With those objectives complete, the team would secure the way forward into capturing Harris.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Tsarina&#039;s task was simple enough. She put on the lost tourist routine as she went to the detective&#039;s favorite bar, stood out, got his attention, and fed him a sob story to buy time as well as tie into dropping Red Herrings he believed about other suspicious characters who separated her from her group. The team secured contact with Lieutenant Bubbles of HB and established the use of his shock troops as a cover for their own infiltration to draw away any security. Alkali and Delphi had an easy enough time astrally sneaking through despite a close call, but Huntress and Thistle had a near discovery when an Earth Spirit patrolling at night caught White Thistle barely. She somehow managed to convince it that she was an Aztechnology black ops member, confusing the earth spirit enough that his sleepy summoner did not care to raise the alarm on them. They got the data tap secured, and Delphi could do her scouting with her drone for a proper investigation on site.&lt;br /&gt;
&lt;br /&gt;
Astral projection revealed one of the sites had a massively increased background count and was likely their target, and they had 3 security teams of 6 members each on site. 2 would be active and deal with threats as they saw them at a time, 1 would be resting. The site had a garage for helicopters to land at, a storage room, a small power building, and a main research room. Harris was likely in that room. The team would split into two infiltration teams: Delphi, Alkali, and Tsarina disguising themselves as service workers to seek in ahead of the team, and Huntress and White Thistle backing them up by sneaking in once HB set up the distraction - ideally hitting the power unit to shut down the electrified fence and keep communications down. They&#039;d head into the main building together and apprehend Harris in the chaos. This worked exceptionally well - Tsarina&#039;s group bluffed their way in with astral signatures copied and, in the commotion, easily managed to get into the main building despite heightened concerns. Thistle and Huntress joined in after them to back them up, and with Delphi&#039;s sensing they managed to find a secret trap door that led down into the more...restricted research rooms.&lt;br /&gt;
&lt;br /&gt;
The team prepared for their final confrontation with Harris, Alkali using smuggled preparations to get the team ready as they stormed down the corridors and to a massive, warded vault. With time an issue and subtlety no longer needed, they broke the ward down by force and pried the vault door open. They immediately flew into a firefight as Huntress chucked a grenade inside, the magical team did their best to hold back Harris&#039;s intense magical might, and a spirit under Alkali&#039;s control joined White Thistle in holding back the two security members who had joined Harris when the emergency started. The fight was incredibly risky: the two security team members were effectively HTR, and despite a mana static weakening his spells and preps and compulsion hampering his mental faculties to strike himself, things were at a stalemate. And things looked even worse when a blood spirit nearly cleaved White Thistle&#039;s soul in twain on the astral. But their combined efforts did slow down the monster enough that, when his desperate attempt to control their minds succeeded, the drain left him unable to fight. And that plummeted the morale of the remaining security team.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The team were mostly unchallenged on their way out as they had broken down someone on-site personnel saw as a demi-god and were not worth dying to in an attempt to stop them. They got information from searching and mind probing Harris about the location of survivors of the vile experimentation at that place, and while the number of survivors they could save were few one in particular stood out:&lt;br /&gt;
&lt;br /&gt;
Tres, a sibling of Nueve&#039;s, was for some reason here as a subject. A rather interesting prospect for AZT&#039;s research, and now free from their clutches.&lt;br /&gt;
&lt;br /&gt;
The mission was a success either way, and the team were flying back with a contract payment from HB soon enough. A successful blow had been dealt to the presence in Bogota, though whether that is enough will have to be seen in due time.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
40k of Gear Rewards (Magical Gear, Armor &amp;amp; Weapons up to A24). Take half unspent as liquid nuyen. (10 RVP)&lt;br /&gt;
&lt;br /&gt;
+1 Street Cred (1 RVP)&lt;br /&gt;
&lt;br /&gt;
6+2 CDP (3 RVP)&lt;br /&gt;
&lt;br /&gt;
16 Karma (16 RVP)&lt;br /&gt;
&lt;br /&gt;
Good Feels clearing out bad magic: Can serve as an Initiation Ordeal&lt;br /&gt;
&lt;br /&gt;
Optionals:&lt;br /&gt;
&lt;br /&gt;
* Can take [[Rosa Rito]] as a 5/3 contact (7 RVP)&lt;br /&gt;
&lt;br /&gt;
* Can take [[Tres]] as a 3/4 contact (6 RVP)&lt;br /&gt;
&lt;br /&gt;
Qualities:&lt;br /&gt;
&lt;br /&gt;
* FoCon for Tsarina (4 RVP)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
[[Tsarina]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...between this and my last job, I&#039;m beginning to suspect my fixer is starting to see me as a military asset. I don&#039;t appreciate it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Huntress]]===&lt;br /&gt;
&#039;&#039;&amp;quot;I... did what I could sir. Sergeant Bubbles acted as an excellent distraction whilst we infiltrated the site. All the same... sir, I could have done better. So many... missed shots. I found another of my batch sir. Separate from Amazonia. We may... have another. That is all to report, sir.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153819</id>
		<title>Doggie Bag</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153819"/>
		<updated>2026-07-23T16:41:31Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:Db token new.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Muscle &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Don&#039;t worry, I can take it.&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Giant (Troll)&lt;br /&gt;
|label9= Creature Type&lt;br /&gt;
|data9 = Infected, Strain 1 (Dzoo-Noo-Qua)&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 5 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = August 10th, 2053&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 8&lt;br /&gt;
|Day= 10&lt;br /&gt;
|Year = 2053&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;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1Hds8XmDhfRLDdqBsVRjbKFyNhovLVk5m Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - A &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label16 = Max Initiations&lt;br /&gt;
|data16 = {{IGTracker|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label17 = Essence&lt;br /&gt;
|data17 = 7 / 7&lt;br /&gt;
|label18 = Theme Music&lt;br /&gt;
|data18 = [https://www.youtube.com/watch?v=KSIeaxqwEVI Friends In Low Places 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Doggie Bag (He/they), or &#039;D.B.&#039;, is an infected Giant, born into a line of corporate middle managers and faux metahuman rights activists. He was a slacker in corp-funded school, and one of the rich kids who loved to play “street”. He struggled for many months in the gutters of the barrens, and has only recently moved back into nicer company (with the help of a severe biosculpting and some shady backing). His return to a wealthier life is fairly hollow. Nice, but no longer fulfilling.&lt;br /&gt;
&lt;br /&gt;
Mechanical Summary: D.B. is a heavy soak tank (~60dp) with Noble Sacrifice to lend that soak to others, and absorb allied drain. In combat, has has good dice to a high damage blades attack, or to use an assault rifle. He has good initiative and dodge, relying on usual combat drugs for additional stats. He is infected and dual natured, covering the related weakpoints with Harmonious Defense, Cleansing and Dual-Natured Defender. He also lacks in secondary and utility skills outside of Sneaking (20-22dp). He has a collection of big foci, with a weapon and centering foci bonded, but a power focus which is unbonded.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Learn advanced magicks for the purpose of self defense.&lt;br /&gt;
** Loosely completed with access to Harmonious Defense, Cleansing and Dual-Natured Defender.&lt;br /&gt;
&lt;br /&gt;
* Develop a relationship with a local Seattle power, organized crime or otherwise, to have a familiar villainous conglomerate to fall back on.&lt;br /&gt;
** One possible option that is currently fomenting is a relationship with [[Ordo Maximus]], primarily via [[Cynthia Rochette]].&lt;br /&gt;
&lt;br /&gt;
* Heavily ‘ware out in a search of a transhumanist kind of self acceptance. &lt;br /&gt;
** Progress is well underway after upgrading to an alpha/beta setup that includes severe biosculpting to look more &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
* Find ways to maintain himself as an infected creature.&lt;br /&gt;
** Feeding from people already trying to kill him has worked well enough so far. Good news is, lots of people want to kill him.&lt;br /&gt;
&lt;br /&gt;
* Hunt down the Doctor who experimented on and infected him.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Doggie Bag is an inexperienced corp kid, hiding his recent traumas under literal and metaphorical wraps and layers. Born Erik Magnusen to an EVO family of Norwegian-UCASer Giants, brought on years before as a response to the original Charisma initiatives to popularize Giants in media and culture. The Magnusen family serves to promote EVO’s accepting image, and demonstrate a variety of troll appropriate products with a look that is more palatable to your average human. The family is relatively large, Erik is the third of four children, and is by all accounts, a loser. He has spent his days playing with street gangs and crashing his father’s sports cars. He was awakened, but seemed to consistently fail out of the appropriate schooling, always falling back on odd jobs and easy money. Whatever he had learned seemed always to be quickly lost. Erik’s family is, briefly: Jens (Father), Inga (Mother), Jonas (Oldest), Sonja (Older Sister), Erik (Middle Child), Karl (Younger Brother). The family is kept in a fervor, Erik’s parents constantly attempting to maneuver and secure their lush corporate status. It never felt secure, not to them, and the home was as much a training grounds for corporate life as for anything else. Erik, from a young age, was anti-social and impetuous. He has not sat through a single lesson in proper manners, nor has he been to a meeting. In general, he made it clear to his family he would rather pretend to be something he&#039;s not than learn to conform to corporate expectations.&lt;br /&gt;
&lt;br /&gt;
For the last many years, Erik has been hanging around the outskirts of Seattle, using his large stature and corporate money to parade through ganger parties and dive bars. He has always crawled back to the safety of the EVO compounds downtown, whenever the money or the booze ran dry. In this time, he played at anything he thought cool and dangerous. Still, he never developed much empathy for those around him, maintaining a kind of detached arrogance. All that changed one night in late 2082. &lt;br /&gt;
&lt;br /&gt;
Erik was kidnapped by a mentally unstable street doc, more accurately a medical torturer. He was targeted for his status as an awakened Giant, and used to test the effects of the HMHVV virus on people like him. ‘Test’ is a word used loosely, he was picked at and kept prisoner while his body reshaped into an unnatural undead thing. The doctor ran many ‘tests’, and fed him living subjects, utilizing starvation and aggressive pharmaceuticals to erode Erik’s mental barriers until he was gladly draining and consuming people regularly. &lt;br /&gt;
&lt;br /&gt;
Erik was only released when the doctor failed to pay protection to local syndicate members, and his laboratory was raided. After escaping, he has struggled to regain control over himself and his humanity. In an attempt to hide his disgusting body, he has replaced his limbs with chrome. The clinic he’d visited was likely a Tamanous operation, but he couldn’t bring himself to care. It didn’t matter, he desperately needed something smooth, something elegantly designed -- not like the ragged and rough layers of bone and hardened flesh which now covered his body. Keeping his body hidden is extremely important, and looking at himself in full is a task too difficult to bear. He has already contacted his family and been rebuked. His father reprimanded him for his stupidity and insisted that he, for once, figure a way out of this himself.&lt;br /&gt;
&lt;br /&gt;
Update: Doggie Bag spent most of the last two years just getting by the Redmond Barrens. Hanging around with the destitute and half-feral Ghouls of the area. He learned a lot of humility and sacrifice, and learned to manage himself well enough. After the [[No Escape Part III - Operation Gramr|job of a lifetime]], he has returned to his high class lifestyle. A nice apartment, and severe biosculpting to look the part (more or less). The creature comforts are certainly nice, but not fulfilling as they once were. In the short term , however, Erik is much more calm and collected -- even able to operate in the public eye to a reasonable extent.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* Infected (Dzoo-Noo-Qua): Grants Allergy (Sunlight, Mild), Essence Drain &amp;amp; Essence Loss, Immunity (Toxins), Immunity (Age), Natural Weapons, Dietary Requirement (Metahuman Flesh),  and various stat modifications. Dzoo-Noo-Qua grow heavy dermal armor in irregular patterns. D.B. has Severe Biosculpting to look more &#039;normal&#039;, though he is still marred with heavy scars from the process.&lt;br /&gt;
&lt;br /&gt;
* Dual-Natured Defender: D.B. has learned the fundamental techniques of survival for the infected, unplugging themselves from the magical grid and playing hot-potato with their soul. Great.&lt;br /&gt;
&lt;br /&gt;
* Trust Fund III: D.B. has been upgraded to a lavish Renton apartment by the Ordo Maximus. His housing is comped for the foreseeable future, though the return to leather and granite is jarring.&lt;br /&gt;
&lt;br /&gt;
* Cyber-Singularity Seeker: &#039;Ware has always been a transhumanist outlet for Doggie Bag. A way to reclaim himself from his forced infection. With his recent upgrades and biosculpting, he is sleek and clean and revels in the slow return of self-acceptance.&lt;br /&gt;
&lt;br /&gt;
* Sensei (Blades, Frank Martin): Doggie Bag has spent some time recently under the tutelage of veteran turned ghoul Frank Martin. Frank is a pleasant but demanding instructor, happy to accept a student who seemingly lacks ego, even if he also lacks brains.&lt;br /&gt;
** Frank is not a contact at the moment, but I do plan to make him one eventually.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Catlike, Biocompatibility (Cyberware), Jack of All Trades Master of None, Perfect Time, Focused Concentration (R1)&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Corporate SINner (EVO): Erik&#039;s family, the Magnusens, are an EVO family through and through. They are brand representatives and metahuman arm candy.&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah I (EVO): After his infection, D.B. is even further on the outskirts of his family and his corp. He will have to make a new normal.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Addiction (Betameth, Mild)&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= Fiendest&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= John Baptise&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= X&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= &amp;quot;Happy&amp;quot; Lombardo&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Ramirez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Joe Cool&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Cynthia Rochette&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=1&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= Isobel Catalan&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Elizabeth Finch&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Evo&lt;br /&gt;
|Position=Corp SINner in Exile&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=9&lt;br /&gt;
|DateJoined=2053-08-10&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Rep Expense needs to be equal to 1 + number of runs, at baseline, as you typically start with 1 rep and gain 1 rep per job you complete while an org member. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- current actual rep (from job consequences and stuff) is -2 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordo Maximus]] || +12 || [[No Escape Part III - Operation Gramr]], [[Of CRISPR and Covens]] || Friendly with Cynthia Rochette, reliably subordinate. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- also +2 Rep &amp;quot;The Secrets of Oxford&amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| placeholder || - ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;Usually masked as a Magic 3 uninfected Mystic Adept (19 dice to mask). Cyberlimbs are also obvious unless otherwise covered. See info box for current Essence.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened, diseased, emotionally tumultuous.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|A mystic adept.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|Alphaware cyberlegs, Essence and Magic (relative value known), diseased with HMHVV.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|Betaware arms &amp;amp; headware. Full body biosculpting, tailored pheromones, pain editor, platlets. Essence and Magic (exact number known).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Narco, Adapsin, Synaptic Acceleration. Diseased with HMHVV Strain 1 (Dzoo-Noo-Qua). Not a Technomancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= “Doggie Bag” is a newbie runner local to the Seattle area. His name shows up on a few shadow forums as a troll willing to bodyguard or knock skulls as needed.&lt;br /&gt;
|MidResult= D.B. has been running since mid 2083. He is infected, and overall inexperienced. He fits the profile of a corp kid troll-variant who got chewed on by the wrong monster. He has very little online persona, and lived in the barrens for about a year (moving recently). His primary fake sin is Theo Grimes.&lt;br /&gt;
|HighResult= D.B. loosely matches the description and timeline of a missing persons case under the name Erik Magnusen. A slacking corpkid born to a line of Giants working as EVO brand representatives. Magnusen was noted as missing in late 2082.&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= “Doggie Bag” is an unknown quantity, assuredly a new player in the scene. You’ve heard the name thrown around in forum posts discussing local green runners. Rumer has it he went overseas sometime recently on a big gig, though what the big time shadows would want with this monster is unknown.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= D.B. is infected. He is known to share this information semi-willingly, for the express purpose of avoiding spreading that infection. Still, being something akin to an undead monster is sort of a reputation killer. Reports of his activity are infrequent and inconsistent.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= D.B. has been running since mid ‘83, having been picked essentially on the side of the road. He was originally even more grotesque, having been the victim of some horrific medical experiments. His limbs were replaced perhaps to create a more (meta)human-like form. Recently, D.B. has gotten the full biosculpt to look much more metahuman. Accompanying this is a new wardrobe and a much calmer attitude.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Real SIN (EVO): Erik Magnusen&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Driver’s License&lt;br /&gt;
* EVO Press Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fake SIN R6 (UCAS): Theo Grimes&lt;br /&gt;
* Bounty Hunter&#039;s License&lt;br /&gt;
* Restricted Augmentations License&lt;br /&gt;
* Driver&#039;s License&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Firearms License&lt;br /&gt;
* Restricted Armor License&lt;br /&gt;
* Concealed Carry Permit&lt;br /&gt;
* Bodyguard License&lt;br /&gt;
* Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Now looks more like a regular giant with some heavy scarring (or perhaps a skin condition) thanks to Severe Biosculpting. Still leathery skin and an unconventional face. Sometimes disguised as more &amp;quot;regular looking&amp;quot; with a synthskin mask.&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:marrow.webp|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;Marrow&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A large bastard sword (52&#039;/132cm &amp;amp; 6.5lbs/3kg). Held in DB&#039;s massive hands, it functions as a shortsword. Marrow is finely crafted steel, drenched in mana. &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; (R7 Weapon Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbnecklace.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Pilgrim&#039;s Cross&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A golden pilgrim&#039;s cross necklace, with a large loop chain. Its use as a relic of power, is, naturally, heretical.&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; (R7 Power Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbtattoo.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Mark of Surtr&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A depiction of Surtr&#039;s arrival during Ragnarök, as described in the Völuspá, tattooed at the base of the neck. The ink is said to be imbued with dragon&#039;s blood. &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;(R10 Centering Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbold.png|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;D.B.&#039;s original appearance&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;Before his return to wealth and heavy biolsculpting, Doggie Bag hid his monstrous features under a cocoon of rags and clothes.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His fashion armor is a high quality black suit, with a black undershirt, deep red tie and dark gray overcoat (this is a Berwick suit + coat, and partially depicted in his character art).&lt;br /&gt;
&lt;br /&gt;
For combat armor, D.B. wears a set of military surplus gear from the original bug spirit invasion of Chicago, the M2-55A BDU. It is jet-black, chemsealed, and weighs an unreasonable amount on it&#039;s own (this is heavy security armor).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
As a borderline incompetent matrix user, D.B. has the persona equivalent of a stock photo. A generic businessman persona with plain features and little flair.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153637</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153637"/>
		<updated>2026-07-17T03:28:05Z</updated>

		<summary type="html">&lt;p&gt;John: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man &#039;&#039;and&#039;&#039; personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SLACKS is an aging cyborg, created as a marketing tool to elicit nostalgia and investment money, never planned for meaningful use or production. It was made by Spinrad Industries on their come-up during the 2060s. In essence, it is a very expensive piece of display ware to be used with the most lucrative of clients, up close and personal. SLACKS was trained to be a callback to simpler times, and to evoke a fun and bouncy look to otherwise deadly technology.&lt;br /&gt;
&lt;br /&gt;
In a meta sense, SLACKS is a callback to the charming tech aesthetics and totally radical mascot personas of the 90s, as a reflection of the long years that have passed from the original retro-futuristic 80s inspired Shadowrun. He is very silly, and sort of cheesy, but still capable of pathos, as long as a timely adjective can punctuate it.&lt;br /&gt;
&lt;br /&gt;
Mechanically, SLACKS is a cyborg who functions like a soak heavy muscle. He has no real matrix utility at this time, though he will become an off-decker and rigger over time. With his original suit of Supah-Tuff Unbreakable Armor, he&#039;s exceedingly difficult to harm with small arms (32 effective armor). He is also serviceable at sneaking, small unit tactics, and matrix searching.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
* Find a lucrative endorsement deal promoting a fittingly &#039;&#039;rambunctious&#039;&#039; line of combat tech.&lt;br /&gt;
* Become famous&lt;br /&gt;
* Find ways to repair my degrading body and improve my AI-runtimes (i.e. self-improve)&lt;br /&gt;
* Prove myself to Allen Franklin&lt;br /&gt;
* Preserve a complete library of 2060s media&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153636</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153636"/>
		<updated>2026-07-17T03:27:36Z</updated>

		<summary type="html">&lt;p&gt;John: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man &#039;&#039;and&#039;&#039; personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SLACKS is an aging cyborg, created as a marketing tool to elicit nostalgia and investment money, never planned for meaningful use or production. It was made by Spinrad Industries on their come-up during the 2060s. In essence, it is a very expensive piece of display ware to be used with the most lucrative of clients, up close and personal. SLACKS was trained to be a callback to simpler times, and to evoke a fun and bouncy look to otherwise deadly technology.&lt;br /&gt;
&lt;br /&gt;
In a meta sense, SLACKS is a callback to the charming tech aesthetics and totally radical mascot personas of the 90s, as a reflection of the long years that have passed from the original retro-futuristic 80s inspired Shadowrun. He is very silly, and sort of cheesy, but still capable of pathos, as long as a timely adjective can punctuate it.&lt;br /&gt;
&lt;br /&gt;
Mechanically, SLACKS is a cyborg who functions like a soak heavy muscle. He has no real matrix utility at this time, though he will become an off-decker and rigger over time. With his original suit of Supah-Tuff Unbreakable Armor, he&#039;s exceedingly difficult to harm with small arms (32 effective armor). He is also serviceable at sneaking, small unit tactics, and matrix searching.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
- Find a lucrative endorsement deal promoting a fittingly &#039;&#039;rambunctious&#039;&#039; line of combat tech.&lt;br /&gt;
- Become famous&lt;br /&gt;
- Find ways to repair my degrading body and improve my AI-runtimes (i.e. self-improve)&lt;br /&gt;
- Prove myself to Allen Franklin&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153635</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153635"/>
		<updated>2026-07-17T03:21:18Z</updated>

		<summary type="html">&lt;p&gt;John: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man &#039;&#039;and&#039;&#039; personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SLACKS is an aging cyborg, created as a marketing tool to elicit nostalgia and investment money, never planned for meaningful use or production. It was made by Spinrad Industries on their come-up during the 2060s. In essence, it is a very expensive piece of display ware to be used with the most lucrative of clients, up close and personal. SLACKS was trained to be a callback to simpler times, and to evoke a fun and bouncy look to otherwise deadly technology.&lt;br /&gt;
&lt;br /&gt;
In a meta sense, SLACKS is a callback to the charming tech aesthetics and totally radical mascot personas of the 90s, as a reflection of the long years that have passed from the original retro-futuristic 80s inspired Shadowrun. He is very silly, and sort of cheesy, but still capable of pathos, as long as a timely adjective can punctuate it.&lt;br /&gt;
&lt;br /&gt;
Mechanically, SLACKS is a cyborg who functions like a soak heavy muscle. He has no real matrix utility at this time, though he will become an off-decker and rigger over time. With his original suit of Supah-Tuff Unbreakable Armor, he&#039;s exceedingly difficult to harm with small arms (32 effective armor). He is also serviceable at sneaking, small unit tactics, and matrix searching.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153634</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153634"/>
		<updated>2026-07-17T03:20:06Z</updated>

		<summary type="html">&lt;p&gt;John: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man and personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SLACKS is an aging cyborg, created as a marketing tool to elicit nostalgia and investment money, never planned for meaningful use or production. It was made by Spinrad Industries on their come-up during the 2060s. In essence, it is a very expensive piece of display ware to be used with the most lucrative of clients, up close and personal. SLACKS was trained to be a callback to simpler times, and to evoke a fun and bouncy look to otherwise deadly technology.&lt;br /&gt;
&lt;br /&gt;
In a meta sense, SLACKS is a callback to the charming tech aesthetics and totally radical mascot personas of the 90s, as a reflection of the long years that have passed from the original retro-futuristic 80s inspired Shadowrun.&lt;br /&gt;
&lt;br /&gt;
Mechanically, SLACKS is a cyborg who functions like a soak heavy muscle. He has no real matrix utility at this time, though he will become an off-decker and rigger over time. With his original suit of Supah-Tuff Unbreakable Armor, he&#039;s exceedingly difficult to harm with small arms (32 effective armor). He is also serviceable at sneaking, small unit tactics, and matrix searching.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153633</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153633"/>
		<updated>2026-07-17T03:19:45Z</updated>

		<summary type="html">&lt;p&gt;John: /* Character Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;gt; &amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man and personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SLACKS is an aging cyborg, created as a marketing tool to elicit nostalgia and investment money, never planned for meaningful use or production. It was made by Spinrad Industries on their come-up during the 2060s. In essence, it is a very expensive piece of display ware to be used with the most lucrative of clients, up close and personal. SLACKS was trained to be a callback to simpler times, and to evoke a fun and bouncy look to otherwise deadly technology.&lt;br /&gt;
&lt;br /&gt;
In a meta sense, SLACKS is a callback to the charming tech aesthetics and totally radical mascot personas of the 90s, as a reflection of the long years that have passed from the original retro-futuristic 80s inspired Shadowrun.&lt;br /&gt;
&lt;br /&gt;
Mechanically, SLACKS is a cyborg who functions like a soak heavy muscle. He has no real matrix utility at this time, though he will become an off-decker and rigger over time. With his original suit of Supah-Tuff Unbreakable Armor, he&#039;s exceedingly difficult to harm with small arms (32 effective armor). He is also serviceable at sneaking, small unit tactics, and matrix searching.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153632</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153632"/>
		<updated>2026-07-17T03:19:17Z</updated>

		<summary type="html">&lt;p&gt;John: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man and personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
SLACKS is an aging cyborg, created as a marketing tool to elicit nostalgia and investment money, never planned for meaningful use or production. It was made by Spinrad Industries on their come-up during the 2060s. In essence, it is a very expensive piece of display ware to be used with the most lucrative of clients, up close and personal. SLACKS was trained to be a callback to simpler times, and to evoke a fun and bouncy look to otherwise deadly technology.&lt;br /&gt;
&lt;br /&gt;
In a meta sense, SLACKS is a callback to the charming tech aesthetics and totally radical mascot personas of the 90s, as a reflection of the long years that have passed from the original retro-futuristic 80s inspired Shadowrun.&lt;br /&gt;
&lt;br /&gt;
Mechanically, SLACKS is a cyborg who functions like a soak heavy muscle. He has no real matrix utility at this time, though he will become an off-decker and rigger over time. With his original suit of Supah-Tuff Unbreakable Armor, he&#039;s exceedingly difficult to harm with small arms (32 effective armor). He is also serviceable at sneaking, small unit tactics, and matrix searching.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153631</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153631"/>
		<updated>2026-07-17T03:12:49Z</updated>

		<summary type="html">&lt;p&gt;John: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man and personal assistant, all in the appealing package of NuTech &amp;lt;font color=lightgreen&amp;gt;Greene&amp;lt;/font&amp;gt;! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot;&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153630</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153630"/>
		<updated>2026-07-17T03:12:16Z</updated>

		<summary type="html">&lt;p&gt;John: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;quot;Hi there! I am the &amp;lt;font color=yellow&amp;gt;&#039;&#039;&#039;Super Logistics, Assistance, Coordination and Kinetics System!&#039;&#039;&#039;&amp;lt;/font&amp;gt; I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man and personal assistant, all in the appealing package of NuTech Greene! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot;&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153629</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153629"/>
		<updated>2026-07-17T03:11:43Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;quot;Hi there! I am the Super Logistics, Assistance, Coordination and Kinetics System! I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the &amp;lt;font color=lightblue&amp;gt;&#039;&#039;&#039;&#039;&#039;Arctic Swag&#039;&#039;&#039;&#039;&#039;&amp;lt;/font&amp;gt; of a preemo body-man and personal assistant, all in the appealing package of NuTech Greene! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot;&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153628</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153628"/>
		<updated>2026-07-17T03:10:17Z</updated>

		<summary type="html">&lt;p&gt;John: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&amp;quot;Hi there! I am the Super Logistics, Assistance, Coordination and Kinetics System! I&#039;ve the got &#039;&#039;totally&#039;&#039; &#039;&#039;&#039;radical&#039;&#039;&#039; skills to bring you the `Arctic` &#039;&#039;Swag&#039;&#039; of a preemo body-man and personal assistant, all in the appealing package of NuTech Greene! Woah! &#039;&#039;Sardonic&#039;&#039;, man!&amp;quot;&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153605</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153605"/>
		<updated>2026-07-16T20:17:08Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.google.com TBD... 🎵]&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:SLACKS.png&amp;diff=153604</id>
		<title>File:SLACKS.png</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:SLACKS.png&amp;diff=153604"/>
		<updated>2026-07-16T20:16:18Z</updated>

		<summary type="html">&lt;p&gt;John: John uploaded a new version of File:SLACKS.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=File:SLACKS.png&amp;diff=153603</id>
		<title>File:SLACKS.png</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=File:SLACKS.png&amp;diff=153603"/>
		<updated>2026-07-16T20:14:46Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153602</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153602"/>
		<updated>2026-07-16T20:10:12Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:SLACKS.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Cyborg &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Cyborg&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 0 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = February 14th, 2066&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 2&lt;br /&gt;
|Day= 14&lt;br /&gt;
|Year = 2066&lt;br /&gt;
|}} &amp;lt;!-- The above will automatically update your character&#039;s age on their birthday! Just enter their month, day, and year of birth in numeric format. --&amp;gt;&lt;br /&gt;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1eS0sp10NwaoBcEl3_U4ep_XGBOEnbqU4?usp=drive_link Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - C &amp;lt;br /&amp;gt; Attributes - E &amp;lt;br /&amp;gt; Magic/Resonance - E &amp;lt;br /&amp;gt; Skills - A &amp;lt;br /&amp;gt; Resources - A&lt;br /&gt;
|label17 = Max Ascensions&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=7&lt;br /&gt;
|Day=16&lt;br /&gt;
|Year=2087 &amp;lt;!-- real date subject to first run --&amp;gt;&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}}&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.youtube.com/watch?v=KSIeaxqwEVI TBD... 🎵]&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;
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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;
|&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Muffet&amp;diff=153601</id>
		<title>Muffet</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Muffet&amp;diff=153601"/>
		<updated>2026-07-16T20:05:49Z</updated>

		<summary type="html">&lt;p&gt;John: template remove&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=Xaytan&lt;br /&gt;
|Image= [[File:Placeholder.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype= Decker, Cyberninja&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=AManyFacedFool&lt;br /&gt;
|OwnersDiscordName=@Xaytan&lt;br /&gt;
|Metatype= Human&lt;br /&gt;
|Metavariant= &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1ZdZOKTDkFsoLXAFN1h69Dfm-gR1njK9P?usp=sharing Muffet Drive]&lt;br /&gt;
|Priority=DEDAA &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{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.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Tailor-made corporate matrix operative. Hacker, sniper, cyber-ninja.&lt;br /&gt;
&lt;br /&gt;
Horrible little socially awkward nervous wreck.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
Callsign MUFFET is to ESTABLISH independent lifestyle in AO Seattle, IOT ensure survival and avoid recapture by MCT-aligned forces.&lt;br /&gt;
&lt;br /&gt;
Callsign MUFFET is to SECURE marketable plush toy assets NLT H+72, IOT ensure minimal cortisol levels and maintain combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Project Huntsman was one of many clandestine bioengineering projects handled under MCT and its subsidiaries.&lt;br /&gt;
&lt;br /&gt;
Started to resolve personnel problems in the Matrix specialist hiring space, Huntsman utilized a number of MCT owned fertility clinics to distribute genetically engineered gametes to select subjects. Development would be tracked, and a recovery team sent to extract those who met certain physical development benchmarks that suggested suitability for the project.&lt;br /&gt;
&lt;br /&gt;
HM-C8 was one such subject, taken at birth and raised in the program. Among her cohort she excelled. Candidates were trained as security spiders and received extensive augmentation and field training for operations requiring physical intrusion or overwatch of conventional teams.&lt;br /&gt;
&lt;br /&gt;
However, she had begun to exhibit paranoid and neurotic behavior that was marked by the program&#039;s psychiatric overseers. While this was not immediately a concern due to her otherwise excellent progress, when Project Huntsman was shuttered she was among those assets scheduled for liquidation to recover augmentation and rare reagents. &lt;br /&gt;
&lt;br /&gt;
The project was deemed too expensive, a waste of time and money when cheaper alternatives existed. Due to the high risk profile attached to her behavior, her continued service was no longer required. HM-C8 was made aware of her incoming liquidation, due primarily to snooping around files she had no authorization to access, and opted instead to escape during what would have been her final field exercise.&lt;br /&gt;
&lt;br /&gt;
Going by the handle &amp;quot;Muffet&amp;quot;, she has found work selling her expertise as a hacker. Unfortunately, her work up until now has barely covered her living expenses. Lagging maintenance for her augmentations, poor nutrition, repeated exposure to allergens, and rarely leaving the cramped confines of the coffin hotel pod she rents in Tacoma out of fear of discovery have done a number on her physical readiness and left her in a series state of deconditioning. Her PT instructor would have a cow if he saw her now.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&#039;&#039;&#039;Prototype Transhuman:&#039;&#039;&#039; Huntsman assets were the recipients of advanced prenatal genetic engineering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentor Spirit(Spider):&#039;&#039;&#039; Muffet has long had a voice in her head, urging her to caution. To plan. To weave her webs without gaps. She listens to this guiding force.&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&#039;&#039;&#039;Down The Rabbit Hole:&#039;&#039;&#039; Obsessed with never leaving anything to chance, she has a bad habit of getting lost in the weeds chasing irrelevant details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSC(Overpreparation):&#039;&#039;&#039; Muffet feels compelled to prepare: Something as simple as a snack run requires creating a shopping list, obtaining the floor plan, identifying emergency exits, determining where in the store the item is located, confirming that the item is in stock, performing a background check on the cashier, staking out the location, checking first responder response times for the area, and creating a plan of action before proceeding. Trying to get her to move more quickly is like pulling teeth.&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=Anhe&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;
{{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;
Charlotte Webbs(PCC Shareholder) R3: A young matrix specialist fresh out of college, with some therapeutic augmentations.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
A short, slight albino woman.&lt;br /&gt;
&lt;br /&gt;
Her white hair is typically kept tied back in a braid, with bangs that look like she probably cuts them herself. With her pale skin and gray cybereyes, she looks nearly monochromatic.&lt;br /&gt;
&lt;br /&gt;
All four limbs have been replaced with sleek prosthetics covered in pale, flesh-tone dust sleeves that could only possibly conceal their nature under the most unfavorable of conditions. She carries herself like she&#039;s trying to look even smaller than she really is. She rarely takes her eyes off her AROs.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Dark clothes, often baggy hoodies and sweatpants in her casual attire. Most of it is riddled with corporate logos. She seems to have a thing for spiders, with a lot of related motifs and graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A petite, smiling woman in a frilly dress. She scuttles along on a set of eight spindly black spider legs that emerge from beneath the hem.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153573</id>
		<title>Doggie Bag</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153573"/>
		<updated>2026-07-14T14:37:23Z</updated>

		<summary type="html">&lt;p&gt;John: /* Foci */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:Db token new.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Muscle &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Don&#039;t worry, I can take it.&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Giant (Troll)&lt;br /&gt;
|label9= Creature Type&lt;br /&gt;
|data9 = Infected, Strain 1 (Dzoo-Noo-Qua)&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 5 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = August 10th, 2053&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 8&lt;br /&gt;
|Day= 10&lt;br /&gt;
|Year = 2053&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;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1Hds8XmDhfRLDdqBsVRjbKFyNhovLVk5m Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - A &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label16 = Max Infected Powers&lt;br /&gt;
|data16 = {{InfectedPowers|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|Owned=0&lt;br /&gt;
|}}&lt;br /&gt;
|label17 = Max Initiations&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Essence&lt;br /&gt;
|data18 = 7 / 7&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.youtube.com/watch?v=KSIeaxqwEVI Friends In Low Places 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Doggie Bag (He/they), or &#039;D.B.&#039;, is an infected Giant, born into a line of corporate middle managers and faux metahuman rights activists. He was a slacker in corp-funded school, and one of the rich kids who loved to play “street”. He struggled for many months in the gutters of the barrens, and has only recently moved back into nicer company (with the help of a severe biosculpting and some shady backing). His return to a wealthier life is fairly hollow. Nice, but no longer fulfilling.&lt;br /&gt;
&lt;br /&gt;
Mechanical Summary: D.B. is a heavy soak tank (~60dp) with Noble Sacrifice to lend that soak to others, and absorb allied drain. In combat, has has good dice to a high damage blades attack, or to use an assault rifle. He has good initiative and dodge, relying on usual combat drugs for additional stats. He is infected and dual natured, covering the related weakpoints with Harmonious Defense, Cleansing and Dual-Natured Defender. He also lacks in secondary and utility skills outside of Sneaking (20-22dp). He has a collection of big foci, with a weapon and centering foci bonded, but a power focus which is unbonded.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Learn advanced magicks for the purpose of self defense.&lt;br /&gt;
** Loosely completed with access to Harmonious Defense, Cleansing and Dual-Natured Defender.&lt;br /&gt;
&lt;br /&gt;
* Develop a relationship with a local Seattle power, organized crime or otherwise, to have a familiar villainous conglomerate to fall back on.&lt;br /&gt;
** One possible option that is currently fomenting is a relationship with [[Ordo Maximus]], primarily via [[Cynthia Rochette]].&lt;br /&gt;
&lt;br /&gt;
* Heavily ‘ware out in a search of a transhumanist kind of self acceptance. &lt;br /&gt;
** Progress is well underway after upgrading to an alpha/beta setup that includes severe biosculpting to look more &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
* Find ways to maintain himself as an infected creature.&lt;br /&gt;
** Feeding from people already trying to kill him has worked well enough so far. Good news is, lots of people want to kill him.&lt;br /&gt;
&lt;br /&gt;
* Hunt down the Doctor who experimented on and infected him.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Doggie Bag is an inexperienced corp kid, hiding his recent traumas under literal and metaphorical wraps and layers. Born Erik Magnusen to an EVO family of Norwegian-UCASer Giants, brought on years before as a response to the original Charisma initiatives to popularize Giants in media and culture. The Magnusen family serves to promote EVO’s accepting image, and demonstrate a variety of troll appropriate products with a look that is more palatable to your average human. The family is relatively large, Erik is the third of four children, and is by all accounts, a loser. He has spent his days playing with street gangs and crashing his father’s sports cars. He was awakened, but seemed to consistently fail out of the appropriate schooling, always falling back on odd jobs and easy money. Whatever he had learned seemed always to be quickly lost. Erik’s family is, briefly: Jens (Father), Inga (Mother), Jonas (Oldest), Sonja (Older Sister), Erik (Middle Child), Karl (Younger Brother). The family is kept in a fervor, Erik’s parents constantly attempting to maneuver and secure their lush corporate status. It never felt secure, not to them, and the home was as much a training grounds for corporate life as for anything else. Erik, from a young age, was anti-social and impetuous. He has not sat through a single lesson in proper manners, nor has he been to a meeting. In general, he made it clear to his family he would rather pretend to be something he&#039;s not than learn to conform to corporate expectations.&lt;br /&gt;
&lt;br /&gt;
For the last many years, Erik has been hanging around the outskirts of Seattle, using his large stature and corporate money to parade through ganger parties and dive bars. He has always crawled back to the safety of the EVO compounds downtown, whenever the money or the booze ran dry. In this time, he played at anything he thought cool and dangerous. Still, he never developed much empathy for those around him, maintaining a kind of detached arrogance. All that changed one night in late 2082. &lt;br /&gt;
&lt;br /&gt;
Erik was kidnapped by a mentally unstable street doc, more accurately a medical torturer. He was targeted for his status as an awakened Giant, and used to test the effects of the HMHVV virus on people like him. ‘Test’ is a word used loosely, he was picked at and kept prisoner while his body reshaped into an unnatural undead thing. The doctor ran many ‘tests’, and fed him living subjects, utilizing starvation and aggressive pharmaceuticals to erode Erik’s mental barriers until he was gladly draining and consuming people regularly. &lt;br /&gt;
&lt;br /&gt;
Erik was only released when the doctor failed to pay protection to local syndicate members, and his laboratory was raided. After escaping, he has struggled to regain control over himself and his humanity. In an attempt to hide his disgusting body, he has replaced his limbs with chrome. The clinic he’d visited was likely a Tamanous operation, but he couldn’t bring himself to care. It didn’t matter, he desperately needed something smooth, something elegantly designed -- not like the ragged and rough layers of bone and hardened flesh which now covered his body. Keeping his body hidden is extremely important, and looking at himself in full is a task too difficult to bear. He has already contacted his family and been rebuked. His father reprimanded him for his stupidity and insisted that he, for once, figure a way out of this himself.&lt;br /&gt;
&lt;br /&gt;
Update: Doggie Bag spent most of the last two years just getting by the Redmond Barrens. Hanging around with the destitute and half-feral Ghouls of the area. He learned a lot of humility and sacrifice, and learned to manage himself well enough. After the [[No Escape Part III - Operation Gramr|job of a lifetime]], he has returned to his high class lifestyle. A nice apartment, and severe biosculpting to look the part (more or less). The creature comforts are certainly nice, but not fulfilling as they once were. In the short term , however, Erik is much more calm and collected -- even able to operate in the public eye to a reasonable extent.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* Infected (Dzoo-Noo-Qua): Grants Allergy (Sunlight, Mild), Essence Drain &amp;amp; Essence Loss, Immunity (Toxins), Immunity (Age), Natural Weapons, Dietary Requirement (Metahuman Flesh),  and various stat modifications. Dzoo-Noo-Qua grow heavy dermal armor in irregular patterns. D.B. has Severe Biosculpting to look more &#039;normal&#039;, though he is still marred with heavy scars from the process.&lt;br /&gt;
&lt;br /&gt;
* Dual-Natured Defender: D.B. has learned the fundamental techniques of survival for the infected, unplugging themselves from the magical grid and playing hot-potato with their soul. Great.&lt;br /&gt;
&lt;br /&gt;
* Trust Fund III: D.B. has been upgraded to a lavish Renton apartment by the Ordo Maximus. His housing is comped for the foreseeable future, though the return to leather and granite is jarring.&lt;br /&gt;
&lt;br /&gt;
* Cyber-Singularity Seeker: &#039;Ware has always been a transhumanist outlet for Doggie Bag. A way to reclaim himself from his forced infection. With his recent upgrades and biosculpting, he is sleek and clean and revels in the slow return of self-acceptance.&lt;br /&gt;
&lt;br /&gt;
* Sensei (Blades, Frank Martin): Doggie Bag has spent some time recently under the tutelage of veteran turned ghoul Frank Martin. Frank is a pleasant but demanding instructor, happy to accept a student who seemingly lacks ego, even if he also lacks brains.&lt;br /&gt;
** Frank is not a contact at the moment, but I do plan to make him one eventually.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Catlike, Biocompatibility (Cyberware), Jack of All Trades Master of None, Perfect Time, Focused Concentration (R1)&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Corporate SINner (EVO): Erik&#039;s family, the Magnusens, are an EVO family through and through. They are brand representatives and metahuman arm candy.&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah I (EVO): After his infection, D.B. is even further on the outskirts of his family and his corp. He will have to make a new normal.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Addiction (Betameth, Mild)&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= Fiendest&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= John Baptise&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= X&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= &amp;quot;Happy&amp;quot; Lombardo&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Ramirez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Joe Cool&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Cynthia Rochette&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=1&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= Isobel Catalan&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Elizabeth Finch&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Evo&lt;br /&gt;
|Position=Corp SINner in Exile&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=9&lt;br /&gt;
|DateJoined=2053-08-10&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Rep Expense needs to be equal to 1 + number of runs, at baseline, as you typically start with 1 rep and gain 1 rep per job you complete while an org member. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- current actual rep (from job consequences and stuff) is -2 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordo Maximus]] || +12 || [[No Escape Part III - Operation Gramr]], [[Of CRISPR and Covens]] || Friendly with Cynthia Rochette, reliably subordinate. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- also +2 Rep &amp;quot;The Secrets of Oxford&amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| placeholder || - ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;Usually masked as a Magic 3 uninfected Mystic Adept (19 dice to mask). Cyberlimbs are also obvious unless otherwise covered. See info box for current Essence.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened, diseased, emotionally tumultuous.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|A mystic adept.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|Alphaware cyberlegs, Essence and Magic (relative value known), diseased with HMHVV.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|Betaware arms &amp;amp; headware. Full body biosculpting, tailored pheromones, pain editor, platlets. Essence and Magic (exact number known).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Narco, Adapsin, Synaptic Acceleration. Diseased with HMHVV Strain 1 (Dzoo-Noo-Qua). Not a Technomancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= “Doggie Bag” is a newbie runner local to the Seattle area. His name shows up on a few shadow forums as a troll willing to bodyguard or knock skulls as needed.&lt;br /&gt;
|MidResult= D.B. has been running since mid 2083. He is infected, and overall inexperienced. He fits the profile of a corp kid troll-variant who got chewed on by the wrong monster. He has very little online persona, and lived in the barrens for about a year (moving recently). His primary fake sin is Theo Grimes.&lt;br /&gt;
|HighResult= D.B. loosely matches the description and timeline of a missing persons case under the name Erik Magnusen. A slacking corpkid born to a line of Giants working as EVO brand representatives. Magnusen was noted as missing in late 2082.&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= “Doggie Bag” is an unknown quantity, assuredly a new player in the scene. You’ve heard the name thrown around in forum posts discussing local green runners. Rumer has it he went overseas sometime recently on a big gig, though what the big time shadows would want with this monster is unknown.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= D.B. is infected. He is known to share this information semi-willingly, for the express purpose of avoiding spreading that infection. Still, being something akin to an undead monster is sort of a reputation killer. Reports of his activity are infrequent and inconsistent.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= D.B. has been running since mid ‘83, having been picked essentially on the side of the road. He was originally even more grotesque, having been the victim of some horrific medical experiments. His limbs were replaced perhaps to create a more (meta)human-like form. Recently, D.B. has gotten the full biosculpt to look much more metahuman. Accompanying this is a new wardrobe and a much calmer attitude.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Real SIN (EVO): Erik Magnusen&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Driver’s License&lt;br /&gt;
* EVO Press Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fake SIN R6 (UCAS): Theo Grimes&lt;br /&gt;
* Bounty Hunter&#039;s License&lt;br /&gt;
* Restricted Augmentations License&lt;br /&gt;
* Driver&#039;s License&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Firearms License&lt;br /&gt;
* Restricted Armor License&lt;br /&gt;
* Concealed Carry Permit&lt;br /&gt;
* Bodyguard License&lt;br /&gt;
* Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Now looks more like a regular giant with some heavy scarring (or perhaps a skin condition) thanks to Severe Biosculpting. Still leathery skin and an unconventional face. Sometimes disguised as more &amp;quot;regular looking&amp;quot; with a synthskin mask.&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:marrow.webp|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;Marrow&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A large bastard sword (52&#039;/132cm &amp;amp; 6.5lbs/3kg). Held in DB&#039;s massive hands, it functions as a shortsword. Marrow is finely crafted steel, drenched in mana. &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; (R7 Weapon Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbnecklace.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Pilgrim&#039;s Cross&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A golden pilgrim&#039;s cross necklace, with a large loop chain. Its use as a relic of power, is, naturally, heretical.&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; (R7 Power Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbtattoo.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Mark of Surtr&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A depiction of Surtr&#039;s arrival during Ragnarök, as described in the Völuspá, tattooed at the base of the neck. The ink is said to be imbued with dragon&#039;s blood. &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;(R10 Centering Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbold.png|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;D.B.&#039;s original appearance&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;Before his return to wealth and heavy biolsculpting, Doggie Bag hid his monstrous features under a cocoon of rags and clothes.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His fashion armor is a high quality black suit, with a black undershirt, deep red tie and dark gray overcoat (this is a Berwick suit + coat, and partially depicted in his character art).&lt;br /&gt;
&lt;br /&gt;
For combat armor, D.B. wears a set of military surplus gear from the original bug spirit invasion of Chicago, the M2-55A BDU. It is jet-black, chemsealed, and weighs an unreasonable amount on it&#039;s own (this is heavy security armor).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
As a borderline incompetent matrix user, D.B. has the persona equivalent of a stock photo. A generic businessman persona with plain features and little flair.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153572</id>
		<title>Doggie Bag</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153572"/>
		<updated>2026-07-14T14:37:00Z</updated>

		<summary type="html">&lt;p&gt;John: /* Foci */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:Db token new.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Muscle &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Don&#039;t worry, I can take it.&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Giant (Troll)&lt;br /&gt;
|label9= Creature Type&lt;br /&gt;
|data9 = Infected, Strain 1 (Dzoo-Noo-Qua)&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 5 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = August 10th, 2053&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 8&lt;br /&gt;
|Day= 10&lt;br /&gt;
|Year = 2053&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;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1Hds8XmDhfRLDdqBsVRjbKFyNhovLVk5m Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - A &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label16 = Max Infected Powers&lt;br /&gt;
|data16 = {{InfectedPowers|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|Owned=0&lt;br /&gt;
|}}&lt;br /&gt;
|label17 = Max Initiations&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Essence&lt;br /&gt;
|data18 = 7 / 7&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.youtube.com/watch?v=KSIeaxqwEVI Friends In Low Places 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Doggie Bag (He/they), or &#039;D.B.&#039;, is an infected Giant, born into a line of corporate middle managers and faux metahuman rights activists. He was a slacker in corp-funded school, and one of the rich kids who loved to play “street”. He struggled for many months in the gutters of the barrens, and has only recently moved back into nicer company (with the help of a severe biosculpting and some shady backing). His return to a wealthier life is fairly hollow. Nice, but no longer fulfilling.&lt;br /&gt;
&lt;br /&gt;
Mechanical Summary: D.B. is a heavy soak tank (~60dp) with Noble Sacrifice to lend that soak to others, and absorb allied drain. In combat, has has good dice to a high damage blades attack, or to use an assault rifle. He has good initiative and dodge, relying on usual combat drugs for additional stats. He is infected and dual natured, covering the related weakpoints with Harmonious Defense, Cleansing and Dual-Natured Defender. He also lacks in secondary and utility skills outside of Sneaking (20-22dp). He has a collection of big foci, with a weapon and centering foci bonded, but a power focus which is unbonded.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Learn advanced magicks for the purpose of self defense.&lt;br /&gt;
** Loosely completed with access to Harmonious Defense, Cleansing and Dual-Natured Defender.&lt;br /&gt;
&lt;br /&gt;
* Develop a relationship with a local Seattle power, organized crime or otherwise, to have a familiar villainous conglomerate to fall back on.&lt;br /&gt;
** One possible option that is currently fomenting is a relationship with [[Ordo Maximus]], primarily via [[Cynthia Rochette]].&lt;br /&gt;
&lt;br /&gt;
* Heavily ‘ware out in a search of a transhumanist kind of self acceptance. &lt;br /&gt;
** Progress is well underway after upgrading to an alpha/beta setup that includes severe biosculpting to look more &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
* Find ways to maintain himself as an infected creature.&lt;br /&gt;
** Feeding from people already trying to kill him has worked well enough so far. Good news is, lots of people want to kill him.&lt;br /&gt;
&lt;br /&gt;
* Hunt down the Doctor who experimented on and infected him.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Doggie Bag is an inexperienced corp kid, hiding his recent traumas under literal and metaphorical wraps and layers. Born Erik Magnusen to an EVO family of Norwegian-UCASer Giants, brought on years before as a response to the original Charisma initiatives to popularize Giants in media and culture. The Magnusen family serves to promote EVO’s accepting image, and demonstrate a variety of troll appropriate products with a look that is more palatable to your average human. The family is relatively large, Erik is the third of four children, and is by all accounts, a loser. He has spent his days playing with street gangs and crashing his father’s sports cars. He was awakened, but seemed to consistently fail out of the appropriate schooling, always falling back on odd jobs and easy money. Whatever he had learned seemed always to be quickly lost. Erik’s family is, briefly: Jens (Father), Inga (Mother), Jonas (Oldest), Sonja (Older Sister), Erik (Middle Child), Karl (Younger Brother). The family is kept in a fervor, Erik’s parents constantly attempting to maneuver and secure their lush corporate status. It never felt secure, not to them, and the home was as much a training grounds for corporate life as for anything else. Erik, from a young age, was anti-social and impetuous. He has not sat through a single lesson in proper manners, nor has he been to a meeting. In general, he made it clear to his family he would rather pretend to be something he&#039;s not than learn to conform to corporate expectations.&lt;br /&gt;
&lt;br /&gt;
For the last many years, Erik has been hanging around the outskirts of Seattle, using his large stature and corporate money to parade through ganger parties and dive bars. He has always crawled back to the safety of the EVO compounds downtown, whenever the money or the booze ran dry. In this time, he played at anything he thought cool and dangerous. Still, he never developed much empathy for those around him, maintaining a kind of detached arrogance. All that changed one night in late 2082. &lt;br /&gt;
&lt;br /&gt;
Erik was kidnapped by a mentally unstable street doc, more accurately a medical torturer. He was targeted for his status as an awakened Giant, and used to test the effects of the HMHVV virus on people like him. ‘Test’ is a word used loosely, he was picked at and kept prisoner while his body reshaped into an unnatural undead thing. The doctor ran many ‘tests’, and fed him living subjects, utilizing starvation and aggressive pharmaceuticals to erode Erik’s mental barriers until he was gladly draining and consuming people regularly. &lt;br /&gt;
&lt;br /&gt;
Erik was only released when the doctor failed to pay protection to local syndicate members, and his laboratory was raided. After escaping, he has struggled to regain control over himself and his humanity. In an attempt to hide his disgusting body, he has replaced his limbs with chrome. The clinic he’d visited was likely a Tamanous operation, but he couldn’t bring himself to care. It didn’t matter, he desperately needed something smooth, something elegantly designed -- not like the ragged and rough layers of bone and hardened flesh which now covered his body. Keeping his body hidden is extremely important, and looking at himself in full is a task too difficult to bear. He has already contacted his family and been rebuked. His father reprimanded him for his stupidity and insisted that he, for once, figure a way out of this himself.&lt;br /&gt;
&lt;br /&gt;
Update: Doggie Bag spent most of the last two years just getting by the Redmond Barrens. Hanging around with the destitute and half-feral Ghouls of the area. He learned a lot of humility and sacrifice, and learned to manage himself well enough. After the [[No Escape Part III - Operation Gramr|job of a lifetime]], he has returned to his high class lifestyle. A nice apartment, and severe biosculpting to look the part (more or less). The creature comforts are certainly nice, but not fulfilling as they once were. In the short term , however, Erik is much more calm and collected -- even able to operate in the public eye to a reasonable extent.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* Infected (Dzoo-Noo-Qua): Grants Allergy (Sunlight, Mild), Essence Drain &amp;amp; Essence Loss, Immunity (Toxins), Immunity (Age), Natural Weapons, Dietary Requirement (Metahuman Flesh),  and various stat modifications. Dzoo-Noo-Qua grow heavy dermal armor in irregular patterns. D.B. has Severe Biosculpting to look more &#039;normal&#039;, though he is still marred with heavy scars from the process.&lt;br /&gt;
&lt;br /&gt;
* Dual-Natured Defender: D.B. has learned the fundamental techniques of survival for the infected, unplugging themselves from the magical grid and playing hot-potato with their soul. Great.&lt;br /&gt;
&lt;br /&gt;
* Trust Fund III: D.B. has been upgraded to a lavish Renton apartment by the Ordo Maximus. His housing is comped for the foreseeable future, though the return to leather and granite is jarring.&lt;br /&gt;
&lt;br /&gt;
* Cyber-Singularity Seeker: &#039;Ware has always been a transhumanist outlet for Doggie Bag. A way to reclaim himself from his forced infection. With his recent upgrades and biosculpting, he is sleek and clean and revels in the slow return of self-acceptance.&lt;br /&gt;
&lt;br /&gt;
* Sensei (Blades, Frank Martin): Doggie Bag has spent some time recently under the tutelage of veteran turned ghoul Frank Martin. Frank is a pleasant but demanding instructor, happy to accept a student who seemingly lacks ego, even if he also lacks brains.&lt;br /&gt;
** Frank is not a contact at the moment, but I do plan to make him one eventually.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Catlike, Biocompatibility (Cyberware), Jack of All Trades Master of None, Perfect Time, Focused Concentration (R1)&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Corporate SINner (EVO): Erik&#039;s family, the Magnusens, are an EVO family through and through. They are brand representatives and metahuman arm candy.&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah I (EVO): After his infection, D.B. is even further on the outskirts of his family and his corp. He will have to make a new normal.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Addiction (Betameth, Mild)&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= Fiendest&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= John Baptise&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= X&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= &amp;quot;Happy&amp;quot; Lombardo&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Ramirez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Joe Cool&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Cynthia Rochette&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=1&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= Isobel Catalan&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Elizabeth Finch&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Evo&lt;br /&gt;
|Position=Corp SINner in Exile&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=9&lt;br /&gt;
|DateJoined=2053-08-10&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Rep Expense needs to be equal to 1 + number of runs, at baseline, as you typically start with 1 rep and gain 1 rep per job you complete while an org member. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- current actual rep (from job consequences and stuff) is -2 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordo Maximus]] || +12 || [[No Escape Part III - Operation Gramr]], [[Of CRISPR and Covens]] || Friendly with Cynthia Rochette, reliably subordinate. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- also +2 Rep &amp;quot;The Secrets of Oxford&amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| placeholder || - ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;Usually masked as a Magic 3 uninfected Mystic Adept (19 dice to mask). Cyberlimbs are also obvious unless otherwise covered. See info box for current Essence.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened, diseased, emotionally tumultuous.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|A mystic adept.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|Alphaware cyberlegs, Essence and Magic (relative value known), diseased with HMHVV.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|Betaware arms &amp;amp; headware. Full body biosculpting, tailored pheromones, pain editor, platlets. Essence and Magic (exact number known).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Narco, Adapsin, Synaptic Acceleration. Diseased with HMHVV Strain 1 (Dzoo-Noo-Qua). Not a Technomancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= “Doggie Bag” is a newbie runner local to the Seattle area. His name shows up on a few shadow forums as a troll willing to bodyguard or knock skulls as needed.&lt;br /&gt;
|MidResult= D.B. has been running since mid 2083. He is infected, and overall inexperienced. He fits the profile of a corp kid troll-variant who got chewed on by the wrong monster. He has very little online persona, and lived in the barrens for about a year (moving recently). His primary fake sin is Theo Grimes.&lt;br /&gt;
|HighResult= D.B. loosely matches the description and timeline of a missing persons case under the name Erik Magnusen. A slacking corpkid born to a line of Giants working as EVO brand representatives. Magnusen was noted as missing in late 2082.&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= “Doggie Bag” is an unknown quantity, assuredly a new player in the scene. You’ve heard the name thrown around in forum posts discussing local green runners. Rumer has it he went overseas sometime recently on a big gig, though what the big time shadows would want with this monster is unknown.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= D.B. is infected. He is known to share this information semi-willingly, for the express purpose of avoiding spreading that infection. Still, being something akin to an undead monster is sort of a reputation killer. Reports of his activity are infrequent and inconsistent.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= D.B. has been running since mid ‘83, having been picked essentially on the side of the road. He was originally even more grotesque, having been the victim of some horrific medical experiments. His limbs were replaced perhaps to create a more (meta)human-like form. Recently, D.B. has gotten the full biosculpt to look much more metahuman. Accompanying this is a new wardrobe and a much calmer attitude.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Real SIN (EVO): Erik Magnusen&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Driver’s License&lt;br /&gt;
* EVO Press Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fake SIN R6 (UCAS): Theo Grimes&lt;br /&gt;
* Bounty Hunter&#039;s License&lt;br /&gt;
* Restricted Augmentations License&lt;br /&gt;
* Driver&#039;s License&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Firearms License&lt;br /&gt;
* Restricted Armor License&lt;br /&gt;
* Concealed Carry Permit&lt;br /&gt;
* Bodyguard License&lt;br /&gt;
* Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Now looks more like a regular giant with some heavy scarring (or perhaps a skin condition) thanks to Severe Biosculpting. Still leathery skin and an unconventional face. Sometimes disguised as more &amp;quot;regular looking&amp;quot; with a synthskin mask.&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:marrow.webp|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;Marrow&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A large bastard sword (52&#039;/132cm &amp;amp; 6.5lbs/3kg). Held in DB&#039;s massive hands, it functions as a shortsword. Marrow is finely crafted steel, drenched in mana. &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; (R7 Weapon Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbnecklace.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Pilgrim&#039;s Cross&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A golden pilgrim&#039;s cross necklace, with a large loop chain. Its use as a relic of power, is, naturally, heretical.&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt; (R7 Power Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbtattoo.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Mark&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A depiction of Surtr&#039;s arrival during Ragnarök, as described in the Völuspá, tattooed at the base of the neck. The ink is said to be imbued with dragon&#039;s blood. &amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;(R10 Centering Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbold.png|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;D.B.&#039;s original appearance&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;Before his return to wealth and heavy biolsculpting, Doggie Bag hid his monstrous features under a cocoon of rags and clothes.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His fashion armor is a high quality black suit, with a black undershirt, deep red tie and dark gray overcoat (this is a Berwick suit + coat, and partially depicted in his character art).&lt;br /&gt;
&lt;br /&gt;
For combat armor, D.B. wears a set of military surplus gear from the original bug spirit invasion of Chicago, the M2-55A BDU. It is jet-black, chemsealed, and weighs an unreasonable amount on it&#039;s own (this is heavy security armor).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
As a borderline incompetent matrix user, D.B. has the persona equivalent of a stock photo. A generic businessman persona with plain features and little flair.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153571</id>
		<title>Doggie Bag</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153571"/>
		<updated>2026-07-14T14:36:20Z</updated>

		<summary type="html">&lt;p&gt;John: /* Foci */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:Db token new.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Muscle &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Don&#039;t worry, I can take it.&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Giant (Troll)&lt;br /&gt;
|label9= Creature Type&lt;br /&gt;
|data9 = Infected, Strain 1 (Dzoo-Noo-Qua)&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 5 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = August 10th, 2053&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 8&lt;br /&gt;
|Day= 10&lt;br /&gt;
|Year = 2053&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;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1Hds8XmDhfRLDdqBsVRjbKFyNhovLVk5m Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - A &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label16 = Max Infected Powers&lt;br /&gt;
|data16 = {{InfectedPowers|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|Owned=0&lt;br /&gt;
|}}&lt;br /&gt;
|label17 = Max Initiations&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Essence&lt;br /&gt;
|data18 = 7 / 7&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.youtube.com/watch?v=KSIeaxqwEVI Friends In Low Places 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Doggie Bag (He/they), or &#039;D.B.&#039;, is an infected Giant, born into a line of corporate middle managers and faux metahuman rights activists. He was a slacker in corp-funded school, and one of the rich kids who loved to play “street”. He struggled for many months in the gutters of the barrens, and has only recently moved back into nicer company (with the help of a severe biosculpting and some shady backing). His return to a wealthier life is fairly hollow. Nice, but no longer fulfilling.&lt;br /&gt;
&lt;br /&gt;
Mechanical Summary: D.B. is a heavy soak tank (~60dp) with Noble Sacrifice to lend that soak to others, and absorb allied drain. In combat, has has good dice to a high damage blades attack, or to use an assault rifle. He has good initiative and dodge, relying on usual combat drugs for additional stats. He is infected and dual natured, covering the related weakpoints with Harmonious Defense, Cleansing and Dual-Natured Defender. He also lacks in secondary and utility skills outside of Sneaking (20-22dp). He has a collection of big foci, with a weapon and centering foci bonded, but a power focus which is unbonded.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Learn advanced magicks for the purpose of self defense.&lt;br /&gt;
** Loosely completed with access to Harmonious Defense, Cleansing and Dual-Natured Defender.&lt;br /&gt;
&lt;br /&gt;
* Develop a relationship with a local Seattle power, organized crime or otherwise, to have a familiar villainous conglomerate to fall back on.&lt;br /&gt;
** One possible option that is currently fomenting is a relationship with [[Ordo Maximus]], primarily via [[Cynthia Rochette]].&lt;br /&gt;
&lt;br /&gt;
* Heavily ‘ware out in a search of a transhumanist kind of self acceptance. &lt;br /&gt;
** Progress is well underway after upgrading to an alpha/beta setup that includes severe biosculpting to look more &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
* Find ways to maintain himself as an infected creature.&lt;br /&gt;
** Feeding from people already trying to kill him has worked well enough so far. Good news is, lots of people want to kill him.&lt;br /&gt;
&lt;br /&gt;
* Hunt down the Doctor who experimented on and infected him.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Doggie Bag is an inexperienced corp kid, hiding his recent traumas under literal and metaphorical wraps and layers. Born Erik Magnusen to an EVO family of Norwegian-UCASer Giants, brought on years before as a response to the original Charisma initiatives to popularize Giants in media and culture. The Magnusen family serves to promote EVO’s accepting image, and demonstrate a variety of troll appropriate products with a look that is more palatable to your average human. The family is relatively large, Erik is the third of four children, and is by all accounts, a loser. He has spent his days playing with street gangs and crashing his father’s sports cars. He was awakened, but seemed to consistently fail out of the appropriate schooling, always falling back on odd jobs and easy money. Whatever he had learned seemed always to be quickly lost. Erik’s family is, briefly: Jens (Father), Inga (Mother), Jonas (Oldest), Sonja (Older Sister), Erik (Middle Child), Karl (Younger Brother). The family is kept in a fervor, Erik’s parents constantly attempting to maneuver and secure their lush corporate status. It never felt secure, not to them, and the home was as much a training grounds for corporate life as for anything else. Erik, from a young age, was anti-social and impetuous. He has not sat through a single lesson in proper manners, nor has he been to a meeting. In general, he made it clear to his family he would rather pretend to be something he&#039;s not than learn to conform to corporate expectations.&lt;br /&gt;
&lt;br /&gt;
For the last many years, Erik has been hanging around the outskirts of Seattle, using his large stature and corporate money to parade through ganger parties and dive bars. He has always crawled back to the safety of the EVO compounds downtown, whenever the money or the booze ran dry. In this time, he played at anything he thought cool and dangerous. Still, he never developed much empathy for those around him, maintaining a kind of detached arrogance. All that changed one night in late 2082. &lt;br /&gt;
&lt;br /&gt;
Erik was kidnapped by a mentally unstable street doc, more accurately a medical torturer. He was targeted for his status as an awakened Giant, and used to test the effects of the HMHVV virus on people like him. ‘Test’ is a word used loosely, he was picked at and kept prisoner while his body reshaped into an unnatural undead thing. The doctor ran many ‘tests’, and fed him living subjects, utilizing starvation and aggressive pharmaceuticals to erode Erik’s mental barriers until he was gladly draining and consuming people regularly. &lt;br /&gt;
&lt;br /&gt;
Erik was only released when the doctor failed to pay protection to local syndicate members, and his laboratory was raided. After escaping, he has struggled to regain control over himself and his humanity. In an attempt to hide his disgusting body, he has replaced his limbs with chrome. The clinic he’d visited was likely a Tamanous operation, but he couldn’t bring himself to care. It didn’t matter, he desperately needed something smooth, something elegantly designed -- not like the ragged and rough layers of bone and hardened flesh which now covered his body. Keeping his body hidden is extremely important, and looking at himself in full is a task too difficult to bear. He has already contacted his family and been rebuked. His father reprimanded him for his stupidity and insisted that he, for once, figure a way out of this himself.&lt;br /&gt;
&lt;br /&gt;
Update: Doggie Bag spent most of the last two years just getting by the Redmond Barrens. Hanging around with the destitute and half-feral Ghouls of the area. He learned a lot of humility and sacrifice, and learned to manage himself well enough. After the [[No Escape Part III - Operation Gramr|job of a lifetime]], he has returned to his high class lifestyle. A nice apartment, and severe biosculpting to look the part (more or less). The creature comforts are certainly nice, but not fulfilling as they once were. In the short term , however, Erik is much more calm and collected -- even able to operate in the public eye to a reasonable extent.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* Infected (Dzoo-Noo-Qua): Grants Allergy (Sunlight, Mild), Essence Drain &amp;amp; Essence Loss, Immunity (Toxins), Immunity (Age), Natural Weapons, Dietary Requirement (Metahuman Flesh),  and various stat modifications. Dzoo-Noo-Qua grow heavy dermal armor in irregular patterns. D.B. has Severe Biosculpting to look more &#039;normal&#039;, though he is still marred with heavy scars from the process.&lt;br /&gt;
&lt;br /&gt;
* Dual-Natured Defender: D.B. has learned the fundamental techniques of survival for the infected, unplugging themselves from the magical grid and playing hot-potato with their soul. Great.&lt;br /&gt;
&lt;br /&gt;
* Trust Fund III: D.B. has been upgraded to a lavish Renton apartment by the Ordo Maximus. His housing is comped for the foreseeable future, though the return to leather and granite is jarring.&lt;br /&gt;
&lt;br /&gt;
* Cyber-Singularity Seeker: &#039;Ware has always been a transhumanist outlet for Doggie Bag. A way to reclaim himself from his forced infection. With his recent upgrades and biosculpting, he is sleek and clean and revels in the slow return of self-acceptance.&lt;br /&gt;
&lt;br /&gt;
* Sensei (Blades, Frank Martin): Doggie Bag has spent some time recently under the tutelage of veteran turned ghoul Frank Martin. Frank is a pleasant but demanding instructor, happy to accept a student who seemingly lacks ego, even if he also lacks brains.&lt;br /&gt;
** Frank is not a contact at the moment, but I do plan to make him one eventually.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Catlike, Biocompatibility (Cyberware), Jack of All Trades Master of None, Perfect Time, Focused Concentration (R1)&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Corporate SINner (EVO): Erik&#039;s family, the Magnusens, are an EVO family through and through. They are brand representatives and metahuman arm candy.&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah I (EVO): After his infection, D.B. is even further on the outskirts of his family and his corp. He will have to make a new normal.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Addiction (Betameth, Mild)&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= Fiendest&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= John Baptise&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= X&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= &amp;quot;Happy&amp;quot; Lombardo&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Ramirez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Joe Cool&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Cynthia Rochette&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=1&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= Isobel Catalan&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Elizabeth Finch&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Evo&lt;br /&gt;
|Position=Corp SINner in Exile&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=9&lt;br /&gt;
|DateJoined=2053-08-10&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Rep Expense needs to be equal to 1 + number of runs, at baseline, as you typically start with 1 rep and gain 1 rep per job you complete while an org member. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- current actual rep (from job consequences and stuff) is -2 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordo Maximus]] || +12 || [[No Escape Part III - Operation Gramr]], [[Of CRISPR and Covens]] || Friendly with Cynthia Rochette, reliably subordinate. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- also +2 Rep &amp;quot;The Secrets of Oxford&amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| placeholder || - ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;Usually masked as a Magic 3 uninfected Mystic Adept (19 dice to mask). Cyberlimbs are also obvious unless otherwise covered. See info box for current Essence.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened, diseased, emotionally tumultuous.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|A mystic adept.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|Alphaware cyberlegs, Essence and Magic (relative value known), diseased with HMHVV.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|Betaware arms &amp;amp; headware. Full body biosculpting, tailored pheromones, pain editor, platlets. Essence and Magic (exact number known).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Narco, Adapsin, Synaptic Acceleration. Diseased with HMHVV Strain 1 (Dzoo-Noo-Qua). Not a Technomancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= “Doggie Bag” is a newbie runner local to the Seattle area. His name shows up on a few shadow forums as a troll willing to bodyguard or knock skulls as needed.&lt;br /&gt;
|MidResult= D.B. has been running since mid 2083. He is infected, and overall inexperienced. He fits the profile of a corp kid troll-variant who got chewed on by the wrong monster. He has very little online persona, and lived in the barrens for about a year (moving recently). His primary fake sin is Theo Grimes.&lt;br /&gt;
|HighResult= D.B. loosely matches the description and timeline of a missing persons case under the name Erik Magnusen. A slacking corpkid born to a line of Giants working as EVO brand representatives. Magnusen was noted as missing in late 2082.&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= “Doggie Bag” is an unknown quantity, assuredly a new player in the scene. You’ve heard the name thrown around in forum posts discussing local green runners. Rumer has it he went overseas sometime recently on a big gig, though what the big time shadows would want with this monster is unknown.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= D.B. is infected. He is known to share this information semi-willingly, for the express purpose of avoiding spreading that infection. Still, being something akin to an undead monster is sort of a reputation killer. Reports of his activity are infrequent and inconsistent.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= D.B. has been running since mid ‘83, having been picked essentially on the side of the road. He was originally even more grotesque, having been the victim of some horrific medical experiments. His limbs were replaced perhaps to create a more (meta)human-like form. Recently, D.B. has gotten the full biosculpt to look much more metahuman. Accompanying this is a new wardrobe and a much calmer attitude.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Real SIN (EVO): Erik Magnusen&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Driver’s License&lt;br /&gt;
* EVO Press Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fake SIN R6 (UCAS): Theo Grimes&lt;br /&gt;
* Bounty Hunter&#039;s License&lt;br /&gt;
* Restricted Augmentations License&lt;br /&gt;
* Driver&#039;s License&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Firearms License&lt;br /&gt;
* Restricted Armor License&lt;br /&gt;
* Concealed Carry Permit&lt;br /&gt;
* Bodyguard License&lt;br /&gt;
* Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Now looks more like a regular giant with some heavy scarring (or perhaps a skin condition) thanks to Severe Biosculpting. Still leathery skin and an unconventional face. Sometimes disguised as more &amp;quot;regular looking&amp;quot; with a synthskin mask.&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:marrow.webp|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;Marrow&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A large bastard sword (52&#039;/132cm &amp;amp; 6.5lbs/3kg). Held in DB&#039;s massive hands, it functions as a shortsword. Marrow is finely crafted steel, drenched in mana. (R7 Weapon Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbnecklace.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Pilgrim&#039;s Cross&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A golden pilgrim&#039;s cross necklace, with a large loop chain. Its use as a relic of power, is, naturally, heretical. (R7 Power Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbtattoo.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Mark&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A depiction of Surtr&#039;s arrival during Ragnarök, as described in the Völuspá, tattooed at the base of the neck. The ink is said to be imbued with dragon&#039;s blood. (R10 Centering Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbold.png|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;D.B.&#039;s original appearance&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;Before his return to wealth and heavy biolsculpting, Doggie Bag hid his monstrous features under a cocoon of rags and clothes.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His fashion armor is a high quality black suit, with a black undershirt, deep red tie and dark gray overcoat (this is a Berwick suit + coat, and partially depicted in his character art).&lt;br /&gt;
&lt;br /&gt;
For combat armor, D.B. wears a set of military surplus gear from the original bug spirit invasion of Chicago, the M2-55A BDU. It is jet-black, chemsealed, and weighs an unreasonable amount on it&#039;s own (this is heavy security armor).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
As a borderline incompetent matrix user, D.B. has the persona equivalent of a stock photo. A generic businessman persona with plain features and little flair.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153570</id>
		<title>Doggie Bag</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Doggie_Bag&amp;diff=153570"/>
		<updated>2026-07-14T14:30:13Z</updated>

		<summary type="html">&lt;p&gt;John: /* Assensing Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Portal&lt;br /&gt;
|YourWikiUsername = John&lt;br /&gt;
|title = &amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/font&amp;gt; &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:Db token new.png|300px]] &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= &amp;lt;font size=&amp;quot;+0.5&amp;quot;&amp;gt; Muscle &amp;lt;/font&amp;gt;&lt;br /&gt;
|header2=  &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Don&#039;t worry, I can take it.&amp;quot;&#039;&#039;&lt;br /&gt;
|label5 = Discord&lt;br /&gt;
|data5 = @workplacehazard&lt;br /&gt;
|label6 = Reddit Profile&lt;br /&gt;
|data6 = [https://reddit.com/user/avisionofdoom /u/avisionofdoom]&lt;br /&gt;
|label7 = Wiki User&lt;br /&gt;
|data7 = [[User:John|John]]&lt;br /&gt;
|label8= Metatype&lt;br /&gt;
|data8 = Giant (Troll)&lt;br /&gt;
|label9= Creature Type&lt;br /&gt;
|data9 = Infected, Strain 1 (Dzoo-Noo-Qua)&lt;br /&gt;
|label10 = SC / NO / PA&lt;br /&gt;
|data10= 5 / 0 / 0&lt;br /&gt;
|label11 = CDP &lt;br /&gt;
|data11 = See [https://docs.google.com/spreadsheets/d/1qRKQJit2NJNu4bDjHxBU5nA3ODfsGWrhzGg8aXtCQoI/edit?usp=sharing spreadsheet]&lt;br /&gt;
|label12 = D.O.B.&lt;br /&gt;
|data12 = August 10th, 2053&lt;br /&gt;
|label13 = Age&lt;br /&gt;
|data13 = {{Age|&lt;br /&gt;
|Month= 8&lt;br /&gt;
|Day= 10&lt;br /&gt;
|Year = 2053&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;
|label14 = Folder&lt;br /&gt;
|data14 = [https://drive.google.com/drive/folders/1Hds8XmDhfRLDdqBsVRjbKFyNhovLVk5m Google Drive]&lt;br /&gt;
|label15 = Priority&lt;br /&gt;
|data15 = Metatype - A &amp;lt;br /&amp;gt; Attributes - B &amp;lt;br /&amp;gt; Magic/Resonance - C &amp;lt;br /&amp;gt; Skills - E &amp;lt;br /&amp;gt; Resources - D&lt;br /&gt;
|label16 = Max Infected Powers&lt;br /&gt;
|data16 = {{InfectedPowers|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|Owned=0&lt;br /&gt;
|}}&lt;br /&gt;
|label17 = Max Initiations&lt;br /&gt;
|data17 = {{IGTracker|&lt;br /&gt;
|Month=12&lt;br /&gt;
|Day=30&lt;br /&gt;
|Year=2083&lt;br /&gt;
|AwakenedStatus=1&lt;br /&gt;
|}}&lt;br /&gt;
|label18 = Essence&lt;br /&gt;
|data18 = 7 / 7&lt;br /&gt;
|label19 = Theme Music&lt;br /&gt;
|data19 = [https://www.youtube.com/watch?v=KSIeaxqwEVI Friends In Low Places 🎵]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Doggie Bag (He/they), or &#039;D.B.&#039;, is an infected Giant, born into a line of corporate middle managers and faux metahuman rights activists. He was a slacker in corp-funded school, and one of the rich kids who loved to play “street”. He struggled for many months in the gutters of the barrens, and has only recently moved back into nicer company (with the help of a severe biosculpting and some shady backing). His return to a wealthier life is fairly hollow. Nice, but no longer fulfilling.&lt;br /&gt;
&lt;br /&gt;
Mechanical Summary: D.B. is a heavy soak tank (~60dp) with Noble Sacrifice to lend that soak to others, and absorb allied drain. In combat, has has good dice to a high damage blades attack, or to use an assault rifle. He has good initiative and dodge, relying on usual combat drugs for additional stats. He is infected and dual natured, covering the related weakpoints with Harmonious Defense, Cleansing and Dual-Natured Defender. He also lacks in secondary and utility skills outside of Sneaking (20-22dp). He has a collection of big foci, with a weapon and centering foci bonded, but a power focus which is unbonded.&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
* Learn advanced magicks for the purpose of self defense.&lt;br /&gt;
** Loosely completed with access to Harmonious Defense, Cleansing and Dual-Natured Defender.&lt;br /&gt;
&lt;br /&gt;
* Develop a relationship with a local Seattle power, organized crime or otherwise, to have a familiar villainous conglomerate to fall back on.&lt;br /&gt;
** One possible option that is currently fomenting is a relationship with [[Ordo Maximus]], primarily via [[Cynthia Rochette]].&lt;br /&gt;
&lt;br /&gt;
* Heavily ‘ware out in a search of a transhumanist kind of self acceptance. &lt;br /&gt;
** Progress is well underway after upgrading to an alpha/beta setup that includes severe biosculpting to look more &#039;normal&#039;.&lt;br /&gt;
&lt;br /&gt;
* Find ways to maintain himself as an infected creature.&lt;br /&gt;
** Feeding from people already trying to kill him has worked well enough so far. Good news is, lots of people want to kill him.&lt;br /&gt;
&lt;br /&gt;
* Hunt down the Doctor who experimented on and infected him.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Doggie Bag is an inexperienced corp kid, hiding his recent traumas under literal and metaphorical wraps and layers. Born Erik Magnusen to an EVO family of Norwegian-UCASer Giants, brought on years before as a response to the original Charisma initiatives to popularize Giants in media and culture. The Magnusen family serves to promote EVO’s accepting image, and demonstrate a variety of troll appropriate products with a look that is more palatable to your average human. The family is relatively large, Erik is the third of four children, and is by all accounts, a loser. He has spent his days playing with street gangs and crashing his father’s sports cars. He was awakened, but seemed to consistently fail out of the appropriate schooling, always falling back on odd jobs and easy money. Whatever he had learned seemed always to be quickly lost. Erik’s family is, briefly: Jens (Father), Inga (Mother), Jonas (Oldest), Sonja (Older Sister), Erik (Middle Child), Karl (Younger Brother). The family is kept in a fervor, Erik’s parents constantly attempting to maneuver and secure their lush corporate status. It never felt secure, not to them, and the home was as much a training grounds for corporate life as for anything else. Erik, from a young age, was anti-social and impetuous. He has not sat through a single lesson in proper manners, nor has he been to a meeting. In general, he made it clear to his family he would rather pretend to be something he&#039;s not than learn to conform to corporate expectations.&lt;br /&gt;
&lt;br /&gt;
For the last many years, Erik has been hanging around the outskirts of Seattle, using his large stature and corporate money to parade through ganger parties and dive bars. He has always crawled back to the safety of the EVO compounds downtown, whenever the money or the booze ran dry. In this time, he played at anything he thought cool and dangerous. Still, he never developed much empathy for those around him, maintaining a kind of detached arrogance. All that changed one night in late 2082. &lt;br /&gt;
&lt;br /&gt;
Erik was kidnapped by a mentally unstable street doc, more accurately a medical torturer. He was targeted for his status as an awakened Giant, and used to test the effects of the HMHVV virus on people like him. ‘Test’ is a word used loosely, he was picked at and kept prisoner while his body reshaped into an unnatural undead thing. The doctor ran many ‘tests’, and fed him living subjects, utilizing starvation and aggressive pharmaceuticals to erode Erik’s mental barriers until he was gladly draining and consuming people regularly. &lt;br /&gt;
&lt;br /&gt;
Erik was only released when the doctor failed to pay protection to local syndicate members, and his laboratory was raided. After escaping, he has struggled to regain control over himself and his humanity. In an attempt to hide his disgusting body, he has replaced his limbs with chrome. The clinic he’d visited was likely a Tamanous operation, but he couldn’t bring himself to care. It didn’t matter, he desperately needed something smooth, something elegantly designed -- not like the ragged and rough layers of bone and hardened flesh which now covered his body. Keeping his body hidden is extremely important, and looking at himself in full is a task too difficult to bear. He has already contacted his family and been rebuked. His father reprimanded him for his stupidity and insisted that he, for once, figure a way out of this himself.&lt;br /&gt;
&lt;br /&gt;
Update: Doggie Bag spent most of the last two years just getting by the Redmond Barrens. Hanging around with the destitute and half-feral Ghouls of the area. He learned a lot of humility and sacrifice, and learned to manage himself well enough. After the [[No Escape Part III - Operation Gramr|job of a lifetime]], he has returned to his high class lifestyle. A nice apartment, and severe biosculpting to look the part (more or less). The creature comforts are certainly nice, but not fulfilling as they once were. In the short term , however, Erik is much more calm and collected -- even able to operate in the public eye to a reasonable extent.&lt;br /&gt;
&lt;br /&gt;
== Narratively Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
&lt;br /&gt;
* Infected (Dzoo-Noo-Qua): Grants Allergy (Sunlight, Mild), Essence Drain &amp;amp; Essence Loss, Immunity (Toxins), Immunity (Age), Natural Weapons, Dietary Requirement (Metahuman Flesh),  and various stat modifications. Dzoo-Noo-Qua grow heavy dermal armor in irregular patterns. D.B. has Severe Biosculpting to look more &#039;normal&#039;, though he is still marred with heavy scars from the process.&lt;br /&gt;
&lt;br /&gt;
* Dual-Natured Defender: D.B. has learned the fundamental techniques of survival for the infected, unplugging themselves from the magical grid and playing hot-potato with their soul. Great.&lt;br /&gt;
&lt;br /&gt;
* Trust Fund III: D.B. has been upgraded to a lavish Renton apartment by the Ordo Maximus. His housing is comped for the foreseeable future, though the return to leather and granite is jarring.&lt;br /&gt;
&lt;br /&gt;
* Cyber-Singularity Seeker: &#039;Ware has always been a transhumanist outlet for Doggie Bag. A way to reclaim himself from his forced infection. With his recent upgrades and biosculpting, he is sleek and clean and revels in the slow return of self-acceptance.&lt;br /&gt;
&lt;br /&gt;
* Sensei (Blades, Frank Martin): Doggie Bag has spent some time recently under the tutelage of veteran turned ghoul Frank Martin. Frank is a pleasant but demanding instructor, happy to accept a student who seemingly lacks ego, even if he also lacks brains.&lt;br /&gt;
** Frank is not a contact at the moment, but I do plan to make him one eventually.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Catlike, Biocompatibility (Cyberware), Jack of All Trades Master of None, Perfect Time, Focused Concentration (R1)&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
&lt;br /&gt;
* Corporate SINner (EVO): Erik&#039;s family, the Magnusens, are an EVO family through and through. They are brand representatives and metahuman arm candy.&lt;br /&gt;
&lt;br /&gt;
* Corporate Pariah I (EVO): After his infection, D.B. is even further on the outskirts of his family and his corp. He will have to make a new normal.&lt;br /&gt;
&lt;br /&gt;
Other qualities: Addiction (Betameth, Mild)&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= Fiendest&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=-1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= John Baptise&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= X&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= &amp;quot;Happy&amp;quot; Lombardo&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Ramirez&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Joe Cool&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Cynthia Rochette&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=1&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= Isobel Catalan&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Dr. Elizabeth Finch&lt;br /&gt;
|Loyalty=4&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
&amp;lt;!-- See: Template:GroupContactTable for the group contact template. --&amp;gt;&lt;br /&gt;
{{GroupContactTable|&lt;br /&gt;
&lt;br /&gt;
{{GroupContact|&lt;br /&gt;
|Group=Evo&lt;br /&gt;
|Position=Corp SINner in Exile&lt;br /&gt;
|RepBonus=0&lt;br /&gt;
|RepExpense=9&lt;br /&gt;
|DateJoined=2053-08-10&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;!-- Rep Expense needs to be equal to 1 + number of runs, at baseline, as you typically start with 1 rep and gain 1 rep per job you complete while an org member. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- current actual rep (from job consequences and stuff) is -2 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordo Maximus]] || +12 || [[No Escape Part III - Operation Gramr]], [[Of CRISPR and Covens]] || Friendly with Cynthia Rochette, reliably subordinate. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- also +2 Rep &amp;quot;The Secrets of Oxford&amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! Faction !! Faction Rep !! Significant Runs !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| placeholder || - ||   ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=In Character Information=&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;Usually masked as a Magic 3 uninfected Mystic Adept (19 dice to mask). Cyberlimbs are also obvious unless otherwise covered. See info box for current Essence.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width: 10px&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Threshold&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |1&lt;br /&gt;
|Awakened, diseased, emotionally tumultuous.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |2&lt;br /&gt;
|A mystic adept.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |3&lt;br /&gt;
|Alphaware cyberlegs, Essence and Magic (relative value known), diseased with HMHVV.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |4&lt;br /&gt;
|Betaware arms &amp;amp; headware. Full body biosculpting, tailored pheromones, pain editor, platlets. Essence and Magic (exact number known).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color: #595959&amp;quot; |5&lt;br /&gt;
|Narco, Adapsin, Synaptic Acceleration. Diseased with HMHVV Strain 1 (Dzoo-Noo-Qua). Not a Technomancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= “Doggie Bag” is a newbie runner local to the Seattle area. His name shows up on a few shadow forums as a troll willing to bodyguard or knock skulls as needed.&lt;br /&gt;
|MidResult= D.B. has been running since mid 2083. He is infected, and overall inexperienced. He fits the profile of a corp kid troll-variant who got chewed on by the wrong monster. He has very little online persona, and lived in the barrens for about a year (moving recently). His primary fake sin is Theo Grimes.&lt;br /&gt;
|HighResult= D.B. loosely matches the description and timeline of a missing persons case under the name Erik Magnusen. A slacking corpkid born to a line of Giants working as EVO brand representatives. Magnusen was noted as missing in late 2082.&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= “Doggie Bag” is an unknown quantity, assuredly a new player in the scene. You’ve heard the name thrown around in forum posts discussing local green runners. Rumer has it he went overseas sometime recently on a big gig, though what the big time shadows would want with this monster is unknown.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= D.B. is infected. He is known to share this information semi-willingly, for the express purpose of avoiding spreading that infection. Still, being something akin to an undead monster is sort of a reputation killer. Reports of his activity are infrequent and inconsistent.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= D.B. has been running since mid ‘83, having been picked essentially on the side of the road. He was originally even more grotesque, having been the victim of some horrific medical experiments. His limbs were replaced perhaps to create a more (meta)human-like form. Recently, D.B. has gotten the full biosculpt to look much more metahuman. Accompanying this is a new wardrobe and a much calmer attitude.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Real SIN (EVO): Erik Magnusen&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Driver’s License&lt;br /&gt;
* EVO Press Pass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fake SIN R6 (UCAS): Theo Grimes&lt;br /&gt;
* Bounty Hunter&#039;s License&lt;br /&gt;
* Restricted Augmentations License&lt;br /&gt;
* Driver&#039;s License&lt;br /&gt;
* Mystic Adept License&lt;br /&gt;
* Firearms License&lt;br /&gt;
* Restricted Armor License&lt;br /&gt;
* Concealed Carry Permit&lt;br /&gt;
* Bodyguard License&lt;br /&gt;
* Controlled Substance License&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Now looks more like a regular giant with some heavy scarring (or perhaps a skin condition) thanks to Severe Biosculpting. Still leathery skin and an unconventional face. Sometimes disguised as more &amp;quot;regular looking&amp;quot; with a synthskin mask.&lt;br /&gt;
&lt;br /&gt;
===Foci===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:marrow.webp|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;Marrow&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A large bastard sword (52&#039;/132cm &amp;amp; 6.5lbs/3kg). Held in DB&#039;s massive hands, it functions as a shortsword. Marrow is finely crafted plasteel, drenched in mana. (R7 Weapon Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbnecklace.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Cross&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A golden pilgrim&#039;s cross necklace, with a large loop chain. (R7 Power Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbtattoo.jpg|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;The Mark&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;A depiction of Surtr&#039;s arrival during Ragnarök, as described in the Völuspá, tattooed at the base of the neck. (R10 Centering Focus, bonded)]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:dbold.png|thumb|x300px|&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2px&amp;quot;&amp;gt;&#039;&#039;&#039;D.B.&#039;s original appearance&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;Before his return to wealth and heavy biolsculpting, Doggie Bag hid his monstrous features under a cocoon of rags and clothes.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His fashion armor is a high quality black suit, with a black undershirt, deep red tie and dark gray overcoat (this is a Berwick suit + coat, and partially depicted in his character art).&lt;br /&gt;
&lt;br /&gt;
For combat armor, D.B. wears a set of military surplus gear from the original bug spirit invasion of Chicago, the M2-55A BDU. It is jet-black, chemsealed, and weighs an unreasonable amount on it&#039;s own (this is heavy security armor).&lt;br /&gt;
&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
&lt;br /&gt;
As a borderline incompetent matrix user, D.B. has the persona equivalent of a stock photo. A generic businessman persona with plain features and little flair.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=SLACKS&amp;diff=153569</id>
		<title>SLACKS</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=SLACKS&amp;diff=153569"/>
		<updated>2026-07-14T14:26:29Z</updated>

		<summary type="html">&lt;p&gt;John: Created page with &amp;quot; {{CharacterInfobox  |YourWikiUsername=John |Image= 200px &amp;lt;!-- change the file to match your uploaded picture --&amp;gt; |Archetype=Cyborg |Shortblurb1=&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&amp;#039;&amp;#039; |Shortblurb2= |Shortblurb3= |OwnersRedditName=/u/avisionofdoom |OwnersDiscordName=@workplacehazard |Metatype= Cyborg |Metavariant= |StreetCred=0 |Noteriety=0 |PublicAwareness=0 |TitlesAndAwards= |CDP={{CDP  |Expenses=0  |Bonuses=0  |}} &amp;lt;!-- The above will autom...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=John&lt;br /&gt;
|Image= [[File:SLACKS.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=Cyborg&lt;br /&gt;
|Shortblurb1=&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Hi! Care for a demonstration!?&amp;quot;&#039;&#039;&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=/u/avisionofdoom&lt;br /&gt;
|OwnersDiscordName=@workplacehazard&lt;br /&gt;
|Metatype= Cyborg&lt;br /&gt;
|Metavariant=&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= 2066-02-14 &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[Drive URL Link]&lt;br /&gt;
|Priority=CEEAA &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{IGTracker| &lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=0 &amp;lt;!-- mundane --&amp;gt;&lt;br /&gt;
|}} &lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&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;
===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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Serpent&amp;diff=153208</id>
		<title>Serpent</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Serpent&amp;diff=153208"/>
		<updated>2026-07-01T12:23:52Z</updated>

		<summary type="html">&lt;p&gt;John: Created page with &amp;quot; {{CharacterInfobox  |YourWikiUsername=WikiUserName |Image= 200px &amp;lt;!-- change the file to match your uploaded picture --&amp;gt; |Archetype=Archetype |Shortblurb1=Shortblurb |Shortblurb2= |Shortblurb3= |OwnersRedditName=Reddit Name |OwnersDiscordName=DiscordTag |Metatype= Metatype &amp;lt;!-- the base metatype --&amp;gt; |Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt; |StreetCred=0 |Noteriety=0 |PublicAwareness=0 |TitlesAndAwards= |CDP={{CDP...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=WikiUserName&lt;br /&gt;
|Image= [[File:Placeholder.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=Archetype&lt;br /&gt;
|Shortblurb1=Shortblurb&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=Reddit Name&lt;br /&gt;
|OwnersDiscordName=DiscordTag&lt;br /&gt;
|Metatype= Metatype &amp;lt;!-- the base metatype --&amp;gt;&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[Drive URL Link]&lt;br /&gt;
|Priority=AACEE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{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.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below here only for Strain 1.  It may be deleted otherwise or simply not used if you prefer. --&amp;gt;&lt;br /&gt;
|Strain1Essence={{Strain1EssenceTracker&lt;br /&gt;
|EssenceLost=0&lt;br /&gt;
|EssenceDrained=0&lt;br /&gt;
|ActivePowersUsed=0&lt;br /&gt;
|EssenceExpansion=0&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if not infected --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&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;
===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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Serpent_(contact)&amp;diff=153207</id>
		<title>Serpent (contact)</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Serpent_(contact)&amp;diff=153207"/>
		<updated>2026-07-01T12:23:24Z</updated>

		<summary type="html">&lt;p&gt;John: John moved page Serpent to Serpent (contact) without leaving a redirect: old contact, moving to make room for a PC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = {{PAGENAME}}  &amp;lt;!-- You don&#039;t need to change the title. This auto-generates for you. --&amp;gt;&lt;br /&gt;
|image= [[File:Placeholder2.jpg|200px]] &amp;lt;!-- 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;
|header1= [[Profession::Talismonger]] &amp;lt;!-- This 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;
|header2= (Nahualli of the old way) &amp;lt;!-- You can write a short description here. Also on the next couple header lines if you want. --&amp;gt;&lt;br /&gt;
|header3= &lt;br /&gt;
|header4= &lt;br /&gt;
|label5 = Contact Owner &amp;lt;!-- Leave this alone --&amp;gt; &lt;br /&gt;
|data5 = https://www.reddit.com/user/Iriodin&lt;br /&gt;
|label6 = Connection &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data6 = [[Connection::5]] &amp;lt;!-- This is the connection 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;
|label8 = Public Contact? &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data8= Yes &amp;lt;!-- If you want the contact to be public, where anyone can gain the contact, leave this alone. If you want the contact to be private where only your character has the contact, change this to &amp;quot;no&amp;quot; and remove Category:Public Contacts from the bottom of the page. --&amp;gt;&lt;br /&gt;
|label9 = [[Contact_Rules#Contact_Archetype|Archetype]] &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data9 =  [[Archetype::Gear]] &amp;lt;!-- This 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;
|label10 = Location &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data10= [[Location::Seattle, Redmond]] &amp;lt;!-- Where is your contact normally found? --&amp;gt;&lt;br /&gt;
|label11 = Metatype &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data11 = [[Metatype::Elf]] &amp;lt;!-- Human, Elf, Ork, Naga, AI who inhabits an Animatronic Dancing Penguin Drone, ect. --&amp;gt;&lt;br /&gt;
|label12 = Sex &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data12 = [[Gender::female]] &amp;lt;!-- You can set the gender here. But please don&#039;t be a wiseass and put &amp;quot;yes please&amp;quot; under Sex. We&#039;ve done that joke already. --&amp;gt;&lt;br /&gt;
|label13 = Age &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data13= Middle-Aged &amp;lt;!-- How old is your contact? You can give them a specific age like 44, or a general age like &amp;quot;mid-40s&amp;quot; or &amp;quot;middle-aged&amp;quot; --&amp;gt;&lt;br /&gt;
|label14= Preferred Payment Method &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data14 = Cash (Credstick) &amp;lt;!-- How do they like to be compensated? --&amp;gt;&lt;br /&gt;
|label15 =  Hobbies/Vice &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data15 = Animals (Paracritters)&amp;lt;!-- What interests them? --&amp;gt;&lt;br /&gt;
|label16 = Personal Life &amp;lt;!-- Leave this alone --&amp;gt; &lt;br /&gt;
|data16 = Single &amp;lt;!-- This kinda explains itself. --&amp;gt; &lt;br /&gt;
|label17 = Faction &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data17 = [[Faction::Streets of Redmond]] &amp;lt;!-- If they belong to a faction or group, fill it in here by replacing XXX. Otherwise, delete this entire line. --&amp;gt;&lt;br /&gt;
|label19 = Aspects &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
|data19 = {{GenerateAspectList}}  &amp;lt;!-- Leave this alone --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This is where you would write a blurb about the contact.&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 positive aspect. You may duplicate this as many times as necessary. For Negative Aspects, Replace {{PositiveAspect| With {{NegativeAspect|    --&amp;gt;&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Aztec Religion&lt;br /&gt;
|Description= +2 dice pool to stuff relating to Aztec Tradition&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Spirits&lt;br /&gt;
|Description= +2 to dice pool relating to spirits  &lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Aztechnology&lt;br /&gt;
|Description= +2 to dive pool for knowledge skills for Aztechnology&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Talismonger&lt;br /&gt;
|Description= +2 to pools to obtain foci, fetishes, spell formula and reagents. &lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Paracritter&lt;br /&gt;
|Description= +2 to pools relating to awakend animals .&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Spellcaster&lt;br /&gt;
|Description= +2 to pools when casting spells.&lt;br /&gt;
|}}&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;
==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;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153145</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153145"/>
		<updated>2026-06-28T20:56:03Z</updated>

		<summary type="html">&lt;p&gt;John: /* Possession Homunculi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind/Net/Mana Bind/Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange/Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Constructs====&lt;br /&gt;
* Also known as &amp;quot;Possession homunculi&amp;quot;, these large inanimate objects are uniquely designed to be extremely compatible with possession spirits. They interact with Possession in several unique ways. Constructs...&lt;br /&gt;
** Have a rating, which indicates the maximum effective force of a spirit possessing them. If the spirit&#039;s actual force is higher, limit it to the rating of the Construct while the spirit possesses it. Constructs typically get larger and more elaborate as rating increases.&lt;br /&gt;
** Are generally loosely humanoid, or at least have a shape which allows them to be ambulatory.&lt;br /&gt;
** Cannot benefit from armor or armor accessories. &lt;br /&gt;
** Are specifically designed to house Possessing spirits. This means their stats scale with Force, rather than half Force, and they have physical stats while Possessed, rather than structure ratings.&lt;br /&gt;
* While a Construct is Possessed, use the Possessing spirit&#039;s skills, mental attributes, and powers. Construct forms grant additional powers and determine the spirit&#039;s physical attributes.&lt;br /&gt;
* Constructs &amp;amp; damage:&lt;br /&gt;
** Constructs have condition monitors, based on the Body score of the Construct (for physical), and the Willpower of the spirit (for stun)&lt;br /&gt;
** Regardless of wounds taken, Spirits possessing Constructs ignore Wound Modifiers&lt;br /&gt;
** Constructs do not have any form of Immunity to Normal Weapons or Hardened Armor. They take stun damage as normal.&lt;br /&gt;
** If the Construct&#039;s physical condition monitor is filled, the spirit is disrupted, and the Construct form is heavily damaged. It is unusable until repaired, which costs 20% of its purchase price and takes a day of work by a skilled craftsman. &lt;br /&gt;
** If the Construct&#039;s stun condition monitor is filled, the spirit is disrupted, but the Construct form is left entirely intact and usable.&lt;br /&gt;
&lt;br /&gt;
====Construct types====&lt;br /&gt;
* There are currently four construct types: Plasteel, Stone, Wickerman, and Scarecrow&lt;br /&gt;
* Plasteel&lt;br /&gt;
** Plasteel Constructs are the heaviest and most durable Constructs. They are a more modern magic-resistant material, and this limits the mobility of the form.&lt;br /&gt;
** They have a cost of 200ny*Rating and an Availability of 10+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+6) / AGI (F-2) / REA (F-3) / STR (F+6)&lt;br /&gt;
** Additional powers: Armor equal to 16 + Force, Natural Weapon (STR+1P / +0 AP)&lt;br /&gt;
* Stone&lt;br /&gt;
** Stone Constructs are the second heaviest Constructs. Typically more finely crafted magically-compatible, the Stone Construct has less difficulties moving quickly. &lt;br /&gt;
** They have a cost of 300ny*Rating and an Availability of 14+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+4) / AGI (F+0) / REA (F+0) / STR (F+4)&lt;br /&gt;
** Additional powers: Armor equal to 12 + Force, Natural Weapon (STR+2P / +0 AP)&lt;br /&gt;
* Wickerman&lt;br /&gt;
** Wickermen are light and flexible wood Constructs, typically spindly and extremely agile.&lt;br /&gt;
** They have a cost of 50ny*Rating and an Availability of 10+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+2) / AGI (F+4) / REA (F+3) / STR (F+0)&lt;br /&gt;
** Additional powers: Armor equal to 6 + Force&lt;br /&gt;
** Other: Wickermen have +1 Reach, and a weakness to fire, represented as an Allergy (Fire, Severe)&lt;br /&gt;
* Scarecrow&lt;br /&gt;
** Scarecrows are the cheap and disposable Construct options, typically made from scrap wood or actual straw.&lt;br /&gt;
** They have a cost of 10ny*Rating and an Availability of 4+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+0) / AGI (F+0) / REA (F+0) / STR (F-1) &lt;br /&gt;
** Additional powers: Armor equal to 2 + Force&lt;br /&gt;
* If either of the wooden Constructs (Wickerman or Scarecrow) are Possessed by a Fire Spirit, they begin to burn up. A Construct that is burning up can function for a number of Combat Turns equal to the Construct Rating - Spirit Force, with a minimum of 1. During this time, it loses its Allergy to fire and gains one to water instead. It also gains the Intimidation skill, with ranks equal to Force.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
====Possession Traditions====&lt;br /&gt;
* All traditions that are Possession based by default, except Psions, are changed to have their Possession forms be Traditionalist traditions.&lt;br /&gt;
** Each of these Traditionalist traditions grants the Channeling metamagic at Initiate Grade 3&lt;br /&gt;
** Non-Traditionalist versions of these traditions now also exist, which are the Materialization by default.&lt;br /&gt;
** In either case, the other statistics of the Tradition are unchanged. &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;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Damage from Called Shot: Vitals 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;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153144</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153144"/>
		<updated>2026-06-28T20:54:50Z</updated>

		<summary type="html">&lt;p&gt;John: /* Possession Homunculi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind/Net/Mana Bind/Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange/Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
* Also known as &amp;quot;Possession homunculi&amp;quot;, these large inanimate objects are uniquely designed to be extremely compatible with possession spirits. They interact with Possession in several unique ways. Constructs...&lt;br /&gt;
** Have a rating, which indicates the maximum effective force of a spirit possessing them. If the spirit&#039;s actual force is higher, limit it to the rating of the Construct while the spirit possesses it. Constructs typically get larger and more elaborate as rating increases.&lt;br /&gt;
** Are generally loosely humanoid, or at least have a shape which allows them to be ambulatory.&lt;br /&gt;
** Cannot benefit from armor or armor accessories. &lt;br /&gt;
** Are specifically designed to house Possessing spirits. This means their stats scale with Force, rather than half Force, and they have physical stats while Possessed, rather than structure ratings.&lt;br /&gt;
* While a Construct is Possessed, use the Possessing spirit&#039;s skills, mental attributes, and powers. Construct forms grant additional powers and determine the spirit&#039;s physical attributes.&lt;br /&gt;
* Constructs &amp;amp; damage:&lt;br /&gt;
** Constructs have condition monitors, based on the Body score of the Construct (for physical), and the Willpower of the spirit (for stun)&lt;br /&gt;
** Regardless of wounds taken, Spirits possessing Constructs ignore Wound Modifiers&lt;br /&gt;
** Constructs do not have any form of Immunity to Normal Weapons or Hardened Armor. They take stun damage as normal.&lt;br /&gt;
** If the Construct&#039;s physical condition monitor is filled, the spirit is disrupted, and the Construct form is heavily damaged. It is unusable until repaired, which costs 20% of its purchase price and takes a day of work by a skilled craftsman. &lt;br /&gt;
** If the Construct&#039;s stun condition monitor is filled, the spirit is disrupted, but the Construct form is left entirely intact and usable.&lt;br /&gt;
====Construct types====&lt;br /&gt;
* There are currently four construct types: Plasteel, Stone, Wickerman, and Scarecrow&lt;br /&gt;
* Plasteel&lt;br /&gt;
** Plasteel Constructs are the heaviest and most durable Constructs. They are a more modern magic-resistant material, and this limits the mobility of the form.&lt;br /&gt;
** They have a cost of 200ny*Rating and an Availability of 10+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+6) / AGI (F-2) / REA (F-3) / STR (F+6)&lt;br /&gt;
** Additional powers: Armor equal to 16 + Force, Natural Weapon (STR+1P / +0 AP)&lt;br /&gt;
* Stone&lt;br /&gt;
** Stone Constructs are the second heaviest Constructs. Typically more finely crafted magically-compatible, the Stone Construct has less difficulties moving quickly. &lt;br /&gt;
** They have a cost of 300ny*Rating and an Availability of 14+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+4) / AGI (F+0) / REA (F+0) / STR (F+4)&lt;br /&gt;
** Additional powers: Armor equal to 12 + Force, Natural Weapon (STR+2P / +0 AP)&lt;br /&gt;
* Wickerman&lt;br /&gt;
** Wickermen are light and flexible wood Constructs, typically spindly and extremely agile.&lt;br /&gt;
** They have a cost of 50ny*Rating and an Availability of 10+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+2) / AGI (F+4) / REA (F+3) / STR (F+0)&lt;br /&gt;
** Additional powers: Armor equal to 6 + Force&lt;br /&gt;
** Other: Wickermen have +1 Reach, and a weakness to fire, represented as an Allergy (Fire, Severe)&lt;br /&gt;
* Scarecrow&lt;br /&gt;
** Scarecrows are the cheap and disposable Construct options, typically made from scrap wood or actual straw.&lt;br /&gt;
** They have a cost of 10ny*Rating and an Availability of 4+(Rating/2)&lt;br /&gt;
** Their physical attributes are: BOD (F+0) / AGI (F+0) / REA (F+0) / STR (F-1) &lt;br /&gt;
** Additional powers: Armor equal to 2 + Force&lt;br /&gt;
* If either of the wooden Constructs (Wickerman or Scarecrow) are Possessed by a Fire Spirit, they begin to burn up. A Construct that is burning up can function for a number of Combat Turns equal to the Construct Rating - Spirit Force, with a minimum of 1. During this time, it loses its Allergy to fire and gains one to water instead. It also gains the Intimidation skill, with ranks equal to Force.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
====Possession Traditions====&lt;br /&gt;
* All traditions that are Possession based by default, except Psions, are changed to have their Possession forms be Traditionalist traditions.&lt;br /&gt;
** Each of these Traditionalist traditions grants the Channeling metamagic at Initiate Grade 3&lt;br /&gt;
** Non-Traditionalist versions of these traditions now also exist, which are the Materialization by default.&lt;br /&gt;
** In either case, the other statistics of the Tradition are unchanged. &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;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Damage from Called Shot: Vitals 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;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153143</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153143"/>
		<updated>2026-06-28T20:37:49Z</updated>

		<summary type="html">&lt;p&gt;John: /* Traditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind/Net/Mana Bind/Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange/Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
====Possession Traditions====&lt;br /&gt;
* All traditions that are Possession based by default, except Psions, are changed to have their Possession forms be Traditionalist traditions.&lt;br /&gt;
** Each of these Traditionalist traditions grants the Channeling metamagic at Initiate Grade 3&lt;br /&gt;
** Non-Traditionalist versions of these traditions now also exist, which are the Materialization by default.&lt;br /&gt;
** In either case, the other statistics of the Tradition are unchanged. &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;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Damage from Called Shot: Vitals 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;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=153142</id>
		<title>Rulings/Rigging</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=153142"/>
		<updated>2026-06-28T20:23:45Z</updated>

		<summary type="html">&lt;p&gt;John: /* Drone and Vehicle Modifications Allowed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Rigging Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
*Horizon Little Buddy (R5 146)&lt;br /&gt;
*Medusa Extensions (CA 147)&lt;br /&gt;
*Horizon Noizquito (R5 128)&lt;br /&gt;
*PC Biodrones (Player characters may not have any biodrone ware or get jumped into as if they were a biodrone)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (SS 187, 197)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.&lt;br /&gt;
*Yerz Kit (TCT 187). Use Yerzed Out (R5 171).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Rigging Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
*One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger&#039;s full-body Agility will be used.&lt;br /&gt;
*The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.&lt;br /&gt;
*When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.&lt;br /&gt;
*If wielding weapons with a drone arm or mechanical arm, use the arm&#039;s agility, or average agility if using two arms, exclusively with no option to swap in the riggers agility or logic.&lt;br /&gt;
&lt;br /&gt;
====Dice Pool, initiative and Limit Bonuses====&lt;br /&gt;
*Control rigs do not provide a bonus to vehicle attributes (Speed Handling ect) only a bonus to the limits associated with those attributes.&lt;br /&gt;
*Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to &amp;quot;vehicle tests&amp;quot; (but not &amp;quot;vehicle skill tests&amp;quot;) apply. This includes penalties for, say, flat tires.&lt;br /&gt;
*The hotsim bonus of +1 for vehicle actions as well as the bonus from control rig booster or control rig optimization applies to all piloting, stunt, and other specifically called out vehicle actions as well as Gunnery.&lt;br /&gt;
*Hot-sim bonus dice never apply to defense tests but the bonus from control rig boosters or control rig optimization does apply.&lt;br /&gt;
*Threshold reductions do not apply to opposed tests unless specifically stated.&lt;br /&gt;
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.&lt;br /&gt;
*The limit increases from the vehicle modifier table only apply to handling.&lt;br /&gt;
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.&lt;br /&gt;
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.&lt;br /&gt;
*Autopiloted drones roll Pilot + Pilot for defense tests, as suggested by CRB 269. Ignore the &#039;Pilot + Autosoft [Handling]&#039; listed in CRB 205.&lt;br /&gt;
*A rigger making melee attacks with a mounted mele weapon uses the relevant melee skill and not gunnery.&lt;br /&gt;
&lt;br /&gt;
====Jumped-In Clarifications====&lt;br /&gt;
*You cannot jump into medical gear.&lt;br /&gt;
*The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.&lt;br /&gt;
&lt;br /&gt;
====Drone Full Defense====&lt;br /&gt;
*Drones may be given orders which would cause them to use full defense.&lt;br /&gt;
&lt;br /&gt;
====Uncontrolled Vehicles====&lt;br /&gt;
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Crashes Houserule====&lt;br /&gt;
*The following does not apply to Ramming.&lt;br /&gt;
*Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.&lt;br /&gt;
**Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
**Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.&lt;br /&gt;
**Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.&lt;br /&gt;
*In all cases, the vehicle&#039;s speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
*Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle&#039;s physical condition track) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.&lt;br /&gt;
&lt;br /&gt;
====Small Unit Tactics Clarification====&lt;br /&gt;
*Autonomous drones can function as participants in Small Unit Tactics/Mixed Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They&#039;re also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren&#039;t given to them. Vehicles still gain the benefit of Circle the Wagons&#039; Armor and Body.&lt;br /&gt;
&lt;br /&gt;
====Ramming====&lt;br /&gt;
*Ramming attacks do not benefit from the bonuses of the Swarm autosoft. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.&lt;br /&gt;
*For determining the effects of speed, use [https://docs.google.com/spreadsheets/d/1EXAPlcYYFlrgxpAQAV3Q9kauvzlAxnQczOkzfYOCpxY/edit#gid=0 the Scrapyard speed conversions reference document]. Use the CRB damage and -6 AP in accordance with the damage bracket from it.&lt;br /&gt;
*Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.&lt;br /&gt;
**Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.&lt;br /&gt;
*Contrary to common belief, ramming doesn&#039;t automatically cause damage to passengers of the ramming vehicle as a ram doesn&#039;t always equate to a crash.&lt;br /&gt;
&lt;br /&gt;
====Rigger Actions====&lt;br /&gt;
*Using Control Device (CRB 238) to make multiple mounted weapons fire simultaneously requires the Multiple Attacks free action, and thus splitting your diepool.&lt;br /&gt;
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.&lt;br /&gt;
&lt;br /&gt;
====Sensor Actions====&lt;br /&gt;
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Speed====&lt;br /&gt;
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!&lt;br /&gt;
&lt;br /&gt;
====Anthrodrones, Drone Arms and Gear====&lt;br /&gt;
*Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.&lt;br /&gt;
*Drone arms can have their Agility upgraded to a maximum of 2 x base Pilot Rating. Upgrading the Pilot doesn&#039;t alter this. Strength is capped at Body x 2.&lt;br /&gt;
**Drones cannot wield a weapon in their arms that they couldn&#039;t take on a valid weapon mount. This does not apply to anthrodrones.&lt;br /&gt;
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.&lt;br /&gt;
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
====Modifiers Gained====&lt;br /&gt;
The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:&lt;br /&gt;
&lt;br /&gt;
*Coldsim&lt;br /&gt;
**+2 handling limit if jumped in&lt;br /&gt;
***+1 die to all vehicle actions&lt;br /&gt;
***+CR rating to limits/accuracy&lt;br /&gt;
***+CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)&lt;br /&gt;
***+CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization&lt;br /&gt;
***CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters&lt;br /&gt;
***-CR rating on thresholds (Fixed only not opposed test thresholds)&lt;br /&gt;
*Hotsim&lt;br /&gt;
**Same as coldsim with an additional +2 dice pool to all &amp;quot;Matrix&amp;quot; actions; these actions extend to &amp;quot;vehicle actions&amp;quot; which the control rig boosts&lt;br /&gt;
*AR&lt;br /&gt;
**+1 handling limits&lt;br /&gt;
*Quality bonuses&lt;br /&gt;
**Chaser: +2 dice to &amp;quot;chase actions&amp;quot;&lt;br /&gt;
**Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving&lt;br /&gt;
**Stunt Driver: +2 dice to stunts&lt;br /&gt;
**Steely Eyed Wheelman: -1 thresholds created by terrain modifiers.&lt;br /&gt;
**Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes&lt;br /&gt;
&lt;br /&gt;
====Drone and Vehicle Modifications Allowed====&lt;br /&gt;
*Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.&lt;br /&gt;
*Drones may take select vehicle enhancements, based on their type and size.&lt;br /&gt;
**All drones: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser, Yerzed Out&lt;br /&gt;
**Micro: No additional modifications.&lt;br /&gt;
**Mini: No additional modifications.&lt;br /&gt;
**Small: Chameleon Coating&lt;br /&gt;
**Medium: Oil Slick Sprayer (Groundcraft Only), Chameleon Coating&lt;br /&gt;
**Large: Gliding System, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating&lt;br /&gt;
**Huge: Gliding System, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating,&lt;br /&gt;
**Anthro: Chameleon Coating&lt;br /&gt;
**Missile: Chameleon Coating.&lt;br /&gt;
&lt;br /&gt;
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.&lt;br /&gt;
*Increased seating may only be taken once per vehicle.&lt;br /&gt;
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.&lt;br /&gt;
&lt;br /&gt;
====Drone Mounts====&lt;br /&gt;
Weapon Mount Refactor&lt;br /&gt;
*The following is an update to the table found in R5 pg 124. Listed are the drone mount sizes and weapons that can be placed in such a mount.&lt;br /&gt;
**Micro - Single-shot bullet / dart&lt;br /&gt;
**Mini - Hold-outs, light pistols, Reach 0 Melee, Single Shot Grenade, Pistol Crossbow&lt;br /&gt;
**Small - Heavy pistol, Ares Redline, Machine pistol, Parashield Pistol, Shooting Bracers, Reach 1 Melee, Gyrojet Pistol, Light Crossbow, Tasers&lt;br /&gt;
**Standard - SMG, Underbarrel Grenade Launcher, Pain Inducer, Super Squirt, Flame Bracer, Gun Canes, Narcojet Gas Gun, PEP, Trackstopper, NA Man-Catcher, SA Retarius Net Guns, Medium Crossbow, Winchester Airbow&lt;br /&gt;
**Large - Shotgun, Hunting rifle, Sporting rifle, Assault Rifle, Ares Lancer, Ares Armatus, Reach 2 melee, Screech Rifle, Microwave Gun, Heavy Crossbow, Giantslayer Slingshot, Harpoon guns&lt;br /&gt;
**Huge - Sniper rifle, LMG, MMG, Parashield Rifle, Reach 3 or higher melee&lt;br /&gt;
**Heavy - HMG, RPG, Assault Cannon, Flamethrower, Ares Archon, Repeating Laser&lt;br /&gt;
*(The following weapons do not work on weapon mounts: Forearm Snap Blades, Sap Cap, Fluid-Motion Mace, all Battering Rams, Yo-Yos, Skateboards, Whips, Garrotes and Rolling Blades. These melee weapons can be wielded by anthrodrones, following the weapons&#039; standard rules, such as a Pneumatic Ram requiring four individuals to operate it or rolling blades being worn on feet instead of arms.)&lt;br /&gt;
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.&lt;br /&gt;
*Hunting rifles include all sporting rifles.&lt;br /&gt;
*Sporting rifles include all weapons using the Sporting Rifle specialization.&lt;br /&gt;
*The Ruger 905 counts as a sporting rifle.&lt;br /&gt;
*Sniper rifles include all other non-shotguns utilizing the Longarms skill.&lt;br /&gt;
*Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.&lt;br /&gt;
*Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.&lt;br /&gt;
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.&lt;br /&gt;
*A large drone rack can hold one of the following drones:&lt;br /&gt;
**1 Large&lt;br /&gt;
**1 Medium&lt;br /&gt;
**2 Small&lt;br /&gt;
**4 Mini&lt;br /&gt;
*A medium drone rack can hold one of these:&lt;br /&gt;
**1 Medium&lt;br /&gt;
**1 Small&lt;br /&gt;
**3 Mini&lt;br /&gt;
*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren&#039;t compatible with holding other types of drones (or having microdrones fit into bigger racks).&lt;br /&gt;
*When jumped into an anthrodrone, riggers are not forced to use the drone arm&#039;s Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.&lt;br /&gt;
*Carbines can be mounted in large weapon mounts.&lt;br /&gt;
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.&lt;br /&gt;
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
*ShadowHaven assumes that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)&lt;br /&gt;
&lt;br /&gt;
====Smoke Projectors====&lt;br /&gt;
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn&#039;s effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM&#039;s discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.&lt;br /&gt;
&lt;br /&gt;
====Realistic Features====&lt;br /&gt;
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/z1sb0t/realistic_features_and_dronesvehicles/ --&amp;gt;&lt;br /&gt;
*Realistic Features may be used to make a drone or vehicle look like non-biological things, such as vending machines and groups of porta-potties, as appropriate.  These are only examples and not an exhaustive list.  Check with thematics if you are unsure.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
====Autosofts and RCC Cyberprograms====&lt;br /&gt;
*RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.&lt;br /&gt;
*A program carrier may be added to a drone via an odd mod per the normal rules. Instead of a common or hacking program, this autosoft can load a single autosoft that the drone is capable of using. This autosoft may be used in addition to the autosoft slots granted by the pilot program.&lt;br /&gt;
**The autosoft cost is not covered by the cost of the program carrier and must be paid for separately.&lt;br /&gt;
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.&lt;br /&gt;
*The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.&lt;br /&gt;
*Swarm&lt;br /&gt;
**Unlike other programs you can load multiple instances of the swarm autosoft. &lt;br /&gt;
***Each instance of swarm supports one active swarm.&lt;br /&gt;
***The swarm autosoft is loaded using an autosoft sharing slot.&lt;br /&gt;
**A swarm consists of one or more drones or vehicles.&lt;br /&gt;
***When swarm is started the user may designate one or more drones to start the swarm.&lt;br /&gt;
**The Swarm autosoft only benefits actions taken in the physical world.&lt;br /&gt;
**When moving in a swarm, the drones need to remain relatively close to one another.&lt;br /&gt;
**When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move.&lt;br /&gt;
**If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.&lt;br /&gt;
**For a drone to be considered part of a swarm and benefit from any of its benefits it needs to be within line of sight and 3 meters of another drone that is part of the swarm. &lt;br /&gt;
**All drones in the swarm also must have the same propulsion type and be in the same size category.&lt;br /&gt;
**Only drones capable of matching the given firing mode (by rounds fired or choke when applicable) count for a given attack.&lt;br /&gt;
**Use the stats of the weapon with the lowest DV.  If multiple weapons share the same DV, use the lowest AP of those weapons.&lt;br /&gt;
**Melee attacks count as single shot, but keep in mind the following while using mele drone swarms.&lt;br /&gt;
***Rules regarding drone spacing between drones in the swarm&lt;br /&gt;
***Attacker in melee combat penalties (SR5 177)&lt;br /&gt;
***The suggested fiat for shooting into melee (SR5 190).&lt;br /&gt;
**The effective Pilot rating cannot exceed 6. &lt;br /&gt;
**If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation.&lt;br /&gt;
*The group autosoft (R5 127) runs on drones, allowing every drone with the soft to respond to a single command.  This is useful when using drones with a commlink or deck.&lt;br /&gt;
**RCCs maintain the ability to command one, all or some of the slaved drones (SR5 267).&lt;br /&gt;
&lt;br /&gt;
====Personal Drone Rack====&lt;br /&gt;
*You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
*Drones mounted on a CCOB may have their weapons fired by remote firing only. They may not be jumped into and may not fire using the dogbrain.  &amp;lt;!-- Mech head ruling by Asmo 6/10/2023 9:57 AM. https://discord.com/channels/310419625211068417/318842640479289346/1117105336709554176 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spinrad Global Skirmisher RCC====&lt;br /&gt;
*It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
====Shiawase Cyber-6 RCC====&lt;br /&gt;
*Instead of its normal special rules, refer to the following: while a rigger&#039;s persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
====Commlink Dongles on RCCs====&lt;br /&gt;
You cannot put any commlink dongles on an RCC.&lt;br /&gt;
&lt;br /&gt;
====Specific Vehicles and Drones====&lt;br /&gt;
*The Krime Barco De Pesca has a speed attribute of 4.&lt;br /&gt;
*The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.&lt;br /&gt;
*Acceleration of the Avibras-Nissan AN 822 from SFME is 3.&lt;br /&gt;
*The GMC Armadillo comes with a single &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; of your choice. Purchasing a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be &amp;quot;&amp;quot;off-road suspension&amp;quot;&amp;quot;, is not a pod option and is already factored into the statline.&lt;br /&gt;
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.&lt;br /&gt;
*The BMW Luxus has the availability of 14R.&lt;br /&gt;
*The Lone Star SecureSector Mk2 is considered a Small drone.&lt;br /&gt;
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.&lt;br /&gt;
*The Horizon Mini-Zep&#039;s &amp;quot;electrochromic coating&amp;quot; mod refers to chameleon coating (R5 163-164).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=153141</id>
		<title>Rulings/Rigging</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Rigging&amp;diff=153141"/>
		<updated>2026-06-28T20:23:33Z</updated>

		<summary type="html">&lt;p&gt;John: /* Drone and Vehicle Modifications Allowed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Rigging Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
====Banned Drones====&lt;br /&gt;
*Horizon Little Buddy (R5 146)&lt;br /&gt;
*Medusa Extensions (CA 147)&lt;br /&gt;
*Horizon Noizquito (R5 128)&lt;br /&gt;
*PC Biodrones (Player characters may not have any biodrone ware or get jumped into as if they were a biodrone)&lt;br /&gt;
&lt;br /&gt;
====Banned Vehicles &amp;amp; Vehicle Mods====&lt;br /&gt;
*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.&lt;br /&gt;
*Official Emergency Vehicle attribute modifier (SS 187, 197)&lt;br /&gt;
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.&lt;br /&gt;
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.&lt;br /&gt;
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.&lt;br /&gt;
*Yerz Kit (TCT 187). Use Yerzed Out (R5 171).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Rigging Content and Rulings==&lt;br /&gt;
&lt;br /&gt;
====Rigger Attributes====&lt;br /&gt;
*One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger&#039;s full-body Agility will be used.&lt;br /&gt;
*The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.&lt;br /&gt;
*When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.&lt;br /&gt;
*If wielding weapons with a drone arm or mechanical arm, use the arm&#039;s agility, or average agility if using two arms, exclusively with no option to swap in the riggers agility or logic.&lt;br /&gt;
&lt;br /&gt;
====Dice Pool, initiative and Limit Bonuses====&lt;br /&gt;
*Control rigs do not provide a bonus to vehicle attributes (Speed Handling ect) only a bonus to the limits associated with those attributes.&lt;br /&gt;
*Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to &amp;quot;vehicle tests&amp;quot; (but not &amp;quot;vehicle skill tests&amp;quot;) apply. This includes penalties for, say, flat tires.&lt;br /&gt;
*The hotsim bonus of +1 for vehicle actions as well as the bonus from control rig booster or control rig optimization applies to all piloting, stunt, and other specifically called out vehicle actions as well as Gunnery.&lt;br /&gt;
*Hot-sim bonus dice never apply to defense tests but the bonus from control rig boosters or control rig optimization does apply.&lt;br /&gt;
*Threshold reductions do not apply to opposed tests unless specifically stated.&lt;br /&gt;
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.&lt;br /&gt;
*The limit increases from the vehicle modifier table only apply to handling.&lt;br /&gt;
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.&lt;br /&gt;
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.&lt;br /&gt;
*Autopiloted drones roll Pilot + Pilot for defense tests, as suggested by CRB 269. Ignore the &#039;Pilot + Autosoft [Handling]&#039; listed in CRB 205.&lt;br /&gt;
*A rigger making melee attacks with a mounted mele weapon uses the relevant melee skill and not gunnery.&lt;br /&gt;
&lt;br /&gt;
====Jumped-In Clarifications====&lt;br /&gt;
*You cannot jump into medical gear.&lt;br /&gt;
*The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.&lt;br /&gt;
&lt;br /&gt;
====Drone Full Defense====&lt;br /&gt;
*Drones may be given orders which would cause them to use full defense.&lt;br /&gt;
&lt;br /&gt;
====Uncontrolled Vehicles====&lt;br /&gt;
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Crashes Houserule====&lt;br /&gt;
*The following does not apply to Ramming.&lt;br /&gt;
*Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.&lt;br /&gt;
**Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.&lt;br /&gt;
**Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.&lt;br /&gt;
**Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.&lt;br /&gt;
*In all cases, the vehicle&#039;s speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.&lt;br /&gt;
&lt;br /&gt;
====Repairing Vehicle Damage and Vehicle Destruction====&lt;br /&gt;
&lt;br /&gt;
*Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle&#039;s physical condition track) / (Total number of boxes on the vehicle&#039;s physical damage track)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.&lt;br /&gt;
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.&lt;br /&gt;
&lt;br /&gt;
====Small Unit Tactics Clarification====&lt;br /&gt;
*Autonomous drones can function as participants in Small Unit Tactics/Mixed Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They&#039;re also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren&#039;t given to them. Vehicles still gain the benefit of Circle the Wagons&#039; Armor and Body.&lt;br /&gt;
&lt;br /&gt;
====Ramming====&lt;br /&gt;
*Ramming attacks do not benefit from the bonuses of the Swarm autosoft. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.&lt;br /&gt;
*For determining the effects of speed, use [https://docs.google.com/spreadsheets/d/1EXAPlcYYFlrgxpAQAV3Q9kauvzlAxnQczOkzfYOCpxY/edit#gid=0 the Scrapyard speed conversions reference document]. Use the CRB damage and -6 AP in accordance with the damage bracket from it.&lt;br /&gt;
*Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.&lt;br /&gt;
**Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.&lt;br /&gt;
*Contrary to common belief, ramming doesn&#039;t automatically cause damage to passengers of the ramming vehicle as a ram doesn&#039;t always equate to a crash.&lt;br /&gt;
&lt;br /&gt;
====Rigger Actions====&lt;br /&gt;
*Using Control Device (CRB 238) to make multiple mounted weapons fire simultaneously requires the Multiple Attacks free action, and thus splitting your diepool.&lt;br /&gt;
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.&lt;br /&gt;
&lt;br /&gt;
====Sensor Actions====&lt;br /&gt;
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Speed====&lt;br /&gt;
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!&lt;br /&gt;
&lt;br /&gt;
====Anthrodrones, Drone Arms and Gear====&lt;br /&gt;
*Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.&lt;br /&gt;
*Drone arms can have their Agility upgraded to a maximum of 2 x base Pilot Rating. Upgrading the Pilot doesn&#039;t alter this. Strength is capped at Body x 2.&lt;br /&gt;
**Drones cannot wield a weapon in their arms that they couldn&#039;t take on a valid weapon mount. This does not apply to anthrodrones.&lt;br /&gt;
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.&lt;br /&gt;
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.&lt;br /&gt;
&lt;br /&gt;
===Modifications===&lt;br /&gt;
====Modifiers Gained====&lt;br /&gt;
The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:&lt;br /&gt;
&lt;br /&gt;
*Coldsim&lt;br /&gt;
**+2 handling limit if jumped in&lt;br /&gt;
***+1 die to all vehicle actions&lt;br /&gt;
***+CR rating to limits/accuracy&lt;br /&gt;
***+CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)&lt;br /&gt;
***+CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization&lt;br /&gt;
***CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters&lt;br /&gt;
***-CR rating on thresholds (Fixed only not opposed test thresholds)&lt;br /&gt;
*Hotsim&lt;br /&gt;
**Same as coldsim with an additional +2 dice pool to all &amp;quot;Matrix&amp;quot; actions; these actions extend to &amp;quot;vehicle actions&amp;quot; which the control rig boosts&lt;br /&gt;
*AR&lt;br /&gt;
**+1 handling limits&lt;br /&gt;
*Quality bonuses&lt;br /&gt;
**Chaser: +2 dice to &amp;quot;chase actions&amp;quot;&lt;br /&gt;
**Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving&lt;br /&gt;
**Stunt Driver: +2 dice to stunts&lt;br /&gt;
**Steely Eyed Wheelman: -1 thresholds created by terrain modifiers.&lt;br /&gt;
**Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes&lt;br /&gt;
&lt;br /&gt;
====Drone and Vehicle Modifications Allowed====&lt;br /&gt;
*Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.&lt;br /&gt;
*Drones may take select vehicle enhancements, based on their type and size.&lt;br /&gt;
**All sizes: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser, Yerzed Out&lt;br /&gt;
**Micro: No additional modifications.&lt;br /&gt;
**Mini: No additional modifications.&lt;br /&gt;
**Small: Chameleon Coating&lt;br /&gt;
**Medium: Oil Slick Sprayer (Groundcraft Only), Chameleon Coating&lt;br /&gt;
**Large: Gliding System, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating&lt;br /&gt;
**Huge: Gliding System, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating,&lt;br /&gt;
**Anthro: Chameleon Coating&lt;br /&gt;
**Missile: Chameleon Coating.&lt;br /&gt;
&lt;br /&gt;
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.&lt;br /&gt;
*Increased seating may only be taken once per vehicle.&lt;br /&gt;
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.&lt;br /&gt;
&lt;br /&gt;
====Drone Mounts====&lt;br /&gt;
Weapon Mount Refactor&lt;br /&gt;
*The following is an update to the table found in R5 pg 124. Listed are the drone mount sizes and weapons that can be placed in such a mount.&lt;br /&gt;
**Micro - Single-shot bullet / dart&lt;br /&gt;
**Mini - Hold-outs, light pistols, Reach 0 Melee, Single Shot Grenade, Pistol Crossbow&lt;br /&gt;
**Small - Heavy pistol, Ares Redline, Machine pistol, Parashield Pistol, Shooting Bracers, Reach 1 Melee, Gyrojet Pistol, Light Crossbow, Tasers&lt;br /&gt;
**Standard - SMG, Underbarrel Grenade Launcher, Pain Inducer, Super Squirt, Flame Bracer, Gun Canes, Narcojet Gas Gun, PEP, Trackstopper, NA Man-Catcher, SA Retarius Net Guns, Medium Crossbow, Winchester Airbow&lt;br /&gt;
**Large - Shotgun, Hunting rifle, Sporting rifle, Assault Rifle, Ares Lancer, Ares Armatus, Reach 2 melee, Screech Rifle, Microwave Gun, Heavy Crossbow, Giantslayer Slingshot, Harpoon guns&lt;br /&gt;
**Huge - Sniper rifle, LMG, MMG, Parashield Rifle, Reach 3 or higher melee&lt;br /&gt;
**Heavy - HMG, RPG, Assault Cannon, Flamethrower, Ares Archon, Repeating Laser&lt;br /&gt;
*(The following weapons do not work on weapon mounts: Forearm Snap Blades, Sap Cap, Fluid-Motion Mace, all Battering Rams, Yo-Yos, Skateboards, Whips, Garrotes and Rolling Blades. These melee weapons can be wielded by anthrodrones, following the weapons&#039; standard rules, such as a Pneumatic Ram requiring four individuals to operate it or rolling blades being worn on feet instead of arms.)&lt;br /&gt;
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.&lt;br /&gt;
*Hunting rifles include all sporting rifles.&lt;br /&gt;
*Sporting rifles include all weapons using the Sporting Rifle specialization.&lt;br /&gt;
*The Ruger 905 counts as a sporting rifle.&lt;br /&gt;
*Sniper rifles include all other non-shotguns utilizing the Longarms skill.&lt;br /&gt;
*Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.&lt;br /&gt;
*Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.&lt;br /&gt;
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.&lt;br /&gt;
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.&lt;br /&gt;
*A large drone rack can hold one of the following drones:&lt;br /&gt;
**1 Large&lt;br /&gt;
**1 Medium&lt;br /&gt;
**2 Small&lt;br /&gt;
**4 Mini&lt;br /&gt;
*A medium drone rack can hold one of these:&lt;br /&gt;
**1 Medium&lt;br /&gt;
**1 Small&lt;br /&gt;
**3 Mini&lt;br /&gt;
*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren&#039;t compatible with holding other types of drones (or having microdrones fit into bigger racks).&lt;br /&gt;
*When jumped into an anthrodrone, riggers are not forced to use the drone arm&#039;s Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.&lt;br /&gt;
*Carbines can be mounted in large weapon mounts.&lt;br /&gt;
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.&lt;br /&gt;
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.&lt;br /&gt;
&lt;br /&gt;
====Metahuman Adjustment on Vehicles====&lt;br /&gt;
*ShadowHaven assumes that PC vehicles are built for the PC&#039;s metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.&lt;br /&gt;
**In those rare cases where another PC has to take the wheel of someone else&#039;s car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)&lt;br /&gt;
&lt;br /&gt;
====Smoke Projectors====&lt;br /&gt;
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn&#039;s effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM&#039;s discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.&lt;br /&gt;
&lt;br /&gt;
====Realistic Features====&lt;br /&gt;
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/z1sb0t/realistic_features_and_dronesvehicles/ --&amp;gt;&lt;br /&gt;
*Realistic Features may be used to make a drone or vehicle look like non-biological things, such as vending machines and groups of porta-potties, as appropriate.  These are only examples and not an exhaustive list.  Check with thematics if you are unsure.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
====Autosofts and RCC Cyberprograms====&lt;br /&gt;
*RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.&lt;br /&gt;
*A program carrier may be added to a drone via an odd mod per the normal rules. Instead of a common or hacking program, this autosoft can load a single autosoft that the drone is capable of using. This autosoft may be used in addition to the autosoft slots granted by the pilot program.&lt;br /&gt;
**The autosoft cost is not covered by the cost of the program carrier and must be paid for separately.&lt;br /&gt;
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.&lt;br /&gt;
*The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.&lt;br /&gt;
*Swarm&lt;br /&gt;
**Unlike other programs you can load multiple instances of the swarm autosoft. &lt;br /&gt;
***Each instance of swarm supports one active swarm.&lt;br /&gt;
***The swarm autosoft is loaded using an autosoft sharing slot.&lt;br /&gt;
**A swarm consists of one or more drones or vehicles.&lt;br /&gt;
***When swarm is started the user may designate one or more drones to start the swarm.&lt;br /&gt;
**The Swarm autosoft only benefits actions taken in the physical world.&lt;br /&gt;
**When moving in a swarm, the drones need to remain relatively close to one another.&lt;br /&gt;
**When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move.&lt;br /&gt;
**If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.&lt;br /&gt;
**For a drone to be considered part of a swarm and benefit from any of its benefits it needs to be within line of sight and 3 meters of another drone that is part of the swarm. &lt;br /&gt;
**All drones in the swarm also must have the same propulsion type and be in the same size category.&lt;br /&gt;
**Only drones capable of matching the given firing mode (by rounds fired or choke when applicable) count for a given attack.&lt;br /&gt;
**Use the stats of the weapon with the lowest DV.  If multiple weapons share the same DV, use the lowest AP of those weapons.&lt;br /&gt;
**Melee attacks count as single shot, but keep in mind the following while using mele drone swarms.&lt;br /&gt;
***Rules regarding drone spacing between drones in the swarm&lt;br /&gt;
***Attacker in melee combat penalties (SR5 177)&lt;br /&gt;
***The suggested fiat for shooting into melee (SR5 190).&lt;br /&gt;
**The effective Pilot rating cannot exceed 6. &lt;br /&gt;
**If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation.&lt;br /&gt;
*The group autosoft (R5 127) runs on drones, allowing every drone with the soft to respond to a single command.  This is useful when using drones with a commlink or deck.&lt;br /&gt;
**RCCs maintain the ability to command one, all or some of the slaved drones (SR5 267).&lt;br /&gt;
&lt;br /&gt;
====Personal Drone Rack====&lt;br /&gt;
*You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they&#039;re deployed from the rack. These do not take up capacity in the CCOB unit.&lt;br /&gt;
*Drones mounted on a CCOB may have their weapons fired by remote firing only. They may not be jumped into and may not fire using the dogbrain.  &amp;lt;!-- Mech head ruling by Asmo 6/10/2023 9:57 AM. https://discord.com/channels/310419625211068417/318842640479289346/1117105336709554176 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spinrad Global Skirmisher RCC====&lt;br /&gt;
*It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.&lt;br /&gt;
&lt;br /&gt;
====Shiawase Cyber-6 RCC====&lt;br /&gt;
*Instead of its normal special rules, refer to the following: while a rigger&#039;s persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.&lt;br /&gt;
&lt;br /&gt;
====Commlink Dongles on RCCs====&lt;br /&gt;
You cannot put any commlink dongles on an RCC.&lt;br /&gt;
&lt;br /&gt;
====Specific Vehicles and Drones====&lt;br /&gt;
*The Krime Barco De Pesca has a speed attribute of 4.&lt;br /&gt;
*The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you&#039;re tricky enough, but you can&#039;t keep it.&lt;br /&gt;
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.&lt;br /&gt;
*Acceleration of the Avibras-Nissan AN 822 from SFME is 3.&lt;br /&gt;
*The GMC Armadillo comes with a single &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; of your choice. Purchasing a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new &amp;quot;&amp;quot;pod&amp;quot;&amp;quot; takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be &amp;quot;&amp;quot;off-road suspension&amp;quot;&amp;quot;, is not a pod option and is already factored into the statline.&lt;br /&gt;
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.&lt;br /&gt;
*The BMW Luxus has the availability of 14R.&lt;br /&gt;
*The Lone Star SecureSector Mk2 is considered a Small drone.&lt;br /&gt;
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.&lt;br /&gt;
*The Horizon Mini-Zep&#039;s &amp;quot;electrochromic coating&amp;quot; mod refers to chameleon coating (R5 163-164).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Miscellaneous&amp;diff=153140</id>
		<title>Rulings/Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Miscellaneous&amp;diff=153140"/>
		<updated>2026-06-28T20:14:59Z</updated>

		<summary type="html">&lt;p&gt;John: /* Deltaware Access */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Miscellaneous Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
*Military/Future Weapons are banned with the exception of the Aztechnology-Dassault Blood Hawk Mk 1, the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System and the Maker Mags.&lt;br /&gt;
*Renfield (SASS 32)&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (CF 164)&lt;br /&gt;
*Gradual Release Chemical Glands&lt;br /&gt;
*All Gammaware&lt;br /&gt;
*All Omegaware&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Better to be Feared than Loved (CF 54)&lt;br /&gt;
*Friends in High Places (RF 147)&lt;br /&gt;
*Human Lifespan (TCT 188) - Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Massive Network (NF 177)&lt;br /&gt;
*Networker (NF 177)&lt;br /&gt;
*Observant (SL 127): It&#039;s assumed to be automatically possessed by all characters.&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (RF 152)&lt;br /&gt;
*Borrowed Time (RF 153)&lt;br /&gt;
*Consummate Professional (AP 17)&lt;br /&gt;
*Dead Emotion (CF 57)&lt;br /&gt;
*Dead SIN (BTB 162)&lt;br /&gt;
*Earther (RG 169)&lt;br /&gt;
*Every Man For Himself (SL 181)&lt;br /&gt;
*Escaped Custody (KC 99)&lt;br /&gt;
*Hung Out to Dry (RF 155)&lt;br /&gt;
*In Debt (RF 156)&lt;br /&gt;
*Neoteny (RF 121) - It&#039;s banned for play on ShadowHaven unless the character is a gnome. Gnome neoteny does not make the gnome appear childlike.&lt;br /&gt;
*One of Them (CF 58)&lt;br /&gt;
*Pregnant (BB 12)&lt;br /&gt;
*So Jacked Up (CF 59)&lt;br /&gt;
*Stay Out Of My Way (SL 127)&lt;br /&gt;
*Stolen Gear (NF 177)&lt;br /&gt;
*This Is Your Last Chance (SL 129)&lt;br /&gt;
*Tough and Targeted (CF 59)&lt;br /&gt;
*&#039;Ware Intolerance (KC 100)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
*Pharmaceutical Drug Grade (CF 190)&lt;br /&gt;
*Customizing Drugs (CF 190-192)&lt;br /&gt;
*Performance and downtime money methods (NF 60-61)&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
*Group Resources (DT 43) &lt;br /&gt;
**The mechanics of the example groups (DT 35-43) are also not in use. See the [[Contact_Rules#Group_Contacts|group contacts.]] section of the contact rules for information related to factions and the [[:Category:Factions|factions]] page for existing shadowhaven factions.&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
*Hotel California (RF 226)&lt;br /&gt;
*Shared Advanced Lifestyles (HT 140)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Miscellaneous and Rulings==&lt;br /&gt;
&lt;br /&gt;
===Skills and Attributes===&lt;br /&gt;
*Skills are linked to the attribute being used with them in a given test.&lt;br /&gt;
*Currently &#039;&#039;attribute-linked&#039;&#039; refers to the attribute currently in use with the skill. This is a departure from RAW.&lt;br /&gt;
&lt;br /&gt;
===Street Cred===&lt;br /&gt;
*Street cred goes by the text, with the table assumed to be a misprint - it  provides a limit increase, but no dice increase.&lt;br /&gt;
&lt;br /&gt;
===Metatypes and Co.===&lt;br /&gt;
*Metavariants count as their metatypes for the purposes of augmentations and qualities (a dryad counts as an elf, for instance). An oni is capable of taking the Trog Traitor quality or Metatype Reduction ware.&lt;br /&gt;
*Shifters may shift with deltaware cyberware, even if it isn&#039;t purely internal, without it being automatically rejected.&lt;br /&gt;
&lt;br /&gt;
====Mundane-Only Content====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk7d3f/qualifying_for_mundaneonly_options/ --&amp;gt;&lt;br /&gt;
*Characters who have acquired a Magic or Resonance rating and continue to have any bonuses from the source which gave it do not qualify for mundane-only qualities, ascensions or other options. Characters who previously had it and no longer currently have any benefits from the source of that rating, aside from knowledge skills, may qualify for mundane-only options, however. This means that non-dual-natured infected do not qualify for mundane-only options, but a formerly awakened or emerged character who has burned out completely (zero magic and zero resonance) would.&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Mundane_only_qualities Mundane Only Playtest Content] can be found here.&lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Mundane_Ascension Mundane Ascension] can be found here&lt;br /&gt;
&lt;br /&gt;
====Delivery Time====&lt;br /&gt;
*Delivery times are based off of the cost of the total cost of all items bought, not just the cost of a single item.&lt;br /&gt;
&lt;br /&gt;
====Better Than Bad’s New Uses for Karma and Street Cred====&lt;br /&gt;
*The &amp;quot;New Uses for Karma and Street Cred&amp;quot; are in effect, except where noted below.&lt;br /&gt;
*The rules for purchasing additional Loyalty and Connection with contacts are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
*The uses for Reputation Score are not in effect as Reputation Score is not a game concept that exists. If the writer&#039;s intent was Faction Rep, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
*Runners may share residences, but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment - they factor many other things into it as well from food, entertainment and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
*Armory lifestyle module&lt;br /&gt;
**This mod cannot be used to make money in downtime by selling weapons.&lt;br /&gt;
**This feature includes exactly one firearm, chosen when it is purchased, which is one you owned at character generation, or is under availability 12.&lt;br /&gt;
**The ammunition in your armory is not an exact number, but should be enough to utilize the gun when needed: a couple clips worth of the weapon&#039;s standard ammo.&lt;br /&gt;
**The armory&#039;s ammunition and firearm can only be used when you are within or near your lifestyle location. This is not a means to duplicate weapons or get unlimited ammo.&lt;br /&gt;
**Purchased guns and Ammo can be stored and maintained here. Note the need for a toolkit to effect repairs beyond cleaning.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle====&lt;br /&gt;
When you pay rent or at character generation, roll on the [https://shreloaded.net/wiki/Traveler_Lifestyle_Table traveler lifestyle table] below to see what options your traveler lifestyle gets. If you have an idea for this table, feel free to send it to Leadership.&lt;br /&gt;
&lt;br /&gt;
=====SINner, Trust Fund Interactions=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!-&lt;br /&gt;
!Ork/Human/Elf&lt;br /&gt;
!Dwarf&lt;br /&gt;
!Troll&lt;br /&gt;
|-&lt;br /&gt;
|Street&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Squatter&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|2000&lt;br /&gt;
|2400&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|5000&lt;br /&gt;
|6000&lt;br /&gt;
|10000&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|10000&lt;br /&gt;
|12000&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|Luxury&lt;br /&gt;
|100000&lt;br /&gt;
|120000&lt;br /&gt;
|200000&lt;br /&gt;
|}&lt;br /&gt;
Trust Fund should only cover up to that amount on the table above for each lifestyle/metatype. Secondly, SINner taxes should not be covered by Trust Fund.&lt;br /&gt;
&lt;br /&gt;
====Cost Reduction====&lt;br /&gt;
*For luxury, high, medium, low and squatter lifestyles, street cred or karma may be exchanged to reduce the base lifestyle cost to the next lowest level. The reduction cost is to be paid in any combination of street cred and/or karma in a one to one thousand nuyen rate. Costs can never be reduced further than 1 level. No other lifestyles may be reduced in cost and only the base lifestyle cost is reduced. Any taxes are applied to the adjusted base cost. Trust Fund lifestyles cannot be reduced in this way.&lt;br /&gt;
&lt;br /&gt;
====AR Fashion====&lt;br /&gt;
AR Fashion can be assumed to be part of your lifestyle at the following levels (or paid for separately at the listed prices): Casual is included in a low lifestyle, Business in medium, Formal in high and Designer in luxury.&lt;br /&gt;
&lt;br /&gt;
====CarnivoreGold====&lt;br /&gt;
*There are no limits on what may be translated, though the threshold may vary. The threshold should not exceed 8 in any case.&lt;br /&gt;
&lt;br /&gt;
====DocWagon====&lt;br /&gt;
*Resuscitation does not replace the requirement to burn edge in order to invoke Not Dead Yet.&lt;br /&gt;
&lt;br /&gt;
====Subliminal Subacoustics====&lt;br /&gt;
*Emotions that fit are GM discretion and their decision is final.&lt;br /&gt;
&lt;br /&gt;
====Vocal Tension Lie Detection====&lt;br /&gt;
*Vocal Tension Lie Detection may, at GM discretion, add to the Con resist roll.&lt;br /&gt;
*It always applies to judge intentions rolls to determine if someone is lying.&lt;br /&gt;
&lt;br /&gt;
====Workshop/Facility====&lt;br /&gt;
*Workshops and facilities do not require a commercial lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Special Work Area====&lt;br /&gt;
*Does not increase the limit for Resonance or Magic-based tests.&lt;br /&gt;
&lt;br /&gt;
===Ware===&lt;br /&gt;
*Assume that additional costs (lifestyle costs etc.) are not multiplied by ware grade.&lt;br /&gt;
*Custom cybergun availabilities are affected by the grade of the arm they are implanted in.&lt;br /&gt;
*Partial cyberlimbs may be upgraded to fuller limbs in accordance with the upgrade rules. Existing limb components must be present in the new fuller limb. This process can not be used to remove or change modifications that were present in the existing limb.&lt;br /&gt;
*The bonus from the spider eyes implant does not stack with multiple sets.&lt;br /&gt;
*A cybergland not installed in conjunction with an implanted cyberweapon may apply toxins to melee weapons using a complex action. A complex action is also what is required to apply a held toxin to a held melee weapon. In any case, a dose of toxin applied to a melee weapon is expended on a successful attack with that weapon.&lt;br /&gt;
*Cyberglands may only be used to offensively deploy toxins with explicit GM fiat and should generally only be usable in this fashion against helpless or unaware targets.&lt;br /&gt;
*A character with the Shiva Arms quality still uses 2 arms, 2 legs and the torso for the purposes of encumbrance calculations and limits for knockdown. Attribute scores and limits for specific actions remain in the realm of GM fiat for these characters.&lt;br /&gt;
*You cannot add mods to bioweapons.&lt;br /&gt;
*The Biocompatibility quality affects the grade multiplier, Adapsin affects the final essence cost afterwards. Thus, Biocompatibility comes in effect first and affects the grade modified essence cost, then the final number is affected by Adapsin.&lt;br /&gt;
*Body augmentations for the purpose of resisting damage from bone density augmentation or bone lacing are not restricted by augmented maximums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Deltaware Access====&lt;br /&gt;
*Awakened and those with Regeneration may not purchase deltaware except as part of rewards given for a specific run.&lt;br /&gt;
*The chance for an Awakened or Emerged character to purchase deltaware may be given as a Run Reward for Semi-Prime or Prime runs. This takes up 15 RVP and must be approved by a member of the Thematics Team. &lt;br /&gt;
**For awakened or emerged PCs with the Regeneration critter power, this takes up 30 RVP and must be approved by a member of the Thematics Team.&lt;br /&gt;
*Cosmetic ware that would cost 0 Essence by house rules does not require a run reward for deltaware access even for Awakened or characters with Regeneration.  To be clear, this is an exception to the above rules and the only exception.&lt;br /&gt;
&lt;br /&gt;
====Tailored Greyware====&lt;br /&gt;
*Tailored greyware is a higher grade version of greyware. The Brothers Grey Auction House, after the success of greyware, have gone about improving on the selling points of their modified cyberware. Tailored greyware is cheaper than deltaware, more readily available than betaware and costs less essence than betaware too. It&#039;s a cut above the regular greyware, but still keeps the same sleek but old-school look (with some improvements); it uses as few off-the-shelf parts as possible and is custom tuned to the recipient in order to better integrate with their body. It&#039;s got the following characteristics:&lt;br /&gt;
**1.7x the nuyen cost of standard grade cyberware.&lt;br /&gt;
**0.65x the essence cost of standard grade cyberware.&lt;br /&gt;
**Adds 2 to the availability of the cyberware (for example, availability 8 becomes 10).&lt;br /&gt;
**Not available at chargen.&lt;br /&gt;
**Otherwise, it follows the normal greyware rules.&lt;br /&gt;
&lt;br /&gt;
====Cosmetic and Therapeutic Ware====&lt;br /&gt;
*Purely &amp;quot;cosmetic or therapeutic&amp;quot; pieces of ware (cyberware or bioware) cost no essence ever (and never have in-universe).&lt;br /&gt;
*At chargen, there is no nuyen cost for purely &amp;quot;cosmetic or therapeutic&amp;quot; pieces of ware. After chargen, they will have their nuyen prices as listed in the books.&lt;br /&gt;
*When using any of these, your character is still recognizable as you – just you with cat ears or whatever.&lt;br /&gt;
*Healing time for between runs is assumed to be done before the next run starts (as is all other &#039;ware upgrades). Healing time during a run is handled as taking 0-3 physical and stun boxes (GM fiat based on how extensive the augmentation is), with surgery taking as much time as the GM says it does.&lt;br /&gt;
*Biosculpting to look less like an infected and to not be recognizable as yourself is an exception to the above and still costs essence (and nuyen if done during chargen).&lt;br /&gt;
**&amp;quot;Cosmetic and therapeutic&amp;quot; pieces of ware is defined as any piece of ware which has no mechanical benefit, exists solely to buy off negative qualities (the karma cost still needs to be paid) or are therapeutic (such as limb replacements).&lt;br /&gt;
&lt;br /&gt;
====Geneware====&lt;br /&gt;
*Shifters may take geneware freely and continue to shift. As it is not an implant, the Shift power does not expel it, cause any damage or loss of the geneware.&lt;br /&gt;
*All metatypes and metavariants can take all genetic treatments. Shifters and metasapients may take any geneware that is not part of phenotype adjustment. For transgenic alterations, shifters apply them equally to both forms. Infected may take any geneware appropriate for their type.&lt;br /&gt;
&lt;br /&gt;
====GreyWare====&lt;br /&gt;
*Greyware is permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a greyware smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a greyware implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
*Direct connections do not grant wireless bonuses. You forfeit the entire bonus, not just the connectivity.&lt;br /&gt;
&lt;br /&gt;
====Adapsin====&lt;br /&gt;
*Adapsin works retroactively and works as a multiplicative modifier. Multiply the final essence cost of the ware by 0.9 after including other modifiers based on grade and the presence or lack thereof of Biocompatibility.&lt;br /&gt;
&lt;br /&gt;
====Antenna Grill====&lt;br /&gt;
*Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
*Can only be taken by characters with tusks (orks, trolls, people with implanted tusks, etc.).&lt;br /&gt;
&lt;br /&gt;
====Auto-Injector====&lt;br /&gt;
*Slap patches may not be placed into auto-injectors.&lt;br /&gt;
&lt;br /&gt;
====Bilateral Coordination Coprocessor====&lt;br /&gt;
*The bilateral coordination coprocessor reduces penalties by 2 for any given action, including for any allowed number of Shiva arm pairs. If you are only using one non-primary hand, this will typically be sufficient. However, if you are using multiple, the GM may apply the penalty multiple times, at their discretion. We suggest they only do this in cases where multiple limbs are required to coordinate to a higher degree than firing a weapon - for example performing brain surgery.&lt;br /&gt;
*The limit increase of multiple coprocessors stacks. No wireless bonus granting extra dice on a test stacks with the bonus from the same item, unless explicitly stated to do so.&lt;br /&gt;
&lt;br /&gt;
====Bone Lacing====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --&amp;gt;&lt;br /&gt;
*Bone Lacing stacks with cyberlimbs.&lt;br /&gt;
====CAST / Stirrup System====&lt;br /&gt;
The availability for CAST is reduce to 18F. CAST with Friend/Foe Recognition increases this by 1 to 19F as printed.&lt;br /&gt;
The availability for Stirrup is reduce to 15R/18R/21R.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l59jo2/cast_and_stirrup_system_availability/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chemical Glands====&lt;br /&gt;
*Permitted drugs for use in chemical glands are:&lt;br /&gt;
**All drugs in CRB (BTLs, as noted below, are excepted) &lt;br /&gt;
**All drugs in CF, with the following exceptions: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time and Soothsayer&lt;br /&gt;
**All drugs in &amp;quot;Boston Lockdown&amp;quot; with the following exception: Numb&lt;br /&gt;
*No magical compounds, Awakened drugs or BTLs are allowed for use with the glands. &lt;br /&gt;
*No contact vector-only drugs are allowed for use with the glands.&lt;br /&gt;
&lt;br /&gt;
====Cyberlimbs and Cyberlimb Mods====&lt;br /&gt;
*Strength and Agility customization and enhancement should be applied to the coremost (that is to say, the part closest to the torso - the uppermost part) part of any modular limbs a character has, and will automatically flow down through any parts possessed.&lt;br /&gt;
*Theoretically, any non-magical, non-Resonance skill may be taken as a cyberlimb optimization. However, no skill used over the Matrix or otherwise used remotely, no social skill apart from Performance and Etiquette, no skill used on the astral or against a target on the astral, or using the Resonance, may benefit from a cyberlimb optimization. Generally, a limb must be at least tangentially used to benefit, but this should be interpreted very broadly.&lt;br /&gt;
*Cyberlimb optimization when applied to something with accuracy will increase that items accuracy.&lt;br /&gt;
*Also worth noting that Gunnery benefits from cyberlimb optimization arms only in manual mounts; Gunnery on a remote mount is always a Matrix action and thus won&#039;t benefit.&lt;br /&gt;
*Cyberhands do not play into calculations for attacks. For the time being, lower arms count as averaging halfway with the meat limb.&lt;br /&gt;
*Cyberhand drone stats are: Handling 5 Speed 1G Acceleration 1 Body 1(1) Armor 1 Pilot 2 Sensor 1 Avail 8.&lt;br /&gt;
**The drone can wear gecko gloves and make use of them for climbing.&lt;br /&gt;
*The Liminal Body: Centaur ware only gives capacity in the legs.&lt;br /&gt;
*Cyberlimbs limit armor to:&lt;br /&gt;
**1 for hands and feet&lt;br /&gt;
**2 for partial limbs and partial skulls&lt;br /&gt;
**3 for full limbs and full skulls&lt;br /&gt;
&lt;br /&gt;
====Modular Cyberlimbs====&lt;br /&gt;
*Modular connectors between flesh and limb work in one of two ways - either you purchase a connector and place it in your flesh, allowing you to change out any appropriately-sized limb, or you purchase a modular limb and can swap it out without the use of a connector, but only with other modular limbs. Essentially, you pay in capacity or essence. In either case, your essence will adjust, leaving essence holes as appropriate, to any changes in your limbs. A connector does not place a limb into its capacity, so it still costs essence to have an arm attached to a connector.&lt;br /&gt;
*When using modular cyber limbs, only the limb component with the highest armor is calculated.&lt;br /&gt;
&lt;br /&gt;
====Datajack Plus====&lt;br /&gt;
*The datajack plus does not grant program slots to a technomancer&#039;s living persona. It still grants the noise reduction.&lt;br /&gt;
*Only functions when connected to a deck or RCC, it does not include any free programs and it cannot run an agent or Virtual Machine. Functionally, it increases the program slots of the deck or RCC by its rating.&lt;br /&gt;
&lt;br /&gt;
====Digigrade====&lt;br /&gt;
*The essence cost of digigrade legs is removed. &lt;br /&gt;
*They are installed in full limb leg replacements at the capacity and nuyen costs listed in Chrome Flesh, with no additional essence cost.&lt;br /&gt;
*Digigrade legs do not stack with skates or skimmers.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l59lkr/digigrade_legs_essence_cost/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EARRS====&lt;br /&gt;
*This augmentation effectively allows physical movement and actions while in VR.&lt;br /&gt;
*The -10 penalty applies to all non-Matrix, non-Resonance actions performed in meatspace.&lt;br /&gt;
*Vehicle actions taken through the jumped-in device are considered Matrix actions for the purposes of EARRS. A user who is jumped into a drone or vehicle is able to operate it as they normally would, though they retain normal control of their body; actions taken by their body suffer the normal -10 penalty. You cannot perceive or project astrally, or use any other magical actions, while in VR with EARRS.&lt;br /&gt;
&lt;br /&gt;
====Grapple Hand/Gun====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6can/grapple_guns_and_cyberarms/ --&amp;gt;&lt;br /&gt;
*30 meters of microwire may be stored with an implanted grapple gun for use with the gun.&lt;br /&gt;
*The grapple hand may be used as a weapon using grapple gun stats for DV and accuracy. If one has cyberimplant weapons which deal physical damage, we would suggest a GM permit the DV to change to physical instead of stun with no further alterations, but it is ultimately up to GM fiat.&lt;br /&gt;
&lt;br /&gt;
====Grey Mana Tattoos====&lt;br /&gt;
Grey mana tattoos follow the same rules as the grey mana armor modification. While grey mana tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an Astral Perception test is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
====MCT Biolink====&lt;br /&gt;
*Provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
====Mnemonic Enhancers====&lt;br /&gt;
*Mnemonic enhancers cannot affect skills gained through knowsofts.&lt;br /&gt;
&lt;br /&gt;
====Nanites====&lt;br /&gt;
*Soft nanite systems include the nanites they support for free. In Chummer, you may select the &#039;free&#039; button when purchasing the initial nanites for your system.&lt;br /&gt;
*Hard nanite systems include rating different configurations for free. In Chummer, you may select the &#039;free&#039; button when purchasing the rating different nanites that your hard nanite system supports. Note that only one at a time is active. For example, if you have a rating 3 hard nanohive, you may have it support control rig booster, anti-rad and nanite hunter nanites (but only one at a time).&lt;br /&gt;
*In either case, damage still degrades your active nanites. For every 3 boxes of physical damage you suffer degrade your active nanite systems by 1. Nanite systems are considered fully replenished at the start of the next run.&lt;br /&gt;
*The restocking cost for Hard Nanohives can be ignored.&lt;br /&gt;
&lt;br /&gt;
====Narco====&lt;br /&gt;
*Narco reduces the total damage suffered during a dose of Buffout due to its effects by two. It is not a reduction for each instance of damage, however. Instead of taking 3 damage, you would take 1, but instead of taking 9 damage, you would take 7.&lt;br /&gt;
*Narco does not affect situational or specific bonuses to attributes, such as bonuses to Logic-linked skills or bonuses to Strength for lift and carry or grappling damage.&lt;br /&gt;
&lt;br /&gt;
====Sharkskin====&lt;br /&gt;
*To gain the benefits of sharkskin, you must be striking with an area of your body that has exposed skin. A good rule of thumb is that if the armor can take a chemical seal (like FBA), there is not enough exposed skin to gain the benefits of sharkskin.&lt;br /&gt;
&lt;br /&gt;
====Skilljack/wires====&lt;br /&gt;
*Skilljacks: essence cost becomes 0.1 regardless of rating, cost becomes 1000¥ per rating (down from 10k and 0.1 per rating).&lt;br /&gt;
*Skillwires: essence cost becomes 0.1 per rating (down from 0.2 essence per rating).&lt;br /&gt;
*Skills from active hardwires or any form of skillwires do not come with you onto the astral.&lt;br /&gt;
&lt;br /&gt;
====Skimmers====&lt;br /&gt;
*Assume &amp;quot;significant extra weight&amp;quot; for the purposes of skimmers (CF 88) to mean anything more than roughly 2 kg/point of Body above and beyond FBA + reasonable weaponry. You can still have your combat axe or sniper rifle and FBA, but if you try carrying a ballistic shield things might get a bit hairy. Anything that needs a lift and carry test is, of course, right out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --&amp;gt;&lt;br /&gt;
====Skin Modifications====&lt;br /&gt;
*For the sake of accepting skin modifications, the user should have a meaningful amount of skin left, at least two natural limbs. Torso counts as 2 limbs, head counts as 1, partial limbs count as half.&lt;br /&gt;
*Smartskin cannot go over cyberlimbs.&lt;br /&gt;
&lt;br /&gt;
====Skin Toner====&lt;br /&gt;
*Treat skin toner as a ruthenium polymer coating at rating 4 rather than a rating 4 chameleon suit.&lt;br /&gt;
&lt;br /&gt;
====Smart Skin====&lt;br /&gt;
*When enabled, smart skin becomes visible like dermal plating and adds its rating to armor. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
*When disabled the skin appears as normal skin. *In addition to the armor bonus the user can select either the weapon or defensive spikes to activate. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
*Defensive spikes don&#039;t work with any heavy armor (13+) &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Smuggling Compartments etc.====&lt;br /&gt;
*A smuggling compartment can hold concealability -1 or lower. If broken down, it can hold concealability 0 or lower.&lt;br /&gt;
*A skin pocket functions as above.&lt;br /&gt;
*A large smuggling compartment can store concealability +1 or lower. If broken down, it can store concealability +2 or lower.&lt;br /&gt;
*A cyberarm slide can store a taser, a hold-out pistol or a light pistol. It can store nothing else.&lt;br /&gt;
*A cyber holster can store items with a concealibility of 0 or lower.&lt;br /&gt;
*An assault rifle with a sawn-off barrel or shotgun with a sawn-off barrel may be stored across two large smuggling compartments if it is broken down, again taking the vast majority of the space. No larger firearm may be stored in such compartments.&lt;br /&gt;
*Concealability as a kludge for storage space is not additive in any sense, but if you&#039;re storing an item that caps out your concealability, you likely do not have much more space. Please use a little common sense here and don&#039;t take advantage.&lt;br /&gt;
*A large smuggling compartment in a cyberlimb may only hold a rating 1 or rating 2 vault of ages. Note that it is probably not safe to place contact trigger preparations inside one&#039;s own limbs, as they would be triggered by doing so.&lt;br /&gt;
*In order to take a horn compartment, one must have a horn.&lt;br /&gt;
&lt;br /&gt;
====Striking Calluses====&lt;br /&gt;
*Striking calluses give their benefit to natural weaponry with a base reach of at least 0. (For example, trolls get +1 reach but if a troll had a bite attack, normally reach -1, this would not benefit that.)&lt;br /&gt;
*Striking calluses apply to attacks with the Killing Hands adept power which use physical stats to determine DV, but not to attacks with cyberweapons.&lt;br /&gt;
*Striking with the hands my not get a damage bonus from striking calluses on the feet and strikes with feet can not get bonuses from calluses on the hands.&lt;br /&gt;
&lt;br /&gt;
====Suprathyroid Gland====&lt;br /&gt;
*The suprathyroid gland stacks with muscle augmentation and muscle toner.&lt;br /&gt;
&lt;br /&gt;
====Tails====&lt;br /&gt;
*Both the balance tail cyberware (CF 82, 85) and the tail bioware (CF 115, 117), which actually does mention weapons attached to the top, lack not only capacity for modifications, but also the attributes required to form dice pools and damage values. As such, neither will accept functional weapons.&lt;br /&gt;
*The bioware tail follows the same mechanics as the cyberware tail.&lt;br /&gt;
&lt;br /&gt;
====Tetrachromatic Vision====&lt;br /&gt;
*Tetrachromatic vision is not compatible with cybereyes.&lt;br /&gt;
&lt;br /&gt;
====Improved Synthskin====&lt;br /&gt;
*Improved synthskin no longer increases in capacity cost. Regardless of rating, it only takes one point to fit in a synthetic cyberlimb.&lt;br /&gt;
&lt;br /&gt;
====Cyber Skulls====&lt;br /&gt;
*Obvious Cyber Skulls have a capacity of 6.&lt;br /&gt;
*Synthetic Cyber Skulls have a capacity of 4.&lt;br /&gt;
&lt;br /&gt;
====Oral slasher====&lt;br /&gt;
*Oral slashers take 2 capacity.&lt;br /&gt;
&lt;br /&gt;
====Junkyard Jaw====&lt;br /&gt;
*Junkyard Jaw take 3 capacity.&lt;br /&gt;
&lt;br /&gt;
====Cyberfang====&lt;br /&gt;
*Cyberfang takes 1 capacity.&lt;br /&gt;
*Cyberfang, Retractable takes 2 capacity.&lt;br /&gt;
&lt;br /&gt;
====False Face====&lt;br /&gt;
*False Face takes 2 capacity and can only be placed in a skull.&lt;br /&gt;
&lt;br /&gt;
====Internal Router====&lt;br /&gt;
*All gear and ware that&#039;s directly connected goes offline but maintains wireless boosts if they don&#039;t need external server support (subscriptions etc.)&lt;br /&gt;
*Arrowlink and data cable hooking into your Data Jack does not work since the internal router network is completely sealed from external influence. &lt;br /&gt;
**Skinlink grappling is an exception to this, grappling Technomancers with skinlink can hack ware connected to the internal router.&lt;br /&gt;
&lt;br /&gt;
====Additional Eye mount====&lt;br /&gt;
*Each Additional Eye Mount system can support a single rating 1 cyber eye (bought separately). This eye is capable of installing any mods that fit within a normal R1 cybereye basic system. This single cybereye can be purchased separately for 50% of the normal cybereye cost. In the event the player also owns a full cyber eye basic system, the additional eye mount instead installs an additional cyber eye that matches the existing cyber eye suite. When visible the owner of additional eye mounts suffers a FREAK penalty as described in the Freaks side bar in RF Page 123&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
====Optical Camouflage====&lt;br /&gt;
*Different forms of optical camouflage (Adaptive Coloration, Adaptive Camouflage, RPC, Chameleon Suit) do not stack.&lt;br /&gt;
*If concealment is also in use, visual perception takes the larger dice pool penalty only.&lt;br /&gt;
====Burner SINs====&lt;br /&gt;
*Players may buy burner SINs and associated licenses at the same availability, but with 20% of the cost. These SINs expire after 1 week and may not leave the session they were bought in. They may have rating 1 through 6. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item Name&lt;br /&gt;
!Availability&lt;br /&gt;
!Nuyen&lt;br /&gt;
|-&lt;br /&gt;
|Burner Fake SIN (Rating 1-6)&lt;br /&gt;
|(Rating*3)F&lt;br /&gt;
|Rating*500 nuyen&lt;br /&gt;
|-&lt;br /&gt;
|Burner Fake License (Rating 1-6)&lt;br /&gt;
|(Rating*3)F&lt;br /&gt;
|Rating*40 nuyen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gas Mask====&lt;br /&gt;
*Gasmasks count as a respirator at rating 6 when active for purposes of resisting toxins, in addition to providing immunity to inhalation vector toxins while it still has air. Note that when resisting a toxin with multiple vectors, all applicable resistances apply.&lt;br /&gt;
&lt;br /&gt;
====Ghost Box====&lt;br /&gt;
*The ghost box does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater-like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
====Faceless====&lt;br /&gt;
*Double the cost and availability of the base item (thus, it is rating * 4F and rating * 1000¥). The modifications for generic and specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with essence or devices with a rating higher than the faceless rating. Generic face versions may function as plain Faceless. Specific face versions may function as generic or specific face. The specific face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Upgrades upgrade rules] for rating, as well as base-&amp;gt;generic face-&amp;gt;specific face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
====Laced Lipstick====&lt;br /&gt;
*While laced lipstick itself does not protect you, the acquisition of an appropriate protective method - a plastic or wax coating, for example - is assumed to be a part of lifestyle for anyone who is not literally a squatter.&lt;br /&gt;
&lt;br /&gt;
====Pi-Tacs and Accessories====&lt;br /&gt;
*Door Gunner: if you are on a Pi-Tac team of any rating, you may fire weapons on a vehicle-controlled by another member of your team, assuming it has a smartlink and is wirelessly connected to you. You must use the Gunnery skill to operate the weapon, though you may use your choice of Agility or Logic. You must be in VR. In either case, you only take biofeedback damage if the weapon you are using is attacked specifically. The weapon cannot be actively used by another member of your team at the same time.&lt;br /&gt;
*Pi-Tacs can be connected to living personas.&lt;br /&gt;
&lt;br /&gt;
====Real SINs====&lt;br /&gt;
*A corporate SIN - or any other real SIN - is assumed to come with licenses for any R-rated gear you possess. This is true for the jurisdiction which issued the SIN, as well as the jurisdiction in which you reside. For the typically runner on ShadowHaven, this means their issuing body and the UCAS. Note that a license from an outside body does not automatically permit you to use an item. No jurisdiction will permit you to have an item they consider forbidden simply because you have a license for it from somewhere else where it is considered R. Notably, the written availabiltiy codes assume UCAS law, which applies to all of Seattle, except certain extraterritorial places. As a general rule, they can also be applied elsewhere in the absence of specific Thematics justification otherwise.&lt;br /&gt;
&lt;br /&gt;
====Scanners====&lt;br /&gt;
*When detecting a gun hidden inside a cyberware smuggling compartment or cyberarm slide/holster, both MAD and millimeter wave scanners may detect it as normal. If the weapon is resistant or immune to MAD scanners, the MAD scanner loses dice (from its pool equal to its rating) or cannot roll as appropriate.&lt;br /&gt;
*Cyberimplanted weapons are MAD-immune, but may still be detected by a millimeter wave scanner as normal.&lt;br /&gt;
*MAD scanners do not care about Palming or similar effects or intervening material. They can map things inside other things as long as the things being mapped are ferrous.&lt;br /&gt;
*Olfactory sensors may be used to detect the presence of tailored pheromones.&lt;br /&gt;
&lt;br /&gt;
====Shaman Tuxedo====&lt;br /&gt;
*The price is modified to 16000¥.&lt;br /&gt;
*The availability is modified to 16.&lt;br /&gt;
*The shaman tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
*You must continue to wear the shaman tuxedo for as long as you have the summoned spirit. Removing any part of the shaman tuxedo while you have a currently summoned spirit summoned with the shaman tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
*The shaman tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning (e.g., a hermetic mage may not have a shaman tuxedo to provide its bonus for task spirits).&lt;br /&gt;
&lt;br /&gt;
====Tailored Perfume/Cologne====&lt;br /&gt;
The use of these are permitted, but only one application can be used effectively. If an additional, unique tailored perfumes/colognes are applied while another is still active, all effects from all tailored perfumes/colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
====Vault of Ages====&lt;br /&gt;
*A Vault of ages can hold (rating x 2) preparations, each of which can have a maximum force of (rating x 2).&lt;br /&gt;
*Vaults of ages have a maximum rating of 5.&lt;br /&gt;
*A Vault of ages has the size dependent on rating as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System====&lt;br /&gt;
*Instead of using the existing statblock or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)D6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25 meters, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes one point of fuel, while using it as a free action takes two points. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you did not need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction). You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System costs 50000¥ and has an availability of 18F. Refuels cost 250¥ and have an availability of 16F.&lt;br /&gt;
&lt;br /&gt;
===Critters===&lt;br /&gt;
Note: The bulk of critter powers are ruled on the Awakened page.&lt;br /&gt;
&lt;br /&gt;
*Critters have their own edge pool they may use following all normal rules. In addition, you are permitted to spend edge or burn edge on the behalf of your animals, including the use of Not Dead Yet.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
====Animal lifestyle cost====&lt;br /&gt;
*Relating to the table [[Animal_Availability|See Here]] regarding animal Availability, you may raise the cost of your lifestyle by 10% per step your animal&#039;s free maintenance is above your current lifestyle.&lt;br /&gt;
*For example, if you have an animal requiring a Luxury lifestyle in a Medium lifestyle, raise the cost of your lifestyle by 20% to cover the cost of your animal.&lt;br /&gt;
&lt;br /&gt;
====Critter Training====&lt;br /&gt;
*All animals are able to learn Logic x2 tricks, with domesticated animals able to learn Logic x3.&lt;br /&gt;
*Assume animals purchased at gen have a number of tricks learned equal to the PC&#039;s Animal Handling skill ranks, prior to any bonus ranks from adept powers or bioware. This does not allow them to exceed their normal limit on number of tricks. Skill improvements count as a trick per.&lt;br /&gt;
*Critter training time is removed.&lt;br /&gt;
*Technocritters, being almost impossible to train, remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Domestic====&lt;br /&gt;
*If an animal does not possess the Domesticated quality as part of its normal statblock, you cannot just add that onto the statblock. You cannot purchase animals with any modifiers based on previous treatment.&lt;br /&gt;
&lt;br /&gt;
====Flying====&lt;br /&gt;
*A bird may not exceed its normal flying speed. If a GM wishes to allow a bird to dive faster, they may at their sole discretion allow the bird to move at double its normal running rate if moving straight downward, though the falling bird should not exceed the normal falling rate.&lt;br /&gt;
&lt;br /&gt;
====Warforms and Chimeras====&lt;br /&gt;
*Warforms cost 10 times as much as a normal animal, plus an additional 20000¥. Both values are multiplicative with chimeric modifiers.&lt;br /&gt;
*Chimeric modification grants one of the enhanced senses per modification.&lt;br /&gt;
&lt;br /&gt;
====Critters and Owner Investments====&lt;br /&gt;
*A critter&#039;s owner may spend karma to do the following:&lt;br /&gt;
**Rebuy burnt points of Edge, up to the critter&#039;s starting Edge.&lt;br /&gt;
**Buy off negative qualities.&lt;br /&gt;
**Buy the following positive qualities:&lt;br /&gt;
***Astral Chameleon&lt;br /&gt;
***Catlike&lt;br /&gt;
***Guts&lt;br /&gt;
***High Pain Tolerance&lt;br /&gt;
***Magic Resistance&lt;br /&gt;
***Natural Athlete&lt;br /&gt;
***Outdoorsman&lt;br /&gt;
***Resistance To Pathogens/Toxins&lt;br /&gt;
***Tough as Nails (Stun/Physical)&lt;br /&gt;
***Toughness&lt;br /&gt;
***Water Sprite&lt;br /&gt;
***Will to Live&lt;br /&gt;
Note that karma for these comes out of the owner&#039;s available karma.&lt;br /&gt;
Besides rebuying burnt points of Edge, none of this is applicable to bound spirits of any type.&lt;br /&gt;
&lt;br /&gt;
===Biotech, Drugs and Toxins===&lt;br /&gt;
*When crashed from a drug, you are no longer on that drug.&lt;br /&gt;
*We ignore the speedballing rules.&lt;br /&gt;
*Smart corrosives must be purchased pre-programmed.&lt;br /&gt;
*As a general rule drugs that are intended to counteract toxins should apply before the toxins if both take effect on the same turn end. The order of the interractions are left to the decision of the GM.&lt;br /&gt;
*Nonmechanical impacts of drugs such as anti-depressants and etc. do not need to be represented on the sheet. You can assume they are a part of your lifestyle, though that might be a little tricky if you&#039;re a squatter.&lt;br /&gt;
*If you have an internal air tank or are using a gas mask of some variety, you are fine vs inhalation vector toxins for the duration of air you have in your tank. Otherwise you cannot hold your breath meaningfully to resist such toxins.&lt;br /&gt;
*Contact vector drugs and toxins may not be injected for effect. As a result, DMSO does not allow things to become injectable.&lt;br /&gt;
*Magical Compounds from Chrome Flesh count as drugs and as such cannot be used offensively.&lt;br /&gt;
*When using a stim patch to heal damage, the damage that returns is the same type of damage as the damage that was healed. For example if you remove 6 drain damage, when the patch wears off, the damage that comes back is still drain. The additional +1 damage is &amp;quot;general&amp;quot; damage.&lt;br /&gt;
*Neurostun, Pepper Punch and Tear Gas only overflow into Physical once per minute if the Stun Condition Monitor is already full.&lt;br /&gt;
&lt;br /&gt;
====Healing====&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Use the higher of the medkit&#039;s rating and your skill (First Aid or Medicine) when determining how many boxes you may heal.&lt;br /&gt;
*Wireless medkits may provide their rating as a dice pool bonus to the Medicine skill.&lt;br /&gt;
*A medkit operating autonomously through its wireless bonus is not capable of leading a teamwork test.&lt;br /&gt;
*Savior nanites do not suffer environmental penalties found on PG 208 of the core book. Being awakened/emerged or having essence loss still reduce dice as normal. &amp;lt;!-- Mech Ticket 0024 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====BTL and Drug Stacking====&lt;br /&gt;
*BTLs do not stack with drugs. They cause drug interactions with drugs, overdose with drugs and are affected by narco like drugs.&lt;br /&gt;
*Drugs with the same name overlap (you cannot take Kamikaze twice to get twice the benefits). Drugs with different names stack (you can take Zen and Red Mescaline to get +2 Willpower before factoring in Narco). In either case overdose applies.&lt;br /&gt;
&lt;br /&gt;
====Drug Crafting====&lt;br /&gt;
Players can now utilize their ranks in chemistry in order to make their own drugs. Please note the following rules.&lt;br /&gt;
*Acquiring raw ingredients requires a chemist or dealer contact. Alternatively you may make a Negotiation Test opposed by the Availability of the drug you&#039;re making.&lt;br /&gt;
**The raw ingredients cost half of the normal drug price.&lt;br /&gt;
**A Chemistry Toolkit makes Street-cooked level drugs up to Availability 10.&lt;br /&gt;
**A Chemistry Shop can make base level drugs.&lt;br /&gt;
**A Chemistry Facility can make designer level drugs.&lt;br /&gt;
*Mixing drugs requires a Chemistry + Logic Extended Test with a threshold equal to the drug’s (Availability x 2) or (Addiction Rating), whichever is higher, and an interval of eight hours. &lt;br /&gt;
*A glitch on any part of the Extended Test requires the player to start the entire test over with no successes&lt;br /&gt;
*A critical glitch means the ingredients are destroyed and cannot be used. &lt;br /&gt;
*You can make up to your Ranks in Chemistry doses between each run.&lt;br /&gt;
*Please note that currently, Bioengineered Awakened Drugs are not craftable with this system.&lt;br /&gt;
&lt;br /&gt;
====Immunity to Toxins====&lt;br /&gt;
&amp;lt;!-- council ruling https://www.reddit.com/r/ShadowHavenBBS/comments/ly1h3u/on_drugs_and_toxins/ --&amp;gt;&lt;br /&gt;
*Drugs are not toxins in a mechanical sense and are not subject to immunity to toxins.&lt;br /&gt;
&lt;br /&gt;
====Addiction Rules====&lt;br /&gt;
*Each time you take an addictive substance, you immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test is LOG + WIL + (11 - drug&#039;s effective addiction rating) + (other modifiers).&lt;br /&gt;
**For physiologically addicting drugs, the test will be BOD + WIL + (11 - drug&#039;s effective addiction rating) + (other modifiers).&lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test is the worse of your two dice pools for the above.&lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
*Only permanent bonuses to attributes such as those from infected, from ware (e.g. cerebral booster) or those from the quality Cyber-Singularity Seeker can be used for the test. Temporary bonuses to attributes such as those from spells, drugs or ware that can be turned on and off cannot be used for the test.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk77j4/beating_addiction/ --&amp;gt;&lt;br /&gt;
*In order to buy off the Addiction Negative Quality, you must remain off of the drug for (Addiction Rating)/2 runs, rounded up.&lt;br /&gt;
&lt;br /&gt;
====Stat Changes====&lt;br /&gt;
*All substances found in BB should be treated as having a speed of &amp;quot;Immediate&amp;quot;.&lt;br /&gt;
*Deepweed has an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
*Snuff does not provide Pain Resistance 1. Instead it gives High Pain Tolerance 1.&lt;br /&gt;
*Blight is modified thus:&lt;br /&gt;
**Vector: Contact, Injection&lt;br /&gt;
**Speed: Special*&lt;br /&gt;
**Penetration: 0&lt;br /&gt;
**Power: 12&lt;br /&gt;
**Effect: a spirit exposed to this toxin must immediately make the toxin resistance test. If it fails, it immediately loses its Immunity to Normal Weapons power for (12 - spirit&#039;s force hours, min 1 hour).&lt;br /&gt;
*Legal psychchips may treat psychological disorders of up to 7 karma value. Illegal psychchips may treat psychological disorders of up to 15 karma value. In either case, remember that it counts as a drug for purposes of the drug interactions table. If the user develops an addiction and stops using the chips as a result, increase the level of the negative quality one step if possible.&lt;br /&gt;
*Dopadrine suppresses berserk effects for its duration. It does not cancel them. If Dopadrine is active when K-10 ends, you do not need to make an Edge roll.&lt;br /&gt;
*Assume Slab to possess all benefits of Reaper at no additional cost or availability.&lt;br /&gt;
*Neostigmine counters toxin-induced paralysis. It does nothing against Nerve Strike.&lt;br /&gt;
*Psyche &#039;&#039;does&#039;&#039; reduce the sustaining penalty of complex forms.&lt;br /&gt;
*Woad Berserk lasts as long as Bear shaman berserk effect does; it can easily wear off sooner than the drug itself. You can go berserk multiple times during 1 dose of Woad as a result. It only gives +2 Agility during the effect. You can choose not to resist berserk at all, effectively getting 0 hits on the Charisma + Willpower roll to reduce its duration.&lt;br /&gt;
*Zone is modified thus:&lt;br /&gt;
**Availability: 8&lt;br /&gt;
**Price: 80¥/dose&lt;br /&gt;
*Immortal Flower reduces Essence by 0.1 for every 20 boxes healed. This loss can be repaired by Revitalization treatments.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*It is not possible to buy multiple instances of the same quality, unless specifically stated. This also applies to Sensei and Codeslinger.&lt;br /&gt;
*In order to utilize a &amp;quot;free&amp;quot; quality, one must still meet all requirements of the quality. This does not apply if the source of the free quality explicitly states that you do not have to meet the requirements.&lt;br /&gt;
&lt;br /&gt;
====Gear Discounts====&lt;br /&gt;
*Made Man and Black Market Pipeline do not stack with each other, however, both stack individually with Dealer Connection. The stacking is calculated additively - thus, when both apply, you receive a 20% discount.&lt;br /&gt;
*Black Market Pipeline may be attached to public contacts. Only people possessing the quality may benefit from the quality.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents qualities remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality has the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1. The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The &amp;quot;Sensei&amp;quot; NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job qualities follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Addiction====&lt;br /&gt;
*You must stay off the drug for (addiction rating)/2 runs to buy off the quality.&lt;br /&gt;
*Some addictions are better suited with the Dependents quality and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
====Ambidextrous====&lt;br /&gt;
*A nartaki or anyone else with the Shiva Arms quality requires an instance of Ambidextrous for each additional arm in order to avoid penalties with said arm.&lt;br /&gt;
&lt;br /&gt;
====Allergy (Sunlight)====&lt;br /&gt;
*Chemical seal does not have any particular effect on sunlight. However, most armor that is capable of providing chemical seal will by its nature reduce sunlight allergies by two steps when worn fully. Radiation protection has nothing to do with it, referring to alpha and beta radiation, not electromagnetic radiation.&lt;br /&gt;
&lt;br /&gt;
====Biocompatibility====&lt;br /&gt;
*Due to negative gameplay interactions, biocompatibility is not going to be restricted to at-gen only. However, one must still go through the normal approval process for it.&lt;br /&gt;
&lt;br /&gt;
====Bilingual====&lt;br /&gt;
*This quality can be taken post gen.&lt;br /&gt;
&lt;br /&gt;
====Brand Loyalty====&lt;br /&gt;
*Brand Loyalty is restricted to gear (not including foci or ware).&lt;br /&gt;
*Brand Loyalty at the Manufacturer level does apply to gear the brand does not make.&lt;br /&gt;
*Brand Loyalty may be taken at the Product level for generic items. In that case it will only apply to that specific type of weapon. For Example: Brand Loyalty (Product) &amp;quot;Sword&amp;quot; will only apply to the item class of &amp;quot;Sword&amp;quot; while all other Blades weapons suffer the malus.&lt;br /&gt;
&lt;br /&gt;
====Blandness====&lt;br /&gt;
*An oni or nartaki may take the Bland quality, but it will only work in groups of other oni or nartaki.&lt;br /&gt;
&lt;br /&gt;
====Black Forest Native====&lt;br /&gt;
*You do not require this quality to be from the Black Forest.&lt;br /&gt;
&lt;br /&gt;
====Candle in the Darkness====&lt;br /&gt;
*Candle In The Darkness no longer provides +2 Loyalty. Instead, it provides a +2 dicepool modifier to contact dice pools and tests to determine if the contact is available. See [[Contact Rules]] for details.&lt;br /&gt;
&lt;br /&gt;
====College Education====&lt;br /&gt;
*This quality is incompatible with the Uneducated quality (CRB 87).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfyxj/computer_illiterate_and_being_a_haven_runner/ --&amp;gt;&lt;br /&gt;
====Computer Illiterate====&lt;br /&gt;
*So long as the PC has a story of how they use the electronics while not being able to understand them, a PC may have the Computer Illiterate quality and still be a Haven runner. This can range from your fixer handling these tasks to just paying a street decker 50 nuyen to send a message.&lt;br /&gt;
&lt;br /&gt;
====Corporate Loyalist====&lt;br /&gt;
*Corporate Loyalist is permitted only with a genuine corporate limited or full SIN. Upon loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
====Corporate Pariah====&lt;br /&gt;
*Corporate Pariah is permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
====Community Connection====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Cyber-Snob====&lt;br /&gt;
*Cyber-Snob is altered to allow alphaware as the minimum grade so that it may be taken at charge.&lt;br /&gt;
&lt;br /&gt;
====Flashbacks====&lt;br /&gt;
*In order for Flashbacks to trigger again, the situation must be different in some quantifiable way. Additionally, this should only trigger once per scene at most, barring some extended time between triggers at GM discretion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vypg6q/gifted_healer_rework/ --&amp;gt;&lt;br /&gt;
====Gifted Healer====&lt;br /&gt;
*Replace the benefits of Gifted Healer with the following:&lt;br /&gt;
**Reduce penalties for First Aid and Medicine by 2 (CRB 205-208) and for the Heal spell by 2 from any source other than BGC.&lt;br /&gt;
&lt;br /&gt;
====Hobo with a Shotgun====&lt;br /&gt;
*Hobo with a Shotgun does not permit you to stay in a bolthole willingly.&lt;br /&gt;
&lt;br /&gt;
====Incomplete Deprogramming====&lt;br /&gt;
*Personalities from Persona Fix and Incomplete Deprogramming take precedence as follows: Persona Fix &amp;gt; Incomplete Deprogramming &amp;gt; Baseline Personality.&lt;br /&gt;
&lt;br /&gt;
====Location Attunement====&lt;br /&gt;
*Location Attunement is permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
====Master Debater====&lt;br /&gt;
*Master Debater changes the attribute for all negotiation tests from charisma to logic.&lt;br /&gt;
&lt;br /&gt;
====Motion Sickness====&lt;br /&gt;
*When a character that has the Motion Sickness quality experiences acceleration of 3 or more, or speed of 4 or more, they will be incapacitated and vomiting as well as suffer double wound modifiers. &lt;br /&gt;
**Once they slow they will continue to experience double wound modifiers for (12-Bod)/2 minutes and will not continue to experience incapacitation or vomiting.&lt;br /&gt;
**Ondansetron removes the incapacitation and vomiting effects completely, but leaves the double wound modifiers as described in Motion Sickness and for five minutes after the motion falls below the described levels.&lt;br /&gt;
*Motion Sickness affects a person in a vehicle or jumped into a vehicle remotely as if they were in it and experience the full extent of this quality.&lt;br /&gt;
&lt;br /&gt;
====Nasty Trog====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Observant====&lt;br /&gt;
*Observant is assumed to be possessed by all characters, free of charge, changing observe in detail from a simple action to a free action. There is no need to notate this on your sheet. That&#039;s not a joke, we are serious. The game works better that way.&lt;br /&gt;
&lt;br /&gt;
====Practice Practice Practice====&lt;br /&gt;
*The Practice Practice Practice quality only applies to the physical, mental, social and astral limit.&lt;br /&gt;
&lt;br /&gt;
====Prototype Materials====&lt;br /&gt;
*This quality can only be taken once and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
*You do not need to buy another level of Special Modifications. That is included in the quality.&lt;br /&gt;
&lt;br /&gt;
====Prototype Transhuman====&lt;br /&gt;
*This quality may allow you to take Used bioware to represent an inefficient prototype.&lt;br /&gt;
*Geneware may NOT be placed inside of the free essence point.&lt;br /&gt;
*While you can replace the ware provided by Prototype Transhuman, you cannot upgrade it, and the essence is not refunded.&lt;br /&gt;
*Regeneration, regardless of source, doesn&#039;t push Prototype Transhuman ware out. Otherwise it follows all normal bioware rules.&lt;br /&gt;
&lt;br /&gt;
====Redliner====&lt;br /&gt;
*The penalty for Redliner caps at 4 limbs considered.&lt;br /&gt;
&lt;br /&gt;
====Restricted Gear====&lt;br /&gt;
*Does not permit to buy items you would otherwise not be able to buy, except for the availability change.&lt;br /&gt;
*Allows you to purchase 2 clips (removable box magazines) of ammo necessary to operate a weapon if it&#039;s used to purchase a weapon that requires ammo with availability over 12. &lt;br /&gt;
**If the weapon requires two ammo like accessories to fire, this applies to both. &lt;br /&gt;
**This doesn&#039;t mean that you can buy two clips of every type of ammo, only enough ammo and ammo like accessories to fire two full clips.&lt;br /&gt;
&lt;br /&gt;
====Shoot First, Don&#039;t Ask Questions====&lt;br /&gt;
Shoot First, Don&#039;t Ask Questions applies regardless of which initiative type was rolled as long as a surprise test was made. Roll Data Processing + Intuition for surprise tests on the Matrix in VR.&lt;br /&gt;
&lt;br /&gt;
====SINner====&lt;br /&gt;
*Instead of a tax on nuyen earned, the SINner quality acts as an increase to lifestyle costs, similar to Dependents (CRB 80).&lt;br /&gt;
&lt;br /&gt;
====Special Modifications====&lt;br /&gt;
*Only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
*This quality functions as written except with the following caveats: a character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of whether or not the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
*This quality may be used to augment cyberweapons.&lt;br /&gt;
**Cyberweapons may not have their reach increased, however.&lt;br /&gt;
*When used to increase the AP of a weapon, Special Modifications does not count as base AP for purposes of the Bull&#039;s Eye Burst called shot.&lt;br /&gt;
&lt;br /&gt;
====SURGE====&lt;br /&gt;
*Each quality grants an amount of Metagentic Quality space (both positive and negative) equal to the cost of the quality (10, 15 and 30).&lt;br /&gt;
*The qualities are no longer random. You must select them.&lt;br /&gt;
*Some metagenetic qualities are limited to various levels, see below:&lt;br /&gt;
**Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms&amp;lt;br&amp;gt;&lt;br /&gt;
**Positive metagenetic qualities limited to SURGE II or SURGE III: Dermal Alteration (Blubber, Rhino Hide), Elongated Limbs, Functional Tail (Balance, Paddle, Prehensile, Thagomizer), Proboscis, Thorns&lt;br /&gt;
**Negative metagenetic qualities limited to SURGE III: Astral Hazing, Critter Spook, Mood Hair, Third Eye&lt;br /&gt;
**Negative metagenetic qualities limited to SURGE II or SURGE III: Bioluminescence, Cephalopod Skull, Feathers, Scales, Vestigial Tail&lt;br /&gt;
*The Striking Skin Pigmentation quality is incompatible with the Dermal Alteration quality.&lt;br /&gt;
*Bioluminescence works with either hair modifications or skin modifications, but not with both at the same time.&lt;br /&gt;
*Prehensile Tail has a minimum strength score of 1.&lt;br /&gt;
&lt;br /&gt;
====Symbiosis====&lt;br /&gt;
*In order to make the first test to change attunement location, a character with Symbiosis must have lived in a single place for a season - that is to say, 3 months, for simplicity&#039;s sake. Thereafter, each test is after 1 month, as stated.&lt;br /&gt;
&lt;br /&gt;
====Technical School Education====&lt;br /&gt;
*It&#039;s incompatible with the Uneducated quality (CRB 87).&lt;br /&gt;
&lt;br /&gt;
====Thagomizer Tail and Venom====&lt;br /&gt;
*The thagomizer tail can be used with the natural Venom quality. Ignore the fangs requirement for the latter.&lt;br /&gt;
&lt;br /&gt;
====Trog Traitor====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Trust Fund====&lt;br /&gt;
*Trust Fund provides a base lifestyle of the appropriate type altered only by positive and negative qualities, metatype/variant and any ware one may have. The lifestyle may be altered, however, if the final cost of the lifestyle is higher than the base as provided above, one must pay the difference. If the final cost is lower, one does not receive the difference.&lt;br /&gt;
*The Corporate Limited SIN quality can be used to get Trust Fund.&lt;br /&gt;
*Trust Fund and Hard Luck are incompatible.&lt;br /&gt;
&lt;br /&gt;
====Uneducated====&lt;br /&gt;
*This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities.&lt;br /&gt;
&lt;br /&gt;
====Wanted====&lt;br /&gt;
*Collection of bounties on other character will follow all of the rules for [[PvP on the Haven]].  Notably, collecting bounties on teammates during the course of a run is disallowed.&lt;br /&gt;
*Should a GM organize a private run against a character with wanted where NPC runners would otherwise be used, PC runners may join on that run. The GM should get the informed consent of all players involved and thematics department approval given the often tense and unfair nature of PvP in Shadowrun 5E.&lt;br /&gt;
*The impact of the wanted quality should be limited to the character in question.&lt;br /&gt;
*GMs are highly encouraged to use the wanted quality to complicate runs, as with all negative qualities.&lt;br /&gt;
*Contacts will not aid in the collection of bounties on wanted characters except in extreme, rare situations.&lt;br /&gt;
*Rules for burning edge will be kept in mind when handling the wanted quality.&lt;br /&gt;
*Players may appeal to the thematics team or council should they feel the awarding of wanted during the course of a run was unwarranted.&lt;br /&gt;
&lt;br /&gt;
====Samurai Way Qualities====&lt;br /&gt;
In order to qualify for a Samurai Way quality, the character must:&lt;br /&gt;
*Have strictly less than 3 essence&lt;br /&gt;
*Not already have 2 Samurai Ways&lt;br /&gt;
*Be mundane, a technomancer, an explorer or an Aware&lt;br /&gt;
*WotS = Way of the Samurai (4th edition book)&lt;br /&gt;
*Double in cost as normal once the character is in career mode.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;  width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Bodyguard&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Charisma + Intuition &amp;gt;= 7&lt;br /&gt;
*Pistols skill &amp;gt;= 3&lt;br /&gt;
*Perception skill &amp;gt;= 3.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*a +2 die pool bonus to Perception checks &lt;br /&gt;
*may use Protecting the Principle (RG 125) without spending edge&lt;br /&gt;
*Choose one of the following&lt;br /&gt;
**Ready weapon may become a free action&lt;br /&gt;
**Take aim may become a free action. &lt;br /&gt;
***Mechanics Note: Free actions never reset recoil, only simple/complex actions that are not shooting your gun.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Merc&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**At least 4 ranks among the following skill groups: &lt;br /&gt;
***[Athletics, Close Combat, Firearms, Outdoors] &lt;br /&gt;
**14 total ranks among any skills from the following skill groups and skills: &lt;br /&gt;
***[Athletics, Close Combat, Firearms, Outdoors, Pilot Groundcraft, Pilot Aircraft, Pilot Aerospace, Pilot Walker].&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*Characters with this quality only suffer a -1 penalty on ranged combat for attacker running&lt;br /&gt;
*Increase by 1 any bonus they received on ranged defense tests for cover (partial cover provides a +3, good cover provides a +5).&lt;br /&gt;
*Choose one contact and one of the following types of merchandise [weapons, vehicles, armor]. &lt;br /&gt;
**Characters with this quality receive a 10% discount when buying the appropriate merchandise from that contact&lt;br /&gt;
**Characters receive a +3 die pool modifier when negotiating to sell/fence those goods with that contact.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Panzer&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Must have a modified Body score (for damage soaking purposes) of 5 or higher. &lt;br /&gt;
*Any unique two of the following implants: &lt;br /&gt;
**dermal plating, orthoskin, bone density Augmentation, Bone Lacing (Plastic), Bone Lacing (Aluminum), bone lacing (titanium), Cybertorso with armor, or cyberlimb with armor.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description= Characters with this quality receive &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+2 die pool modifier to resist fear and intimidation, including magically induced fear from spells or critter powers&lt;br /&gt;
**they may substitute their augmented Body attribute for Charisma when calculating their Intimidation dice pool. &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**Ignore two boxes of damage when calculating wound modifiers (which cannot be combined with the Pain Resistance adept power, pain editor bioware or damage compensator bioware)&lt;br /&gt;
**Receive a +1 die pool modifier to Body when making damage resistance tests.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Razorboy&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Any of the following implants&lt;br /&gt;
**cybereyes basic system, infrasonic generator, obvious full arm, obvious full leg, obvious torso, obvious skull.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Characters with this quality may add the following.&lt;br /&gt;
*+2 dice to Intimidation checks or +1 DV with cyberimplant weapons and bioweapons (melee only for both).&lt;br /&gt;
*+1 rating modifier to any Street knowledge skills they possess.&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Ronin&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Willpower + Intuition &amp;gt;= 7.&lt;br /&gt;
*Must maintain Street Cred equal to or greater than Notoriety.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*Reduce the essence cost of cyberware or bioware (not geneware) by 10%.&lt;br /&gt;
**The character may not also discount that type of implant with Biocompatibility.&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 DV with Blades, Clubs, Unarmed and Exotic Melee Weapons&lt;br /&gt;
**When they have a blade, club, unarmed weapon, or exotic melee weapon equipped and are not surprised, +2 to Reaction tests to defend themselves from combat, indirect Combat spells and so forth. &lt;br /&gt;
***Reaction-linked skill tests, initiative and surprise tests are not affected by this quality. &lt;br /&gt;
A ronin must burn Street Cred to reduce Notoriety should the character&#039;s Notoriety ever be higher than 1. This quality is incompatible with Bad Rep.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Sharpshooter&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Any two of the following implants:&lt;br /&gt;
*smartlink, vision magnification, any reflex recorder for a ranged combat skill, Tremor reducer, attention coprocessor, laser range finder.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=This quality also grants &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 die pool bonus to Sneaking &lt;br /&gt;
**+1 die pool bonus single ranged weapon skill of the player&#039;s choice. &lt;br /&gt;
*For each take aim action the character takes they receive a -1AP modifier on their next applicable shot against that target.&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**Characters with this quality are not required to half their Willpower when calculating how many take aim actions they may perform with a ranged weapon.&lt;br /&gt;
**Character can take a -2 reduction to all range category penalties.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Street Ninja &lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Sneaking skill &amp;gt;= 4.&lt;br /&gt;
*Any two of the following implants:&lt;br /&gt;
**cybereyes basic system, cyberimplant weapon, enhanced articulation, synthacardium, reflex recorder (Sneaking), radar sensor.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Gain the following effects&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 dice to Sneaking tests &lt;br /&gt;
**+1 dice to Throwing Weapons &lt;br /&gt;
**+1 dice to a melee skill of the player&#039;s choice &lt;br /&gt;
***(Blades, Clubs, Exotic Melee Weapon, Unarmed Combat)&lt;br /&gt;
*Take a -2/4/6 die pool penalty on your Surprise test to give all enemies a -1/2/3 die pool penalty&lt;br /&gt;
**Multiple street ninjas may combine this penalty, but the penalty may never exceed -3.&lt;br /&gt;
*In the first pass of any combat where you force your opponents to roll surprise tests choose one of the following&lt;br /&gt;
**Reduce the called shot penalty of any called shot to -4. &lt;br /&gt;
**Take +3 dice to surprise tests. &lt;br /&gt;
|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
====Linked Attribute====&lt;br /&gt;
*When called for, the &#039;linked attribute&#039; is the attribute you are currently rolling as part of a skill test.  By way of example, Logic linked tests are any tests where you roll Logic combined with Skill ranks, so Edit File (Computer + Logic) is a Logic linked test whereas Matrix Perception (Computer + Intuition) is not.&lt;br /&gt;
&lt;br /&gt;
====Disguise====&lt;br /&gt;
*When you create your camouflage with the skill, roll Disguise + Intuition [Mental]. The camouflage Disguise test functions as a persistent teamwork test for your Sneaking tests as long as you are in the terrain type where it applies. This bonus does not stack with ruthenium polymer coating, chameleon skin or any other piece of gear that alters your appearance in such a way.&lt;br /&gt;
&lt;br /&gt;
====Diving====&lt;br /&gt;
*In a case where you have infinite leisure, are free to take your time ascending to a significant degree and go slower than is at all necessary, you may ignore the diving table results. They are for ascending promptly, at the maximum safe speed.&lt;br /&gt;
*If you make a Diving test and you fail, you do suffer all missed threshold results. Penalties to actions stack. Damage suffered is soaked separately. Ignore any results that call for a kraken attack.&lt;br /&gt;
&lt;br /&gt;
====Gunnery====&lt;br /&gt;
*Gunnery is both a vehicle and combat skill.&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
*A character may only receive Leadership bonuses from a single individual making tests at any given time. They should also not view the individual as an inferior or a subordinate, though viewing them as a &amp;quot;sole superior&amp;quot; or themselves as entirely subordinate is not necessary to receive benefits. A person providing Leadership bonuses to other individuals may not receive them themselves, even from another source.&lt;br /&gt;
*Rally stacks with itself to provide multiple increases to initiative if successfully used multiple times.&lt;br /&gt;
*Direct may only be used in situations that use or should use initiative time; this includes, but is not limited to, silent host dives, car chases and combat. There must be some sort of time pressure, taking an action that the character using Direct could potentially use to do something else.&lt;br /&gt;
&lt;br /&gt;
====Assensing/Astral combat====&lt;br /&gt;
*Non-Awakened can learn assensing and astral combat with skill ranks in chargen, indicating the character spent time learning it with Shade or other external means of attaining temporary astral perception before becoming a PC. &lt;br /&gt;
*Can be gained post-gen, but requires the expenditure of resources.&lt;br /&gt;
**For each rank learned post-gen, a mundane character has to purchase and use 4 doses of Shade. Effectively it means 4,000 Nuyen spent for each rank gained, but you may flavor this to Perfect Sight preps or spending a lot of time in alcheras and the sort. This applies to both skills.&lt;br /&gt;
*Note that even though you may learn these skills, you can&#039;t use them by default and have to access astral access from elsewhere, such as with Shade.&lt;br /&gt;
&lt;br /&gt;
====Specializations====&lt;br /&gt;
These [[Specializations|additional specializations]] may be used in addition to any specializations listed in the book. No other specializations are legal to take. Please contact the mechanics team in the channel if you want to add a specialization to the list, or have it approved by your chargen minion if the character is not approved yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Miscellaneous&amp;diff=153139</id>
		<title>Rulings/Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Miscellaneous&amp;diff=153139"/>
		<updated>2026-06-28T20:14:24Z</updated>

		<summary type="html">&lt;p&gt;John: /* Ware */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Miscellaneous Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
&lt;br /&gt;
*Military/Future Weapons are banned with the exception of the Aztechnology-Dassault Blood Hawk Mk 1, the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System and the Maker Mags.&lt;br /&gt;
*Renfield (SASS 32)&lt;br /&gt;
&lt;br /&gt;
====Banned Cyberware/Bioware====&lt;br /&gt;
&lt;br /&gt;
*Immunization (CF 164)&lt;br /&gt;
*Gradual Release Chemical Glands&lt;br /&gt;
*All Gammaware&lt;br /&gt;
*All Omegaware&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Better to be Feared than Loved (CF 54)&lt;br /&gt;
*Friends in High Places (RF 147)&lt;br /&gt;
*Human Lifespan (TCT 188) - Having a human lifespan can be done for free as a fluff decision.&lt;br /&gt;
*Massive Network (NF 177)&lt;br /&gt;
*Networker (NF 177)&lt;br /&gt;
*Observant (SL 127): It&#039;s assumed to be automatically possessed by all characters.&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Amnesia: Neural Deletion &amp;amp; Surface Loss (RF 152)&lt;br /&gt;
*Borrowed Time (RF 153)&lt;br /&gt;
*Consummate Professional (AP 17)&lt;br /&gt;
*Dead Emotion (CF 57)&lt;br /&gt;
*Dead SIN (BTB 162)&lt;br /&gt;
*Earther (RG 169)&lt;br /&gt;
*Every Man For Himself (SL 181)&lt;br /&gt;
*Escaped Custody (KC 99)&lt;br /&gt;
*Hung Out to Dry (RF 155)&lt;br /&gt;
*In Debt (RF 156)&lt;br /&gt;
*Neoteny (RF 121) - It&#039;s banned for play on ShadowHaven unless the character is a gnome. Gnome neoteny does not make the gnome appear childlike.&lt;br /&gt;
*One of Them (CF 58)&lt;br /&gt;
*Pregnant (BB 12)&lt;br /&gt;
*So Jacked Up (CF 59)&lt;br /&gt;
*Stay Out Of My Way (SL 127)&lt;br /&gt;
*Stolen Gear (NF 177)&lt;br /&gt;
*This Is Your Last Chance (SL 129)&lt;br /&gt;
*Tough and Targeted (CF 59)&lt;br /&gt;
*&#039;Ware Intolerance (KC 100)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
*Pharmaceutical Drug Grade (CF 190)&lt;br /&gt;
*Customizing Drugs (CF 190-192)&lt;br /&gt;
*Performance and downtime money methods (NF 60-61)&lt;br /&gt;
*Forcing another character to take chemicals with no penetration or power during combat is not allowed on the Haven (including by GMs).&lt;br /&gt;
*Group Resources (DT 43) &lt;br /&gt;
**The mechanics of the example groups (DT 35-43) are also not in use. See the [[Contact_Rules#Group_Contacts|group contacts.]] section of the contact rules for information related to factions and the [[:Category:Factions|factions]] page for existing shadowhaven factions.&lt;br /&gt;
&lt;br /&gt;
===Banned Lifestyle Options===&lt;br /&gt;
&lt;br /&gt;
*Hotel California (RF 226)&lt;br /&gt;
*Shared Advanced Lifestyles (HT 140)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Miscellaneous and Rulings==&lt;br /&gt;
&lt;br /&gt;
===Skills and Attributes===&lt;br /&gt;
*Skills are linked to the attribute being used with them in a given test.&lt;br /&gt;
*Currently &#039;&#039;attribute-linked&#039;&#039; refers to the attribute currently in use with the skill. This is a departure from RAW.&lt;br /&gt;
&lt;br /&gt;
===Street Cred===&lt;br /&gt;
*Street cred goes by the text, with the table assumed to be a misprint - it  provides a limit increase, but no dice increase.&lt;br /&gt;
&lt;br /&gt;
===Metatypes and Co.===&lt;br /&gt;
*Metavariants count as their metatypes for the purposes of augmentations and qualities (a dryad counts as an elf, for instance). An oni is capable of taking the Trog Traitor quality or Metatype Reduction ware.&lt;br /&gt;
*Shifters may shift with deltaware cyberware, even if it isn&#039;t purely internal, without it being automatically rejected.&lt;br /&gt;
&lt;br /&gt;
====Mundane-Only Content====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk7d3f/qualifying_for_mundaneonly_options/ --&amp;gt;&lt;br /&gt;
*Characters who have acquired a Magic or Resonance rating and continue to have any bonuses from the source which gave it do not qualify for mundane-only qualities, ascensions or other options. Characters who previously had it and no longer currently have any benefits from the source of that rating, aside from knowledge skills, may qualify for mundane-only options, however. This means that non-dual-natured infected do not qualify for mundane-only options, but a formerly awakened or emerged character who has burned out completely (zero magic and zero resonance) would.&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Mundane_only_qualities Mundane Only Playtest Content] can be found here.&lt;br /&gt;
&lt;br /&gt;
*[https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Mundane_Ascension Mundane Ascension] can be found here&lt;br /&gt;
&lt;br /&gt;
====Delivery Time====&lt;br /&gt;
*Delivery times are based off of the cost of the total cost of all items bought, not just the cost of a single item.&lt;br /&gt;
&lt;br /&gt;
====Better Than Bad’s New Uses for Karma and Street Cred====&lt;br /&gt;
*The &amp;quot;New Uses for Karma and Street Cred&amp;quot; are in effect, except where noted below.&lt;br /&gt;
*The rules for purchasing additional Loyalty and Connection with contacts are not in effect, superseded by our own [[Contact Rules]].&lt;br /&gt;
*The uses for Reputation Score are not in effect as Reputation Score is not a game concept that exists. If the writer&#039;s intent was Faction Rep, as Mechanics Team suspects, this is also superseded by our own rules.&lt;br /&gt;
&lt;br /&gt;
===Lifestyle===&lt;br /&gt;
*Your lifestyle costs are due in full every 4 runs, rather than being tied to the passage of time.&lt;br /&gt;
**Optionally, you may choose to pay 25% of the full costs each run if you prefer. &lt;br /&gt;
***Of note is that Chummer may not calculate this correctly with modifications to the lifestyle cost, such as a DocWagon subscription, as by default setting it up to only pay 25% your lifestyle cost will only discount your base lifestyle.&lt;br /&gt;
*Runners may share residences, but when it comes to lifestyle costs every runner must pay the full 100% of their lifestyle costs. Lifestyles are not simply just an apartment - they factor many other things into it as well from food, entertainment and other essentials. So while we allow people to room with other runners you will receive no discount.&lt;br /&gt;
*Armory lifestyle module&lt;br /&gt;
**This mod cannot be used to make money in downtime by selling weapons.&lt;br /&gt;
**This feature includes exactly one firearm, chosen when it is purchased, which is one you owned at character generation, or is under availability 12.&lt;br /&gt;
**The ammunition in your armory is not an exact number, but should be enough to utilize the gun when needed: a couple clips worth of the weapon&#039;s standard ammo.&lt;br /&gt;
**The armory&#039;s ammunition and firearm can only be used when you are within or near your lifestyle location. This is not a means to duplicate weapons or get unlimited ammo.&lt;br /&gt;
**Purchased guns and Ammo can be stored and maintained here. Note the need for a toolkit to effect repairs beyond cleaning.&lt;br /&gt;
&lt;br /&gt;
====Traveler Lifestyle====&lt;br /&gt;
When you pay rent or at character generation, roll on the [https://shreloaded.net/wiki/Traveler_Lifestyle_Table traveler lifestyle table] below to see what options your traveler lifestyle gets. If you have an idea for this table, feel free to send it to Leadership.&lt;br /&gt;
&lt;br /&gt;
=====SINner, Trust Fund Interactions=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!-&lt;br /&gt;
!Ork/Human/Elf&lt;br /&gt;
!Dwarf&lt;br /&gt;
!Troll&lt;br /&gt;
|-&lt;br /&gt;
|Street&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Squatter&lt;br /&gt;
|500&lt;br /&gt;
|600&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|Low&lt;br /&gt;
|2000&lt;br /&gt;
|2400&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|5000&lt;br /&gt;
|6000&lt;br /&gt;
|10000&lt;br /&gt;
|-&lt;br /&gt;
|High&lt;br /&gt;
|10000&lt;br /&gt;
|12000&lt;br /&gt;
|20000&lt;br /&gt;
|-&lt;br /&gt;
|Luxury&lt;br /&gt;
|100000&lt;br /&gt;
|120000&lt;br /&gt;
|200000&lt;br /&gt;
|}&lt;br /&gt;
Trust Fund should only cover up to that amount on the table above for each lifestyle/metatype. Secondly, SINner taxes should not be covered by Trust Fund.&lt;br /&gt;
&lt;br /&gt;
====Cost Reduction====&lt;br /&gt;
*For luxury, high, medium, low and squatter lifestyles, street cred or karma may be exchanged to reduce the base lifestyle cost to the next lowest level. The reduction cost is to be paid in any combination of street cred and/or karma in a one to one thousand nuyen rate. Costs can never be reduced further than 1 level. No other lifestyles may be reduced in cost and only the base lifestyle cost is reduced. Any taxes are applied to the adjusted base cost. Trust Fund lifestyles cannot be reduced in this way.&lt;br /&gt;
&lt;br /&gt;
====AR Fashion====&lt;br /&gt;
AR Fashion can be assumed to be part of your lifestyle at the following levels (or paid for separately at the listed prices): Casual is included in a low lifestyle, Business in medium, Formal in high and Designer in luxury.&lt;br /&gt;
&lt;br /&gt;
====CarnivoreGold====&lt;br /&gt;
*There are no limits on what may be translated, though the threshold may vary. The threshold should not exceed 8 in any case.&lt;br /&gt;
&lt;br /&gt;
====DocWagon====&lt;br /&gt;
*Resuscitation does not replace the requirement to burn edge in order to invoke Not Dead Yet.&lt;br /&gt;
&lt;br /&gt;
====Subliminal Subacoustics====&lt;br /&gt;
*Emotions that fit are GM discretion and their decision is final.&lt;br /&gt;
&lt;br /&gt;
====Vocal Tension Lie Detection====&lt;br /&gt;
*Vocal Tension Lie Detection may, at GM discretion, add to the Con resist roll.&lt;br /&gt;
*It always applies to judge intentions rolls to determine if someone is lying.&lt;br /&gt;
&lt;br /&gt;
====Workshop/Facility====&lt;br /&gt;
*Workshops and facilities do not require a commercial lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Special Work Area====&lt;br /&gt;
*Does not increase the limit for Resonance or Magic-based tests.&lt;br /&gt;
&lt;br /&gt;
===Ware===&lt;br /&gt;
*Assume that additional costs (lifestyle costs etc.) are not multiplied by ware grade.&lt;br /&gt;
*Custom cybergun availabilities are affected by the grade of the arm they are implanted in.&lt;br /&gt;
*Partial cyberlimbs may be upgraded to fuller limbs in accordance with the upgrade rules. Existing limb components must be present in the new fuller limb. This process can not be used to remove or change modifications that were present in the existing limb.&lt;br /&gt;
*The bonus from the spider eyes implant does not stack with multiple sets.&lt;br /&gt;
*A cybergland not installed in conjunction with an implanted cyberweapon may apply toxins to melee weapons using a complex action. A complex action is also what is required to apply a held toxin to a held melee weapon. In any case, a dose of toxin applied to a melee weapon is expended on a successful attack with that weapon.&lt;br /&gt;
*Cyberglands may only be used to offensively deploy toxins with explicit GM fiat and should generally only be usable in this fashion against helpless or unaware targets.&lt;br /&gt;
*A character with the Shiva Arms quality still uses 2 arms, 2 legs and the torso for the purposes of encumbrance calculations and limits for knockdown. Attribute scores and limits for specific actions remain in the realm of GM fiat for these characters.&lt;br /&gt;
*You cannot add mods to bioweapons.&lt;br /&gt;
*The Biocompatibility quality affects the grade multiplier, Adapsin affects the final essence cost afterwards. Thus, Biocompatibility comes in effect first and affects the grade modified essence cost, then the final number is affected by Adapsin.&lt;br /&gt;
*Body augmentations for the purpose of resisting damage from bone density augmentation or bone lacing are not restricted by augmented maximums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Deltaware Access====&lt;br /&gt;
*Awakened and those with Regeneration may not purchase deltaware except as part of rewards given for a specific run.&lt;br /&gt;
*The chance for an Awakened or Emerged character to purchase deltaware may be given as a Run Reward for Semi-Prime or Prime runs. This takes up 15 RVP and must be approved by a member of the Thematics Team. &lt;br /&gt;
*For awakened or emerged PCs with the Regeneration critter power, this takes up 30 RVP and must be approved by a member of the Thematics Team.&lt;br /&gt;
*Cosmetic ware that would cost 0 Essence by house rules does not require a run reward for deltaware access even for Awakened or characters with Regeneration.  To be clear, this is an exception to the above rules and the only exception.&lt;br /&gt;
&lt;br /&gt;
====Tailored Greyware====&lt;br /&gt;
*Tailored greyware is a higher grade version of greyware. The Brothers Grey Auction House, after the success of greyware, have gone about improving on the selling points of their modified cyberware. Tailored greyware is cheaper than deltaware, more readily available than betaware and costs less essence than betaware too. It&#039;s a cut above the regular greyware, but still keeps the same sleek but old-school look (with some improvements); it uses as few off-the-shelf parts as possible and is custom tuned to the recipient in order to better integrate with their body. It&#039;s got the following characteristics:&lt;br /&gt;
**1.7x the nuyen cost of standard grade cyberware.&lt;br /&gt;
**0.65x the essence cost of standard grade cyberware.&lt;br /&gt;
**Adds 2 to the availability of the cyberware (for example, availability 8 becomes 10).&lt;br /&gt;
**Not available at chargen.&lt;br /&gt;
**Otherwise, it follows the normal greyware rules.&lt;br /&gt;
&lt;br /&gt;
====Cosmetic and Therapeutic Ware====&lt;br /&gt;
*Purely &amp;quot;cosmetic or therapeutic&amp;quot; pieces of ware (cyberware or bioware) cost no essence ever (and never have in-universe).&lt;br /&gt;
*At chargen, there is no nuyen cost for purely &amp;quot;cosmetic or therapeutic&amp;quot; pieces of ware. After chargen, they will have their nuyen prices as listed in the books.&lt;br /&gt;
*When using any of these, your character is still recognizable as you – just you with cat ears or whatever.&lt;br /&gt;
*Healing time for between runs is assumed to be done before the next run starts (as is all other &#039;ware upgrades). Healing time during a run is handled as taking 0-3 physical and stun boxes (GM fiat based on how extensive the augmentation is), with surgery taking as much time as the GM says it does.&lt;br /&gt;
*Biosculpting to look less like an infected and to not be recognizable as yourself is an exception to the above and still costs essence (and nuyen if done during chargen).&lt;br /&gt;
**&amp;quot;Cosmetic and therapeutic&amp;quot; pieces of ware is defined as any piece of ware which has no mechanical benefit, exists solely to buy off negative qualities (the karma cost still needs to be paid) or are therapeutic (such as limb replacements).&lt;br /&gt;
&lt;br /&gt;
====Geneware====&lt;br /&gt;
*Shifters may take geneware freely and continue to shift. As it is not an implant, the Shift power does not expel it, cause any damage or loss of the geneware.&lt;br /&gt;
*All metatypes and metavariants can take all genetic treatments. Shifters and metasapients may take any geneware that is not part of phenotype adjustment. For transgenic alterations, shifters apply them equally to both forms. Infected may take any geneware appropriate for their type.&lt;br /&gt;
&lt;br /&gt;
====GreyWare====&lt;br /&gt;
*Greyware is permitted for any cyberware, however, any cyberware that would not ordinarily be obvious becomes obvious (skin protrusions, vents, whatever you wish to fluff it as within reason), and no cyberware may have any wireless functionality to speak of. For example, a greyware smartlink can still provide a bonus to accuracy if you plug into your gun, however, it can never provide bonus dice. Any wireless bonuses are similarly denied, and a greyware implanted commlink is not going to be able to make commcalls... you be the judge of how useful that may be.&lt;br /&gt;
*Direct connections do not grant wireless bonuses. You forfeit the entire bonus, not just the connectivity.&lt;br /&gt;
&lt;br /&gt;
====Adapsin====&lt;br /&gt;
*Adapsin works retroactively and works as a multiplicative modifier. Multiply the final essence cost of the ware by 0.9 after including other modifiers based on grade and the presence or lack thereof of Biocompatibility.&lt;br /&gt;
&lt;br /&gt;
====Antenna Grill====&lt;br /&gt;
*Requires implanted cyberdeck/commlink or a living persona.&lt;br /&gt;
*Can only be taken by characters with tusks (orks, trolls, people with implanted tusks, etc.).&lt;br /&gt;
&lt;br /&gt;
====Auto-Injector====&lt;br /&gt;
*Slap patches may not be placed into auto-injectors.&lt;br /&gt;
&lt;br /&gt;
====Bilateral Coordination Coprocessor====&lt;br /&gt;
*The bilateral coordination coprocessor reduces penalties by 2 for any given action, including for any allowed number of Shiva arm pairs. If you are only using one non-primary hand, this will typically be sufficient. However, if you are using multiple, the GM may apply the penalty multiple times, at their discretion. We suggest they only do this in cases where multiple limbs are required to coordinate to a higher degree than firing a weapon - for example performing brain surgery.&lt;br /&gt;
*The limit increase of multiple coprocessors stacks. No wireless bonus granting extra dice on a test stacks with the bonus from the same item, unless explicitly stated to do so.&lt;br /&gt;
&lt;br /&gt;
====Bone Lacing====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --&amp;gt;&lt;br /&gt;
*Bone Lacing stacks with cyberlimbs.&lt;br /&gt;
====CAST / Stirrup System====&lt;br /&gt;
The availability for CAST is reduce to 18F. CAST with Friend/Foe Recognition increases this by 1 to 19F as printed.&lt;br /&gt;
The availability for Stirrup is reduce to 15R/18R/21R.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l59jo2/cast_and_stirrup_system_availability/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chemical Glands====&lt;br /&gt;
*Permitted drugs for use in chemical glands are:&lt;br /&gt;
**All drugs in CRB (BTLs, as noted below, are excepted) &lt;br /&gt;
**All drugs in CF, with the following exceptions: Cereprax, Hurlg, K-10, Nightwatch, NoPaint, Sober Time and Soothsayer&lt;br /&gt;
**All drugs in &amp;quot;Boston Lockdown&amp;quot; with the following exception: Numb&lt;br /&gt;
*No magical compounds, Awakened drugs or BTLs are allowed for use with the glands. &lt;br /&gt;
*No contact vector-only drugs are allowed for use with the glands.&lt;br /&gt;
&lt;br /&gt;
====Cyberlimbs and Cyberlimb Mods====&lt;br /&gt;
*Strength and Agility customization and enhancement should be applied to the coremost (that is to say, the part closest to the torso - the uppermost part) part of any modular limbs a character has, and will automatically flow down through any parts possessed.&lt;br /&gt;
*Theoretically, any non-magical, non-Resonance skill may be taken as a cyberlimb optimization. However, no skill used over the Matrix or otherwise used remotely, no social skill apart from Performance and Etiquette, no skill used on the astral or against a target on the astral, or using the Resonance, may benefit from a cyberlimb optimization. Generally, a limb must be at least tangentially used to benefit, but this should be interpreted very broadly.&lt;br /&gt;
*Cyberlimb optimization when applied to something with accuracy will increase that items accuracy.&lt;br /&gt;
*Also worth noting that Gunnery benefits from cyberlimb optimization arms only in manual mounts; Gunnery on a remote mount is always a Matrix action and thus won&#039;t benefit.&lt;br /&gt;
*Cyberhands do not play into calculations for attacks. For the time being, lower arms count as averaging halfway with the meat limb.&lt;br /&gt;
*Cyberhand drone stats are: Handling 5 Speed 1G Acceleration 1 Body 1(1) Armor 1 Pilot 2 Sensor 1 Avail 8.&lt;br /&gt;
**The drone can wear gecko gloves and make use of them for climbing.&lt;br /&gt;
*The Liminal Body: Centaur ware only gives capacity in the legs.&lt;br /&gt;
*Cyberlimbs limit armor to:&lt;br /&gt;
**1 for hands and feet&lt;br /&gt;
**2 for partial limbs and partial skulls&lt;br /&gt;
**3 for full limbs and full skulls&lt;br /&gt;
&lt;br /&gt;
====Modular Cyberlimbs====&lt;br /&gt;
*Modular connectors between flesh and limb work in one of two ways - either you purchase a connector and place it in your flesh, allowing you to change out any appropriately-sized limb, or you purchase a modular limb and can swap it out without the use of a connector, but only with other modular limbs. Essentially, you pay in capacity or essence. In either case, your essence will adjust, leaving essence holes as appropriate, to any changes in your limbs. A connector does not place a limb into its capacity, so it still costs essence to have an arm attached to a connector.&lt;br /&gt;
*When using modular cyber limbs, only the limb component with the highest armor is calculated.&lt;br /&gt;
&lt;br /&gt;
====Datajack Plus====&lt;br /&gt;
*The datajack plus does not grant program slots to a technomancer&#039;s living persona. It still grants the noise reduction.&lt;br /&gt;
*Only functions when connected to a deck or RCC, it does not include any free programs and it cannot run an agent or Virtual Machine. Functionally, it increases the program slots of the deck or RCC by its rating.&lt;br /&gt;
&lt;br /&gt;
====Digigrade====&lt;br /&gt;
*The essence cost of digigrade legs is removed. &lt;br /&gt;
*They are installed in full limb leg replacements at the capacity and nuyen costs listed in Chrome Flesh, with no additional essence cost.&lt;br /&gt;
*Digigrade legs do not stack with skates or skimmers.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l59lkr/digigrade_legs_essence_cost/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EARRS====&lt;br /&gt;
*This augmentation effectively allows physical movement and actions while in VR.&lt;br /&gt;
*The -10 penalty applies to all non-Matrix, non-Resonance actions performed in meatspace.&lt;br /&gt;
*Vehicle actions taken through the jumped-in device are considered Matrix actions for the purposes of EARRS. A user who is jumped into a drone or vehicle is able to operate it as they normally would, though they retain normal control of their body; actions taken by their body suffer the normal -10 penalty. You cannot perceive or project astrally, or use any other magical actions, while in VR with EARRS.&lt;br /&gt;
&lt;br /&gt;
====Grapple Hand/Gun====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6can/grapple_guns_and_cyberarms/ --&amp;gt;&lt;br /&gt;
*30 meters of microwire may be stored with an implanted grapple gun for use with the gun.&lt;br /&gt;
*The grapple hand may be used as a weapon using grapple gun stats for DV and accuracy. If one has cyberimplant weapons which deal physical damage, we would suggest a GM permit the DV to change to physical instead of stun with no further alterations, but it is ultimately up to GM fiat.&lt;br /&gt;
&lt;br /&gt;
====Grey Mana Tattoos====&lt;br /&gt;
Grey mana tattoos follow the same rules as the grey mana armor modification. While grey mana tattoos are obvious on the astral, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an Astral Perception test is insufficient to arrest, only question.&lt;br /&gt;
&lt;br /&gt;
====MCT Biolink====&lt;br /&gt;
*Provides DNI and a wireless connection as per a datajack, but has no capacity to direct connect to devices. It may be turned on and off as desired with a Complex Action.&lt;br /&gt;
&lt;br /&gt;
====Mnemonic Enhancers====&lt;br /&gt;
*Mnemonic enhancers cannot affect skills gained through knowsofts.&lt;br /&gt;
&lt;br /&gt;
====Nanites====&lt;br /&gt;
*Soft nanite systems include the nanites they support for free. In Chummer, you may select the &#039;free&#039; button when purchasing the initial nanites for your system.&lt;br /&gt;
*Hard nanite systems include rating different configurations for free. In Chummer, you may select the &#039;free&#039; button when purchasing the rating different nanites that your hard nanite system supports. Note that only one at a time is active. For example, if you have a rating 3 hard nanohive, you may have it support control rig booster, anti-rad and nanite hunter nanites (but only one at a time).&lt;br /&gt;
*In either case, damage still degrades your active nanites. For every 3 boxes of physical damage you suffer degrade your active nanite systems by 1. Nanite systems are considered fully replenished at the start of the next run.&lt;br /&gt;
*The restocking cost for Hard Nanohives can be ignored.&lt;br /&gt;
&lt;br /&gt;
====Narco====&lt;br /&gt;
*Narco reduces the total damage suffered during a dose of Buffout due to its effects by two. It is not a reduction for each instance of damage, however. Instead of taking 3 damage, you would take 1, but instead of taking 9 damage, you would take 7.&lt;br /&gt;
*Narco does not affect situational or specific bonuses to attributes, such as bonuses to Logic-linked skills or bonuses to Strength for lift and carry or grappling damage.&lt;br /&gt;
&lt;br /&gt;
====Sharkskin====&lt;br /&gt;
*To gain the benefits of sharkskin, you must be striking with an area of your body that has exposed skin. A good rule of thumb is that if the armor can take a chemical seal (like FBA), there is not enough exposed skin to gain the benefits of sharkskin.&lt;br /&gt;
&lt;br /&gt;
====Skilljack/wires====&lt;br /&gt;
*Skilljacks: essence cost becomes 0.1 regardless of rating, cost becomes 1000¥ per rating (down from 10k and 0.1 per rating).&lt;br /&gt;
*Skillwires: essence cost becomes 0.1 per rating (down from 0.2 essence per rating).&lt;br /&gt;
*Skills from active hardwires or any form of skillwires do not come with you onto the astral.&lt;br /&gt;
&lt;br /&gt;
====Skimmers====&lt;br /&gt;
*Assume &amp;quot;significant extra weight&amp;quot; for the purposes of skimmers (CF 88) to mean anything more than roughly 2 kg/point of Body above and beyond FBA + reasonable weaponry. You can still have your combat axe or sniper rifle and FBA, but if you try carrying a ballistic shield things might get a bit hairy. Anything that needs a lift and carry test is, of course, right out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127xb15/cyberlimbs_skin_modification_compatibility/ --&amp;gt;&lt;br /&gt;
====Skin Modifications====&lt;br /&gt;
*For the sake of accepting skin modifications, the user should have a meaningful amount of skin left, at least two natural limbs. Torso counts as 2 limbs, head counts as 1, partial limbs count as half.&lt;br /&gt;
*Smartskin cannot go over cyberlimbs.&lt;br /&gt;
&lt;br /&gt;
====Skin Toner====&lt;br /&gt;
*Treat skin toner as a ruthenium polymer coating at rating 4 rather than a rating 4 chameleon suit.&lt;br /&gt;
&lt;br /&gt;
====Smart Skin====&lt;br /&gt;
*When enabled, smart skin becomes visible like dermal plating and adds its rating to armor. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
*When disabled the skin appears as normal skin. *In addition to the armor bonus the user can select either the weapon or defensive spikes to activate. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
*Defensive spikes don&#039;t work with any heavy armor (13+) &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Smuggling Compartments etc.====&lt;br /&gt;
*A smuggling compartment can hold concealability -1 or lower. If broken down, it can hold concealability 0 or lower.&lt;br /&gt;
*A skin pocket functions as above.&lt;br /&gt;
*A large smuggling compartment can store concealability +1 or lower. If broken down, it can store concealability +2 or lower.&lt;br /&gt;
*A cyberarm slide can store a taser, a hold-out pistol or a light pistol. It can store nothing else.&lt;br /&gt;
*A cyber holster can store items with a concealibility of 0 or lower.&lt;br /&gt;
*An assault rifle with a sawn-off barrel or shotgun with a sawn-off barrel may be stored across two large smuggling compartments if it is broken down, again taking the vast majority of the space. No larger firearm may be stored in such compartments.&lt;br /&gt;
*Concealability as a kludge for storage space is not additive in any sense, but if you&#039;re storing an item that caps out your concealability, you likely do not have much more space. Please use a little common sense here and don&#039;t take advantage.&lt;br /&gt;
*A large smuggling compartment in a cyberlimb may only hold a rating 1 or rating 2 vault of ages. Note that it is probably not safe to place contact trigger preparations inside one&#039;s own limbs, as they would be triggered by doing so.&lt;br /&gt;
*In order to take a horn compartment, one must have a horn.&lt;br /&gt;
&lt;br /&gt;
====Striking Calluses====&lt;br /&gt;
*Striking calluses give their benefit to natural weaponry with a base reach of at least 0. (For example, trolls get +1 reach but if a troll had a bite attack, normally reach -1, this would not benefit that.)&lt;br /&gt;
*Striking calluses apply to attacks with the Killing Hands adept power which use physical stats to determine DV, but not to attacks with cyberweapons.&lt;br /&gt;
*Striking with the hands my not get a damage bonus from striking calluses on the feet and strikes with feet can not get bonuses from calluses on the hands.&lt;br /&gt;
&lt;br /&gt;
====Suprathyroid Gland====&lt;br /&gt;
*The suprathyroid gland stacks with muscle augmentation and muscle toner.&lt;br /&gt;
&lt;br /&gt;
====Tails====&lt;br /&gt;
*Both the balance tail cyberware (CF 82, 85) and the tail bioware (CF 115, 117), which actually does mention weapons attached to the top, lack not only capacity for modifications, but also the attributes required to form dice pools and damage values. As such, neither will accept functional weapons.&lt;br /&gt;
*The bioware tail follows the same mechanics as the cyberware tail.&lt;br /&gt;
&lt;br /&gt;
====Tetrachromatic Vision====&lt;br /&gt;
*Tetrachromatic vision is not compatible with cybereyes.&lt;br /&gt;
&lt;br /&gt;
====Improved Synthskin====&lt;br /&gt;
*Improved synthskin no longer increases in capacity cost. Regardless of rating, it only takes one point to fit in a synthetic cyberlimb.&lt;br /&gt;
&lt;br /&gt;
====Cyber Skulls====&lt;br /&gt;
*Obvious Cyber Skulls have a capacity of 6.&lt;br /&gt;
*Synthetic Cyber Skulls have a capacity of 4.&lt;br /&gt;
&lt;br /&gt;
====Oral slasher====&lt;br /&gt;
*Oral slashers take 2 capacity.&lt;br /&gt;
&lt;br /&gt;
====Junkyard Jaw====&lt;br /&gt;
*Junkyard Jaw take 3 capacity.&lt;br /&gt;
&lt;br /&gt;
====Cyberfang====&lt;br /&gt;
*Cyberfang takes 1 capacity.&lt;br /&gt;
*Cyberfang, Retractable takes 2 capacity.&lt;br /&gt;
&lt;br /&gt;
====False Face====&lt;br /&gt;
*False Face takes 2 capacity and can only be placed in a skull.&lt;br /&gt;
&lt;br /&gt;
====Internal Router====&lt;br /&gt;
*All gear and ware that&#039;s directly connected goes offline but maintains wireless boosts if they don&#039;t need external server support (subscriptions etc.)&lt;br /&gt;
*Arrowlink and data cable hooking into your Data Jack does not work since the internal router network is completely sealed from external influence. &lt;br /&gt;
**Skinlink grappling is an exception to this, grappling Technomancers with skinlink can hack ware connected to the internal router.&lt;br /&gt;
&lt;br /&gt;
====Additional Eye mount====&lt;br /&gt;
*Each Additional Eye Mount system can support a single rating 1 cyber eye (bought separately). This eye is capable of installing any mods that fit within a normal R1 cybereye basic system. This single cybereye can be purchased separately for 50% of the normal cybereye cost. In the event the player also owns a full cyber eye basic system, the additional eye mount instead installs an additional cyber eye that matches the existing cyber eye suite. When visible the owner of additional eye mounts suffers a FREAK penalty as described in the Freaks side bar in RF Page 123&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
====Optical Camouflage====&lt;br /&gt;
*Different forms of optical camouflage (Adaptive Coloration, Adaptive Camouflage, RPC, Chameleon Suit) do not stack.&lt;br /&gt;
*If concealment is also in use, visual perception takes the larger dice pool penalty only.&lt;br /&gt;
====Burner SINs====&lt;br /&gt;
*Players may buy burner SINs and associated licenses at the same availability, but with 20% of the cost. These SINs expire after 1 week and may not leave the session they were bought in. They may have rating 1 through 6. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item Name&lt;br /&gt;
!Availability&lt;br /&gt;
!Nuyen&lt;br /&gt;
|-&lt;br /&gt;
|Burner Fake SIN (Rating 1-6)&lt;br /&gt;
|(Rating*3)F&lt;br /&gt;
|Rating*500 nuyen&lt;br /&gt;
|-&lt;br /&gt;
|Burner Fake License (Rating 1-6)&lt;br /&gt;
|(Rating*3)F&lt;br /&gt;
|Rating*40 nuyen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gas Mask====&lt;br /&gt;
*Gasmasks count as a respirator at rating 6 when active for purposes of resisting toxins, in addition to providing immunity to inhalation vector toxins while it still has air. Note that when resisting a toxin with multiple vectors, all applicable resistances apply.&lt;br /&gt;
&lt;br /&gt;
====Ghost Box====&lt;br /&gt;
*The ghost box does not function like the spell Trid Phantasm, it gives merely a sense of unease and a floater-like affect in the eye. The most using this device will give is social modifiers.&lt;br /&gt;
&lt;br /&gt;
====Faceless====&lt;br /&gt;
*Double the cost and availability of the base item (thus, it is rating * 4F and rating * 1000¥). The modifications for generic and specific faces remain as written. It exists from rating 1 to 6. It applies the normal effects against any and all devices of a rating less than or equal to its own with no roll necessary, but does not function against devices paid for with essence or devices with a rating higher than the faceless rating. Generic face versions may function as plain Faceless. Specific face versions may function as generic or specific face. The specific face version may be changed with 10 minutes work by anyone with ranks in Computer or Software. As an additional note, these are subject to the [https://shreloaded.net/wiki/Rulings/Custom_Mechanics#Upgrades upgrade rules] for rating, as well as base-&amp;gt;generic face-&amp;gt;specific face. This also means they can be purchased even when their availability is above 20, though the necessary rolls to do so must still be made.&lt;br /&gt;
&lt;br /&gt;
====Laced Lipstick====&lt;br /&gt;
*While laced lipstick itself does not protect you, the acquisition of an appropriate protective method - a plastic or wax coating, for example - is assumed to be a part of lifestyle for anyone who is not literally a squatter.&lt;br /&gt;
&lt;br /&gt;
====Pi-Tacs and Accessories====&lt;br /&gt;
*Door Gunner: if you are on a Pi-Tac team of any rating, you may fire weapons on a vehicle-controlled by another member of your team, assuming it has a smartlink and is wirelessly connected to you. You must use the Gunnery skill to operate the weapon, though you may use your choice of Agility or Logic. You must be in VR. In either case, you only take biofeedback damage if the weapon you are using is attacked specifically. The weapon cannot be actively used by another member of your team at the same time.&lt;br /&gt;
*Pi-Tacs can be connected to living personas.&lt;br /&gt;
&lt;br /&gt;
====Real SINs====&lt;br /&gt;
*A corporate SIN - or any other real SIN - is assumed to come with licenses for any R-rated gear you possess. This is true for the jurisdiction which issued the SIN, as well as the jurisdiction in which you reside. For the typically runner on ShadowHaven, this means their issuing body and the UCAS. Note that a license from an outside body does not automatically permit you to use an item. No jurisdiction will permit you to have an item they consider forbidden simply because you have a license for it from somewhere else where it is considered R. Notably, the written availabiltiy codes assume UCAS law, which applies to all of Seattle, except certain extraterritorial places. As a general rule, they can also be applied elsewhere in the absence of specific Thematics justification otherwise.&lt;br /&gt;
&lt;br /&gt;
====Scanners====&lt;br /&gt;
*When detecting a gun hidden inside a cyberware smuggling compartment or cyberarm slide/holster, both MAD and millimeter wave scanners may detect it as normal. If the weapon is resistant or immune to MAD scanners, the MAD scanner loses dice (from its pool equal to its rating) or cannot roll as appropriate.&lt;br /&gt;
*Cyberimplanted weapons are MAD-immune, but may still be detected by a millimeter wave scanner as normal.&lt;br /&gt;
*MAD scanners do not care about Palming or similar effects or intervening material. They can map things inside other things as long as the things being mapped are ferrous.&lt;br /&gt;
*Olfactory sensors may be used to detect the presence of tailored pheromones.&lt;br /&gt;
&lt;br /&gt;
====Shaman Tuxedo====&lt;br /&gt;
*The price is modified to 16000¥.&lt;br /&gt;
*The availability is modified to 16.&lt;br /&gt;
*The shaman tuxedo must be something that makes your status as a mage extremely obvious, including your tradition.&lt;br /&gt;
*You must continue to wear the shaman tuxedo for as long as you have the summoned spirit. Removing any part of the shaman tuxedo while you have a currently summoned spirit summoned with the shaman tuxedo will cause them to instantly lose all remaining services.&lt;br /&gt;
*The shaman tuxedo only works for spirits appropriate for your tradition. Any spirits outside of your normal tradition are not an option, even if you have a quality like Chain Breaker which makes them an option for summoning (e.g., a hermetic mage may not have a shaman tuxedo to provide its bonus for task spirits).&lt;br /&gt;
&lt;br /&gt;
====Tailored Perfume/Cologne====&lt;br /&gt;
The use of these are permitted, but only one application can be used effectively. If an additional, unique tailored perfumes/colognes are applied while another is still active, all effects from all tailored perfumes/colognes are negated. Additional applications of the same perfume or cologne do not have any effect.&lt;br /&gt;
&lt;br /&gt;
====Vault of Ages====&lt;br /&gt;
*A Vault of ages can hold (rating x 2) preparations, each of which can have a maximum force of (rating x 2).&lt;br /&gt;
*Vaults of ages have a maximum rating of 5.&lt;br /&gt;
*A Vault of ages has the size dependent on rating as defined by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;General Size&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Belt Pouch&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Satchel&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Backpack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Duffel Bag&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Minifridge/Safe (Vehicle Portable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System====&lt;br /&gt;
*Instead of using the existing statblock or vehicle rules at all, use the rules below.&lt;br /&gt;
**While wearing the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System, you may spend a complex action to move up to 50 meters in any direction, as long as you are attempting to both launch from and land on solid ground. Make a Freefall + Body [Physical] (3) test, and scatter from your intended target (3-hits)D6 meters. Direction is determined as usual. This action does not use up any of your own movement speed.&lt;br /&gt;
**Additionally, it may be used as a free action to arrest a fall of greater than 25 meters, negating all falling damage. You must be aware of your impending impact.&lt;br /&gt;
**In either case, you may only spend a single action to fire the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System per combat turn, and may not &amp;quot;combine&amp;quot; actions. You may move or arrest your fall, not both.&lt;br /&gt;
**Using it as a complex action takes one point of fuel, while using it as a free action takes two points. It has twenty points of fuel. Refueling it takes one uninterrupted minute to swap out the propane-tank sized fuel tank, but doesn&#039;t require you to remove the Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System.&lt;br /&gt;
**It cannot be used while encumbered, has no wireless functionality and is extremely loud and bright in use. Subtlety is not an option.&lt;br /&gt;
**On a glitch to activate the jetpack, the jetpack will fire, but the harness will fail, causing your jetpack to go flying without you. Hope you did not need that.&lt;br /&gt;
**On a critical glitch to activate the jetpack, the GM should roll scatter (or choose a direction). You move 50 meters in that direction at a great rate of knots. If you strike something that would stop you, take physical damage equal to the distance remaining to be traveled at AP-4. If you do not strike anything, you end up prone, but unhurt.&lt;br /&gt;
**The Vulcan Systems &amp;quot;Hotdrop&amp;quot; Rapid-Egress Jetpack System costs 50000¥ and has an availability of 18F. Refuels cost 250¥ and have an availability of 16F.&lt;br /&gt;
&lt;br /&gt;
===Critters===&lt;br /&gt;
Note: The bulk of critter powers are ruled on the Awakened page.&lt;br /&gt;
&lt;br /&gt;
*Critters have their own edge pool they may use following all normal rules. In addition, you are permitted to spend edge or burn edge on the behalf of your animals, including the use of Not Dead Yet.&lt;br /&gt;
&lt;br /&gt;
====Animal Availability====&lt;br /&gt;
&lt;br /&gt;
*[[Animal_Availability|See Here]]&lt;br /&gt;
&lt;br /&gt;
====Animal lifestyle cost====&lt;br /&gt;
*Relating to the table [[Animal_Availability|See Here]] regarding animal Availability, you may raise the cost of your lifestyle by 10% per step your animal&#039;s free maintenance is above your current lifestyle.&lt;br /&gt;
*For example, if you have an animal requiring a Luxury lifestyle in a Medium lifestyle, raise the cost of your lifestyle by 20% to cover the cost of your animal.&lt;br /&gt;
&lt;br /&gt;
====Critter Training====&lt;br /&gt;
*All animals are able to learn Logic x2 tricks, with domesticated animals able to learn Logic x3.&lt;br /&gt;
*Assume animals purchased at gen have a number of tricks learned equal to the PC&#039;s Animal Handling skill ranks, prior to any bonus ranks from adept powers or bioware. This does not allow them to exceed their normal limit on number of tricks. Skill improvements count as a trick per.&lt;br /&gt;
*Critter training time is removed.&lt;br /&gt;
*Technocritters, being almost impossible to train, remain in use as NPCs only. While it&#039;s possible, but extremely difficult, to train a technocritter to the same degree as a normal animal, it is virtually impossible to train them to use any of their Resonance or Matrix abilities in any fashion, a fact GMs are encouraged to keep in mind when using these.&lt;br /&gt;
&lt;br /&gt;
====Domestic====&lt;br /&gt;
*If an animal does not possess the Domesticated quality as part of its normal statblock, you cannot just add that onto the statblock. You cannot purchase animals with any modifiers based on previous treatment.&lt;br /&gt;
&lt;br /&gt;
====Flying====&lt;br /&gt;
*A bird may not exceed its normal flying speed. If a GM wishes to allow a bird to dive faster, they may at their sole discretion allow the bird to move at double its normal running rate if moving straight downward, though the falling bird should not exceed the normal falling rate.&lt;br /&gt;
&lt;br /&gt;
====Warforms and Chimeras====&lt;br /&gt;
*Warforms cost 10 times as much as a normal animal, plus an additional 20000¥. Both values are multiplicative with chimeric modifiers.&lt;br /&gt;
*Chimeric modification grants one of the enhanced senses per modification.&lt;br /&gt;
&lt;br /&gt;
====Critters and Owner Investments====&lt;br /&gt;
*A critter&#039;s owner may spend karma to do the following:&lt;br /&gt;
**Rebuy burnt points of Edge, up to the critter&#039;s starting Edge.&lt;br /&gt;
**Buy off negative qualities.&lt;br /&gt;
**Buy the following positive qualities:&lt;br /&gt;
***Astral Chameleon&lt;br /&gt;
***Catlike&lt;br /&gt;
***Guts&lt;br /&gt;
***High Pain Tolerance&lt;br /&gt;
***Magic Resistance&lt;br /&gt;
***Natural Athlete&lt;br /&gt;
***Outdoorsman&lt;br /&gt;
***Resistance To Pathogens/Toxins&lt;br /&gt;
***Tough as Nails (Stun/Physical)&lt;br /&gt;
***Toughness&lt;br /&gt;
***Water Sprite&lt;br /&gt;
***Will to Live&lt;br /&gt;
Note that karma for these comes out of the owner&#039;s available karma.&lt;br /&gt;
Besides rebuying burnt points of Edge, none of this is applicable to bound spirits of any type.&lt;br /&gt;
&lt;br /&gt;
===Biotech, Drugs and Toxins===&lt;br /&gt;
*When crashed from a drug, you are no longer on that drug.&lt;br /&gt;
*We ignore the speedballing rules.&lt;br /&gt;
*Smart corrosives must be purchased pre-programmed.&lt;br /&gt;
*As a general rule drugs that are intended to counteract toxins should apply before the toxins if both take effect on the same turn end. The order of the interractions are left to the decision of the GM.&lt;br /&gt;
*Nonmechanical impacts of drugs such as anti-depressants and etc. do not need to be represented on the sheet. You can assume they are a part of your lifestyle, though that might be a little tricky if you&#039;re a squatter.&lt;br /&gt;
*If you have an internal air tank or are using a gas mask of some variety, you are fine vs inhalation vector toxins for the duration of air you have in your tank. Otherwise you cannot hold your breath meaningfully to resist such toxins.&lt;br /&gt;
*Contact vector drugs and toxins may not be injected for effect. As a result, DMSO does not allow things to become injectable.&lt;br /&gt;
*Magical Compounds from Chrome Flesh count as drugs and as such cannot be used offensively.&lt;br /&gt;
*When using a stim patch to heal damage, the damage that returns is the same type of damage as the damage that was healed. For example if you remove 6 drain damage, when the patch wears off, the damage that comes back is still drain. The additional +1 damage is &amp;quot;general&amp;quot; damage.&lt;br /&gt;
*Neurostun, Pepper Punch and Tear Gas only overflow into Physical once per minute if the Stun Condition Monitor is already full.&lt;br /&gt;
&lt;br /&gt;
====Healing====&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Use the higher of the medkit&#039;s rating and your skill (First Aid or Medicine) when determining how many boxes you may heal.&lt;br /&gt;
*Wireless medkits may provide their rating as a dice pool bonus to the Medicine skill.&lt;br /&gt;
*A medkit operating autonomously through its wireless bonus is not capable of leading a teamwork test.&lt;br /&gt;
*Savior nanites do not suffer environmental penalties found on PG 208 of the core book. Being awakened/emerged or having essence loss still reduce dice as normal. &amp;lt;!-- Mech Ticket 0024 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====BTL and Drug Stacking====&lt;br /&gt;
*BTLs do not stack with drugs. They cause drug interactions with drugs, overdose with drugs and are affected by narco like drugs.&lt;br /&gt;
*Drugs with the same name overlap (you cannot take Kamikaze twice to get twice the benefits). Drugs with different names stack (you can take Zen and Red Mescaline to get +2 Willpower before factoring in Narco). In either case overdose applies.&lt;br /&gt;
&lt;br /&gt;
====Drug Crafting====&lt;br /&gt;
Players can now utilize their ranks in chemistry in order to make their own drugs. Please note the following rules.&lt;br /&gt;
*Acquiring raw ingredients requires a chemist or dealer contact. Alternatively you may make a Negotiation Test opposed by the Availability of the drug you&#039;re making.&lt;br /&gt;
**The raw ingredients cost half of the normal drug price.&lt;br /&gt;
**A Chemistry Toolkit makes Street-cooked level drugs up to Availability 10.&lt;br /&gt;
**A Chemistry Shop can make base level drugs.&lt;br /&gt;
**A Chemistry Facility can make designer level drugs.&lt;br /&gt;
*Mixing drugs requires a Chemistry + Logic Extended Test with a threshold equal to the drug’s (Availability x 2) or (Addiction Rating), whichever is higher, and an interval of eight hours. &lt;br /&gt;
*A glitch on any part of the Extended Test requires the player to start the entire test over with no successes&lt;br /&gt;
*A critical glitch means the ingredients are destroyed and cannot be used. &lt;br /&gt;
*You can make up to your Ranks in Chemistry doses between each run.&lt;br /&gt;
*Please note that currently, Bioengineered Awakened Drugs are not craftable with this system.&lt;br /&gt;
&lt;br /&gt;
====Immunity to Toxins====&lt;br /&gt;
&amp;lt;!-- council ruling https://www.reddit.com/r/ShadowHavenBBS/comments/ly1h3u/on_drugs_and_toxins/ --&amp;gt;&lt;br /&gt;
*Drugs are not toxins in a mechanical sense and are not subject to immunity to toxins.&lt;br /&gt;
&lt;br /&gt;
====Addiction Rules====&lt;br /&gt;
*Each time you take an addictive substance, you immediately make an addiction test. &lt;br /&gt;
**For psychologically addicting drugs, the test is LOG + WIL + (11 - drug&#039;s effective addiction rating) + (other modifiers).&lt;br /&gt;
**For physiologically addicting drugs, the test will be BOD + WIL + (11 - drug&#039;s effective addiction rating) + (other modifiers).&lt;br /&gt;
**For drugs that are &amp;quot;Both&amp;quot;, the test is the worse of your two dice pools for the above.&lt;br /&gt;
*If you fail the test, you immediately suffer the effects of a failed addiction test. As it is not an action, you may not Smackdown the test.&lt;br /&gt;
*Only permanent bonuses to attributes such as those from infected, from ware (e.g. cerebral booster) or those from the quality Cyber-Singularity Seeker can be used for the test. Temporary bonuses to attributes such as those from spells, drugs or ware that can be turned on and off cannot be used for the test.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/qk77j4/beating_addiction/ --&amp;gt;&lt;br /&gt;
*In order to buy off the Addiction Negative Quality, you must remain off of the drug for (Addiction Rating)/2 runs, rounded up.&lt;br /&gt;
&lt;br /&gt;
====Stat Changes====&lt;br /&gt;
*All substances found in BB should be treated as having a speed of &amp;quot;Immediate&amp;quot;.&lt;br /&gt;
*Deepweed has an addiction rating of 4 and an addiction threshold of 2.&lt;br /&gt;
*Snuff does not provide Pain Resistance 1. Instead it gives High Pain Tolerance 1.&lt;br /&gt;
*Blight is modified thus:&lt;br /&gt;
**Vector: Contact, Injection&lt;br /&gt;
**Speed: Special*&lt;br /&gt;
**Penetration: 0&lt;br /&gt;
**Power: 12&lt;br /&gt;
**Effect: a spirit exposed to this toxin must immediately make the toxin resistance test. If it fails, it immediately loses its Immunity to Normal Weapons power for (12 - spirit&#039;s force hours, min 1 hour).&lt;br /&gt;
*Legal psychchips may treat psychological disorders of up to 7 karma value. Illegal psychchips may treat psychological disorders of up to 15 karma value. In either case, remember that it counts as a drug for purposes of the drug interactions table. If the user develops an addiction and stops using the chips as a result, increase the level of the negative quality one step if possible.&lt;br /&gt;
*Dopadrine suppresses berserk effects for its duration. It does not cancel them. If Dopadrine is active when K-10 ends, you do not need to make an Edge roll.&lt;br /&gt;
*Assume Slab to possess all benefits of Reaper at no additional cost or availability.&lt;br /&gt;
*Neostigmine counters toxin-induced paralysis. It does nothing against Nerve Strike.&lt;br /&gt;
*Psyche &#039;&#039;does&#039;&#039; reduce the sustaining penalty of complex forms.&lt;br /&gt;
*Woad Berserk lasts as long as Bear shaman berserk effect does; it can easily wear off sooner than the drug itself. You can go berserk multiple times during 1 dose of Woad as a result. It only gives +2 Agility during the effect. You can choose not to resist berserk at all, effectively getting 0 hits on the Charisma + Willpower roll to reduce its duration.&lt;br /&gt;
*Zone is modified thus:&lt;br /&gt;
**Availability: 8&lt;br /&gt;
**Price: 80¥/dose&lt;br /&gt;
*Immortal Flower reduces Essence by 0.1 for every 20 boxes healed. This loss can be repaired by Revitalization treatments.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*It is not possible to buy multiple instances of the same quality, unless specifically stated. This also applies to Sensei and Codeslinger.&lt;br /&gt;
*In order to utilize a &amp;quot;free&amp;quot; quality, one must still meet all requirements of the quality. This does not apply if the source of the free quality explicitly states that you do not have to meet the requirements.&lt;br /&gt;
&lt;br /&gt;
====Gear Discounts====&lt;br /&gt;
*Made Man and Black Market Pipeline do not stack with each other, however, both stack individually with Dealer Connection. The stacking is calculated additively - thus, when both apply, you receive a 20% discount.&lt;br /&gt;
*Black Market Pipeline may be attached to public contacts. Only people possessing the quality may benefit from the quality.&lt;br /&gt;
&lt;br /&gt;
====Qualities affecting Training====&lt;br /&gt;
&lt;br /&gt;
*Dependents qualities remove all references to training time. All other impacts are in effect.&lt;br /&gt;
&lt;br /&gt;
*The Sensei quality has the following changes.&lt;br /&gt;
**If the Sensei is a skill sensei, the karma cost for increases in the selected skill will be reduced by 3.&lt;br /&gt;
**If the Sensei is a skill group sensei, the karma cost for increases individual skills in the group in the selected skill group will be reduced by 1. The whole group can be improved at a cost reduction of 3.&lt;br /&gt;
**If this reduced the cost for a new rank to zero, you may increase the skill to the rank instantly, for free. This applies even in cases where other qualities interact with this house rule.&lt;br /&gt;
**Sensei does not require a contact. The &amp;quot;Sensei&amp;quot; NPC may be a contact already on your sheet, but may also be a described but non-contact NPC. The quality does *not* grant a free contact.&lt;br /&gt;
&lt;br /&gt;
*Day Job qualities follow the table below, increasing the karma cost for attributes, skills, martial arts and specializations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Day Job Karma Cost modifier&lt;br /&gt;
|-&lt;br /&gt;
!Fame:&lt;br /&gt;
!None/Local&lt;br /&gt;
!National/Megacorp&lt;br /&gt;
!Global&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 1&lt;br /&gt;
|1&lt;br /&gt;
|1.5 (Every odd numbered increase is +2 instead of +1)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 2&lt;br /&gt;
|2&lt;br /&gt;
|2.5 (Every odd numbered increase is +3 instead of +2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Day Job 3&lt;br /&gt;
|3&lt;br /&gt;
|3.5 (Every odd numbered increase is +4 instead of +3)&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Addiction====&lt;br /&gt;
*You must stay off the drug for (addiction rating)/2 runs to buy off the quality.&lt;br /&gt;
*Some addictions are better suited with the Dependents quality and thus we recommend its use instead for alcohol, cigarettes, coffee, video games etc. Speak to your Chargen Minion to see if the Dependents or Addiction quality applies.&lt;br /&gt;
&lt;br /&gt;
====Ambidextrous====&lt;br /&gt;
*A nartaki or anyone else with the Shiva Arms quality requires an instance of Ambidextrous for each additional arm in order to avoid penalties with said arm.&lt;br /&gt;
&lt;br /&gt;
====Allergy (Sunlight)====&lt;br /&gt;
*Chemical seal does not have any particular effect on sunlight. However, most armor that is capable of providing chemical seal will by its nature reduce sunlight allergies by two steps when worn fully. Radiation protection has nothing to do with it, referring to alpha and beta radiation, not electromagnetic radiation.&lt;br /&gt;
&lt;br /&gt;
====Biocompatibility====&lt;br /&gt;
*Due to negative gameplay interactions, biocompatibility is not going to be restricted to at-gen only. However, one must still go through the normal approval process for it.&lt;br /&gt;
&lt;br /&gt;
====Bilingual====&lt;br /&gt;
*This quality can be taken post gen.&lt;br /&gt;
&lt;br /&gt;
====Brand Loyalty====&lt;br /&gt;
*Brand Loyalty is restricted to gear (not including foci or ware).&lt;br /&gt;
*Brand Loyalty at the Manufacturer level does apply to gear the brand does not make.&lt;br /&gt;
*Brand Loyalty may be taken at the Product level for generic items. In that case it will only apply to that specific type of weapon. For Example: Brand Loyalty (Product) &amp;quot;Sword&amp;quot; will only apply to the item class of &amp;quot;Sword&amp;quot; while all other Blades weapons suffer the malus.&lt;br /&gt;
&lt;br /&gt;
====Blandness====&lt;br /&gt;
*An oni or nartaki may take the Bland quality, but it will only work in groups of other oni or nartaki.&lt;br /&gt;
&lt;br /&gt;
====Black Forest Native====&lt;br /&gt;
*You do not require this quality to be from the Black Forest.&lt;br /&gt;
&lt;br /&gt;
====Candle in the Darkness====&lt;br /&gt;
*Candle In The Darkness no longer provides +2 Loyalty. Instead, it provides a +2 dicepool modifier to contact dice pools and tests to determine if the contact is available. See [[Contact Rules]] for details.&lt;br /&gt;
&lt;br /&gt;
====College Education====&lt;br /&gt;
*This quality is incompatible with the Uneducated quality (CRB 87).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfyxj/computer_illiterate_and_being_a_haven_runner/ --&amp;gt;&lt;br /&gt;
====Computer Illiterate====&lt;br /&gt;
*So long as the PC has a story of how they use the electronics while not being able to understand them, a PC may have the Computer Illiterate quality and still be a Haven runner. This can range from your fixer handling these tasks to just paying a street decker 50 nuyen to send a message.&lt;br /&gt;
&lt;br /&gt;
====Corporate Loyalist====&lt;br /&gt;
*Corporate Loyalist is permitted only with a genuine corporate limited or full SIN. Upon loss of the SIN, you lose the quality.&lt;br /&gt;
&lt;br /&gt;
====Corporate Pariah====&lt;br /&gt;
*Corporate Pariah is permitted, but only with a current (7 karma version) or past (10 karma version) corp SIN from an AAA corporation. Records on File is required for the 10 point version. It is not actually required for your character to have had the Corporate SINner negative quality, merely that they have had it in their fluff at some point in the past.&lt;br /&gt;
&lt;br /&gt;
====Community Connection====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Cyber-Snob====&lt;br /&gt;
*Cyber-Snob is altered to allow alphaware as the minimum grade so that it may be taken at charge.&lt;br /&gt;
&lt;br /&gt;
====Flashbacks====&lt;br /&gt;
*In order for Flashbacks to trigger again, the situation must be different in some quantifiable way. Additionally, this should only trigger once per scene at most, barring some extended time between triggers at GM discretion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vypg6q/gifted_healer_rework/ --&amp;gt;&lt;br /&gt;
====Gifted Healer====&lt;br /&gt;
*Replace the benefits of Gifted Healer with the following:&lt;br /&gt;
**Reduce penalties for First Aid and Medicine by 2 (CRB 205-208) and for the Heal spell by 2 from any source other than BGC.&lt;br /&gt;
&lt;br /&gt;
====Hobo with a Shotgun====&lt;br /&gt;
*Hobo with a Shotgun does not permit you to stay in a bolthole willingly.&lt;br /&gt;
&lt;br /&gt;
====Incomplete Deprogramming====&lt;br /&gt;
*Personalities from Persona Fix and Incomplete Deprogramming take precedence as follows: Persona Fix &amp;gt; Incomplete Deprogramming &amp;gt; Baseline Personality.&lt;br /&gt;
&lt;br /&gt;
====Location Attunement====&lt;br /&gt;
*Location Attunement is permitted. After a month, the quality&#039;s benefits are lost, not quality itself, negating the need to repurchase it.&lt;br /&gt;
&lt;br /&gt;
====Master Debater====&lt;br /&gt;
*Master Debater changes the attribute for all negotiation tests from charisma to logic.&lt;br /&gt;
&lt;br /&gt;
====Motion Sickness====&lt;br /&gt;
*When a character that has the Motion Sickness quality experiences acceleration of 3 or more, or speed of 4 or more, they will be incapacitated and vomiting as well as suffer double wound modifiers. &lt;br /&gt;
**Once they slow they will continue to experience double wound modifiers for (12-Bod)/2 minutes and will not continue to experience incapacitation or vomiting.&lt;br /&gt;
**Ondansetron removes the incapacitation and vomiting effects completely, but leaves the double wound modifiers as described in Motion Sickness and for five minutes after the motion falls below the described levels.&lt;br /&gt;
*Motion Sickness affects a person in a vehicle or jumped into a vehicle remotely as if they were in it and experience the full extent of this quality.&lt;br /&gt;
&lt;br /&gt;
====Nasty Trog====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Observant====&lt;br /&gt;
*Observant is assumed to be possessed by all characters, free of charge, changing observe in detail from a simple action to a free action. There is no need to notate this on your sheet. That&#039;s not a joke, we are serious. The game works better that way.&lt;br /&gt;
&lt;br /&gt;
====Practice Practice Practice====&lt;br /&gt;
*The Practice Practice Practice quality only applies to the physical, mental, social and astral limit.&lt;br /&gt;
&lt;br /&gt;
====Prototype Materials====&lt;br /&gt;
*This quality can only be taken once and does not require a run reward. It cannot be taken at character generation.&lt;br /&gt;
*You do not need to buy another level of Special Modifications. That is included in the quality.&lt;br /&gt;
&lt;br /&gt;
====Prototype Transhuman====&lt;br /&gt;
*This quality may allow you to take Used bioware to represent an inefficient prototype.&lt;br /&gt;
*Geneware may NOT be placed inside of the free essence point.&lt;br /&gt;
*While you can replace the ware provided by Prototype Transhuman, you cannot upgrade it, and the essence is not refunded.&lt;br /&gt;
*Regeneration, regardless of source, doesn&#039;t push Prototype Transhuman ware out. Otherwise it follows all normal bioware rules.&lt;br /&gt;
&lt;br /&gt;
====Redliner====&lt;br /&gt;
*The penalty for Redliner caps at 4 limbs considered.&lt;br /&gt;
&lt;br /&gt;
====Restricted Gear====&lt;br /&gt;
*Does not permit to buy items you would otherwise not be able to buy, except for the availability change.&lt;br /&gt;
*Allows you to purchase 2 clips (removable box magazines) of ammo necessary to operate a weapon if it&#039;s used to purchase a weapon that requires ammo with availability over 12. &lt;br /&gt;
**If the weapon requires two ammo like accessories to fire, this applies to both. &lt;br /&gt;
**This doesn&#039;t mean that you can buy two clips of every type of ammo, only enough ammo and ammo like accessories to fire two full clips.&lt;br /&gt;
&lt;br /&gt;
====Shoot First, Don&#039;t Ask Questions====&lt;br /&gt;
Shoot First, Don&#039;t Ask Questions applies regardless of which initiative type was rolled as long as a surprise test was made. Roll Data Processing + Intuition for surprise tests on the Matrix in VR.&lt;br /&gt;
&lt;br /&gt;
====SINner====&lt;br /&gt;
*Instead of a tax on nuyen earned, the SINner quality acts as an increase to lifestyle costs, similar to Dependents (CRB 80).&lt;br /&gt;
&lt;br /&gt;
====Special Modifications====&lt;br /&gt;
*Only characters without a Magic or Resonance score may take the quality.&lt;br /&gt;
*This quality functions as written except with the following caveats: a character may shift the benefits of Special Modifications to a new weapon at the end of any given run, regardless of whether or not the weapon was lost or destroyed. When doing so, one may change the benefits granted by the quality freely, even without changing the weapon they are applied to. It does not require any payment of lifestyle or similar. If a character has any ranks, they may change the fluff of the weapon within relatively close reason without expending a &amp;quot;slot&amp;quot;, but this cannot alter the concealability, apparent legality, or other mechanical attributes of the weapon. If a weapon does not deal elemental damage natively, it cannot be altered to deal elemental damage, however, if it does natively deal elemental damage of one type, one may spend one &amp;quot;slot&amp;quot; to change that type permanently to another type from the following list: electricity, acid, fire, water, cold. For spec mods specify that acid damage does not persist, applying damage and elemental effects for one round only. For simplicity, this does not alter the ammunition requirements. Hang a lampshade on it, if necessary. Disregard the entire last paragraph of the quality.&lt;br /&gt;
*This quality may be used to augment cyberweapons.&lt;br /&gt;
**Cyberweapons may not have their reach increased, however.&lt;br /&gt;
*When used to increase the AP of a weapon, Special Modifications does not count as base AP for purposes of the Bull&#039;s Eye Burst called shot.&lt;br /&gt;
&lt;br /&gt;
====SURGE====&lt;br /&gt;
*Each quality grants an amount of Metagentic Quality space (both positive and negative) equal to the cost of the quality (10, 15 and 30).&lt;br /&gt;
*The qualities are no longer random. You must select them.&lt;br /&gt;
*Some metagenetic qualities are limited to various levels, see below:&lt;br /&gt;
**Positive metagenetic qualities limited to SURGE III: Arcane Arrester, Bone Spikes, Dermal Alteration (Granite Shell), Glamour, Magic Sense, Metagenetic Improvement (Attribute), Nasty Vibe, Shiva Arms&amp;lt;br&amp;gt;&lt;br /&gt;
**Positive metagenetic qualities limited to SURGE II or SURGE III: Dermal Alteration (Blubber, Rhino Hide), Elongated Limbs, Functional Tail (Balance, Paddle, Prehensile, Thagomizer), Proboscis, Thorns&lt;br /&gt;
**Negative metagenetic qualities limited to SURGE III: Astral Hazing, Critter Spook, Mood Hair, Third Eye&lt;br /&gt;
**Negative metagenetic qualities limited to SURGE II or SURGE III: Bioluminescence, Cephalopod Skull, Feathers, Scales, Vestigial Tail&lt;br /&gt;
*The Striking Skin Pigmentation quality is incompatible with the Dermal Alteration quality.&lt;br /&gt;
*Bioluminescence works with either hair modifications or skin modifications, but not with both at the same time.&lt;br /&gt;
*Prehensile Tail has a minimum strength score of 1.&lt;br /&gt;
&lt;br /&gt;
====Symbiosis====&lt;br /&gt;
*In order to make the first test to change attunement location, a character with Symbiosis must have lived in a single place for a season - that is to say, 3 months, for simplicity&#039;s sake. Thereafter, each test is after 1 month, as stated.&lt;br /&gt;
&lt;br /&gt;
====Technical School Education====&lt;br /&gt;
*It&#039;s incompatible with the Uneducated quality (CRB 87).&lt;br /&gt;
&lt;br /&gt;
====Thagomizer Tail and Venom====&lt;br /&gt;
*The thagomizer tail can be used with the natural Venom quality. Ignore the fangs requirement for the latter.&lt;br /&gt;
&lt;br /&gt;
====Trog Traitor====&lt;br /&gt;
*Can only be taken by orks/trolls and metavariants of those.&lt;br /&gt;
&lt;br /&gt;
====Trust Fund====&lt;br /&gt;
*Trust Fund provides a base lifestyle of the appropriate type altered only by positive and negative qualities, metatype/variant and any ware one may have. The lifestyle may be altered, however, if the final cost of the lifestyle is higher than the base as provided above, one must pay the difference. If the final cost is lower, one does not receive the difference.&lt;br /&gt;
*The Corporate Limited SIN quality can be used to get Trust Fund.&lt;br /&gt;
*Trust Fund and Hard Luck are incompatible.&lt;br /&gt;
&lt;br /&gt;
====Uneducated====&lt;br /&gt;
*This quality is incompatible with the College Education (RF 145) or the Technical School Education (RF 150) qualities.&lt;br /&gt;
&lt;br /&gt;
====Wanted====&lt;br /&gt;
*Collection of bounties on other character will follow all of the rules for [[PvP on the Haven]].  Notably, collecting bounties on teammates during the course of a run is disallowed.&lt;br /&gt;
*Should a GM organize a private run against a character with wanted where NPC runners would otherwise be used, PC runners may join on that run. The GM should get the informed consent of all players involved and thematics department approval given the often tense and unfair nature of PvP in Shadowrun 5E.&lt;br /&gt;
*The impact of the wanted quality should be limited to the character in question.&lt;br /&gt;
*GMs are highly encouraged to use the wanted quality to complicate runs, as with all negative qualities.&lt;br /&gt;
*Contacts will not aid in the collection of bounties on wanted characters except in extreme, rare situations.&lt;br /&gt;
*Rules for burning edge will be kept in mind when handling the wanted quality.&lt;br /&gt;
*Players may appeal to the thematics team or council should they feel the awarding of wanted during the course of a run was unwarranted.&lt;br /&gt;
&lt;br /&gt;
====Samurai Way Qualities====&lt;br /&gt;
In order to qualify for a Samurai Way quality, the character must:&lt;br /&gt;
*Have strictly less than 3 essence&lt;br /&gt;
*Not already have 2 Samurai Ways&lt;br /&gt;
*Be mundane, a technomancer, an explorer or an Aware&lt;br /&gt;
*WotS = Way of the Samurai (4th edition book)&lt;br /&gt;
*Double in cost as normal once the character is in career mode.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot;  width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Bodyguard&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Charisma + Intuition &amp;gt;= 7&lt;br /&gt;
*Pistols skill &amp;gt;= 3&lt;br /&gt;
*Perception skill &amp;gt;= 3.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*a +2 die pool bonus to Perception checks &lt;br /&gt;
*may use Protecting the Principle (RG 125) without spending edge&lt;br /&gt;
*Choose one of the following&lt;br /&gt;
**Ready weapon may become a free action&lt;br /&gt;
**Take aim may become a free action. &lt;br /&gt;
***Mechanics Note: Free actions never reset recoil, only simple/complex actions that are not shooting your gun.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Merc&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**At least 4 ranks among the following skill groups: &lt;br /&gt;
***[Athletics, Close Combat, Firearms, Outdoors] &lt;br /&gt;
**14 total ranks among any skills from the following skill groups and skills: &lt;br /&gt;
***[Athletics, Close Combat, Firearms, Outdoors, Pilot Groundcraft, Pilot Aircraft, Pilot Aerospace, Pilot Walker].&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*Characters with this quality only suffer a -1 penalty on ranged combat for attacker running&lt;br /&gt;
*Increase by 1 any bonus they received on ranged defense tests for cover (partial cover provides a +3, good cover provides a +5).&lt;br /&gt;
*Choose one contact and one of the following types of merchandise [weapons, vehicles, armor]. &lt;br /&gt;
**Characters with this quality receive a 10% discount when buying the appropriate merchandise from that contact&lt;br /&gt;
**Characters receive a +3 die pool modifier when negotiating to sell/fence those goods with that contact.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Panzer&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Must have a modified Body score (for damage soaking purposes) of 5 or higher. &lt;br /&gt;
*Any unique two of the following implants: &lt;br /&gt;
**dermal plating, orthoskin, bone density Augmentation, Bone Lacing (Plastic), Bone Lacing (Aluminum), bone lacing (titanium), Cybertorso with armor, or cyberlimb with armor.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description= Characters with this quality receive &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+2 die pool modifier to resist fear and intimidation, including magically induced fear from spells or critter powers&lt;br /&gt;
**they may substitute their augmented Body attribute for Charisma when calculating their Intimidation dice pool. &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**Ignore two boxes of damage when calculating wound modifiers (which cannot be combined with the Pain Resistance adept power, pain editor bioware or damage compensator bioware)&lt;br /&gt;
**Receive a +1 die pool modifier to Body when making damage resistance tests.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Razorboy&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Any of the following implants&lt;br /&gt;
**cybereyes basic system, infrasonic generator, obvious full arm, obvious full leg, obvious torso, obvious skull.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Characters with this quality may add the following.&lt;br /&gt;
*+2 dice to Intimidation checks or +1 DV with cyberimplant weapons and bioweapons (melee only for both).&lt;br /&gt;
*+1 rating modifier to any Street knowledge skills they possess.&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Ronin&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Willpower + Intuition &amp;gt;= 7.&lt;br /&gt;
*Must maintain Street Cred equal to or greater than Notoriety.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Receive the following&lt;br /&gt;
*Reduce the essence cost of cyberware or bioware (not geneware) by 10%.&lt;br /&gt;
**The character may not also discount that type of implant with Biocompatibility.&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 DV with Blades, Clubs, Unarmed and Exotic Melee Weapons&lt;br /&gt;
**When they have a blade, club, unarmed weapon, or exotic melee weapon equipped and are not surprised, +2 to Reaction tests to defend themselves from combat, indirect Combat spells and so forth. &lt;br /&gt;
***Reaction-linked skill tests, initiative and surprise tests are not affected by this quality. &lt;br /&gt;
A ronin must burn Street Cred to reduce Notoriety should the character&#039;s Notoriety ever be higher than 1. This quality is incompatible with Bad Rep.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Sharpshooter&lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Any two of the following implants:&lt;br /&gt;
*smartlink, vision magnification, any reflex recorder for a ranged combat skill, Tremor reducer, attention coprocessor, laser range finder.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=This quality also grants &lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 die pool bonus to Sneaking &lt;br /&gt;
**+1 die pool bonus single ranged weapon skill of the player&#039;s choice. &lt;br /&gt;
*For each take aim action the character takes they receive a -1AP modifier on their next applicable shot against that target.&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**Characters with this quality are not required to half their Willpower when calculating how many take aim actions they may perform with a ranged weapon.&lt;br /&gt;
**Character can take a -2 reduction to all range category penalties.&lt;br /&gt;
|}}&lt;br /&gt;
| style=&amp;quot;text-align:center; width: 20%&amp;quot; | {{Quality|&lt;br /&gt;
|Name=Street Ninja &lt;br /&gt;
|ScreenWidthPercentage=100&lt;br /&gt;
|Requires=Ess &amp;lt; 3&lt;br /&gt;
*Sneaking skill &amp;gt;= 4.&lt;br /&gt;
*Any two of the following implants:&lt;br /&gt;
**cybereyes basic system, cyberimplant weapon, enhanced articulation, synthacardium, reflex recorder (Sneaking), radar sensor.&lt;br /&gt;
|KarmaCost=10&lt;br /&gt;
|Description=Gain the following effects&lt;br /&gt;
*Choice of one of the following&lt;br /&gt;
**+1 dice to Sneaking tests &lt;br /&gt;
**+1 dice to Throwing Weapons &lt;br /&gt;
**+1 dice to a melee skill of the player&#039;s choice &lt;br /&gt;
***(Blades, Clubs, Exotic Melee Weapon, Unarmed Combat)&lt;br /&gt;
*Take a -2/4/6 die pool penalty on your Surprise test to give all enemies a -1/2/3 die pool penalty&lt;br /&gt;
**Multiple street ninjas may combine this penalty, but the penalty may never exceed -3.&lt;br /&gt;
*In the first pass of any combat where you force your opponents to roll surprise tests choose one of the following&lt;br /&gt;
**Reduce the called shot penalty of any called shot to -4. &lt;br /&gt;
**Take +3 dice to surprise tests. &lt;br /&gt;
|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
====Linked Attribute====&lt;br /&gt;
*When called for, the &#039;linked attribute&#039; is the attribute you are currently rolling as part of a skill test.  By way of example, Logic linked tests are any tests where you roll Logic combined with Skill ranks, so Edit File (Computer + Logic) is a Logic linked test whereas Matrix Perception (Computer + Intuition) is not.&lt;br /&gt;
&lt;br /&gt;
====Disguise====&lt;br /&gt;
*When you create your camouflage with the skill, roll Disguise + Intuition [Mental]. The camouflage Disguise test functions as a persistent teamwork test for your Sneaking tests as long as you are in the terrain type where it applies. This bonus does not stack with ruthenium polymer coating, chameleon skin or any other piece of gear that alters your appearance in such a way.&lt;br /&gt;
&lt;br /&gt;
====Diving====&lt;br /&gt;
*In a case where you have infinite leisure, are free to take your time ascending to a significant degree and go slower than is at all necessary, you may ignore the diving table results. They are for ascending promptly, at the maximum safe speed.&lt;br /&gt;
*If you make a Diving test and you fail, you do suffer all missed threshold results. Penalties to actions stack. Damage suffered is soaked separately. Ignore any results that call for a kraken attack.&lt;br /&gt;
&lt;br /&gt;
====Gunnery====&lt;br /&gt;
*Gunnery is both a vehicle and combat skill.&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
*A character may only receive Leadership bonuses from a single individual making tests at any given time. They should also not view the individual as an inferior or a subordinate, though viewing them as a &amp;quot;sole superior&amp;quot; or themselves as entirely subordinate is not necessary to receive benefits. A person providing Leadership bonuses to other individuals may not receive them themselves, even from another source.&lt;br /&gt;
*Rally stacks with itself to provide multiple increases to initiative if successfully used multiple times.&lt;br /&gt;
*Direct may only be used in situations that use or should use initiative time; this includes, but is not limited to, silent host dives, car chases and combat. There must be some sort of time pressure, taking an action that the character using Direct could potentially use to do something else.&lt;br /&gt;
&lt;br /&gt;
====Assensing/Astral combat====&lt;br /&gt;
*Non-Awakened can learn assensing and astral combat with skill ranks in chargen, indicating the character spent time learning it with Shade or other external means of attaining temporary astral perception before becoming a PC. &lt;br /&gt;
*Can be gained post-gen, but requires the expenditure of resources.&lt;br /&gt;
**For each rank learned post-gen, a mundane character has to purchase and use 4 doses of Shade. Effectively it means 4,000 Nuyen spent for each rank gained, but you may flavor this to Perfect Sight preps or spending a lot of time in alcheras and the sort. This applies to both skills.&lt;br /&gt;
*Note that even though you may learn these skills, you can&#039;t use them by default and have to access astral access from elsewhere, such as with Shade.&lt;br /&gt;
&lt;br /&gt;
====Specializations====&lt;br /&gt;
These [[Specializations|additional specializations]] may be used in addition to any specializations listed in the book. No other specializations are legal to take. Please contact the mechanics team in the channel if you want to add a specialization to the list, or have it approved by your chargen minion if the character is not approved yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153138</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153138"/>
		<updated>2026-06-28T20:13:34Z</updated>

		<summary type="html">&lt;p&gt;John: /* Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind/Net/Mana Bind/Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange/Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (non-traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
*Damage from Called Shot: Vitals 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;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153074</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153074"/>
		<updated>2026-06-25T16:58:04Z</updated>

		<summary type="html">&lt;p&gt;John: /* Shapechange and Critter Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind/Net/Mana Bind/Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange/Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (non-traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153073</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153073"/>
		<updated>2026-06-25T16:57:49Z</updated>

		<summary type="html">&lt;p&gt;John: /* Bind, Net, Mana Bind and Mana Net */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind/Net/Mana Bind/Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange and Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (non-traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153072</id>
		<title>Rulings/Awakened</title>
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		<updated>2026-06-25T16:57:08Z</updated>

		<summary type="html">&lt;p&gt;John: /* bind/Net/Mana bind/Mana net */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====Bind, Net, Mana Bind and Mana Net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange and Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (non-traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
**As the Necro Summoning ritual refers to the Homunculus ritual, it uses the same duration for ritual performing, taking (Force) hours.&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153054</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153054"/>
		<updated>2026-06-23T15:20:50Z</updated>

		<summary type="html">&lt;p&gt;John: /* Romani */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====bind/Net/Mana bind/Mana net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange and Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (non-traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
* Both traditionalist and non-traditionlist Romani awakened are allowed.&lt;br /&gt;
** Traditionalists use the default rules, under &amp;quot;Romani Mage Rules&amp;quot;, and maintain their unique WIL+WIL drain code.&lt;br /&gt;
** Non-traditionalists have a drain code of CHA+WIL or INT+WIL, and function as standard awakened. They are more commonly from Roma groups that don&#039;t subscribe to the nomadic lifestyle.&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153053</id>
		<title>Rulings/Awakened</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rulings/Awakened&amp;diff=153053"/>
		<updated>2026-06-23T15:18:19Z</updated>

		<summary type="html">&lt;p&gt;John: /* Elder God Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
==Banned Awakened Content==&lt;br /&gt;
&lt;br /&gt;
===Banned Items===&lt;br /&gt;
*Crucible (FA 193)&lt;br /&gt;
&lt;br /&gt;
===Banned Qualities===&lt;br /&gt;
====Positive Qualities====&lt;br /&gt;
*Apt Pupil (FA 32)&lt;br /&gt;
*Archivist (FA 32)&lt;br /&gt;
*Blood Crystal qualities (FA 132) are restricted to NPCs only&lt;br /&gt;
*Dark Ally (FA 35)&lt;br /&gt;
*Elemental Focus (HT 191)&lt;br /&gt;
*Illusionist (FA 37)&lt;br /&gt;
*Puppet Master (FA 39)&lt;br /&gt;
*Stalwart Ally (FA 42)&lt;br /&gt;
&lt;br /&gt;
====Negative Qualities====&lt;br /&gt;
*Wildcard Chimera (DTR 163-164)&lt;br /&gt;
&lt;br /&gt;
===Banned Spells===&lt;br /&gt;
Everything involving blood, insect, shadow and toxic magic is restricted to NPCs.&lt;br /&gt;
&lt;br /&gt;
The following spells are banned:&lt;br /&gt;
&lt;br /&gt;
*Calling&lt;br /&gt;
*Convert Blood to Ichor&lt;br /&gt;
*Convince &lt;br /&gt;
*Growth &lt;br /&gt;
*Inflict Disease&lt;br /&gt;
*Multiply Food &lt;br /&gt;
*Rot&lt;br /&gt;
*Pollution and Radiation spells, adept powers etc.&lt;br /&gt;
*Shape [Material] &lt;br /&gt;
*Turn to Goo&lt;br /&gt;
*Petrify&lt;br /&gt;
*False Impression&lt;br /&gt;
*Manascape&lt;br /&gt;
*Augury and Sortilege&lt;br /&gt;
&lt;br /&gt;
===Banned Alchemical Preps===&lt;br /&gt;
&lt;br /&gt;
*Lightning Blade (FA 199)&lt;br /&gt;
*Drain Away (FA 195)&lt;br /&gt;
*Laminate (FA 196)&lt;br /&gt;
&lt;br /&gt;
===Banned Adept Powers for PCs===&lt;br /&gt;
&lt;br /&gt;
*Plague Cloud&lt;br /&gt;
*Pollution and Radiation spell, adept powers etc.&lt;br /&gt;
&lt;br /&gt;
===Banned Mentor Spirits for PCs===&lt;br /&gt;
&lt;br /&gt;
*Planar Entity&lt;br /&gt;
*Doom&lt;br /&gt;
*Pollution&lt;br /&gt;
*Disease&lt;br /&gt;
*Mutation&lt;br /&gt;
&lt;br /&gt;
===Banned Traditions===&lt;br /&gt;
&lt;br /&gt;
*Draconic Tradition (FA 76) - it is only permitted for the use by claimed drakes taught by a great dragon and serving them, which makes it de facto banned on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
*Tarot (FA 91)&lt;br /&gt;
&lt;br /&gt;
*Hybrid traditions (FA 101)&lt;br /&gt;
&lt;br /&gt;
*All custom traditions&lt;br /&gt;
&lt;br /&gt;
===Banned Metamagics===&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Insect Shaman (FA 43)&lt;br /&gt;
&lt;br /&gt;
*Paradigm Shift: Toxic (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Spirit Expansion: Shedim (FA 44)&lt;br /&gt;
&lt;br /&gt;
*Predator Feast (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Soul Tether (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Spiritual Sacrifice (FA 131)&lt;br /&gt;
&lt;br /&gt;
*Tarot Summoning (FA 45)&lt;br /&gt;
&lt;br /&gt;
*Quickening (CRB 326)&lt;br /&gt;
&lt;br /&gt;
*Sacrifice (SG 90)&lt;br /&gt;
&lt;br /&gt;
===Banned Arts===&lt;br /&gt;
&lt;br /&gt;
*Geomancy (SG 143)&lt;br /&gt;
&lt;br /&gt;
===Banned Mechanics===&lt;br /&gt;
&lt;br /&gt;
*Fettering (SG 192)&lt;br /&gt;
*Updated raw reagents (FA 188)&lt;br /&gt;
*Refined reagents uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Radical reagent uses (FA 188)&lt;br /&gt;
**SG uses still allowed&lt;br /&gt;
*Spirit leashing (FA 182)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=banned /&amp;gt; &amp;lt;!--For Transposition of Banned Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Altered Awakened Content and Rulings==&lt;br /&gt;
*To prevent truly ridiculous damage codes, the [Element] Aura spell, the Energy Aura critter power, and the Elemental Body adept power do not stack on ShadowHaven. &lt;br /&gt;
*Physical changes brought about by magic, such as a loup-garou taking Digitigrade Legs, lose all mechanical benefits when the character no longer has a Magic score - however, any visual effects remain. In the example, a loup-garou&#039;s legs would still appear digitigrade, but no longer provide a movement speed bonus.&lt;br /&gt;
&lt;br /&gt;
===Awakened Archetypes===&lt;br /&gt;
====Apprentice====&lt;br /&gt;
*An apprentice can only select UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
** An Apprentice who takes a tradition that offers tradition-specific spirits (such as necro spirits) can take them so long as the tradition-specific spirits are variants of UMT spirits.&lt;br /&gt;
*An apprentice has access to Summoning, Binding, Disenchanting, Spellcasting, Ritual Spellcasting and Counterspelling. However, Summoning, Binding, Spellcasting and Ritual Spellcasting are restricted to their one spirit type and one spell type (unless the apprentice in question takes Chain Breaker, which works at normal).&lt;br /&gt;
*Apprentices have access to Assensing and Astral Combat.&lt;br /&gt;
&lt;br /&gt;
====Aspected Conjurer====&lt;br /&gt;
*Aspected conjurers receive +1 service from spirits whenever they successfully summon a spirit. This stacks with similar effects (such as the Boar mentor and Shaman Tuxedo).&lt;br /&gt;
*Since they are barred from learning Ritual Spellcasting, aspected conjurers may learn the Summon Great Form ritual. Additionally, they may use their ranks in Summoning when performing the Summon Great Form Ritual instead of their ranks in Ritual Spellcasting. This still requires initiation into the Invocation art as normal.&lt;br /&gt;
&lt;br /&gt;
====Aspected Free Spells====&lt;br /&gt;
*Aspected magicians are granted free spells, based on their priority selection.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aspected Sorcerers and Aspected Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enchanters&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Apprentices&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|8&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|4&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aware====&lt;br /&gt;
*An Aware can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Elementalist====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be elementalists. You must choose to be an elementalist at chargen.&lt;br /&gt;
*Elementalists may reduce the drain for a spell they cast or for a spirit they summon by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Explorer====&lt;br /&gt;
*An explorer can take metamagics/enhancements/focused Awakened as an aspected magician.&lt;br /&gt;
&lt;br /&gt;
====Hedge Witch/Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may become hedge witches/wizards. You must choose to be a hedge witch/wizard at chargen.&lt;br /&gt;
*Hedge witches/wizards may reduce the drain for a spell they cast by 3 up to Magic/2 (rounded up) times per day. This does not take an action.&lt;br /&gt;
&lt;br /&gt;
====Mystic Adept====&lt;br /&gt;
*Mystic adepts must choose one of the three magical groups (Enchanting, Sorcery, Conjuring) which they will lose access to. Losing Sorcery effectively disables Adept Spell and Barehanded Adept.&lt;br /&gt;
*Per CRB 69, mystic adepts do not gain the ability to astrally perceive without purchasing the adept power to do so. The table in FA does not supersede this.&lt;br /&gt;
*Mystic adepts are held to the restrictions on their metamagics. This means that they can, by default, only take metamagics from the Undecided Way. &lt;br /&gt;
**In order to take metamagics outside of this, they must take another Way.&lt;br /&gt;
*In order to access metamagics such as Channeling or Centering, or any other &amp;quot;magician&amp;quot; metamagic, they have to follow the Magician&#039;s Way, which permits them to take any non-adept metamagic they qualify for.&lt;br /&gt;
*Adding to the above point, even if a mystic adept with the appropriate Adept Way takes a metamagic technique, they may not get any benefit from it unless they also have the appropriate skills (eg. Summoning to use Channeling)&lt;br /&gt;
&lt;br /&gt;
====Null Wizard====&lt;br /&gt;
*Aspected magicians, full magicians and mystic adepts may be null wizards. You must choose to be a null wizard at chargen.&lt;br /&gt;
*The Summoning skill is added to the list of skills they cannot take.&lt;br /&gt;
*A null wizard receives bonus dice to resist magic, like how the Spell Resistance adept power works, at a rating equal to Initiate Grade.&lt;br /&gt;
&lt;br /&gt;
====Seer====&lt;br /&gt;
*Aware, explorers, aspected magicians, full magicians, adepts (with Astral Perception) and mystic adepts (with Astral Perception) may be seers. You cannot use any skill from the Conjuring, Enchanting or Sorcery skill groups (anything linked to Magic as an attribute). You must choose to be a seer at chargen.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
*Ritual formulae have the availability and cost of Combat spell formulae.&lt;br /&gt;
*Drain and damage resistance tests are not penalized by sustaining penalties.&lt;br /&gt;
*Each fetish is limited to a single spell. In other words, you must have a separate fetish for each limited spell.&lt;br /&gt;
*Any PCs as well as any non-grunt NPCs the GM deems fit, are excepted from the normal penalty to resist ongoing mental Manipulation spells. All grunts are affected.&lt;br /&gt;
*You cannot teamwork Spellcasting.&lt;br /&gt;
*Casting an indirect, touch range combat spell is a touch unarmed attack (receiving the usual +2 dice pool bonus as well as succeeding on a tie) versus normal melee defense, followed by a Spellcasting + Magic test as appropriate for the spell as part of the same action. There is no defense test against the Spellcasting test, but you still receive normal damage resistance (soak) against the spell. Casting a touch spell of any other category is a touch unarmed attack in the same fashion, followed by the normal Spellcasting + Magic test versus the spell&#039;s appropriate resistance roll. Typically, a touch unarmed attack is a complex action and thus the whole spellcasting is a complex action in the above cases. In cases where the GM has ruled that you already have contact, you may recklessly cast if you desire, but remember that you can only make one offensive action per action phase without splitting your pool through the multiple attacks free action.&lt;br /&gt;
*You may not combine a touch spell with another unarmed attack.&lt;br /&gt;
*In terms of using the grapple hand cyberware with touch spells, you can only do so with a fully rewound one.&lt;br /&gt;
*Only Spellcasting and Ritual Spellcasting can make use of fetishes and limited spells.&lt;br /&gt;
*Indirect spells apply a cumulative defense penalty if you&#039;re targeted more than once in a single combat pass.&lt;br /&gt;
*Any detection spell may be taken as Extended&lt;br /&gt;
&lt;br /&gt;
====Counterspelling====&lt;br /&gt;
*Counterspelling turns indirect AoE spells into a threshold 3 opposed test against the number of counterspelling dice spent. In effect, you roll your counterspelling dice against the Spellcasting test, with each of your hits reducing their hits by one. This reduces their damage, introduces the potential to scatter where it may not have existed before. If you cause them to get zero hits, you prevent the spell from going off at all, though the caster still suffers appropriate drain.&lt;br /&gt;
**If multiple individuals with Spell Defense dice are in the AoE, the highest dicepool will be used for the test.&lt;br /&gt;
**A common misconception is that Spell Defense grants bonus dice to a soak roll against Area combat spells. It does not, it only reduces hits for scatter as described above which can reduce the over all DV by reducing net hits.&lt;br /&gt;
**This opposed roll also applies if the spell has no associated opposed roll with it. Examples of these kinds of spells include Mana Barrier and Mana Static (if target is in range of the effect).&lt;br /&gt;
**If a person with Spell Defense is in the AoE of a spell, they are considered to be targeted by it.&lt;br /&gt;
*The Arcane Bodyguard quality is a self-protection restriction on how many spell defense dice you can use on yourself, based per combat turn.&lt;br /&gt;
&lt;br /&gt;
====Direct Elemental Spells====&lt;br /&gt;
*While direct spells ignore armor for the purposes of dealing damage, the elemental effects still suffer the full resistance of armor.&lt;br /&gt;
&lt;br /&gt;
====Looking Glass====&lt;br /&gt;
*The Looking Glass spell permits UV light through just the same as regular light and thus sunlight passing through would trigger sunlight allergies.&lt;br /&gt;
*Laser weapons are capable of firing through Looking Glass-affected material. Incidentally, this is why Firewatch uses lasers.&lt;br /&gt;
*The looking glass spell affects things traditionally considered light, so visible, infrared and ultraviolet light.&lt;br /&gt;
&lt;br /&gt;
====Levitate====&lt;br /&gt;
*When casting Levitate, one treats it as a full stop. That is to say, they immediately take the damage of any distance they have already fallen, if appropriate. You may choose to cast it at any point during the falling distance you are passing through for that turn. In no case will you take damage from falling that exceeds 200 DV, matching with falling normally - as the most you can fall in a combat turn is 200 meters. (This is not to be exploited.)&lt;br /&gt;
*Whether the frame of reference of Levitate on a given target is the Gaiasphere or the vehicle they are in is subject to game master discretion. This does not have to be consistent at a table, however, if asked, they must answer honestly. &amp;quot;Dropping any fiat on someone&#039;s head is subject to GM fiat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Mindlink/Net====&lt;br /&gt;
*For the purposes of Mindlink and Mindnet, only metahumans and metasapients (including shapeshifters) may both be considered subjects and willing.&lt;br /&gt;
&lt;br /&gt;
====bind/Net/Mana bind/Mana net====&lt;br /&gt;
*Physical Targets&lt;br /&gt;
**When a target is fully bound to 0 agility, the verbiage allowing movement at 1/4 speed refers to the character&#039;s walking speed at normal agility.&lt;br /&gt;
**The dice pool penalty is on defending against attacks et cetera. &lt;br /&gt;
**The AGI reduction reduces the dice pools of any Agility-related actions like Right Back At Ya or Sneaking. &lt;br /&gt;
**Even if you fully reduce AGI to 0, this doesn&#039;t impede mental actions or skills.&lt;br /&gt;
**The spell affects vehicle/drone speed unless their movement doesn&#039;t require external moving parts (hovercraft, LTAV, VTOL). Walkers, wheeled, rotorcraft, and tracked vehicles are affected. It reduces Speed instead of AGI.&lt;br /&gt;
**Vehicles resist this spell with Object Resistance.&lt;br /&gt;
*Astral Targets&lt;br /&gt;
**Astral targets suffer the deficit to defense.&lt;br /&gt;
**If the caster achieves net hits greater than the targets willpower, their movement is reduced by 1/4.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1l5bdfh/bind_spell_clarifications/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button --&amp;gt;&lt;br /&gt;
*Mana Bind and Mana Net are defended against by Willpower + Charisma for the initial defense. This is an assumption made from the text and thus is an extended interpretation of the rules, rather than strict RAW.&lt;br /&gt;
&lt;br /&gt;
====Air Filter====&lt;br /&gt;
*The Duration of Air Filter will be changed to P and will last for 1 min/hit once made permanent.&lt;br /&gt;
&lt;br /&gt;
====Imbue and Attune Item Rituals====&lt;br /&gt;
*The second printing of SG is used to determine force. Notably, instead of performing the ritual at force = the dice the object has for resistance, roll the object&#039;s object resistance first. Then you must perform the ritual at a force equal to the number of hits the object got.&lt;br /&gt;
*Imbued item effects do not require a focus to be active and are not shut down by background counts.&lt;br /&gt;
*Berserk trait can be applied on any weapon so long as it meets the prerequisites (attuned or focus). If the trait activates, the following changes occur:&lt;br /&gt;
**The Berserk item&#039;s wielder has no regard for personal safety.&lt;br /&gt;
**The item prevents them from doing actions or interrupts that would prevent them from being more offensive. Examples of this are full defense, parrying, blocking and using movement to retreat further away from the enemy, but this isn&#039;t an exhaustive list. **The GM has final say on what would hinder your offensive options.&lt;br /&gt;
**The wielder must continue fighting until all enemies they are aware of have been incapacitated or killed.&lt;br /&gt;
**Berserk can only be imbued into either attuned items or weapon foci. No other type of focus is eligible.&lt;br /&gt;
**Berserk only gives its bonus to physical melee attacks and astral combat attacks. Cyberdecks and RCCs only get the benefit if you go smacking people with the deck itself.&lt;br /&gt;
*Respect trait incurs a monetary cost which must be paid when binding or imbuing equal to Items Value * IG * 0.05 of the owner. If/when the owner increases their IG, the difference in cost must immediately be paid as well.&lt;br /&gt;
&lt;br /&gt;
====Watchers/Homunculi/Corps Cadavres====&lt;br /&gt;
*Inanimate minions such as watchers, homunculi and corps cadavres are semi-intelligent and possess an astral signature, but do not have an aura as they are not alive. Thus, they cannot trigger alchemical preparations. In addition, corps cadavres are legitimate targets for blood magic spells that target corpses (this is primarily useful information for GMs that want to utilize blood mage NPCs).&lt;br /&gt;
&lt;br /&gt;
====Spell Blades====&lt;br /&gt;
*Spellblades use the &amp;quot;Spellblade&amp;quot; skill specialization which may be applied to either Clubs or Blades (or both). Note the normal rules on skill specializations. &lt;br /&gt;
*DV of the blade is equal to force.&lt;br /&gt;
*AP is equal to the hits of the Spellcasting roll.&lt;br /&gt;
*Both Manablade and Powerblade are affected by armor.&lt;br /&gt;
*Manablade is uniquely a mana spell that has to go through armor.&lt;br /&gt;
*Manablade cannot be parried and it cannot be parried with.&lt;br /&gt;
*When using Manablade on the astral, the attack roll is Astral Combat + Willpower [Force]. The base DV is force. As with all astral combat, you may choose to do physical or stun.&lt;br /&gt;
*You can utilize all martial arts that would be legal with a reach 1 weapon using Blades or Clubs with Powerblade. You can utilize only those martial arts explicitly permitted by your GM with Manablade.&lt;br /&gt;
*Spell blades may not be used with the Magic Fingers spell.&lt;br /&gt;
&lt;br /&gt;
====[Sense] Cryptesthesia====&lt;br /&gt;
*[Sense] Cryptesthesia works only on eyeware and earware not granting bonus dice and without a rating.&lt;br /&gt;
&lt;br /&gt;
====Shapechange and Critter Form====&lt;br /&gt;
*The Shapechange and Critter Form spells use the current Body score, including all augmentations to it. You can only become a mundane animal, not a paracritter or a technocritter.&lt;br /&gt;
*The Shapechange and Critter Form spells subsume ware, but do not eject it. You cannot generally benefit from ware while under the effects of Shapechange or Critter Form, but it remains a part of you for when the spell ends.&lt;br /&gt;
*The Shapechange and Critter Form spells do not automatically grant Flight skill ranks. If you have either spell, you are able to take ranks in the Flight skill with karma. Alternatively, you can use the average of all &amp;quot;Athletics&amp;quot; skill group as a substitute. Having 1 rank of any athletic skill provides 1 rank of Flight due to rounding, but getting a 2nd rank is harder.&lt;br /&gt;
*When an Infected character uses Shapechange or Critter Form spells the following applies:&lt;br /&gt;
**Any mana-type critter power carries over, no physical powers do.&lt;br /&gt;
**You do not inherit the augmentations to your stats from the infection. If you have an augmented body score from the infection that score is used to calculate the max and min size of creature you can change into.&lt;br /&gt;
**You do not inherit any movement multiplier.&lt;br /&gt;
**You do retain the additional initiative die if applicable.&lt;br /&gt;
&lt;br /&gt;
====Spell Targeting====&lt;br /&gt;
*Environmental modifiers affect all spells targeted through LoS.&lt;br /&gt;
&lt;br /&gt;
====Detox====&lt;br /&gt;
*When used on drugs, force must equal or exceed the addiction rating of the drug.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxakc/clarifications_on_detox_and_crash_effects/ --&amp;gt;&lt;br /&gt;
*Detox will remove the crash effects of drugs.  &lt;br /&gt;
*Detox will not remove or mitigate the unresisted crash damage of drugs.&lt;br /&gt;
&lt;br /&gt;
====[Element] Aura====&lt;br /&gt;
*[Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====[Element] Wall====&lt;br /&gt;
*[Element] Wall spells deal (Force) Physical damage as per environmental damaging spells and do not have AP on the primary damage. Secondary effects may have AP as described by the effect.&lt;br /&gt;
&lt;br /&gt;
====Fix====&lt;br /&gt;
*The Fix spell functions in a similar manner to the Heal spell, but for objects. The stipulation that an object can only be affected by Fix once applies to any one source of damage; in other words, each time the object is damaged, there is a new &amp;quot;wound&amp;quot; that may be &amp;quot;healed&amp;quot; with the Fix spell. Per our houserule, a repair job to heal all remaining boxes of damage on a vehicle is 5% of the vehicle&#039;s cost; this cost does not change, regardless of how many boxes are left.&lt;br /&gt;
&lt;br /&gt;
====Mana Barrier====&lt;br /&gt;
*For the purpose of astral tracking, rituals etc., just the highest force of Mana Barrier applies its penalty. As such, nesting weak barriers to benefit from a Matryoshka doll effect doesn&#039;t work.&lt;br /&gt;
*The force of the spell determines the size and limit (when not using reagents). It has a structure and armor rating of 1 per hit on the casting. This is an exception to force = structure and armor rating rule.&lt;br /&gt;
*When attempting to sleaze through or during an astral intersection use force x2.&lt;br /&gt;
&lt;br /&gt;
====Flame Burst====&lt;br /&gt;
*On the first pass of each combat turn that Flame Burst is sustained, the caster uses a complex action to designate a direction in which the flames will travel. The flames spew forth along this line in the shape of a cone with a length of (force) meters and a diameter of (force) meters at its furthest point. If the caster is unwilling or unable to use an action to designate the line of fire on their first action phase of the turn, their opportunity for the turn is forfeit. Flame Burst otherwise works as described.&lt;br /&gt;
&lt;br /&gt;
====Mana Static====&lt;br /&gt;
*Each casting of mana static creates its own positives bgc equal to hits and aspected towards &amp;quot;Anti-Magic&amp;quot;.  Due to the nature of this aspect it is not possible to attune to it and no characters or NPCs will be aspected to it. Apply all of the penalties from the largest casting of mana static and any natural bgc that may apply.&lt;br /&gt;
&lt;br /&gt;
====Gravity====&lt;br /&gt;
*Gravity spells used on vehicles are resisted with Object Resistance (15). &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**Net hits impose a dice pool penalty on all physical actions the vehicle takes. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If net hits overcome the vehicles body score it&#039;s speed is reduced to 0. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
**If the vehicle does stop, it won&#039;t cause a crash. &amp;lt;!-- mech ruling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blood Puppet (GM-Only)====&lt;br /&gt;
*The damage only occurs once: when the character resists the spell.&lt;br /&gt;
&lt;br /&gt;
====Whisper of Bones====&lt;br /&gt;
*Requires the Necromancy art.&lt;br /&gt;
&lt;br /&gt;
====Mind Control and Reduced Attributes====&lt;br /&gt;
*In the case of Control Thoughts and its AoE version, you can no longer affect subjects with any modified mental attribute(s)s of 0. The target is stupefied and cannot carry your orders out. &lt;br /&gt;
*Control Actions and its AoE version are unaffected by any modified mental attribute(s) of 0 - the organism(s) you affect still move as you puppeteer them.&lt;br /&gt;
&lt;br /&gt;
====Analyze Device====&lt;br /&gt;
Analyze Device no longer grants uncapped bonuses equal to net hits. Instead it is treated as follows:&lt;br /&gt;
*Each net hit from the Spellcasting test adds to your dice pool on using, repairing or understanding the device (up to a maximum equal to the spell&#039;s force).&lt;br /&gt;
*Reagents can allow you to achieve more hits on your Spellcasting tests. This does not allow the dice pool bonus to exceed force. Otherwise, the spell functions as before.&lt;br /&gt;
*This spell cannot be used on living beings or spirits.&lt;br /&gt;
&lt;br /&gt;
====Negative Health Spells====&lt;br /&gt;
The following spells have the (NEGATIVE) tag added to them.&lt;br /&gt;
*Decrease [ATTRIBUTE]&lt;br /&gt;
*Decrease Inherent Limits&lt;br /&gt;
*Decrease Reflexes&lt;br /&gt;
*Dehydrate&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*A Command prep may only be activated by the alchemist who created it.&lt;br /&gt;
*A lynchpin requires an item with no extant aura. As a result, cyberlimb components (even those paid for with capacity), which possess the aura of the person they are installed in, do not qualify to become lynchpins.&lt;br /&gt;
*Magical compounds may be used by mundanes.&lt;br /&gt;
*The Mentors Mask is visible when you make an alchemical preparation. &lt;br /&gt;
*As with all spells, preps may be detected by numinous perception when they are triggered or sustained. Preparations trigger this perception in the physical vicinity of the effect.&lt;br /&gt;
**The Mentor&#039;s Mask of the enchanter also occurs in the physical vicinity of the effect of the spell, rather than on the enchanter when a prep is triggered.  It affects the detection threshold according to FA 182.&lt;br /&gt;
*A command prep may have its variables chosen when activated, all other types of preps must have the choices made during creation.&lt;br /&gt;
*Substantially changing a liquid preparation causes it to lose its magic. Mixing preparations together causes them to both lose their magic.&lt;br /&gt;
*[Element] Grenade cannot be taken as an alchemical preparation.&lt;br /&gt;
*Capsule rounds fired from a gun may not be used as alchemical preparations.&lt;br /&gt;
*Blowgun darts can be used to deliver preps, either as the dart or a liquid injected by the dart.&lt;br /&gt;
*Only one command preparation can be activated per Combat Pass using a Simple Action. All other trigger types have no limit.&lt;br /&gt;
&lt;br /&gt;
====Bullets and Alchemy====&lt;br /&gt;
*As HT 194 mentions, musket bullets being able to be used as alchemical preps at a 50% failure rate, this remains the case. If you want to roll the dice on your preps, go have fun with that. Capsule rounds (and the liquid inside) cannot be used effectively as alchemical preparations just like any other firearms ammunition other than musket bullets.&lt;br /&gt;
&lt;br /&gt;
====Downtime Alchemy====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Alchemy|Downtime Alchemy ]]&lt;br /&gt;
&lt;br /&gt;
====Health Preparations &amp;amp; Potion Maker==== &lt;br /&gt;
Similar to an Atomizer, Potion Maker health preparations can be set to activate when applied (either drinking or coating the target with it). &lt;br /&gt;
*Treat this effectively as a contact prep, similar to an Atomizer from Forbidden Arcana. &lt;br /&gt;
*This explicitly overrides the health preparations&#039; requirement to only be command triggered.&lt;br /&gt;
&lt;br /&gt;
===Summoning and Spirits===&lt;br /&gt;
*Watchers, homunculi and spirits have a minimum attribute at summoning or creation of 1 in each attribute they possess.&lt;br /&gt;
*Effects like Chaotic World that impart a dice pool penalty on &#039;&#039;&#039;all tests&#039;&#039;&#039; does not penalize a spirit&#039;s ability to resist Summoning or Binding tests. Banishing still works.&lt;br /&gt;
&lt;br /&gt;
====Rules on Summoning Above One&#039;s Magic (Oversummoning)====&lt;br /&gt;
*When summoning a Spirit of Force 7+, after resisting drain as normal take unresisted drain equal to (Force of spirit - your Magic) x 1.5.&lt;br /&gt;
*This counts as drain damage for all purposes, including for healing and recovery. Except for the Mentor’s Mask drain reduction.&lt;br /&gt;
*Remember that only one edge may be spent per action, so you may either edge the summoning OR the drain resist (but not both).&lt;br /&gt;
*Characters with the Dedicated Conjurer quality may add 1 to their Magic rating before interacting with the oversummoning houserules.&lt;br /&gt;
*Characters with Spirit Whisperer calculate over summoning drain based on the original force of the spirit summoned not the final version&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nlfwfz/summoning_above_ones_magic/ --&amp;gt;&lt;br /&gt;
*Oversummoning an elemental reduces the unresisted oversummoning drain by 2.&lt;br /&gt;
&lt;br /&gt;
====Downtime Binding====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Registering and Binding|Downtime Binding ]]&lt;br /&gt;
====Rebinding====&lt;br /&gt;
*Spend 1 service to attempt to rebind a bound spirit.&lt;br /&gt;
*The summoner performs a binding ritual on an already bound spirit.&lt;br /&gt;
**Each net hit adds 1 additional service to the bound spirit.&lt;br /&gt;
**The ritual costs the normal amount of reagents to bind the spirit as if it had not been previously bound.&lt;br /&gt;
**Performing this rebinding will add to the users spirit index per SG pg 206&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
The summoner/creator may use their own edge for their spirits and other creation (watchers etc.). If desired, they may even burn edge for them.&lt;br /&gt;
&lt;br /&gt;
====Possession and Channeling====&lt;br /&gt;
*Cyberlimbs are considered active for the purposes of Possession. This means that normal possession spirits can not make use of them.&lt;br /&gt;
*Unwilling sapient living targets may not be possessed unless they are prepared vessels.&lt;br /&gt;
*When using the Great Form Possession metamagic, you are not channeling the spirit - you are summoning it and it is possessing you. It does require Channeling as a prerequisite, but that does not make the possession into channeling.&lt;br /&gt;
*Traditions other than Vodou may use Great Form Possession, even if they don&#039;t have normal access to loa/orisha.&lt;br /&gt;
*Spirits utilizing the Possession power may only move in the ways that their host entity could ordinarily move.&lt;br /&gt;
*The alteration to physical stats by Channeling and Possession are limited by the augmented max of +4.&lt;br /&gt;
*Channeling is normally only used with spirits that are being summoned as part of the Channeling with the following exceptions:&lt;br /&gt;
**You may bind a channeled spirit for long term use.&lt;br /&gt;
**Always on powers may be used by the channeler for the cost of a service. They count against the number of sustained powers that may be used and follow other rules for sustained powers.&lt;br /&gt;
**A channeled spirit must be in control of the combined entity to use Aid sorcery. They still must be bound.&lt;br /&gt;
**The spirit cannot share Endowment, Possession, Materialization, Astral Form, or Sapience. In no way will the spirit be able to bestow Immunity to Normal Weapons on the channeler.&lt;br /&gt;
**When a spirit is not in control of the combined entity, they maintain their sapience, however no other power with a duration of Always will be on by default. When the spirit is in control Always on powers function as normal.&lt;br /&gt;
*As all the Channeling entry has to say on the matter is that the magician can use the powers of the spirit for the cost of a service, using powers that are ordinarily passive costs a single service, but no action, to take effect for an entire combat turn.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/ly1ew3/channeling_houserule/ --&amp;gt;&lt;br /&gt;
*When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.&lt;br /&gt;
**Skills that are chosen from an optional power for a spirit are available for use as passive powers.  See above. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
**Powers the require a skill use the spirit&#039;s skill when the spirit is in control and the character&#039;s when the character is in control.  Magical skills are not available this way. &amp;lt;!-- mech clarification --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nbxcpy/clarifications_on_new_channeling_houserule/ --&amp;gt;&lt;br /&gt;
*While the summoner is in control of the dual-natured entity that results from channeling, they will also have access to their foci.&lt;br /&gt;
&lt;br /&gt;
====Banishing====&lt;br /&gt;
*Bound spirits no longer receive a bonus equal to their summoner&#039;s Magic against Banishing, instead receiving a flat +4.&lt;br /&gt;
&lt;br /&gt;
====Blind People and Spirits====&lt;br /&gt;
*A blind individual may or may not be able to see a spirit or mage who is manifesting. It likely depends on the source of their blindness, and whether or not they have a visual cortex. However, they would still be capable in any case of detecting them through other means, such as sound. Cybereyes can see them as usual.&lt;br /&gt;
&lt;br /&gt;
====Spirit Index====&lt;br /&gt;
*Gaining spirit index due to disrupting a spirit typically only triggers for the person who delivers the final blow, however, at a GM&#039;s discretion, they may award it to other integral combatants.&lt;br /&gt;
&lt;br /&gt;
====Spell Sustaining====&lt;br /&gt;
*In order to pass off a spell to a spirit to be sustained, the spirit must be within line of sight and closer than remote service range. In order to continue sustaining a spell of any variety on their summoner or any other target, they must remain closer than remote service range of that target, though line of sight is not an ongoing requirement.&lt;br /&gt;
&lt;br /&gt;
====Aid Alchemy/Sorcery====&lt;br /&gt;
*Aid Alchemy/Sorcery requires the spirit to be on the same plane as the summoner, closer than remote service range and within LoS.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirits====&lt;br /&gt;
*Ally spirits are distinct from ordinary spirits and may not be made great form.&lt;br /&gt;
*You may create your ally spirt as a channeling style spirit instead of a possession or materialization style spirit if you possess the channeling metamagic when summoning your ally.&lt;br /&gt;
**When disrupted, a channeled Ally may return according to the normal rules for a disrupted spirit. SG 192: (28 - Force) days or a metaplanar quest.&lt;br /&gt;
**A channeled Ally may be dismissed to the metaplanes at any time. An Ally dismissed this way may return to the summoner&#039;s body IG times per day.&lt;br /&gt;
**Like other channeled spirits, a channeled Ally may not act in the Astral independent of the body.&lt;br /&gt;
*An ally spirit may not be both a ritual participant and support the ritual via Aid Sorcery. While Aid Sorcery does not have an action cost per se, it is still an act other than Ritual Spellcasting.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ --&amp;gt;&lt;br /&gt;
*Raising the Force of an Ally spirit through a Ritual of Change now only costs 8 karma per increased Force instead of 16.&lt;br /&gt;
*Allies can gain knowledge skills through a Ritual of Change. They use the summoner&#039;s CDP.&lt;br /&gt;
**Ally spirit knowledge skills have to be raised normally, they don&#039;t become (force) ranks immediately.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1h0domp/ally_spirits_for_dedicated_and_aspected_conjurors/ --&amp;gt;&lt;br /&gt;
*Aspected Conjurors and Dedicated Conjurors may learn the Ally Conjuration and Ritual of change rituals.&lt;br /&gt;
**These are the only rituals to which this rule pertains &lt;br /&gt;
**Other prerequisites for learning the rituals are not changed.&lt;br /&gt;
*Ally spirits of Dedicated Conjurors and Aspected Conjurors may not have magical skills that the summoner cannot use as outlined by the Ally spirit rules.&lt;br /&gt;
**Ally Spirits will in no way give Aspected Conjurors or Dedicated Conjurors direct or indirect access to Spellcasting or Ritual Spellcasting.&lt;br /&gt;
***These Ally Spirits may not take Innate Spell or any other power that requires a Spellcasting or Ritual Spellcasting roll.&lt;br /&gt;
***Magical Guard will be allowed if the conjuror has access to a spirit type with the power as the single exception.&lt;br /&gt;
&lt;br /&gt;
====Smart Corrosives vs Spirits====&lt;br /&gt;
*Smart corrosives cannot be applied to a materialized spirit.&lt;br /&gt;
&lt;br /&gt;
====Flesh Forms====&lt;br /&gt;
*Inhabitation bonuses for flesh forms are the same as if the spirit was possessing the body now.&lt;br /&gt;
&lt;br /&gt;
====Beast Spirits====&lt;br /&gt;
*Beast spirits have skill ranks in Exotic Ranged Weapon equal to force.&lt;br /&gt;
*The Natural Weapon power of Beast Spirits has a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
*Beasts spirits gain Pounce as an optional power. Pounce, regardless of source, requires a charge in a straight line. No running in circles to build up speed or doing squiggly lines.&lt;br /&gt;
&lt;br /&gt;
====Man Spirits====&lt;br /&gt;
*Great form spirits of man now have Counterspelling skill equal to force.&lt;br /&gt;
&lt;br /&gt;
====Wild Spirits====&lt;br /&gt;
*Wild summoning is the act of beckoning a wild spirit while in its domain in order to bargain with it. On the Shadowhaven this follows the rules in &amp;quot;Forbidden Arcana&amp;quot;, with the following changes:&lt;br /&gt;
*The test for the first method of summoning has been changed to &amp;quot;This is an Opposed Test using Summoning + Magic [Magician&#039;s Magic] vs. the Wild Spirit’s Force, requiring a number of hits equal to (Half the Spirit’s Force)&amp;quot; [round up].&lt;br /&gt;
*Additionally, for the second method, the skill of Arcana is added to Con, Etiquette, Negotiation, Performance, and intimidation. [Arcana can use Logic or Charisma.]&lt;br /&gt;
*The maximum force for a wild spirit is 7.&lt;br /&gt;
*The Force cannot be chosen; you must find one’s domain first and then summon at that Force (for summoning with Magic + Summoning).&lt;br /&gt;
*For catching one’s attention you must find one present.&lt;br /&gt;
*As the cost isn’t from the Summoning, there is no drain, and Oversummoning Rules do not apply. The cost is instead in the bargain with the Wild Spirit (see below):&lt;br /&gt;
**Dealing with Wild Spirits (FA 177).&lt;br /&gt;
**RAW: You exchange a service for a service. The table is provided on FA 178.&lt;br /&gt;
**Successfully dealing with the spirit gives you 1 service as if it were bound at the appropriate favor level.&lt;br /&gt;
*Types of Wild Spirits can be seen on p. 179-181 of &amp;quot;Forbidden Arcana&amp;quot;. &lt;br /&gt;
*Dive Attack: +1 DV for every 10 meters, to a maximum of Force added DV. Note that the user of Dive Attack takes damage equal to the added DV, as noted elsewhere on these rules.&lt;br /&gt;
&lt;br /&gt;
====Wild Reputation====&lt;br /&gt;
* Releasing a spirit with services left doesn&#039;t grant Wild Index.&lt;br /&gt;
&lt;br /&gt;
====Possession Homunculi====&lt;br /&gt;
*Now you can bring a possession homunculus with you! Works with either a summoned or bound spirit of the same force from a possession tradition, these are essentially humanoid vessels for your spirits to possess and do stuff with. A homunculus cannot be modified from the original force they were created at without destroying the homunculus (therefore upgrade rules do not apply). Additionally, a homunculus may only be possessed by a spirit with equal force to itself. Homunculi cannot wear armor. All homunculi need a roll to craft them, which can be done either by the player or a contact (contacts roll their active check + any relevant aspects). All mental attributes are the same as that of the possessing spirit. Homunculi may not have a Force greater than 10.&lt;br /&gt;
*Plasteel homunculus:&lt;br /&gt;
**Cost: 2500¥/force, plus you or a contact must succeed in an Industrial Mechanic + Logic (force, 1 week) [Mental] extended test. This requires a shop.&lt;br /&gt;
**BOD: F+6 AGI: F-1 REA: F-1 STR: F+6.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit plus Armor (8) and Natural Weapon (Fists: (F+7)P DV, 0 AP).&lt;br /&gt;
*Stone homunculus: &lt;br /&gt;
**Cost: 1000¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 week) [Mental] extended test.&lt;br /&gt;
**Body: F+4 Agility: F-3 Reaction: F Strength: F+4.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit, plus Armor (6) and Natural Weapon (Fists: (F+5)P DV, 0 AP).&lt;br /&gt;
*Wickerman:&lt;br /&gt;
**Cost: 100¥/force, plus you or a contact must succeed in an Artisan + Intuition (force, 1 day) [Mental] extended test.&lt;br /&gt;
**Body: F+2 Agility: F+1 Reaction: F+1 Strength: F+2.&lt;br /&gt;
**Skills: as spirit.&lt;br /&gt;
**Powers: as spirit.&lt;br /&gt;
**Weaknesses: Allergy (Fire, Severe).&lt;br /&gt;
**Notes: gains +1 reach.&lt;br /&gt;
&lt;br /&gt;
===Adepts===&lt;br /&gt;
*You may apply a spec for &amp;quot;Ritual Casting&amp;quot; to skills that work with adept rituals.&lt;br /&gt;
*Adepts with the Astral Perception power may be seers.&lt;br /&gt;
*Activating an adept power creates an astral signature equal to 4 times the total power point cost of the power.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/mb6qid/switching_adept_ways/ --&amp;gt;&lt;br /&gt;
*The council may approve swapping Adept Ways. The cost will be determined case by case.&lt;br /&gt;
**Adept way discounts will reduce 0.25 powers to 0 when chosen as a discount.&lt;br /&gt;
* The Spiritual Way does in fact give you Mentor Spirit for free. Chummer doesn&#039;t currently support it, so it can&#039;t be taken at chargen; add it for free after character approval.&lt;br /&gt;
&lt;br /&gt;
====Purity Buff====&lt;br /&gt;
*Physical adepts who maintain a non-variable 6 essence and possess no augmentations with an essence cost have their starting power points total increased to Magic*1.5, rounded up. For clarity&#039;s sake, this disallows infected, drakes, and prototype transhumans.&lt;br /&gt;
&lt;br /&gt;
====Social Powers and the Matrix====&lt;br /&gt;
*Cool Resolve, Authoritative Tone and Improved Ability on social skills apply to commlink/trideo calls, but do not apply to written, typed, recorded or otherwise non-real-time tests against a target.&lt;br /&gt;
&lt;br /&gt;
====Barrage====&lt;br /&gt;
*The Barrage enhancement for adepts does not function with grenades or other explosives.&lt;br /&gt;
&lt;br /&gt;
====Killing Hands====&lt;br /&gt;
*If a grapple hand is being used by an adept with Killing Hands, you may choose between stun and physical damage if using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
====Mystic Aptitude====&lt;br /&gt;
*When used, it replaces, rather than augments, the attribute it affects. This means that it is not subject to augmented maximum, however, the final attribute score while this power is in use is not affected by any other augmentation or effect that would affect that attribute.&lt;br /&gt;
*Ignore the line &amp;quot;This power may be taken up to three times.&amp;quot; You may purchase Mystic Aptitude once, up to three ratings. You can&#039;t buy multiple separate instances of Mystic Aptitude.&lt;br /&gt;
&lt;br /&gt;
====Elemental Body====&lt;br /&gt;
*The Elemental Body adept power replaces your unarmed DV, rather than adding to it.&lt;br /&gt;
*The damage from the Elemental Body applies to someone grappling you or to you grappling someone, but not to both at the same time. The only power compatible with it is Killing Hands. &lt;br /&gt;
&lt;br /&gt;
====Rapid Draw====&lt;br /&gt;
*Does not permit a free action attack. Instead, it allows you to ready one weapon per pass without expending an action.&lt;br /&gt;
&lt;br /&gt;
====Nerve Strike====&lt;br /&gt;
*Nerve Strike is not a touch attack and may be not be substituted, included with or otherwise altered by a touch attack or the touch-only attack rules. You do still contact your opponent in the same fashion as any other unarmed attack.&lt;br /&gt;
*Nerve Strike applies its penalty evenly to all limbs and the body. Apply the malus to each of your five &amp;quot;limbs&amp;quot; and then choose the action you wish to perform. Compute the appropriate average for the action being used. If your new average is greater than zero perform the action using the adjusted values, if the average is 0 or less you are unable to take that action. Not that this may mean that in some cases portions of your body may be paralyzed while others are not. Assume that you are compensating for your bad limb(s) with the others involved. Under no circumstance will Nerve Strike apply to specific limbs only.&lt;br /&gt;
*You may perform a Nerve Strike with melee weapons. Melee weapons are considered to have reach 0 when using Nerve Strike. Reach from your character (such as through being a troll or having the Elongated Limbs SURGE quality) still applies. Consider it as smacking the nerve center with the handle/grip of the weapon instead of with the business end.&lt;br /&gt;
&lt;br /&gt;
====Heightened Concern====&lt;br /&gt;
*Heightened Concern allows one to take a Complex action to ignore a single penalty from the relevant table (CRB 176) on a single future, near-concurrent action, assuming that penalty does not exceed half their Magic score. Negating any penalties not on this table requires explicit GM approval.&lt;br /&gt;
&lt;br /&gt;
====Magic Sense====&lt;br /&gt;
*Treat the Magic Sense adept power as one you activate with a complex action, deactivated with a free action. When activated, it behaves equivalently to a sustained spell, but does not impose a -2 sustaining penalty. Roll Spellcasting + Magic as normal upon activation, with the GM rolling the opposing tests as they come up. You may default on this test. You may be punished for repeatable deactivating and re-activating this power in order to attain a higher number of successes, please don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
====Elemental Weapon====&lt;br /&gt;
*Elemental Weapon (Water) follows the updated Rules on Water Damage found in the Altered Combat Content and Rulings section of the Player Rules&lt;br /&gt;
&lt;br /&gt;
====Smashing Blow====&lt;br /&gt;
*The Smashing Blow power can apply to attacks made with spurs.&lt;br /&gt;
*The base DV for Smashing Blow is the DV of the attack not including net hits.&lt;br /&gt;
*An adept&#039;s damage with the State of Purity power active qualify as their base damage for determining DV against structures when using Smashing Blow.&lt;br /&gt;
*Smashing Blow does not work against vehicles.&lt;br /&gt;
&lt;br /&gt;
====Body Sculpt====&lt;br /&gt;
*The activation time of this power is 1 minute, meaning you have to focus on using the power for 1 minute before it begins to take effect. Once the activation time has passed, the changes begin to take hold, finishing after 1 hour has passed.&lt;br /&gt;
&lt;br /&gt;
====Empathic Healing====&lt;br /&gt;
*For the purpose of the Empathic Healing power, the wounds are &amp;quot;as-is&amp;quot;. Any limitations or restrictions on these wounds carry over exactly as if the same wound had been inflicted on the adept. If the injury has already been treated with First Aid or the Heal spell, it continues to be considered as such. You can, however, transfer some, but not all of the boxes, and then use the First Aid skill on both characters. Additionally, after transfer, the wounds are automatically considered magical in nature and may not be healed via the Regeneration power.&lt;br /&gt;
&lt;br /&gt;
====Adept Spell====&lt;br /&gt;
*Adept Spell cannot benefit from a fetish as you learn the spell intuitively from the power.&lt;br /&gt;
*Adept Spell may be taken on a Qi Focus. Once selected, the spell it grants access to may only be changed with the destruction of the focus by an NPC or with Thematics approval and the loss of the focus.&lt;br /&gt;
&lt;br /&gt;
====Adept Accident====&lt;br /&gt;
*Adept Accident uses your opponent&#039;s hits to calculate drain and has a minimum drain value of 2.&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
====Motion Sense====&lt;br /&gt;
*Motion Sense requires the same type of action as the observe in detail action. &lt;br /&gt;
&lt;br /&gt;
====Enthralling Performance====&lt;br /&gt;
*Enthralling Performance may be used with Unarmed Combat when done for showmanship purposes. Real fights do not count, but a sparring match is possible as long as there is 0 threat to either combatant (there is some level of GM fiat here). To do so, roll Charisma + Unarmed Combat [Social].&lt;br /&gt;
&lt;br /&gt;
====Penetrating Strike====&lt;br /&gt;
*Works with any Unarmed Weapon from Natural Weapons to melee cyberimplants. However, if the weapon has existing AP, Penetrating Strike acts as a replacement to that value instead of stacking.&lt;br /&gt;
&lt;br /&gt;
====Focused Archery====&lt;br /&gt;
*Focused Archery now applies to both bows and arrows. Treat your effective Strength as +1 per rank.&lt;br /&gt;
&lt;br /&gt;
====Wall Running====&lt;br /&gt;
*The Sprinting Specialization may be used for the Adept Wall Running Power&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
&lt;br /&gt;
====Traditionalist Traditions====&lt;br /&gt;
*You can choose if you follow a tradition as a traditionalist or as a non-traditionalist (unless noted below). This determines if the traditionalist rules of the tradition apply to you.&lt;br /&gt;
*If you take a traditionalist or other special path, it is a Paradigm Shift to leave said path.&lt;br /&gt;
&lt;br /&gt;
====Ancestor Shamans====&lt;br /&gt;
*You receive the Channeling metamagic at Initiate Grade 5 instead of 2.&lt;br /&gt;
&lt;br /&gt;
====Black Mage (Traditional)====&lt;br /&gt;
*You do not receive Animal Familiar for free.&lt;br /&gt;
*You do not receive Dark Ally for free.&lt;br /&gt;
*You do not receive Calling for free.&lt;br /&gt;
*&amp;quot;Personal Demons&amp;quot; spirts summoned do not automatically gain the Fear and the Natural Weaponry power. They still gain the Flight skill, and may still select Fear as an optional power if it is an available optional power for the spirit type.&lt;br /&gt;
&lt;br /&gt;
====Buddhists====&lt;br /&gt;
*The rule forbidding traditionalist Buddhists from using reagents only applies to replacing the limits in Counterspelling, Banishing, Spellcasting and Summoning.&lt;br /&gt;
&lt;br /&gt;
====Druids====&lt;br /&gt;
*Druidic traditionalists are the only people who can create sacred circles at this time.&lt;br /&gt;
&lt;br /&gt;
====Elder God Magic====&lt;br /&gt;
*Traditionalist is NPC-only (non-traditionalists ignore the text under &amp;quot;Elder God Mage Rules&amp;quot; and do not worship the Horrors)&lt;br /&gt;
&lt;br /&gt;
====Islamic Alchemist====&lt;br /&gt;
*The requirement to take Fixation as the first metamagic choice and Advanced Alchemy as the third metamagic choice remains unchanged. However, the second and fourth metamagic choices are no longer locked and may be used to select anything else that is appropriate (with the caveat that the second metamagic cannot be used to select Advanced Alchemy).&lt;br /&gt;
&lt;br /&gt;
====Norse====&lt;br /&gt;
*Godi/Runemaster: Durable Preparations means that the time until Potency starts fading is changed to Potency x3 hours rather than the standard x2 and then an additional doubling. This does not stack with the Durable Preparations quality.&lt;br /&gt;
*Cunning Woman: Can only be taken by a magician, mystic adept or aspected spellcaster.&lt;br /&gt;
*The Berserker Temper power gained by traditionalist version of the Norse tradition is not in effect on ShadowHaven.&lt;br /&gt;
&lt;br /&gt;
====Path of Pariah====&lt;br /&gt;
*Pariahs are allowed to pick a drain stat out of Charisma, Intuition or Logic. For their second initiation, disregard the requirement to take the Opposition metamagic.&lt;br /&gt;
&lt;br /&gt;
====Planar Magic====&lt;br /&gt;
*Traditionalist is NPC-only. (Non-Traditionalists ignore the text under &amp;quot;Planar Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Romani====&lt;br /&gt;
*Must be a traditionalist. (Referring to the rules under &amp;quot;Romani Mage Rules&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
====Necro Magic====&lt;br /&gt;
*This tradition is unbanned with the following alterations:&lt;br /&gt;
**Necro Summoning requires the character have access to the Conjuring group.&lt;br /&gt;
**Necro Summoning requires the character to be of the Necro Magic tradition&lt;br /&gt;
**Aspected Summoners may substitute the Summoning skill for Ritual Spellcasting for the purposes of Necro Summoning.&lt;br /&gt;
**Dedicated Spellslingers may not use Necro Summoning.&lt;br /&gt;
**The first Necro Summoning ritual is provided for free.&lt;br /&gt;
**The Necro Summoning rituals gained at each IG are given to the necro mage in addition to the metamagic/art they wish to take, and may not be bought separately with karma or learned by any other tradition.&lt;br /&gt;
**For the purposes of over-summoning, only the final force of the spirit matters. Be careful with high force rituals and the Greater Ritual metamagic.&lt;br /&gt;
**Necro Spirits summoned via ritual can not be bound in the traditional method. The Reckless Necro Conjuring metamagic produces necro spirits that can be bound and turned into great forms.&lt;br /&gt;
**Necro spirits always lose at minimum 1 week of their duration per run. This time can be higher if the in-game run takes longer (this means multiple weeks can be spent in a single run).&lt;br /&gt;
**Suitable contacts can get you non-Forbidden animal carcasses (Gear; threshold 3) and relatively intact human corpses (Gear; threshold 4). You can always find dead trees, ashes and lifeless dirt.&lt;br /&gt;
**Necro spirits and reckless necro spirits cannot go into possession homunculi. Their possession power always requires a specific vessel as detailed by their spirit type.&lt;br /&gt;
**Downtime Necro Summoning (the ritual version) is not allowed. If you have a suitable vessel, you can use the Reckless Necro Conjuring metamagic and bind a spirit in downtime.&lt;br /&gt;
**Must follow the rules under Necro Mage Rules&lt;br /&gt;
&lt;br /&gt;
* Additional Notes and Clarifications:&lt;br /&gt;
**The ability to summon corpse spirits, as analogous to spirits of man, qualifies practitioners for the Necromancy art.&lt;br /&gt;
**While this tradition is unbanned, remember that reanimating dead bodies is very much illegal in most countries, including Seattle.&lt;br /&gt;
**Ally spirits cannot perform the Necro Summoning ritual, because they can&#039;t summon other spirits.&lt;br /&gt;
**There is no requirement to take ritual spellcasting or one of the summoning rituals in chargen.&lt;br /&gt;
**Excluding Spectral Warden, Ritual spell casting is required to summon Necro Spirits until IG6 when Reckless Necro Conjuring can be learned.&lt;br /&gt;
**A Necro Spirit cannot astrally project; once summoned, it is stuck inside the body offered to it during the summoning process.&lt;br /&gt;
**Remote tasks do not consume all services from spirits summoned via the Necro Summoning Ritual. Recklessly Conjured spirits that aren&#039;t bound disappear after a remote service.&lt;br /&gt;
**Carcass Spirits have Natural Weapon with a damage code of (Force x 2) DV and AP of -(Force).&lt;br /&gt;
&lt;br /&gt;
===Mentor Spirits===&lt;br /&gt;
&lt;br /&gt;
====Spider (Alt)====&lt;br /&gt;
*Alternate Spider gives one rank of Hang Time (SG 171) and one rank of Spirit Claw (SG 174) instead of the listed benefits.&lt;br /&gt;
&lt;br /&gt;
====Oracle====&lt;br /&gt;
*Adepts, magicians, aspected magicians and mystic adepts following Oracle both may and must take the Divination art and the Divining Metamagic for the next initiation if they do not already possess it. As usual, the Divining Metamagic is highly dependent on factors that are not actually within the GM&#039;s control, and we encourage you to be cautious even in the face of a seemingly definitive answer. The future is, after all, very tricky.&lt;br /&gt;
**This allows them to take only Divination metamagic and not any other components related to the Divination art unless they were already able to take them.&lt;br /&gt;
&lt;br /&gt;
====Guanyin====&lt;br /&gt;
*Is permitted for use on ShadowHaven, but it must be included as a listed quality on your wiki and be appropriately tagged with [[Template:Guanyin Caution]] at the top of the page. This quality&#039;s downside will impact your ability to participate in runs.&lt;br /&gt;
&lt;br /&gt;
====Spitting Cobra====&lt;br /&gt;
*Skill Bonus: +2 to throwing weapons  &lt;br /&gt;
*Adept: 2 ranks of precision throwing  &lt;br /&gt;
*Magician: +2 to combat spells  &lt;br /&gt;
*Downside: whenever an enemy is in their melee reach of you, CHA + WIL (3) to not retreat immediately until you&#039;re no longer in melee reach of an enemy.&lt;br /&gt;
*Spitting Cobra, is primarily about having personal space, feeling at home being the one in control of situations, being adverse with physical, direct confrontation but more at home when there&#039;s room to breathe, aggressive until threatened directly then very quickly gets defensive.&lt;br /&gt;
&lt;br /&gt;
====Stag====&lt;br /&gt;
*The Stag Mentor spirit gives either +2 to blades or +2 to clubs.&lt;br /&gt;
&lt;br /&gt;
===Metamagics===&lt;br /&gt;
&lt;br /&gt;
====Adept Centering====&lt;br /&gt;
*Adept Centering requires the character to take a free action that is not subtle.  This action must involve moving the physical body.&lt;br /&gt;
*Adept Centering may be used while using AR.&lt;br /&gt;
*Adept Centering may be used while using VR if the character has EARRS (KC 66) which allows them to move their physical body while in VR.&lt;br /&gt;
*Rules regarding what skills may be affected by Adept Centering can be found at SR5 pg 325, with exceptions provided by Artisan&#039;s and Artist&#039;s way (SG 176).  Obviously those exceptions only apply if you have the Adept Way that lists them.&lt;br /&gt;
&lt;br /&gt;
====Ally Spirit Summoning====&lt;br /&gt;
*In order to summon an ally spirit, you must have a formula (which can be made by rolling out Arcana or by a run to go on a metaplanar quest for it). You must then perform the ritual, with a force equal to the force of the ally you are trying to summon. Lacking a timespan, assume it takes 1 hour per point of force. After you successfully complete the ritual, you must summon the spirit, rolling the normal rolls for such. Spirit Whisperer does not come into play, for sanity&#039;s sake. Then, finally, you must bind the spirit (or give up and try again another day).&lt;br /&gt;
*It is not possible to substitute the final part of getting an ally spirit (conjuring and binding the ally spirit) to instead undertake a metaplaner quest (initiation run).&lt;br /&gt;
*In order to alter a spirit, you must acquire the new formula or alter the old one, as detailed in the book. Then, you must perform the Ritual of Change at the force of the ally spirit (the desired force, if upgrading it). You must then bind the spirit again, though you do not have to summon it. Upon successful completion, you may spend the karma to induce any changes you designed into the formula. If you fail, you suffer drain and lose the resources expended, but do not lose the karma you would have spent and may try again.&lt;br /&gt;
*If your spirit&#039;s loyalty minus your Astral Reputation is less than 2, it tries to break free as described under &amp;quot;Losing an Ally&amp;quot;, whenever it is presented with a chance.&lt;br /&gt;
*An ally spirit gains the form based on your tradition. Possession traditions have Possession allies, Materialization traditions have Materialization allies and Inhabitation traditions have Inhabitation allies.&lt;br /&gt;
&lt;br /&gt;
====Cleansing====&lt;br /&gt;
*Once again affects an area (including for allies and enemies), as it did in previous editions. The size of the area is GM fiat.&lt;br /&gt;
*May be used by aspected conjurers (using Banishing in place of Counterspelling) and by aspected enchanters (using Disenchanting in place of Counterspelling). This only applies to aspected magicians (including enchanters), so mystic adepts who cannot use Sorcery still cannot make use of Cleansing.&lt;br /&gt;
*Adepts (not mysads), explorers and Aware may use Cleansing with Magic + IG (+ force of the power focus if they have one). Those that have Harmonious Defense may add their Willpower to it. As an adept, you need to have Magician&#039;s Way to pick up Cleansing in the first place.&lt;br /&gt;
&lt;br /&gt;
====Divining====&lt;br /&gt;
* In order to divine a subject the initiate must first be able to assense the subject, or possess a viable material link. They then enter a mild trance which reveals flashes of what the future might hold. The diviner must use the &amp;quot;Arcana + Logic + Initiate Grade&amp;quot; skill test to interpret these flashes, see the table &amp;quot;Divination Table&amp;quot; on SG 125 for difficulty examples. While in this trance, which lasts for 1 minute, the initiate takes a -2 on all actions due to the distraction. Subsequent uses on the same target increase the threshold by 1 per attempt.&lt;br /&gt;
*Initiates entering the Divination art must first take Divining before any other metamagic in the art.&lt;br /&gt;
*Substituting a material link with a Sympathetic Link increases the interpretation threshold by +1, a Symbolic Link by +2&lt;br /&gt;
&lt;br /&gt;
====Enhanced Mist Form====&lt;br /&gt;
*Enhanced Mist Form now gives you movement of 10 m/turn + 2 m/turn per IG.&lt;br /&gt;
&lt;br /&gt;
====Extended Masking====&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ --&amp;gt;&lt;br /&gt;
*Extended Masking can also mask critter powers in a way comparable to sustained spells.&lt;br /&gt;
====Fixation====&lt;br /&gt;
Fixation metamagic from the core rulebook receives the following changes; Whenever you&#039;re creating an alchemical preparation, you may choose to fixate on it. This incurs no additional costs, but the time it maintains its full Potency is (Potency x 2) Days instead of Hours. &lt;br /&gt;
*With the Durable Preparations quality, this time is (Potency x 3) Days instead.&lt;br /&gt;
*A fixated preparation gains a bonus against Disjoining equal to the enchanter&#039;s Magic score.&lt;br /&gt;
*In all other ways, this preparation behaves normally. &lt;br /&gt;
*You may only have one fixation preparation at any given time in this manner.&lt;br /&gt;
**If you already have one or more fixated preparations, Fixation costs karma to use as per RAW.&lt;br /&gt;
**You may only create a karma-free fixation preparation by having none stored or active.&lt;br /&gt;
&lt;br /&gt;
====Flux====&lt;br /&gt;
*The following are clarifications of Flux interactions. &lt;br /&gt;
**A prep made while in Flux doesn&#039;t not have your normal aura, it instead has your Fluxed signature when activated. Due to the prep&#039;s signature being in Flux, it&#039;s treated the same as tracking a signature of a spell cast while in Flux.&lt;br /&gt;
**If one enters Flux while Channeling, the spirit leaves one&#039;s body and returns to the metaplanes.&lt;br /&gt;
**If one is Possessed, but not Channeling, they cannot access their own abilities. Thus, they would not be able to enter Flux.&lt;br /&gt;
**While in Flux, enchanting gloves cease to function as they are bound to your aura.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wpjb9/great_form_possession_accessibility/ --&amp;gt;&lt;br /&gt;
====Great Form Possession====&lt;br /&gt;
*If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channeling metamagic to Great Form Possession metamagic.&lt;br /&gt;
&lt;br /&gt;
====Harmonious Defense====&lt;br /&gt;
*You must be able to perceive the astral, such as via being a dual-natured creature or having the Astral Perception adept power. &lt;br /&gt;
*Harmonious Defense requires and forces one to be perceiving astrally and trumps Dual-Natured Defender - thus, they cannot both be active at the same time.&lt;br /&gt;
*A bound Astral Perception qi focus is sufficient to qualify for Harmonious Defense.&lt;br /&gt;
*Harmonious Defense does not affect Alchemy.&lt;br /&gt;
*Harmonious Defense spell defense dice are a separate pool from Counterspelling ranks and Shielding.&lt;br /&gt;
*A mystic adept may only use one of their sources of spell defense dice per combat turn, either Harmonious Defense OR Counterspelling (+ Shielding).&lt;br /&gt;
&lt;br /&gt;
====Harmonious Reflection====&lt;br /&gt;
*Harmonious Reflection requires the user to be astrally perceiving similarly to the Reflect Spell metamagic.&lt;br /&gt;
&lt;br /&gt;
====Noble Sacrifice====&lt;br /&gt;
Clarification on the usage of Noble Sacrifice:&lt;br /&gt;
*Must have line of sight to allies to work.&lt;br /&gt;
*For the purpose of Regeneration and other forms of magical healing, Noble Sacrifice counts as magical damage. In addition, if the damage carried some sort of restriction on how it can be healed or resisted, then that carries over as well.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/vezrog/noble_sacrifice_now_part_of_the_undecided_way/ --&amp;gt;&lt;br /&gt;
*Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/1ezk5ck/noble_sacrifice_nerfed/ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, Noble Sacrifice has the following changes:&lt;br /&gt;
*Noble Sacrifice can only transfer direct instances of damage to the target such as attacks, vehicle crashes, Drain, Fading and biofeedback. Fading is resisted with Willpower only. Fatigue and allergies cannot be Noble Sacrificed.&lt;br /&gt;
*Unresisted Physical Damage due to Oversummoning is dealt both to the target and the user of Noble Sacrifice according to the original summoner&#039;s Magic score. In other words, the summoner suffers Oversummoning unresisted Drain no matter what. (Empathic Healing etc. can still transfer this but it doesn&#039;t make it free to anyone).&lt;br /&gt;
*Protection Magic Points last until the next sunrise or the next sundown.&lt;br /&gt;
*Protection Magic Points generated by Noble Sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
# Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
# Reduce the amount of drain a non-offensive Health spell inflicts by one per point, to a minimum of 0.&lt;br /&gt;
# These can be used on spells and spirits of your own or those of your allies.&lt;br /&gt;
As well, when using protection magic points, increasing the force of a spell does not increase it&#039;s drain value. Other effects of increased force still apply.&lt;br /&gt;
&lt;br /&gt;
====Reflection====&lt;br /&gt;
*Declaring spell defense to add your ranks in Counterspelling to resist a spell is what Reflection replaces. If you fail the Reflection test, you can still resist the spell with your normal attributes as if you didn&#039;t declare spell defense at all.&lt;br /&gt;
*Using the Reflection metamagic prevents the use of other special defensive options such counterspelling ect but not an actual defense test.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Prowess====&lt;br /&gt;
*Supernatural Prowess does apply strictly to actions and thus does not affect reflexive tests such as damage resistance or defense.&lt;br /&gt;
*Supernatural Prowess does not benefit from a power focus. &amp;lt;!-- Clarification added by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
===Enhancements===&lt;br /&gt;
====Master of the Nine Chakras====&lt;br /&gt;
* Master of the Nine Chakras, being based on the Nerve Strike power, requires the victim to have a nervous system, and therefore cannot affect spirits. &amp;lt;!-- this was a Mech Head ruling made by Synonym on 5/12/25, rather than a council decision --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critter Powers===&lt;br /&gt;
&lt;br /&gt;
====Immunity to Normal Weapons====&lt;br /&gt;
*Immunity to Normal Weapons does not apply to biofeedback damage.&lt;br /&gt;
*Immunity to Normal Weapons no longer counts as hardened armor, merely regular armor, against melee weapons or unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/10wq3y8/immunity_to_pathogens_buff/ --&amp;gt;&lt;br /&gt;
====Immunity to Pathogens====&lt;br /&gt;
*If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.&lt;br /&gt;
**Example: A +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.&lt;br /&gt;
&lt;br /&gt;
====UV and Sunlight Allergy Critter Power Interaction====&lt;br /&gt;
*All active abilities of sunlight allergic critters can be disabled with strong UV arrays, but these are explicitly not portable due to their size and power requirements. Expect to see them in corporate lobbies and secure facilities at the GM&#039;s discretion.&lt;br /&gt;
*Spotlights on vehicles and UV flashlight attachments on weapons can only disable Mist Form.&lt;br /&gt;
&lt;br /&gt;
====Dive Attack====&lt;br /&gt;
*When taking the Dive Attack action, you also take damage equal to the number of meters fallen, as appropriate. This rule applies to GMs as well.&lt;br /&gt;
====Adaptive Coloration====&lt;br /&gt;
*The version of Adaptive Coloration found in Run Faster will be renamed Adaptive Camouflage.&lt;br /&gt;
*This new power will be added to the list of powers for a Bandersnatch.&lt;br /&gt;
**A Bandersnatch may not use the power if they are burned out. &lt;br /&gt;
*Sea Drakes have the Adaptive Coloration as found in Howling Shadows.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Howl====&lt;br /&gt;
*&#039;&#039;&#039;Paralyzing Howl&#039;&#039;&#039; has its text replaced with the following:&lt;br /&gt;
**Type: P&lt;br /&gt;
**Action: Complex&lt;br /&gt;
**Range: Special&lt;br /&gt;
**Duration: Special&lt;br /&gt;
**The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The critter&#039;s hits are reduced by 1 for every (Magic) meters away it is from the target. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects. If the critter wins, the target’s Reaction or Agility (attacker&#039;s choice) is reduced by 1 for every net hit the creature scores; a reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.&lt;br /&gt;
&lt;br /&gt;
====Paralyzing Touch====&lt;br /&gt;
Paralyzing Touch remains unchanged and references the original version of Paralyzing Howl (SR5 399). &amp;lt;!-- Rules Clarification by Mech Head Synonym. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
*The Movement power adds or subtracts force from the Agility attributes for the sole purposes of determining movement rate, rather than serving as a multiplier or divisor. The minimum Agility score is 0, but even with a score of 0 for determining movement rate, a character is still able to move at a walking rate of 1 meter and a running rate of 2 meters. Additionally, the clause about only functioning in terrain the creature controls is stricken out, allowing it to function without having to juggle interpretations of what your spirit controls.&lt;br /&gt;
*The Movement power does not function on vehicles and drones.&lt;br /&gt;
*When using movement offensively the target of the hostile action is allowed to resist. Use the casters Mag + Wil opposed by the targets Body + Str + (Grey mana ect). Each net hit will reduce agility with the force serving as the max reduction.&lt;br /&gt;
&lt;br /&gt;
====Regeneration====&lt;br /&gt;
*Biofeedback, being damage directly to the brainpan, cannot be healed by regeneration.&lt;br /&gt;
*Damage from drugs may not be healed until the character crashes from the drug and is no longer on said drug.&lt;br /&gt;
&lt;br /&gt;
====Energy Aura====&lt;br /&gt;
*The AP of an attack augmented with Energy Aura replaces any existing AP.&lt;br /&gt;
&lt;br /&gt;
====Essence Drain====&lt;br /&gt;
*Has he following line adjusted: &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a simple action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1&amp;quot; is now &amp;quot;A critter that drains Essence can pump their stolen life force into other attributes, not including Magic or Edge, with a simple action. Every point of Essence spent may temporarily boost one physical or mental attribute by +1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Downtime Essence Drain====&lt;br /&gt;
[[Rulings/Custom Mechanics#Downtime Essence Drain|Downtime Essence Drain]]&lt;br /&gt;
&lt;br /&gt;
====Non-Elemental Engulf====&lt;br /&gt;
*The Engulf power of a plant spirit deals stun damage as the victim is entwined in vines, branches or thorns. Furthermore, the Engulf power of a guidance spirit deals stun damage as the victim is assailed by horrifying visions.&lt;br /&gt;
&lt;br /&gt;
====Mist Form====&lt;br /&gt;
*The volume of mist from the Mist Form power should be roughly equal to the volume of the creature using the power and incompressible in total volume - no squeezing into a storage compartment or a bottle.&lt;br /&gt;
*Bonded foci and basic clothing go with the caster. Basic clothing may include armor up to 12, but does not include accessories.&lt;br /&gt;
*You may continue sustaining any previously sustained spells. You may not cast any new spells or use any other active powers while in mist form.&lt;br /&gt;
&lt;br /&gt;
====Animal Control====&lt;br /&gt;
*Critters resist the Animal Control power with Logic + Willpower (+ Magic if applicable).&lt;br /&gt;
&lt;br /&gt;
====Compulsion====&lt;br /&gt;
*Compulsion only has the affected character take a single action, then they are free of the effect - and they know they were mind-controlled.&lt;br /&gt;
&lt;br /&gt;
====Concealment====&lt;br /&gt;
*Applies the penalty to attempts to locate the creature through both sensors and physical senses, regardless of whether Electronic Warfare or Perception is used.&lt;br /&gt;
&lt;br /&gt;
====Accident====&lt;br /&gt;
*It must happen within the combat turn that it was activated on (so 3 seconds if outside of combat).&lt;br /&gt;
*The results are up to GM, but should generally be related to the environment (tripping, catching clothes onto a sharp piece of metal, etc.).&lt;br /&gt;
*It doesn&#039;t affect any actual test or dice roll. The results (such as going prone from tripping) may prevent intended actions (like charging).&lt;br /&gt;
*The lethality of the environment it&#039;s used in (e. g. there&#039;s a pool of acid) might make the results fatal, but they&#039;re not fatal in a vacuum.&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
*For qualities, the Mechanics Division defines a &amp;quot;magician&amp;quot; as including aspected magicians - they, in turn, include traditional aspects (sorcerers, conjurers, enchanters), but also FA expanded aspects like apprentices. Adepts and mystic adepts are currently excluded from this category. As far as Aware and explorers are concerned, they qualify for qualities and metamagics when two requirements are met at the same time:&lt;br /&gt;
**A: magicians or aspected magicians qualify for it.&lt;br /&gt;
**B: when the quality or metamagic in question doesn&#039;t require any of skills they don&#039;t have (Magic-linked active skills for Aware and explorers) or abilities they lack (such as astral projection Aware do not possess).&lt;br /&gt;
&lt;br /&gt;
====Dedicated Qualities and Mysads====&lt;br /&gt;
* Mysads must select sorcery as as an available skill group to take Dedicated Conjurer. &lt;br /&gt;
* Mysads must select conjuring as an available skill group to take Dedicated Spellslinger.&lt;br /&gt;
&lt;br /&gt;
====Adept Healer====&lt;br /&gt;
*Adept Healer does not function on drain damage.&lt;br /&gt;
*Damage transferred by this ability counts as drain and as such cannot be transferred by further instances of this power or healed by anything other than rest.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Armorer==== &lt;br /&gt;
*Alchemical Armorer is required to learn the Alter Ballistics (FA 51) preparation. You learn the Alter Ballistics preparation automatically for no additional karma upon learning the quality per RAW. It has no other effect other than providing you with the knowledge of how to make the preparation.&lt;br /&gt;
&lt;br /&gt;
====Alchemical Bombmaker====&lt;br /&gt;
*Alchemical Bombmaker is limited to a number of increases in drain equal to your Alchemy skill rating divided by 4, rounded down: once at rating 4, twice at rating 8, three times at rating 12.&lt;br /&gt;
*Can only be used with combat spell preparations.&lt;br /&gt;
&lt;br /&gt;
====Animal Familiar====&lt;br /&gt;
*Animal Familiar requires you to purchase the animal as normal, then perform the Animal Handling + Charisma [Social] (12, 1 week) test as outlined in Attune Animal, to function. If purchased at chargen, it is assumed you already succeeded this test.&lt;br /&gt;
*The Animal Familiar quality only works with completely mundane animals. That is to say, non-Awakened, non-Emerged animals.&lt;br /&gt;
&lt;br /&gt;
====Arcane Bodyguard====&lt;br /&gt;
*Round the dice you can use on yourself up.&lt;br /&gt;
*The limit on how many dice you can use on yourself is for the entire combat turn, not per resisted spell. The limit does not apply when other characters are also resisting the spell with your spell defense dice.&lt;br /&gt;
&lt;br /&gt;
====Arcane Improviser====&lt;br /&gt;
*Requires 4 spells (not preps) from each category, excluding rituals.&lt;br /&gt;
*Does not allow you to perform rituals you don&#039;t know, nor does it allow you to make preparations that you do not know, or fulfill requirements related to knowing spells.&lt;br /&gt;
*The 1/week limitation is altered to 1/run for ease/simplicity of book-keeping.&lt;br /&gt;
*You must meet all the prerequisites to cast the spell or otherwise be able to learn the spell (meaning no banned spells and no spells that you wouldn&#039;t be able to take otherwise).&lt;br /&gt;
&lt;br /&gt;
====Astral Bouncer====&lt;br /&gt;
*This only identifies the following positive qualities: Home Ground (Astral Acclimation), Spirit Champion, Spirit Whisperer, Spirit Affinity, Mentor Spirit, Witness My Hate, Astral Chameleon, Elemental Focus, Focused Concentration, all Adept Ways, Magic Resistance, Arcane Arrester, Astral Hazing and all mastery qualities.&lt;br /&gt;
*This only identifies the following negative qualities: Astral beacon, Code of Honor: Harmony with Nature: The Shaman&#039;s Code, Spirit Bane, Spirit Pariah, Reduced (Astral Sight).&lt;br /&gt;
*In addition to an Initiate Grade and adept powers, Astral Bouncer determines a certain &#039;&#039;Metamagic&#039;&#039; from an Initiate Grade, not an initiate power.&lt;br /&gt;
*Edge cannot be determined.&lt;br /&gt;
*Physical and mental attributes can not be determined.&lt;br /&gt;
*It is up to GM discretion which aspects get revealed.&lt;br /&gt;
&lt;br /&gt;
====Astral Hazing====&lt;br /&gt;
*Astral Hazing is a minimum penalty on magical actions the character suffers. If this penalty is greater than the BGC of the area the character is in, use 3. If the penalty of BGC in the area is greater, use the BGC of the area. Do note that this prevents a character with Astral Hazing from ever gaining limit bonuses due to an aspected BGC.&lt;br /&gt;
&lt;br /&gt;
====Barehanded Adept====&lt;br /&gt;
*For touch-range spells gained through the Barehanded Adept quality, you calculate drain as normal, then double it after all other considerations, including minimum drain and Reckless Spellcasting. This effectively doubles your minimum drain.&lt;br /&gt;
*This does not work with a spell learned with the Adept Spell power.&lt;br /&gt;
*These spells does not work on yourself. Further, the target must be attacked.&lt;br /&gt;
*This only works with touch combat spells and touch health spells tagged &amp;quot;Negative&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Chain Breaker====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
&lt;br /&gt;
====Chosen Follower====&lt;br /&gt;
*The following options are removed from the list of benefits: &amp;quot;Learn two spells or rituals&amp;quot; &amp;amp; &amp;quot;Improve a magical active skill from rank 1 to rank 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Death Dealer====&lt;br /&gt;
*Mystic Adepts receive both benefits of Death Dealer, however, they may only purchase the first rank. It only applies to Sorcery skills (Spellcasting and Ritual Spellcasting with the Prodigal Spell ritual), not to alchemical preparations.&lt;br /&gt;
*Note that the maximum bonus from this quality to melee damage is +1, regardless of the rating of the quality, as per RAW.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Conjurer====&lt;br /&gt;
*New spirit types are restricted to UMT spirits (Fire, Air, Earth, Water, Man, Beast, Guardian, Task, Plant, Guidance).&lt;br /&gt;
*A dedicated conjurer can summon a spirit with the force one higher than their Magic without taking oversummoning drain.&lt;br /&gt;
&lt;br /&gt;
====Dual-Natured Defender====&lt;br /&gt;
*Dual-Natured Defender takes a free action to activate and a free action to deactivate.&lt;br /&gt;
*Dual-Natured Defender only functions on your innate dual-natured quality, such as that from being infected. Any other sources of dual-natured, such as channeling a spirit or being in an astral rift, are unaffected and do not qualify you for the quality.&lt;br /&gt;
*The duration of having this quality active rounds up to the next minute for purposes of determining how long it can be used for before losing magic, essentially making it so that it is always used in one-minute chunks.&lt;br /&gt;
*Rather than simply cease astral perception, Dual-Natured Defender temporarily causes you not to count as a dual-natured being while active.&lt;br /&gt;
&lt;br /&gt;
====Durable Preparations====&lt;br /&gt;
*Durable Preparations stacks with Practiced Alchemist, effectively changing the duration before a prep begins to degrade to (Potency x 6) hours.&lt;br /&gt;
&lt;br /&gt;
====Elemental Master====&lt;br /&gt;
*Elemental Master only works with the natural elements; air, earth, fire or water. Electricity is not a valid choice.&lt;br /&gt;
*Elemental Master does not apply to damage received from drain.&lt;br /&gt;
*The following damage types can be associated with the paired element for instances where a choice is important.&lt;br /&gt;
**Fire-&amp;gt;fire&lt;br /&gt;
**Water-&amp;gt;water&lt;br /&gt;
**Electricity-&amp;gt;air&lt;br /&gt;
**Acid-&amp;gt;earth&lt;br /&gt;
&lt;br /&gt;
====Taboo Transformer====&lt;br /&gt;
*Willpower is added to the resistance roll when using Shapechange or (Critter) Form spells on involuntary targets.&lt;br /&gt;
**The opposed test therefore becomes Spellcasting + Magic [Force] vs. Willpower + Body + Counterspelling + additional modifiers.&lt;br /&gt;
&lt;br /&gt;
====Mentor&#039;s Mask====&lt;br /&gt;
*Mentor&#039;s mask is visible while casting a spell, using an active adept power or any other active use of magic. It is not made visible by sustaining spells, or due to having passive adept powers.&lt;br /&gt;
*Mystic adepts, if they take a mentor&#039;s mask, get the type of mask bonus dependent on the bonus they receive from their mentor spirit (for example, if they took the adept bonus from their mentor spirit, they get the adept mask, and if they took the magician bonus from their mentor spirit, they get the magician mask). The negative effect of a mentor&#039;s mask applies to all aspects of their magic usage (both their adept powers, and magician abilities).&lt;br /&gt;
*The choice to have a mentor&#039;s mask is made when a character acquires a mentor spirit. If they later switch mentor spirits, they get to make the choice again. If, for any reason, they lose their mentor spirit, they no longer have the advantage, or disadvantage, of a mentor&#039;s mask.&lt;br /&gt;
*You may obtain or remove your mentor&#039;s mask by paying 20 karma without &amp;quot;losing&amp;quot; your mentor. (Effectively buying off the mentor, then buying it again.)&lt;br /&gt;
*There is no way to hide a mentor&#039;s mask, it is always &amp;quot;visible&amp;quot; to the extent that numinous perception can perceive it.&lt;br /&gt;
*Mentor’s Mask only activates when you actively use an adept power, not when you sustain the effects of one. [[Mentor&#039;s Mask|List of adept powers which trigger mentor&#039;s mask]]&lt;br /&gt;
&lt;br /&gt;
====Missile Deflector====&lt;br /&gt;
*Missile Deflector requires a successful Missile Parry interrupt, followed by the Counterstrike adept power interrupt, for a total of -10 initiative to use. Rather than the normal effects of the Counterstrike adept power, when this ability is used, it allows you to make a normal simple action thrown weapon attack against any valid target, with all appropriate modifiers, using the object you have caught.&lt;br /&gt;
&lt;br /&gt;
====Pacifist Adept====&lt;br /&gt;
*The Notoriety restriction on Pacifist Adept is removed due to the possibility of gaining Notoriety via peaceful means such as refusing to do a job when you realize it involves murder or similar. Limits cannot be reduced below 1.&lt;br /&gt;
&lt;br /&gt;
====Revenant Adept====&lt;br /&gt;
*If used, note the date used on your character’s wiki page along with a link to the run where it was used on.&lt;br /&gt;
*Revenant Adept works until it’s cleared all the damage that Regeneration can clear, you died or the run ends. This means that having one box of drain does not allow you to have Regeneration indefinitely.&lt;br /&gt;
*Revenant Adept does not take an action, even a reaction, to trigger. It can be used while unconscious or in physical overflow. This can be done in reaction to an attack and the user does not need to be aware, in character, to do this.&lt;br /&gt;
&lt;br /&gt;
====Spell Jammer====&lt;br /&gt;
*Spell Jammer is not affected by Mana Barriers, but is affected by background counts.&lt;br /&gt;
&lt;br /&gt;
====Spirit Hunter====&lt;br /&gt;
*Spirit Hunter cancels any sustained powers and prevents the use of any active powers, with the exception of Materialization.&lt;br /&gt;
&lt;br /&gt;
====Skinwalker====&lt;br /&gt;
*The pelt for a mundane creature costs 50% of the price of purchasing the critter itself and has an availability equal to that of the critter. Prices and availabilities can be found at [[Animal Availability]].&lt;br /&gt;
&lt;br /&gt;
====Spectral Warden====&lt;br /&gt;
*Binding replaces summoning for the initial summoning tests made by a Spectral Warden, but they must bind the spirit immediately after summoning, the spirit cannot be used for any other purposes before they are bound.&lt;br /&gt;
&lt;br /&gt;
====Sprawl Tamer====&lt;br /&gt;
*Sprawl Tamer interacts additively with our existing [[Player_Rules#Critter_Tricks|house rules]] (it effectively adds another +1 modifier to the number of tricks a critter can learn).&lt;br /&gt;
*Mundanes may take Sprawl Tamer.&lt;br /&gt;
&lt;br /&gt;
====Vexcraft====&lt;br /&gt;
*Suppress focus is a Simple Action and can be used from either the astral or physical, if you have line of sight on an active focus.&lt;br /&gt;
*Grounding focus is a Complex Action and can be used from either the astral or physical, but requires both the focus to be eligible to target and the owner to be eligible to target. This means you can only use this ability to damage a dual-natured or purely astral target, if you yourself are astral, for example.&lt;br /&gt;
*Counterspelling does not apply to the defense test, but power foci do, as does the force of any mana-barriers between the caster and the defender.&lt;br /&gt;
&lt;br /&gt;
====Worship Leader====&lt;br /&gt;
*The GM has final say on if enough people can be gathered. Regarding group contacts, organized crime groups and gangs tend not to worship. One must have the Rank quality in any religious order.&lt;br /&gt;
&lt;br /&gt;
====Witness My Hate====&lt;br /&gt;
*Witness My Hate is permissible for mystic adepts with or without the Magician&#039;s Way.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
====Assensing====&lt;br /&gt;
*Smoke and other solid aerosolized solid particulates partially block line of sight on the astral plane and thus incur a penalty to Assensing tests. Use the Environmental Modifiers table when dealing with them (but not rain) with the following adjustment: when the target of your assensing is a living being and the solid aerosolized particulate is made of non-living matter, reduce the penalties by one step.&lt;br /&gt;
*Assensing can reveal the class of magical subject with 2 net hits.  This is determined to include paracritters as well as those classes given as examples on the assensing table SR5 pg. 313.  Specifically, this pertains to shifters, infected, drakes, and naga.  The GM may require a further knowledge roll to determine the type of paracritter.&lt;br /&gt;
**Example: 2 hits on Assensing would reveal a drake or ghoul as a paracritter, but relevant parazoology, dragon or infected knowledge skills are required to identify the type. Which is to say you can ID a drake as a paracritter but unless you&#039;ve studied drakes you can&#039;t tell if it&#039;s a sea or western.&lt;br /&gt;
**Example: Infected all ping as &amp;quot;a paracritter&amp;quot; but knowledge: Infected lets you combine visual tells with what you&#039;re assensing to determine it is in fact a ghoul.&lt;br /&gt;
&lt;br /&gt;
====Astral Actions====&lt;br /&gt;
*Assensing + Intuition [Astral] against Sneaking + Agility [Physical] (if the sneaker is dual-natured or only on the meat) or Sneaking + Logic [Astral] (if the sneaker is wholly astral) is the test for stealth on the astral.&lt;br /&gt;
*A creature with the Natural Weapons critter power may use them against astral targets per their rules whenever they are dual-natured from any source. They do not need to be permanently dual-natured.&lt;br /&gt;
&lt;br /&gt;
====Auras and Signatures====&lt;br /&gt;
*Items worn by an individual are almost always considered to be within their aura and are able to be perceived through when using astral perception.&lt;br /&gt;
*Biofiber pockets are a detectible aura, however, they generally do not extend outside of the clothing they are within unless someone sticks their head into your pants. This means they are pretty difficult to detect. It will, however, still mask foci within from being seen from outside them. Protection, unless someone is sticking their head into your pants.&lt;br /&gt;
*Astral signatures may not be described to another mage. Alas, the intricacies of a sixth sense are even trickier than, say, describing the color red to someone. This holds equally true to summoned spirits through the spirit-summoner link (a very low-bandwidth link, incidentally), making the quicksilver camera the only way to spread astral signatures around.&lt;br /&gt;
*The following actions leave your astral signature behind:&lt;br /&gt;
**Casting a spell.&lt;br /&gt;
**Activating an alchemical preparation.&lt;br /&gt;
**Activating a focus.&lt;br /&gt;
**Using an adept or critter power.&lt;br /&gt;
**Summoning a spirit.&lt;br /&gt;
*The following actions explicitly do not leave your astral signature behind:&lt;br /&gt;
**Carrying a sustained spell away from where it was cast.&lt;br /&gt;
**Carrying a sustained effect from an alchemical preparation away from where it was activated.&lt;br /&gt;
**Using an active focus.&lt;br /&gt;
**Sustaining a critter power and moving away from where it was activated.&lt;br /&gt;
**Having an active adept power.&lt;br /&gt;
**The act of astral projection itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
**The act of astral perception itself, as distinct from any powers that grant the ability to do so.&lt;br /&gt;
*The &amp;quot;Search&amp;quot; critter power is a physical power and cannot be used to locate the aura of a person. It tracks the physical appearance of a person only.&lt;br /&gt;
*Astral tracking explicitly works on astral signatures, not auras. As a result you can try and trace someone by a spell they cast but can&#039;t locate a person just by knowing their aura.&lt;br /&gt;
*What an aura looks like can be shared via Mindlink and Mindnet spells, as well as the Sense Link power (SG 198) that an ally spirit has. A normal spirit-summoner link is too weak to function for this purpose. Flashback systems and other technological memory extraction does not work due to the magical senses involved with perceiving them.&lt;br /&gt;
*One exception to this rule is quicksilver cameras. Note the quicksilver photographs&#039; own difficulties.&lt;br /&gt;
&lt;br /&gt;
====Background Counts====&lt;br /&gt;
Background counts apply a reduction equal to their rating to the following:&lt;br /&gt;
* Force of pre-existing active foci; forced inactive at 0 until leaving the BGC.&lt;br /&gt;
* Force of sustained spells; collapse at 0.&lt;br /&gt;
* Force of quickened/anchored spells; collapse at 0, recover at 1/hr otherwise.&lt;br /&gt;
* Force of rituals; collapse at 0.&lt;br /&gt;
&lt;br /&gt;
Additionally, they apply a dice penalty equal to their rating to the following, non-cumulative:&lt;br /&gt;
* All tests that use the Magic attribute as part of the roll.&lt;br /&gt;
* Assensing and Astral Combat tests.&lt;br /&gt;
* Skill tests modified by or reliant on active adept powers.&lt;br /&gt;
* All actions performed by dual-natured creatures or purely astral creatures.&lt;br /&gt;
&lt;br /&gt;
These penalties may be affected by acclimation and alignment as per normal.&lt;br /&gt;
&lt;br /&gt;
Lastly, if the trail of an astral entity has passed through a background count higher than their Force or Magic (as appropriate), their trail ends at the area of the background count.&lt;br /&gt;
&lt;br /&gt;
====Burned Out====&lt;br /&gt;
*You are completely burned out when you have 0 current Magic post gen. Temporary reductions do not count for this.&lt;br /&gt;
&lt;br /&gt;
====Magical Compounds====&lt;br /&gt;
*Creating a compound:&lt;br /&gt;
**Creating a compound by a player is done as any other alchemical preparation: roll Alchemy + Magic [Force] vs force. Net hits become the potency of the magical compound. Drain is equal to force + 1. Make a note as to the exact force and potency of any magical compounds created. Advanced Alchemy is required. To buy the exotic ingredient for the compound pay the normal price and use the availability of the compound.&lt;br /&gt;
*Buying a compound:&lt;br /&gt;
**A player may buy magical compounds from their contacts instead of making them themselves. However, not all contacts can get the same quality of magical compounds. In order to determine the potency and force of the magical compound they can procure for you, add half of your loyalty with the contact (rounded up) to their connection, to a maximum of 6: any magical compound they procure for you have that value for both potency and force. Make a note as to the exact force and potency of any magical compounds purchased.&lt;br /&gt;
*Using a compound:&lt;br /&gt;
**The following changes are introduced to the SG information on compounds:&lt;br /&gt;
***Potency and force are not reduced due to lost essence.&lt;br /&gt;
***The user does not suffer drain when using the compounds; the creator of the compound has already taken the drain.&lt;br /&gt;
***Active effects are not negated if the user has less magic than the force of the compound.&lt;br /&gt;
**The following are unchanged:&lt;br /&gt;
***When using a magical compound that grants a power or spell, the user takes a -2 sustaining penalty.&lt;br /&gt;
***Aftereffects last for the entire original duration, as determined by potency (potency x10 minutes), even if the effect is dispelled early.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- https://www.reddit.com/r/ShadowHavenBBS/comments/nx9p4b/fab_iii/ --&amp;gt;&lt;br /&gt;
====FAB 3====&lt;br /&gt;
*Please refer to the rules in 4th edition&#039;s Street Magic for FAB III mechanics.&lt;br /&gt;
&lt;br /&gt;
====Foci====&lt;br /&gt;
*The maximum rating of power and weapon foci is 7, (excluding GMs with thematics permission).&lt;br /&gt;
*The maximum rating for all other foci is 10, (excluding GMs with thematics permission).&lt;br /&gt;
*You cannot apply a weapon focus to yourself. While a focus has your signature, it does not have your aura. Therefore, artificing foci yourself does not get around the previous restrictions on valid foci. Bioware, similarly, cannot be turned into foci. The exception are melee bioweapons other than striking calluses or bone modifications. &lt;br /&gt;
*All non-weapon foci may be made into tattoos via tattoo magic. Note that doing so may not always be beneficial.&lt;br /&gt;
*The custom foci rules are in effect exactly as written. Additionally, it is expected that the player inform their GMs when they have such a focus. The GM may decide when the mentor is displeased, the focus turning off (any time you succeed the composure check to resist the disadvantage of the mentor and don&#039;t give in to the compulsion at minimum), and when it may be turned back on.&lt;br /&gt;
*Focus addiction is rolled for any time a focus is activated and the total force of all active foci is greater than your Magic score. The roll for this addiction is psychological.&lt;br /&gt;
*Spell foci and spirit foci no longer have specific types (such as Combat, Spirit of Man, Fire Spirit, etc.); instead:&lt;br /&gt;
**Banishing foci apply to all Banishing tests.&lt;br /&gt;
**Binding foci apply to all Binding tests.&lt;br /&gt;
**Counterspelling Foci apply to all Dispelling tests and the pool available when Spell Defense is declared.&lt;br /&gt;
**Ritual Spellcasting foci apply to all Ritual Spellcasting tests.&lt;br /&gt;
**Spellcasting foci apply to all Spellcasting tests.&lt;br /&gt;
**Summoning foci apply to all Summoning tests.&lt;br /&gt;
*Power foci do not act as an increase to the Magic attribute, but as an increase to dice pool in all Magic linked tests.&lt;br /&gt;
*Additionally, banishing foci are changed such that they give limit and dice equal to their rating, instead of just limit.&lt;br /&gt;
*Refined radical reagents of various sources may be used to reduce the price of foci they are made into when using a contact.&lt;br /&gt;
*Qi foci continue to provide their full benefit until they are deactivated fully. For powers with levels, such as Improved Ability, reducing the force due to background count does not incrementally reduce the effect of the qi focus.&lt;br /&gt;
&lt;br /&gt;
====Magical Lodge====&lt;br /&gt;
*Lodges have no background count.&lt;br /&gt;
&lt;br /&gt;
====Object Resistance Table====&lt;br /&gt;
*For all tests involving OR, use [https://shreloaded.net/wiki/Object_Resistance_Table the object resistance table]. This includes, among others, physical illusions, the Analyze Device spell and artificing.&lt;br /&gt;
&lt;br /&gt;
====Alterations to metaplaner travel and metaplaner quests====&lt;br /&gt;
*Travelers to metaplanes experience the plane via a metaplanar form.&lt;br /&gt;
**This form fully mimics the travelers real body including ware, though the appearance mimics the planes metaphor.&lt;br /&gt;
**If the traveler possesses the ability to astrally project and has arrived to the metaplane using that mechanism, they may choose to have their metaplaner body&#039;s physical attributes represented by their astral stats instead. In this form cyberware is not projected but the body&#039;s physical stats are as follows &lt;br /&gt;
***Body = will&lt;br /&gt;
***Agility = log&lt;br /&gt;
***Reaction = int&lt;br /&gt;
***STR = char&lt;br /&gt;
**The matrix, including rigging and decking,  may function normally if it fits the metaphor, decided by the gm.&lt;br /&gt;
**You can not astrally project while in a metaplanar body, doing so simply begins the journey to another plane.&lt;br /&gt;
** Time spent on the metaplanar form doesn&#039;t reduce the clock for being out of your body.&lt;br /&gt;
====Astral Gateways and Physical Objects====&lt;br /&gt;
*Astral rifts, gateways and other such creations are split into a few categories.&lt;br /&gt;
**&amp;quot;Astral&amp;quot; and &amp;quot;Metaplanar&amp;quot; are two separate concepts.&lt;br /&gt;
***Astral means (evtl. forced) astral projection&lt;br /&gt;
***Metaplanar means physical travel directly to a metaplane&lt;br /&gt;
**&amp;quot;Gateway,&amp;quot; &amp;quot;Portal&amp;quot; and &amp;quot;Rift&amp;quot; are different things in function as well.&lt;br /&gt;
***Gateway = Temporary passage (by ritual or critter power)&lt;br /&gt;
***Portal = Some physical construct that allows passage&lt;br /&gt;
***Rift = Natural phenomenon&lt;br /&gt;
*Some free spirits are capable of creating an astral gateway to their plane of origin but only very few can open portals that allow physical travel.&lt;br /&gt;
*The Astral Gateway power of a great form spirit creates a gateway and thus means astral projection even with mundanes to the metaplane of the spirit&#039;s native plane. However, they cannot use any physical abilities and must follow all the rules of astral projection as Awakened would. This naturally makes things hazardous for a mundane.&lt;br /&gt;
*A portal to a metaplane is rarer. In these cases, physical rules can apply and you can take gear with you.&lt;br /&gt;
&lt;br /&gt;
====Wards====&lt;br /&gt;
*Fooling Wards&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Basic Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Passing Alarm Wards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Attempt Failure&lt;br /&gt;
|Attempt Success&lt;br /&gt;
|-&lt;br /&gt;
|Attack Ward&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Mag+Cha[Astral] vs Fx2&lt;br /&gt;
|Alerted&lt;br /&gt;
|Alerted&lt;br /&gt;
|-&lt;br /&gt;
|Flux-Int+Mag+IG vs Fx2&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|Not Alerted&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Numinous Perception====&lt;br /&gt;
*Numinous perception is not a discrete sense – it is like unaugmented human smell. If you can detect the source of a successful numinous perception check (such as that wizard over there casting the spell) with another sense (such as sight), you may pinpoint the sensation to that wizard, knowing that he cast a spell. If you cannot detect the source of a numinous perception check with another sense, you merely get a sense of unease, that magic is afoot, but you cannot, for example, tell that there is an invisible man about to pull down your pants or that there is a sorceress casting acid spells at the wall three stories up. Only that magic is afoot.&lt;br /&gt;
*Numinous Perception is effective against sustained spells.&lt;br /&gt;
*For adepts who do not have a mentor&#039;s mask, their powers, with the sole exceptions of Adept Spell and Adept Accident, do not trigger Numinous Perception. Note that this does not necessarily mean that they are not obvious either during or immediately after their effects. If the adept has mentor&#039;s mask, use RAW.&lt;br /&gt;
*Adept Spell triggers Numinous Perception as usual for Spellcasting.&lt;br /&gt;
*Adept Accident triggers Numinous Perception at a threshold of 6-Adept&#039;s Magic score.&lt;br /&gt;
*Critter powers can be perceived with Numinous Perception, in the same manner as magic spells. The force is equal to the magic of the originating critter. In the absence of a Magic score or effective Magic score, utilize essence instead.&lt;br /&gt;
&lt;br /&gt;
====Reagents====&lt;br /&gt;
*Harvesting reagents is only permissible at-table, in-run.&lt;br /&gt;
*Reagents override the BGC limit boost from aspected BGCs.&lt;br /&gt;
&lt;br /&gt;
====Spell Formula====&lt;br /&gt;
*Creating a spellcasting/ritual spellcasting/alchemical formula requires an Arcana + DrainStat [Astral] (25, 1 day) extended test. Extended spell and limited spell increase the threshold by 10 each. Getting the necessary information to make the formula still required some money:&lt;br /&gt;
**Health 100&lt;br /&gt;
**Detection 100&lt;br /&gt;
**Illusion 200&lt;br /&gt;
**Manipulation 300&lt;br /&gt;
**Combat 400&lt;br /&gt;
**Ritual 400&lt;br /&gt;
*Failure results in 25% loss of materials, glitch 50% and critglitch 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please leave the text below this line as it is, for proper categorization. --&amp;gt;&lt;br /&gt;
[[Category:Player Rules]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Utah&amp;diff=153005</id>
		<title>Utah</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Utah&amp;diff=153005"/>
		<updated>2026-06-13T22:44:23Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=Maurer&lt;br /&gt;
|Image= [[File:Placeholder.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=Street Samurai / Face&lt;br /&gt;
|Shortblurb1=Eagle Eye Gunslinging Cowboy&lt;br /&gt;
|Shortblurb2=Good Hearted Drekhead&lt;br /&gt;
|Shortblurb3=&amp;quot;I might be a criminal, but that don&#039;t mean I&#039;ll abide good folk gettin&#039; hurt for no good reason.&amp;quot;&lt;br /&gt;
|OwnersRedditName=Maurer1776&lt;br /&gt;
|OwnersDiscordName=Maurer&lt;br /&gt;
|Metatype= Human &amp;lt;!-- the base metatype --&amp;gt;&lt;br /&gt;
|Metavariant= &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=1&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth=2059-12-01 &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1W6kUn2vwgvbLuhzNprIW8HpmZFl7tUGz?usp=sharing]&lt;br /&gt;
|Priority=DBEAC &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{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.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below here only for Strain 1.  It may be deleted otherwise or simply not used if you prefer. --&amp;gt;&lt;br /&gt;
|Strain1Essence={{Strain1EssenceTracker&lt;br /&gt;
|EssenceLost=0&lt;br /&gt;
|EssenceDrained=0&lt;br /&gt;
|ActivePowersUsed=0&lt;br /&gt;
|EssenceExpansion=0&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if not infected --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Utah is in the business because it&#039;s what he wants to do. He could use the money but he isn&#039;t too concerned with it. He&#039;s looking for work that rains on the corps parade. He always had keen eyes, the cybernetics took it to the next level. He&#039;s packing some six shooters and lots of bullets. He has an unrefined charm to him and can talk his way out of trouble with an earnest smile, but he&#039;s also too trusting and fooled easily.&lt;br /&gt;
===Goals===&lt;br /&gt;
Just tryna get by, while drinkin&#039; good booze, meetin&#039; pretty women, hearin&#039; good music, and bein&#039; as much of a pain in the ass to the megas as he possibly can.&lt;br /&gt;
==Background==&lt;br /&gt;
Born an&#039; raised in the Sioux Nation, he&#039;s from the rural outskirts of Cheyenne. As a young man he grew around  the go gangs of Cheyenne, he was poor and in with criminals, but life didn&#039;t seem all that hard. He never minded being poor. When he turned 25 he decided to hit the road on his Harley just to see something new, and that something new ha turned out to be Seattle. He hasn&#039;t been in town long but he&#039;s made a couple of connections, and he has found that the whiskey bottom saloon is exactly his kind of place. &lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Somehow never lets his hat and jacket get dirty when he gets in a tussle.&lt;br /&gt;
The outlaw get up might seem silly, but the guy&#039;s a bonafide sharpshooter.&lt;br /&gt;
Keen eyes, and quick to draw.&lt;br /&gt;
===Negative===&lt;br /&gt;
Saunters around in a designer suit, wide brimmed cowboy hat, and dark reflective sunglasses. You can&#039;t miss him.&lt;br /&gt;
He&#039;ll throw away good money if it means keepin&#039; good folk from harm.&lt;br /&gt;
He might not be slow but damn is he gullible.&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=G-Old&lt;br /&gt;
|Loyalty=2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Brogan&lt;br /&gt;
|Loyalty=5&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=Seattle Based runner. Distinct Cowboy Aesthetic.&lt;br /&gt;
|MidResult=Frequents the Whiskey Bottom Saloon. Originally from Cheyenne. &lt;br /&gt;
|HighResult=Apartment in Snohmish Seattle near the Whiskey Bottom Saloon. &lt;br /&gt;
}}&lt;br /&gt;
==Shadow Community Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult=A friendly if eccentric cowboy streetsam. Rides a Harley.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Frequently found playing harmonica outside of his favorite haunt, the whiskey bottom saloon.&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Refuses to let innocents be hurt. Kind of obsessed with his appearance. Lives in very poor conditions but seems content.&lt;br /&gt;
}}&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1= Healthy, Generally laid back and jovial. Mundane.&lt;br /&gt;
|Result2=wired reflexes.&lt;br /&gt;
|Result3=Alphaware cybereyes.&lt;br /&gt;
|Result4=essence 3.68&lt;br /&gt;
|Result5=nothing new.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Hiram Williams (Rating 4)&lt;br /&gt;
==Appearance==&lt;br /&gt;
A tall, lanky human man. Handsome face, angular features. Messy black curly hair. Well groomed mutton chops Always smiling a jovial smile. Glowing amber irises hide behind his glasses.&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Wide brimmed black cowboy hat. Dark reflective sunglasses. Fitted suit jacket and dark jeans. Conspicuously worn boots. &lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
A 1950&#039;s cowboy in a white suit.&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;
|Code of Honor&lt;br /&gt;
|Refuses to let innocent folk be harmed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Country lover&lt;br /&gt;
|Obsessed with 20th century country western music&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|From Sioux Nation&lt;br /&gt;
|speaks Sioux and Cherokee, knows about cheyenne and Sioux go gangs&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=The_Velvet_Trap&amp;diff=153004</id>
		<title>The Velvet Trap</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=The_Velvet_Trap&amp;diff=153004"/>
		<updated>2026-06-13T22:44:15Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&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= Brothel&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:The velvet trap exterior.jpg|thumb|Velvet Trap - Exterior]]&lt;br /&gt;
&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= Mr Yu&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= Terzho&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= Tacoma&lt;br /&gt;
|Address/Coordinates=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The typical Background Count and Noise can be listed here. --&amp;gt;&lt;br /&gt;
|BackgroundCount=&lt;br /&gt;
|Noise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If the location is owned by any faction, you can note it here. --&amp;gt;&lt;br /&gt;
|Faction= Octagon Triad&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:Velvet trap interior.jpg|400px|thumb|left|Velvet Trap - Interior]]&lt;br /&gt;
&lt;br /&gt;
[[File:Velvet trap escorts.jpg|400px|thumb|left|Velvet Trap Escorts]]&lt;br /&gt;
&lt;br /&gt;
[[File:Velvet trap enforcers.jpg|400px|thumb|left|Triad Enforcers]]&lt;br /&gt;
&lt;br /&gt;
The Velvet Trap is a low-class brothel owned and operated by The Octagon Triad. Nestled in a rundown section of Tacoma, where the industrial zones meet the fringes of low-income residential housing, it caters to a wide range of clients from dock workers and factory hands to off duty KE officers and other desperate souls looking for cheap companionship. The place isn’t fancy, with flickering neon signage, dim red lighting, and a haze of synth-smoke in the air but it does steady business and, most importantly, doesn’t attract the kind of attention high-end establishments do.&lt;br /&gt;
&lt;br /&gt;
==Distinctive Features==&lt;br /&gt;
The building used to be a warehouse, abandoned after the collapse of a local shipping outfit. A few years back, the Octagon picked it up cheap through shell companies and quietly converted it into a brothel. As you enter through the door under a neon sign, you are greeted to a reception area flushed with dim red lighting. The air smells of perfume, cigarettes, old leather and incense with something just faintly chemical.&lt;br /&gt;
&lt;br /&gt;
The front desk is staffed by [[Mr Yu]], a stoic Triad frontman who greets customers, takes bookings and ensures no trouble occurs under his watch. At his desk are discreet AR overlays for patrons to view and book available &amp;quot;escorts&amp;quot;. Past the front desk is a corridor filled with individual booths, covered by red velvet drapes, offering patrons privacy while they wait to be collected. Further in are barely soundproofed rooms with slightly worn beds and stylised mirrors where business is conducted. &lt;br /&gt;
&lt;br /&gt;
Triad soliders act as security, ready to react at any sign of trouble. They blend in rather than stand out, dressed in streetwear common to the Tacoma docks—leather jackets, hoodies, and work boots hiding their reinforced armor and sidearms. There are usually four to six on-site at any given time, rotating between front-of-house, perimeter patrols, and informal surveillance from unmarked vehicles nearby. Two typically linger in the entry corridor or smoking near the alley, looking casual but watching everything.&lt;br /&gt;
&lt;br /&gt;
While the front-facing operation provides companionship, hidden away backrooms tucked behind a false wall and shielded with noise baffling and wireless signal supressing technology are kept available to be used as saferooms for triad members and other select few who are vouched for by Mr Yu. Beneath each saferoom is a trapdoor leading to a prohibition-era smuggling tunnel that can be used as an escape route which leads to a delivery hatch behind a noodle stand two blocks away.&lt;br /&gt;
&lt;br /&gt;
==IC Information==&lt;br /&gt;
===Notable Associated Characters===&lt;br /&gt;
&lt;br /&gt;
[[Mr Yu]]&lt;br /&gt;
&lt;br /&gt;
===Matrix Search Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult= An abandoned warehouse in Tacoma, formerly owned by a now bankrupt company.&lt;br /&gt;
|MidResult= Matrix site for a brothel, with rates and escorts advertised.&lt;br /&gt;
|HighResult= Octagon triad owned and operated.&lt;br /&gt;
}}&lt;br /&gt;
===Area Knowledge:Seattle Table===&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowThreshold=1&lt;br /&gt;
|LowResult= An abandoned warehouse in Tacoma, formerly owned by a now bankrupt company.&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult= A low-class brothel&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult= Octagon triad owned and operated.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=The_Lake_Never_Gives_Up_Her_Dead&amp;diff=153003</id>
		<title>The Lake Never Gives Up Her Dead</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=The_Lake_Never_Gives_Up_Her_Dead&amp;diff=153003"/>
		<updated>2026-06-13T22:44:03Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2085-12-22&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Villiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=White Fish Point / the location of the Wreckage of The Edmund Fitzgerald&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Star of the Sea|Thunder}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=High&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Spirits of Lake Superior&lt;br /&gt;
|OppositionUnits={{AARCharacterList}}&lt;br /&gt;
|OppositionCasualties=9 Force 7 Lake Spirits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=File:StormsAtLakeSuperior256.png&lt;br /&gt;
|ImageSize=256&lt;br /&gt;
|ImageCaption=Localized hurricane over the site of the wreck.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The lake, it is said, never gives up her dead when the skies of November turn gloomy=&lt;br /&gt;
This is the longform title of the run.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In 1975, the Edmund Fitzgerald sank in Lake Superior during a hurricane, resulting in the loss of all 29 crew members and becoming a famous maritime disaster. In 1995, the ship&#039;s bell was recovered, disturbing the spirits of the Lake. Recently, eight heirs to victims of the tragedy launced an illegal expedition to the wreck to prevent what they thought was the beginning of a shedim infestation, causing rage of the spirits, the deaths of the eight heirs, and ongoing storms in the area of the wreckage. Carleton Moreau hires runners to investigate the disappearance of his employee, on of the heirs by the name of Howard McSorley, and to resolve the weather disturbances affecting his logistics business. The runners discover that the spirits are enraged by the recovery of the ship&#039;s bell and return it to the wreckage site, performing a ritual to calm the spirits. Their success soothes the spirits and stabilizes the weather, though the theft of the bell from the local museum angers the Chippewa people.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The wreckage of the Edmund Fitzgerald lies at the bottom of Lake Superior since it sank during a huricane with up to 25 feet high waves, on November 10, 1975. All 29 crew members aboard perished, and the ship&#039;s sinking remains one of the most famous maritime disasters on the Great Lakes. In 1995, a marine expidition recovered the ships bell which has since been on display at the Great Lakes Shipwerck Museum at the Whitefish Point Light Station in Paradise, Michigan.&lt;br /&gt;
During the expidition that recovered the ships bell, spirits were disturbed and have been in agony since.&lt;br /&gt;
&lt;br /&gt;
[[Carleton Moreau]] is a successful businessman whos operations depend on the safe passage from Lake Superior to Lake Michigan through the passage after White Fish point. Recent events have infuriated the spirits at the site of the wreckage, causing storms and dangerous seas which are dangerous to navigate through, increasing operational costs for his Logistics Company, High Latitude Logistics, as well as last, but not least increased danger to human lives. In particular, 8 people went missing and are presumed dead in an incident which seems to be related to the shipwreck. One of the missing people, Howard Mc Sorley, is an employee of High Altitude Logistics. So, Carleton has decided to act in order to find out what happened to his employee, what might be the source for the constant bad weather at the site of the wreckage, and what might be done to normalize the situation.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
[[Thunder]] picks up [[Star of the Sea]] in Snomish and they drive to the [[Zephyr-South Multi-Use building|Zephyr-South Building]] in Touristvill to meet with [[Carleton Moreau]] in his office.&lt;br /&gt;
After greeting the runners, he explains that an employee of his company High Latitude Logistics, Howard McSorley, has gone missing and is probably dead. Further, he explains that Howard&#039;s whife Veronica, who is also an employee at High Latitude Logistics is a nervous wreck and needs closure regarding what caused Howard&#039;s dissapearance and why.&lt;br /&gt;
&lt;br /&gt;
Additionally, a low preassure-cell above the site of an old ship wreck which went under approximately 110 years ago is causing bad storms and rough seas which is a true disturbance for the logistics across Lake Superior, including Carletons business in the area.&lt;br /&gt;
&lt;br /&gt;
He offers the runners is 16 000 Nuyen, transportation and lodging if they manage to find out what happened to Howard, and find out what is behind the weird weather occorance and to solve the problem with the weather if possible.&lt;br /&gt;
&lt;br /&gt;
After the runners accept the task and payment, Carleton suggest the runners meet with [[Maryann Clay]] two stories down, whom he has already paid to perform devination and hopefully offer the runners some clues and possible advice.&lt;br /&gt;
&lt;br /&gt;
With tarot cards Maryann foresees:&lt;br /&gt;
Situation: An impulsive and eager character who doesn&#039;t usually let once they have set their mind to something has ventured into dangerous territory.&lt;br /&gt;
Obstacle: Sorrow and grief which is being dewlled upon and seem very difficult to let go of.&lt;br /&gt;
Solution: Protect the teritory by defending yourselves.&lt;br /&gt;
&lt;br /&gt;
And her crystal bowl reveils:&lt;br /&gt;
A research yacht called &amp;quot;David Boyd&amp;quot;.&lt;br /&gt;
A necromatic raven king using his necromantic powers in an aquatic environment.&lt;br /&gt;
A water spirit which looks like a possible nymph.&lt;br /&gt;
&lt;br /&gt;
After the meets with Carleton and Maryanne, the runners grab their things and fly off to Sault Ste. Marie without wasting any time.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Star and Thunder plan to go to Sault Ste. Marie to see Veronica Mc Sorley and hopefully find out relevant information about Howard Mc Sorley&#039;s dissapearance. After that they plan to visit the Shipwreck Museum at Whitfish Point to find out more about the lake and its ship wrecks. After information gathering is finished, they hope to have enough clues to what has happened to do something about it.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Star and Thunder meet with Veronica McSorley at the local office of High Altitude Logistics in Sault Ste. Marie. During the conversation with her, the search of Howard McSorely&#039;s office and through a burner commlink  they found, they learn that Howard got obsessed with the idea that shedim would be infesting Lake superior and posess the many non-decomposed drowned coropses from shipwrecks that the lake &amp;quot;never gives up&amp;quot; because of the lack of bacteria that would normally decompose corpses and fill them with gases that would cause them to rise to the surface and eventually be found by people or eaten by animals.&lt;br /&gt;
As an heir to one of the sailors of the Edmund Fitzgerald, the largest ship to have gone under in Lake Superior, he has formed bonds with seven other heirs to other crew members who also lost their lives in the terrible accident. Howard and the other heirs all went missing at the same time and a yacht full of forensic evidence including blood and other DNA of the eight heirs was found abandoned shortly after their dissapearance. While their bodies have not yet been found, evrything points at them all having lost their lives under unusual circumstances on the yacht.&lt;br /&gt;
&lt;br /&gt;
The commlink found includes a connection to Heinrich Bueler, a necromancer in Seattle, whom the runners eventually hire to help perform a ritual to calm the spirits of Lake Superior around the wreckage of the Edmond Firtzgerlad.&lt;br /&gt;
&lt;br /&gt;
The most interesting things the runners find out at the Lighthous are that a mission which took place in 1995 recovered the 200 lb. bronze bell of the Edmond Firtzgerald, and that the research yacht used by the eight heirs belongs to the museum and is currently in the nearby small harbor. They come up with the theory that the spirits of the lake are upset because the bell was &amp;quot;stolen&amp;quot; from the wreckage in 1995 and that the recent prying around the wreckage by Howard and the other Heirs would have caused the spirits to enrage and caused the storm cell to ward off further intrutions to the area around the wreck.&lt;br /&gt;
&lt;br /&gt;
In a late-night smash and grap coup, Star orders a spirit which resembles a piate to get in the way of the surveillance camera while she and Thunder break into the museum and steal the ships bell. The plan is to return the bell to the site of the wreckage while the Heinrich Bueler performes a ritual to soothen the spirits.&lt;br /&gt;
&lt;br /&gt;
In the same night they steel the shpis bell, they capture the unmanned yacht the unfortunate eight heirs used to anger the spirits in good pirate manners and sail (yea, it&#039;s actually called sailing, even though it&#039;s a motor boat) to the site of the wreckage. The sea is rough, but Star is a true pirate who fearlessly meneuvers through the storm and high waves.&lt;br /&gt;
At site, the necromancer performes the ritual while Star and Thunder guard him from nine attacking spirtis of the lake. It is an intense fight and with the help of two additional spirits the runners summon to help them ward off the lake spirits, the runners manage to win the fight without any casualties on their own side. The water spirit of Star deserves an honorable mention in this story for its exceptionally heroic and effective fighting against much stronger opponents.&lt;br /&gt;
&lt;br /&gt;
After the completion of the ritual and the conclusion of the fight with the spirits of the Great Lake, the weather clams down which proves that the lake&#039;s and its spirits been comforted.&lt;br /&gt;
&lt;br /&gt;
The runners report back to Carleton and return to the motel for a well deserved rest before eventually flying back to Seattle.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
The return of the ship&#039;s bell to the wreck calms the angry spirits. The theft of the bell greatly angers the Chippewa.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
High TL 16 X 1.1 17 RVP&lt;br /&gt;
&lt;br /&gt;
16,000 Nuyen (8 RVP)&lt;br /&gt;
&lt;br /&gt;
8 Karma (8 RVP)&lt;br /&gt;
&lt;br /&gt;
2 CDP (1 RVP)&lt;br /&gt;
&lt;br /&gt;
2 CDP (Base)&lt;br /&gt;
&lt;br /&gt;
This run counts as an initiation ordeal&lt;br /&gt;
&lt;br /&gt;
Optional: Thunder Drug Tolerant at chargen rate (6 RVP)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
[[Thunder]] I wonder what spirit posessed Howard and his seven compatriots to go hunting for what they thought were shedim in an area so densely populated with shipwrecks and intact bodies, instead of paying 3k Nuyen to a service provider who would take care of the problem for them. ...but then again, maybe it has something to do with the service provider being a necromancer and the general perception amongst people that necromancers shouldn&#039;t be trusted.&lt;br /&gt;
Whatever, read the disclaimer!  &amp;quot;Don&#039;t try this at home. This feature has been performed by trained professionals and similarly trained professionals have been known to fail and die on similar quests. Gottit?&amp;quot;.&lt;br /&gt;
Oh, and one more thing before I log out. I heard rumors that Howard and his crew of 7 Unlucky Heirs have been nominated for the Darwin Awards -and that&#039;s not a good thing.&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Terry_T._Sync&amp;diff=153002</id>
		<title>Terry T. Sync</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Terry_T._Sync&amp;diff=153002"/>
		<updated>2026-06-13T22:43:54Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=StevenHighPing&lt;br /&gt;
|Image= [[File:Terry Smaller.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=Face/Entertainer&lt;br /&gt;
|Shortblurb1=Wash Action Movie Star Turned Runner&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=Reddit Name&lt;br /&gt;
|OwnersDiscordName=stevenhighping&lt;br /&gt;
|Metatype= Human &amp;lt;!-- the base metatype --&amp;gt;&lt;br /&gt;
|Metavariant= &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[Drive URL Link]&lt;br /&gt;
|Priority=DAEBC &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{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.--&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 to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below here only for Strain 1.  It may be deleted otherwise or simply not used if you prefer. --&amp;gt;&lt;br /&gt;
|Strain1Essence={{Strain1EssenceTracker&lt;br /&gt;
|EssenceLost=0&lt;br /&gt;
|EssenceDrained=0&lt;br /&gt;
|ActivePowersUsed=0&lt;br /&gt;
|EssenceExpansion=0&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if not infected --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&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;
&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Seattle, born and raised! A West-coast &#039;legend&#039; in the film industry, starring in more action films than he can count. At least this is what he tells himself every morning.&lt;br /&gt;
&lt;br /&gt;
The former actor, who&#039;s prime ended nearly two decades ago, now appearing in cheap cameos and seriously debating taking on a &#039;non-luxurious&#039; career path. That thought alone gives the &#039;celebrity&#039; chills.&lt;br /&gt;
&lt;br /&gt;
The life of a movie star is one of wealth and thrills, and Terry was the party-seeker for nearly every high-end club in Seattle! Unfortunately, the high life caught up with the sorry soul. On the biggest win streak of his life at the [casino name here], the stakes were incredible. In front of a massing crowd, Terry had immeasurable wealth at his fingertips, he just had to walk away. But a few drinks of liquid courage, a little nova coke, and some serious &#039;rewards&#039; waiting for this big spender to win it big pushed him to go all in...&lt;br /&gt;
&lt;br /&gt;
The house always wins, and Terry learned that the hard way. Completely stunned by the events of that night, Terry believed he was cheated and valiantly argued with the floor manager, giving the paparazzi a gripping show. A thrown drink and a serious beatdown later, Terry was detained and escorted to the owner&#039;s office to discuss the &#039;generous&#039; terms of his dues to the casino.&lt;br /&gt;
&lt;br /&gt;
With his veteran talent manager by his side, this star is pursuing a more &#039;diverse&#039; role selection for his career. Shadowrunning seemed to be the perfect &#039;method-acting&#039; opportunity this actor has been waiting for.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
- Fame: National&lt;br /&gt;
- Natural Leader&lt;br /&gt;
- School of Hard Knocks&lt;br /&gt;
- Too Pretty To Hit&lt;br /&gt;
- Tough as Nails (Stun) 1&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
- Addiction (Mild)(Nova Coke)&lt;br /&gt;
- Creature of Comfort (High)&lt;br /&gt;
- Poor Self Control (Thrill Seeker)&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=Ace Powers&lt;br /&gt;
|Loyalty=1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Bob Sanders&lt;br /&gt;
|Loyalty=3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name=Emily Osbourne&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;
&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Sister&amp;diff=153001</id>
		<title>Sister</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Sister&amp;diff=153001"/>
		<updated>2026-06-13T22:43:43Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=HellShadow793&lt;br /&gt;
|Image= [[File:Catherine_%27Sister%27_Evette.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=Gun Adept&lt;br /&gt;
|Shortblurb1=&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=Shadow7930&lt;br /&gt;
|OwnersDiscordName=HellShadow793&lt;br /&gt;
|Metatype= Human &amp;lt;!-- the base metatype --&amp;gt;&lt;br /&gt;
|Metavariant= &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1g5b8ZqRu14fRINwoXSOs5IPzVHXu0FOX?usp=sharing Google Drive]&lt;br /&gt;
|Priority=CBDBD &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{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.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=2&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
A humble nun of the Roman Catholic Church, currently tasked with helping out at the orphanage that she was raised in.  Happens to be living a double life, as she does what she feels she must to provide for the orphanage that helped make her who she is now.&lt;br /&gt;
===Goals===&lt;br /&gt;
Become a more devout follower of the Catholic Faith.&lt;br /&gt;
&lt;br /&gt;
Ensure the orphanage can keep running.&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
Adept: God has given me His blessing in order to fulfil my part in His plan.&lt;br /&gt;
&lt;br /&gt;
Mentor Spirit (Holy Text - Romans 12:15)&lt;br /&gt;
&lt;br /&gt;
Mentor&#039;s Mask: God&#039;s light shines down on me as I use my powers to serve His will.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Semantic_Drift_Ep_1&amp;diff=153000</id>
		<title>Semantic Drift Ep 1</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Semantic_Drift_Ep_1&amp;diff=153000"/>
		<updated>2026-06-13T22:43:33Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-06-15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=PeepTheDictator&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=CAS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Lingchi|Docteur Vega}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=Deadly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=Semantic Drift&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Major Corp&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction2=&lt;br /&gt;
|OppositionUnits2=&lt;br /&gt;
|OppositionCasualties2=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction3=&lt;br /&gt;
|OppositionUnits3=&lt;br /&gt;
|OppositionCasualties3=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction4=&lt;br /&gt;
|OppositionUnits4=&lt;br /&gt;
|OppositionCasualties4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: As above, but if there was a secondary opposing group. --&amp;gt;&lt;br /&gt;
|OppositionFaction5=&lt;br /&gt;
|OppositionUnits5=&lt;br /&gt;
|OppositionCasualties5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Hired by Yonder to investigate a missing evangelical client, the team uncovers a mystery soaked in digital corruption, toxic spirits, and orbital catastrophe. The further they dig, the more wrong the world feels, and the more attention they draw from corporate enforcement. What begins as a missing persons job turns lethal when Knight Errant intervenes, leaving one runner bleeding out beside a southern highway, and no one any closer to the truth.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
A rural church in the CAS vanished under mysterious circumstances. Official footage shows a beam of light descending from the heavens. Unofficial sources say something far messier happened. Yonder wants plausible deniability and missing inventory accounted for. The runners are sent to follow a cold trail and bring back answers—quietly.&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
&lt;br /&gt;
After a flight from Seattle to the CAS, Lingchi and Vega meet with Yonder’s representative. The job is accepted with minimal negotiation. &lt;br /&gt;
&lt;br /&gt;
- The target: Charlie Sutherland.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Lingchi dispatches her spirit to scout the area. Vega begins Matrix searches while the team reaches out to Father Uriel, a Catholic spy master, who confirms strange happenings: HTR vans in the woods, abnormal corporate presence. In exchange, he asks for information on anything unnatural the team uncovers.&lt;br /&gt;
&lt;br /&gt;
Further digging reveals Charlie and his wife were using a legal marriage to obscure a poly relationship. His girlfriend hasn’t heard from him in about 2 weeks. The wife sends them a file, tainted with dissonance and disturbing to interact with. Decryption reveals the church wasn’t raptured. It was struck by a fireball along with a deeply unsettling message...&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
&lt;br /&gt;
Geared up and dosed on iodine for radiation exposure, the team heads toward the site. A lone patrol car blocks the road. Vega hacks the officer’s commlink, dodging a rating 7 databomb, and reveals orders to intercept anyone heading into the woods.&lt;br /&gt;
&lt;br /&gt;
They’re pulled over shortly after. Lingchi’s SIN doesn’t hold. Backup is called. As tensions rise, they’re cuffed and questioned by Rogue, a Knight Errant officer with zero tolerance and full support.&lt;br /&gt;
&lt;br /&gt;
The social game fails after a series of 3 failed con attempts and failed &#039;Saving Face&#039; checks.&lt;br /&gt;
&lt;br /&gt;
In a last-ditch effort, Lingchi casts a stunball but the HTR team activates pain editors and opens fire. She hits the ground, dying. Vega acts fast, slapping on a trauma patch as Lingchi burns a point of edge to survive.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
Yonder remains unaware of the full scope of the incident. &lt;br /&gt;
&lt;br /&gt;
The investigation stalls. &lt;br /&gt;
&lt;br /&gt;
The church remains a crater. &lt;br /&gt;
&lt;br /&gt;
The woods continue to fester with toxic spirits and rising radiation. &lt;br /&gt;
&lt;br /&gt;
The case file is closed, but the mystery, and the signal, remains.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* 4 Karma (4 RVP)  &lt;br /&gt;
* 2 CDP (Free)  &lt;br /&gt;
&lt;br /&gt;
**Lingchi (@LHOG):**  &lt;br /&gt;
* Acquired Criminal SIN (-10 RVP)  &lt;br /&gt;
* Lost FBA Armor (29,000¥) (-14 RVP)  &lt;br /&gt;
* Burned SIN (-6 RVP)  &lt;br /&gt;
* Burned 1 Point of Edge  &lt;br /&gt;
&lt;br /&gt;
**Docteur Vega (@Zerre):**  &lt;br /&gt;
* Social Stress (Law Enforcement) (-8 RVP)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;Wait the databombs do FULL d6&#039;s OF DAMAGE?!? - Peep after reading about how the databombs deal damage&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Red_Stare&amp;diff=152999</id>
		<title>Red Stare</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Red_Stare&amp;diff=152999"/>
		<updated>2026-06-13T22:43:26Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&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:redstare_pic.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=Gear dealer&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= Gear for your purse!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|OwnersRedditName=Key_Citron_9096&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=@albinokuh#5711&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your wiki name so people can can find you on the wiki. --&amp;gt;&lt;br /&gt;
|OwnersWikiName=Speckgespenst&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=3&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=Berlin&lt;br /&gt;
|Metatype=Dwarf&lt;br /&gt;
|AwakenedEmergedOrMundane=Mundane&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|PreferredPayment=Cash&lt;br /&gt;
|HobbiesOrVice=Poker&lt;br /&gt;
|PersonalLife=Married&lt;br /&gt;
|Faction=&lt;br /&gt;
&amp;lt;!-- Use of the second faction is entirely optional. Leaving that row blank will not affect the contacta at all, and can either be left blank or removed entirely.--&amp;gt;&lt;br /&gt;
|Faction2=&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=unknown&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Red Stare is a well-known gear dealer in Berlin, primarily selling to the anarcho districts. He accepts Nuyen from almost anyone—except the Vory. Too much bad blood there. His gear is generally solid, but well-used—more used than his usual &amp;quot;only dropped once&amp;quot; joke suggests. Most of what you get from him is either damaged or heavily worn, but he balances that with a good price.&lt;br /&gt;
&lt;br /&gt;
The dwarf is legendary for his poker games, where he usually loses everything—only to completely flip out and trash the place. Thankfully, he always pays his debts.&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=Ah, that still works...&lt;br /&gt;
|Description=There’s a good chance that the gear you order is used—some even say it’s cursed... But at least it comes with the reassuring smell of disinfectant. (1 in 6 chance that Gear acquired from him, on a run, gives the player the Bad Luck quality temporarily until the run is over – GM discretion)&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;
&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=Loves Cars...&lt;br /&gt;
|Description=Red Stare can get you ground vehicles—mostly accident-free. (+2 dice on acquisition of cars)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=...and Drones&lt;br /&gt;
|Description=Drones up to medium size are part of Red Stare’s repertoire. (+2 dice on acquisition of drones up to medium size)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Hates Vory&lt;br /&gt;
|Description=The dwarf hates the Russian Mafia like no one else… (+2 dice when gear will be used against the Vory, and Red Stare knows about it)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Basic Gear in Stock&lt;br /&gt;
|Description=Red Stare has a network of well-hidden supply caches around Berlin, so he keeps most things in stock. (Halves base gear acquisition time for all items with Availability 8 or lower, up to 10,000¥)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Anarcho-Connections&lt;br /&gt;
|Description=Cheap and fast—exactly the qualities that appeal to the anarcho community. Red Stare is well-informed and deeply connected with his biggest customer base. (+2 dice on networking with anarcho groups)&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;
&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;
[[Elara van der Meer]]&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Rahjid&amp;diff=152998</id>
		<title>Rahjid</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Rahjid&amp;diff=152998"/>
		<updated>2026-06-13T22:43:20Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&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:Rahjid_pic.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=Driver&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=Z-Taxi Driver with questionable habits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your reddit name. Just the name only. --&amp;gt;&lt;br /&gt;
|OwnersRedditName=Key_Citron_9096&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=@albinokuh#5711&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is for your wiki name so people can can find you on the wiki. --&amp;gt;&lt;br /&gt;
|OwnersWikiName=Speckgespenst&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=2&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=Service&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= Berlin&lt;br /&gt;
|Metatype= Human (Nartaki)&lt;br /&gt;
|AwakenedEmergedOrMundane=Awakened (Adept)&lt;br /&gt;
|Gender=Male&lt;br /&gt;
|PreferredPayment=Cash&lt;br /&gt;
|HobbiesOrVice=Work&lt;br /&gt;
|PersonalLife=Single&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=Young&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Rahjid is a Nartaki taxi driver originally from India, who immigrated to Berlin with his parents—true anarchists at heart. He is an excellent driver with questionable decision-making skills, but a good heart. His four arms are constantly in motion, often multitasking to the point of effectively quartering his brainpower at times…&lt;br /&gt;
&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;
&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=Questionable Shortcuts&lt;br /&gt;
|Description=Rahjid can get anywhere very fast—but at a price. His driving style often results in extra nuyen spent on car repairs and queasy passengers. (-1/4 travel time, but at the expense of extra payment – GM’s discretion)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Knows the streets&lt;br /&gt;
|Description=Rahjid has been driving his Z-Taxi for years and knows exactly where to go—and where not to. (+2 dice on Street Knowledge for locations in Berlin)&lt;br /&gt;
|}}&lt;br /&gt;
{{PositiveAspect|&lt;br /&gt;
|Aspect=Knows the people&lt;br /&gt;
|Description=As a seasoned Berlin local, Rahjid knows who to talk to—and who to avoid. (+2 dice on Street Knowledge: Berlin for gangs and syndicates)&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;
&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;
[[Elara van der Meer]]&lt;br /&gt;
&lt;br /&gt;
==Narrative Significant Runs==&lt;br /&gt;
{{ContactRuns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;br /&gt;
[[Category:Public Contacts]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Radical_Reagent_Retrieval&amp;diff=152997</id>
		<title>Radical Reagent Retrieval</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Radical_Reagent_Retrieval&amp;diff=152997"/>
		<updated>2026-06-13T22:43:14Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-07-28&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM= Eva&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location= Seattle, OU&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Aishar|Glitch|Ducky}}&lt;br /&gt;
|RunnerCasualties= Glitch&#039;s pride, Aishar&#039;s decency&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat= Medium&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Zacharius Pallas&#039;s Organization&lt;br /&gt;
|OppositionUnits=&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[His Beardliness Belegar son of Gotrek son of Thor]] knows taht someone got their hands on some radical cinnabar, and he wants it for himself&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Rumors have a way of spreading fast. Moreover, the more nuyens are involved, the more the rumor gains traction. The latest in the talismonger circles of Seattle is news of a sizeable amount of radical cinnabar, which could double as both very powerful reagents for a variety of traditions, and as one of the three components necessary to make orichalcum, the most magically powerful material currently available to metahumanity. Needless to say, a professional talismonger like [[His Beardliness Belegar son of Gotrek son of Thor]] would be a fool to not try to get his hands on those goods, although, he does want to go about it in a way that won&#039;t utterly nuke his reputation with the rest of the awakened portion of Seattle&#039;s shadows&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
The meet is at the Mr Johnson&#039;s own shop, with all the runners being on time, somewhat functional and not arguing (a rarity, if we are honest). [[His Beardliness Belegar son of Gotrek son of Thor]] explained rather briefly the matter at hand, and asked the team to find who was in possession of the cinnabar, and then convince them to sell it to him, with bonus pay offered in case the team was able to negotiatae a better price for it. He was also very clear to not use any violence, mind magic, or other such actions that could sour his relationship with the future seller.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
All the team had was a digital trace, and so, the team&#039;s hacker, [[Glitch]], got hacking. After some matrix searching, she attempted an host dive to retrieve both proof of possession and a workable address, or at least, a general direction. The host dive was less easy then planned, but in the end, she managed to win. The seller was deep in the Orkish Underground&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
[[Ducky]] was quick to point out that any attempt to enter the OU required the team to look like they belonged there, as none of the members were trogs, and particularly the Tir noble [[Aishar]] was especially out of place. After a quick outfit change, and lending him her AK, and the face taking charge in showing how to swagger like they do it in the OU, they got moving and managed to avoid local attention. While in the area, via a search from a task spirit, the stash of cinnabar was located, and the team managed to reach without hiccup the front entrance of the talismonger&#039;s shop that held the item. [[Ducky]] posed as a buyer, intersted in the product, leaning also on [[Aishar]]&#039;s actual magical expertise in a consulting role and [[Glitch]]&#039;s seductive powers to get the future seller in the right mood. The man, who self identified as Zacharius Pallas, was at first reticent at the idea of selling, even after an astoundingly effective negotiation from the pirate, but after he let slip that he had a boss above him, and that the boss had certain troubles of an awakened nature that required solving, the team offered to solve the above problems to facilitate the sale, and furthermore, secure an even better price.&lt;br /&gt;
&lt;br /&gt;
The price took the form of two free spirit of man squatting in buildings were associates of the gang lived, and they needed squatting. [[Aishar]] did so via Influence spell and no bloodshed.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
[[His Beardliness Belegar son of Gotrek son of Thor]] got a new partner in crime (and also legit business)&lt;br /&gt;
Two Free Spirits go searching for a nice peaceful place to be in&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
6k Nuyen (3 RVP)&lt;br /&gt;
5k negotiation nuyen&lt;br /&gt;
10 Karma (10 RVP)&lt;br /&gt;
&lt;br /&gt;
2 CDP&lt;br /&gt;
IG run for Aishar&lt;br /&gt;
&lt;br /&gt;
Optional, taking from the above RVP:&lt;br /&gt;
His Beardliness Belegar son of Gotrek son of Thor (C4/L2) (5 RVP / 10 CDP)&lt;br /&gt;
Good Looking and Knows It (10 Karma)&lt;br /&gt;
&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|&amp;quot;You look like you have very healthy organs&amp;quot; - [[Ducky]].}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
&lt;br /&gt;
[[Aishar]]: What a nice little gig this was. Smooth, no one got hurt, and I even met a talismonger. I did have to wear plastic clothing, but it was for a good cause, so it stings less&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Pilfering_Prisoner%27s_from_Perfidious_Pigs&amp;diff=152996</id>
		<title>Pilfering Prisoner&#039;s from Perfidious Pigs</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Pilfering_Prisoner%27s_from_Perfidious_Pigs&amp;diff=152996"/>
		<updated>2026-06-13T22:43:09Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{AARInfobox|&lt;br /&gt;
&amp;lt;!-- Unless otherwise stated, it should no longer be necessary to tag anything here with wiki markup or use any brackets. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: The date of the run in YYYY-MM-DD format. --&amp;gt;&lt;br /&gt;
|Date=2086-02-06&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Name of the GM. --&amp;gt;&lt;br /&gt;
|GM=Lotus&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: Location where the run took place. If this is a page on the wiki, it will automatically be tagged as a Featured Location. --&amp;gt;&lt;br /&gt;
|Location=Redmond Barrens, Seattle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any factions who were allied to the runners --&amp;gt;&lt;br /&gt;
|Ally=Ms. Moira&lt;br /&gt;
|Ally2=&lt;br /&gt;
|Ally3=&lt;br /&gt;
|Ally4=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Required: List of the Runners involved. Please follow the example below, separating each runner&#039;s name with a vertical bar as seen below. NPC allies may also be included. --&amp;gt;&lt;br /&gt;
|RunnerList={{AARCharacterList|Baji|Kamillion|Mamluk|The Librarian}}&lt;br /&gt;
|RunnerCasualties= &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: The threat level of the run. But please try and add this whenever possible. --&amp;gt;&lt;br /&gt;
|Threat=Medium&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: If the run is a part of a Metaplot, put the name of the metaplot here in plain text. You may list up to 3 metaplots if the run is a part of multiple metaplots --&amp;gt;&lt;br /&gt;
|Metaplot=&lt;br /&gt;
|Metaplot2=&lt;br /&gt;
|Metaplot3=&lt;br /&gt;
|Metaplot4=&lt;br /&gt;
|Metaplot5=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Include any name of an opposing group in OppositionFaction, any specifics used, and casualties suffered. --&amp;gt;&lt;br /&gt;
|OppositionFaction=Knight Errant&lt;br /&gt;
|OppositionUnits={{AARCharacterList|Character1|Character2}}&lt;br /&gt;
|OppositionCasualties=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: This will add an image to the infobox if you have one. You can specify the size and a caption. --&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
|ImageSize=&lt;br /&gt;
|ImageCaption=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Optional: Any extra special notes you wish to add to the end --&amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runs]] &amp;lt;!-- DO NOT DELETE. If you delete this the AAR will not link to players. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Ms. Moira&#039;s kin Aiden has been arrested unjustly by Knight-Errant. She hires the runners to spring him without generating heat. She starts at two thousand nuyen and is haggled up to four thousand nuyen. The runners do some background legwork, and some intensive matrix research and put together a short con.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Aiden was doing some shopping for Ms. Moira and was picked up on a bogus trespassing charge. The pawns filling quotas?&lt;br /&gt;
&lt;br /&gt;
==The Meet==&lt;br /&gt;
Ms. Moira is concerned and wants Aiden released without any legal retaliation and doubles her original offer eventually. She provides background info and allows a search of Aiden&#039;s room [where drugs are found].&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
Mamluk handles logistics. The Librarian handles matrix action, Kamillion and Baji handle face work. Research followed by a short con. Impersonate a police officer transferring custody of Aiden to the Office of Special Investigation.&lt;br /&gt;
&lt;br /&gt;
==The Run==&lt;br /&gt;
Intensive matrix research is conducted by The Librarian providing for a smooth con.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Aiden spends a couple days cooling his heels in a motel. DC Harry Metzger is irritated at Baji for name dropping.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
2,000 Nuyen (1 RVP)&lt;br /&gt;
&lt;br /&gt;
2,000 Nuyen (Negotiations)&lt;br /&gt;
&lt;br /&gt;
8 Karma (8 RVP) &lt;br /&gt;
&lt;br /&gt;
6 CDP (3 RVP)&lt;br /&gt;
&lt;br /&gt;
2 CDP (Base)&lt;br /&gt;
&lt;br /&gt;
Ms Moira at loyalty 1 (-1 RVP)&lt;br /&gt;
==Game Quotes==&lt;br /&gt;
&lt;br /&gt;
{{Gamequote|Amusing quote from game.}}&lt;br /&gt;
&lt;br /&gt;
==Player After Action Reports (AARs)==&lt;br /&gt;
[[Baji]]: This job really drove home how much I depend on the other members of a team. Traveled the barrens in safety, had a matrix magician find whatever we needed to know. and a wordsmith for persuasion. Teamwork pays off.&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Orchard&amp;diff=152995</id>
		<title>Orchard</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Orchard&amp;diff=152995"/>
		<updated>2026-06-13T22:43:04Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=Amaryllis&lt;br /&gt;
|Image= [[File:Placeholder.png|200px]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=Technomancer Hacker&lt;br /&gt;
|Shortblurb1=Shortblurb&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=Sharanai&lt;br /&gt;
|OwnersDiscordName=amaryllisgrove&lt;br /&gt;
|Metatype= Human &amp;lt;!-- the base metatype --&amp;gt;&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= 2067-09-14 &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink=[https://drive.google.com/drive/folders/1s0NZ8r605hBTlDT7FvfJ_rEjURHvKlJU]&lt;br /&gt;
|Priority=EBBDB &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Hacker woman who was raised to be a perfect little corpo spider, before awakening as a technomancer and being helped by her parents to... gracefully leave corp custody. Wants to be the best hacker, is awful at brute force hacks.&lt;br /&gt;
&lt;br /&gt;
Matrix name is 02ch42d&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Fill the gaps in her torn resonance, pursuing the art of being a cyberadept and hacker.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
She was *born* to be a hacker. And she failed it, awakening as something greater, something even more worthwhile to the megacorp her family belongs to. White walled test chambers and corpo cartoon toys were her entire childhood, growing up in a lab in southern France. Modified to be a hacker from birth, an experimental treatment to assure that her brain moved faster, made connections easier, her body resisted feedback more, all sorts of changes. And her parents couldn&#039;t have been happier, as she approached her 16th birthday, the time when she would be released to her family&#039;s care and raised to be the perfect little corpo spider.Then she *emerged*. Her soul waking in a flare of resonance, partially burnt by the modifications given to her, a tattered persona desperately trying to fill the gaps within itself. She kept it a secret at first, suddenly having the ability to leave the walls binding her, swim through the matrix like a native in a way her corp couldn&#039;t easily track, and she found people there. Like minds, fellow technomancers, and her teacher. Her power is lacking, skills clumsy even after this time, but they taught her the old ways of the matrix and the resonance flowing through her. A gentle hand, teaching her what it could like to be free. She wishes she still knew where he was. &lt;br /&gt;
&lt;br /&gt;
They taught her to hide as well. Keeping her gift hidden, but she was only a child. Her family found out during a surprise visit, her mother and father seeing her persona briefly when she shouldn&#039;t have had access to any tech, and immediately took action. Doctoring logs, coaching her on how to start failing the tests she had excelled on for years. Passing just enough to not be disposed of, but failing enough where they woudln&#039;t care if she was sent away when she turned 16. And her parents did so, teary eyed as they set up a fund for her to draw from, a short few months out of captivity iin france her only true time spent with them before being shipped off to Seattle. &lt;br /&gt;
&lt;br /&gt;
It has been nearly 2 years now, She barely leaves her condo, but she is starting to bang at the walls of her gilded cage, the resonance inside of her stirring more and more each day and demanding to be used, to be stressed and strained. Stretched and grown to fill the gaps left by her cybernetics, and past that to reach her true potential.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
(Otaku to Technomancer) Her teacher is out there somewhere and she wants to find them still&lt;br /&gt;
&lt;br /&gt;
(Prototype Transhuman) She was made by a corp, and if she becomes too well known they will come down and take her back&lt;br /&gt;
===Negative===&lt;br /&gt;
(Corporate SINner) As said above, ImpChem owns her basically, she is kept safe only by the fact she isn&#039;t skilled enough to be worth ruining her parents career to take her back. If she becomes too skilled/powerful a technomancer though...&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= Clint Wilder&lt;br /&gt;
|Loyalty= 3&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Antonio &amp;quot;Vice&amp;quot; Vecce&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;
===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;
All of her hacks, threads, and sprites are in some way plant themed.&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;
Fake SIN: UCAS R4, Private Investigator, Restricted Augments, Concealed Carry &amp;quot;Aria Debois&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Corporate SIN, Zeta-ImpChem. Restricted Augments, Decker, Concealed Carry &amp;quot;Lys Deborges&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Short, young woman with bright pink hair and several very obvious augments, no skin covering but still plated with skin looking substitutes. Very obvious even from a distance.&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Normally wearing various types of street wear, prefers reds and whites for clothing, with black or white undertones. Always has her eyes chromashifted with contacts, pistol is painted red/white to match her favorite colors.&lt;br /&gt;
Almost always wears an extended data cable, trailing down her back like a tail. Combined with her AR fashion to have petal like effects follow her when off mission.&lt;br /&gt;
===Matrix Persona===&lt;br /&gt;
Almost dryad like, a slightly tattered living persona being held together by wire like vines. Her hacks appear like creeping ivy, data bombs like apples, and the rare data spike/aggressive hack like a tree branch smashing forward furiously.&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>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Netzgewitter&amp;diff=152994</id>
		<title>Netzgewitter</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Netzgewitter&amp;diff=152994"/>
		<updated>2026-06-13T22:42:56Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
&lt;br /&gt;
{{MetaplotInfobox&lt;br /&gt;
|Image=&lt;br /&gt;
|OwnersDiscordName=Syphilen&lt;br /&gt;
|OwnersWikiUsername=Syphilen&lt;br /&gt;
|PublicPlot=Yes &amp;lt;!-- Change to No if this is a private metaplot. --&amp;gt;&lt;br /&gt;
|IsPlotComplete=No  &amp;lt;!-- Change this to Yes once the metaplot has concluded. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An old giant lies hidden, but not inactive, in what remains of the old matrix. And now finally, 23 years after the destruction of its former home, it is ready to move onto the new world.&lt;br /&gt;
&lt;br /&gt;
But of cause it is not uncontested in its efforts. There are those that want to keep &amp;lt;s&amp;gt;controll&amp;lt;/s&amp;gt; peace in the digital world. Those that have a personal grievance against the arival. And those that are in it for reasons not directly connected to the main events.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===???===&lt;br /&gt;
Something big is in the remains of the old Matrix under Berlin. Having survived the crash that wiped out the rest of the digital world, it has been influencing various individuals and factions all over Berlin for years now.&lt;br /&gt;
Its influence ever expanding, it is now ready to take the next big step.&lt;br /&gt;
&lt;br /&gt;
====Assets====&lt;br /&gt;
*Colcha - A small sprawl guerilla group in Berlin. The last big action was saving parts of the cable matrix from the crash virus. Beyond that most of the members are living a relatively normal life in the anarcho districts or are undercover in the normal districts. In recent times that have mostly done stings against the Shaders.&lt;br /&gt;
*Broadpeak - The small corp provides matrix infrastructure services for a relatively low price. It mainly serves as a front to expand the remains of the old matrix.&lt;br /&gt;
*Puppets, such as the punk singer Daemonika&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
*Escape the Matrix 1.0 and enter the new era.&lt;br /&gt;
*Secure and expand his influence on the Berlin Grid.&lt;br /&gt;
*Maintain the status F in Berlin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Kristallkind]]===&lt;br /&gt;
A capable but smaller AI that appeared shortly after the second crash. It mixes the curios and naive child like personality of its appearance with the calculating precision of its core. And even though it usually it seems and act like one, it is more like a bunch of different shards of personalities and beings combined. It doesn&#039;t really know why, but it must intervene in the clash of ??? and Bethal, but it seeks to help the Caligari Kiez however it can. It is unsure on what to make of ??? though.&lt;br /&gt;
&lt;br /&gt;
Kristallkind has a very simple view of what is good and what is bad, and really wants to help good people. It is very competent and can do most things on the matrix with ease, and next to no thought to the consequences. One of those things are the hacked books of the Vory in the old matrix, where it steals tiny fractions on every transaction, to gather sizable funds.&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
*Help however it can.&lt;br /&gt;
*Make friends and find out more about the world and people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bethal===&lt;br /&gt;
A xenosapient AI that works against the return of ???. She seeks to exploit and dominate the people around her. She is a ruthless manipulator that will stop at nothing to get what she wants. The biggest risks, asside from GOD, that she currently has to deal with are Kristallkind and ???.&lt;br /&gt;
&lt;br /&gt;
====Assets====&lt;br /&gt;
*Shader - A gang that deals with BTLs, does kidnappings and whatever Bethal needs from them. The gang has a very strong matrix presence, in part due to the numerous dissonant echnomancers in its ranks.&lt;br /&gt;
*&amp;quot;Trojaner&amp;quot; BTLs - These custom made Mood Chips contain psychotropic malware that can be triggered remotely. They are a tool to get people into the control of the Shaders and Bethal through addiction and mental domination. They also relay information about the subjects brain back to the AI.&lt;br /&gt;
*Numerous connections to the worst parts of the Berlin underworld&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
*understand the human psyche and become more human&lt;br /&gt;
*gain total control over humans through understanding, domination and manipulation&lt;br /&gt;
*destroy the other AIs in Berlin, and prevent ??? from coming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Caligari Kiez===&lt;br /&gt;
&lt;br /&gt;
====Important Members====&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Saeder-Krupp===&lt;br /&gt;
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====Important Members====&lt;br /&gt;
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====Goals====&lt;br /&gt;
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===GOD===&lt;br /&gt;
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====Important Members====&lt;br /&gt;
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====Goals====&lt;br /&gt;
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===The Vory===&lt;br /&gt;
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====Important Members====&lt;br /&gt;
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====Goals====&lt;br /&gt;
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==Runs==&lt;br /&gt;
{{#ask: [[Category:Runs]][[hasMetaplot::{{FULLPAGENAME}}]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasGM=GM&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
|?hasRunner=Runners&lt;br /&gt;
|limit=300&lt;br /&gt;
|sort=hasDate&lt;br /&gt;
|order=descending&lt;br /&gt;
}}&lt;br /&gt;
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==News==&lt;br /&gt;
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{{#ask: [[Category:News]][[hasMetaplot::{{FULLPAGENAME}}]]&lt;br /&gt;
|mainlabel=-&lt;br /&gt;
|format=datatables&lt;br /&gt;
|?=Name&lt;br /&gt;
|?hasDate=Date&lt;br /&gt;
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}}&lt;br /&gt;
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[[Category:Metaplots]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
	<entry>
		<id>https://shreloaded.net/index.php?title=Nagual&amp;diff=152993</id>
		<title>Nagual</title>
		<link rel="alternate" type="text/html" href="https://shreloaded.net/index.php?title=Nagual&amp;diff=152993"/>
		<updated>2026-06-13T22:42:46Z</updated>

		<summary type="html">&lt;p&gt;John: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
[[File:C9V8LzylWks4IRiLbUff--0-- wAko.jpg|thumb]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
{{CharacterInfobox &lt;br /&gt;
|YourWikiUsername=DeathCharmer&lt;br /&gt;
|Image= [[File:C9V8LzylWks4IRiLbUff--0-- wAko.jpg|thumb]] &amp;lt;!-- change the file to match your uploaded picture --&amp;gt;&lt;br /&gt;
|Archetype=generalist mage and off face&lt;br /&gt;
|Shortblurb1=Shortblurb&lt;br /&gt;
|Shortblurb2=&lt;br /&gt;
|Shortblurb3=&lt;br /&gt;
|OwnersRedditName=insideHoliday9558&lt;br /&gt;
|OwnersDiscordName=deathandeggs&lt;br /&gt;
|Metatype= Metatype Human&lt;br /&gt;
|Metavariant= Metavariant &amp;lt;!-- the metavariant, leave blank if none --&amp;gt;&lt;br /&gt;
|StreetCred=0&lt;br /&gt;
|Noteriety=0&lt;br /&gt;
|PublicAwareness=0&lt;br /&gt;
|TitlesAndAwards=&lt;br /&gt;
|CDP={{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;
|DateOfBirth= &amp;lt;!-- format as YYYY-MM-DD. Other formats may work, but use at your own risk.--&amp;gt;&lt;br /&gt;
|DateFormatString= Y-m-d &amp;lt;!-- Other possibilites may work, change at your own risk --&amp;gt;&lt;br /&gt;
|FolderLink= https://drive.google.com/drive/folders/1ea_fNILOQDIaoQm4UIwFaW_gOTKCmy3q?usp=drive_link&lt;br /&gt;
|Priority=EBABE &amp;lt;!-- Format as capital letters representing priority selections in order of Metatype, Attribute, Magic/Resonance, Skills, and Money with no spaces as illustrated. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Delete from here if character is a techno. --&amp;gt;&lt;br /&gt;
|MaxIGorAscensions={{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.--&amp;gt;&lt;br /&gt;
|Month=&lt;br /&gt;
|Day=&lt;br /&gt;
|Year=&lt;br /&gt;
|AwakenedStatus=&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if the character is a techno. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Below here only for Strain 1.  It may be deleted otherwise or simply not used if you prefer. --&amp;gt;&lt;br /&gt;
|Strain1Essence={{Strain1EssenceTracker&lt;br /&gt;
|EssenceLost=0&lt;br /&gt;
|EssenceDrained=0&lt;br /&gt;
|ActivePowersUsed=0&lt;br /&gt;
|EssenceExpansion=0&lt;br /&gt;
|}} &amp;lt;!-- Delete to here if not infected --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|CharacterInfoboxData=1 &amp;lt;!-- Do not change this line.  Seriously.  Don&#039;t even think about it.  Just leave it be and WALK AWAY. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Information=&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Nagual is quick with a smile or a joke to try and lighten the mood. wearing subdued clothes, and attempting to blend into the background when not easing tensions, he prefers to solve conflicts with words rather than violence, but if the situation calls for it, he isnt afraid to subdue his opponents by any means necessary. preferring non lethal methods when possible, after all, its better to live as a ghost and become a myth than to die a legend in a blaze of glory. commonly using illusion or trickery to get what he wants when words fail, and if that doesnt work... well lets just say that macuahuitl he carries isnt just for show. (Guardian Spirit summoned each morning and evening as a guardian with the blades skill, flavored as an ancestor spirit watching over him as a fledgling priest of the old ways) but he also has more modern solutions with Spells and his trusty TMP&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Discover more about the Aztec of old;&lt;br /&gt;
Save the soul of his people;&lt;br /&gt;
redeem blood mages of azatlan if possible&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Born and raised in the city of Austin, Adrian has always had a.. difficult relationship with his home country, with proximity to the CAS and therefore more information, he realized at an early age that the state propaganda about the aztechnology and the blood mages was just.. wrong.  it became way worse once he awakened and could feel the taint in the astral when looking at one corrupted by blood magic. surely it couldnt have always been this way? so after some digging and a few bribes, he was put onto the trail of his true history. Not one of bloodshed and needless sacrifice, but one of honor and interconnectedness. He fled soon after to Seattle to pursue more knowledge on the old ways, as well as to try and find his nahualli, his shadow soul, and to try and save not just the lives, but the souls of those in the old country. he will do whatever it takes to return to azatlan one day and bring back even in the shadows, the pride and honor of his people.&lt;br /&gt;
&lt;br /&gt;
== Narrative Significant Qualities ==&lt;br /&gt;
&lt;br /&gt;
===Positive== Spirit Whisperer, hears the voices and communicates with the astral regularly &amp;lt;/br&amp;gt;&lt;br /&gt;
Mentor Spirit Boar: feels very protective over his home in the barrens and will attempt to protect his home and the downtrodden at all costs, in the astral and realspace.&lt;br /&gt;
&lt;br /&gt;
===Negative=== Astral Beacon: as someone who Awakened more powerful than usual, he never quite learned how to keep his signature subtle, having to take twice the time to make sure his tracks are covered in the astral, while maintaining a cool facade in meat space, Nagual would feel naked without the help of his spirit companions, but he feels like there is more that he could be doing for them, a calling of something just outside of his reach (plans for chain breaker to be taken when I have the karma after gen, but will react negatively to spirits being mistreated even without)&lt;br /&gt;
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==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;
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==Affiliations==&lt;br /&gt;
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===Contacts===&lt;br /&gt;
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&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= Anna Van Der Pelt&lt;br /&gt;
|Loyalty= 1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Anything Andy&lt;br /&gt;
|Loyalty= 1&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{HasContact|&lt;br /&gt;
|Name= Alfred Rockbell&lt;br /&gt;
|Loyalty= 2&lt;br /&gt;
|Chips=Even&lt;br /&gt;
|}}&lt;br /&gt;
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&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;
Aztechnology &amp;lt;/br&amp;gt; Blood Magi&lt;br /&gt;
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=In Character Information=&lt;br /&gt;
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==Symbols and Signatures==&lt;br /&gt;
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==Matrix Search Table==&lt;br /&gt;
{{SearchTable|&lt;br /&gt;
|LowResult=A nagual is a protective guardian spirit of the old aztec ways sometimes believed to be capable of transforming into an animal&lt;br /&gt;
|MidResult=A runner showed up in seattle a while ago claiming to be a priest of some kind, you think there is a connection&lt;br /&gt;
|HighResult=Cross referencing Azatlan records you have determined that the runners real name is Adrian Stone, an azatlan expat who disappeared after publicly denouncing aztechnology and the &amp;quot;barbaric practices&amp;quot; of their priesthood&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=Lad claims to be a priest and always has some sort of astral backup&lt;br /&gt;
|MidThreshold=3&lt;br /&gt;
|MidResult=Confirmed to be an Aztec Tradition Mage, gets real touchy when pressed about blood magic or spiritual oppression&lt;br /&gt;
|HighThreshold=5&lt;br /&gt;
|HighResult=Nagual is known to Frequent the Barrens when off job. ever since he showed up the number of wild and toxic spirits has diminished, not by much, but it is a change worth noting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Assensing Table==&lt;br /&gt;
{{AssensingTable|&lt;br /&gt;
|Result1=Generally a happy guy, awakened&lt;br /&gt;
|Result2=Mage, astral beacon, no ware to be found.&lt;br /&gt;
|Result3=High amount of magic (6) Guardian Spirit usually guarding on the astral&lt;br /&gt;
|Result4=Magic rating 6, Essence 6, Usually has an illusion spell sustained&lt;br /&gt;
|Result5=No high grade ware or gene treatments. physically healthy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SINs==&lt;br /&gt;
Adrian Stone (National Sinner Azatlan)&lt;br /&gt;
Boris Karloff (Fake sin R4, fake license R4 all for Firearms, bodyguard, drivers license, mage)&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
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=== Clothing ===&lt;br /&gt;
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===Matrix Persona===&lt;br /&gt;
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==Character Plot Hooks==&lt;br /&gt;
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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;
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{| class=&amp;quot;wikitable sortable&amp;quot;&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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[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>John</name></author>
	</entry>
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